void RenderingManagerC::init(D3DPRESENT_PARAMETERS m_d3dpp)
{
	g_pD3D       = NULL; // Used to create the D3DDevice
	g_pResourceSysMemData = NULL; // Sysmem data for the packed resource
	g_pResourceVidMemData = NULL; // Vidmem data for the packed resource
	g_pVB				  = NULL;          // Buffer to hold vertices
	g_backGroundTexture   = NULL; // Our texture
	g_playerTexture       = NULL;
	g_crossHairTexture    = NULL;


	m_d3dpp.BackBufferWidth = 1280;
	m_d3dpp.BackBufferHeight = 720;
	m_d3dpp.Flags = 80;

	g_pd3dDevice->Reset( &m_d3dpp );


	D3DXCreateSprite(g_pd3dDevice, &backGround);
	D3DXCreateSprite(g_pd3dDevice, &player);
	D3DXCreateSprite(g_pd3dDevice, &crossHair);
	D3DXCreateSprite(g_pd3dDevice, &playerSpriteSheet);
	D3DXCreateSprite(g_pd3dDevice, &playerHand);
	D3DXCreateSprite(g_pd3dDevice, &turret);

	

	LoadPackedResource();
	// Get access to the texture
	g_backGroundTexture = (LPDIRECT3DTEXTURE8)&g_pResourceSysMemData[ resource_level1_OFFSET ];
	g_playerTexture = (LPDIRECT3DTEXTURE8)&g_pResourceSysMemData[ resource_player_OFFSET];
	g_crossHairTexture= (LPDIRECT3DTEXTURE8)&g_pResourceSysMemData[ resource_crossHair_OFFSET];
	g_playerSpriteSheetTexture = (LPDIRECT3DTEXTURE8) &g_pResourceSysMemData[ resource_spriteSheet_OFFSET];
	g_turretTexture = (LPDIRECT3DTEXTURE8)&g_pResourceSysMemData[resource_turret_OFFSET];
	
	
	PlayPortalSound = false;

}
Example #2
0
void Renderer::init2()
{
#if IS_XBOX
	// Perform necessary XBox-DirectX preparations
	// Initialize Direct3D
	if( FAILED( InitD3D() ) )
		throw 0;
	// Load the packed resource
	if( FAILED( LoadPackedResource() ) )
		throw 0;

	// Get access to the textures, and map them to the enumerations
#define GetResource(index)	((LPDIRECT3DTEXTURE8)&g_pResourceSysMemData[index])
	g_pTextureMap[TEXT_MENU] = GetResource(resource_Menu_OFFSET);
	g_pTextureMap[TEXT_BACKGROUND] = GetResource(resource_Background_OFFSET);
	g_pTextureMap[TEXT_PLAYER] = GetResource(resource_SpriteSheet_OFFSET);
	g_pTextureMap[TEXT_DISC] = GetResource(resource_SpriteSheet_OFFSET);
	g_pTextureMap[TEXT_SCORE_FONT] = GetResource(resource_ScoreFont_OFFSET);
	g_pTextureMap[TEXT_GAMEOVER] = GetResource(resource_GameOverScreen_OFFSET);
	g_pTextureMap[TEXT_TRANSITION] = GetResource(resource_TransitionMenu_OFFSET);
#undef GetResource

	if( FAILED(D3DXCreateSprite(g_pd3dDevice, &m_sprite)))
	{
		throw 0;
	}
#else
	GLuint mBackgroundTextureId;
	GLuint mSpriteSheetId;
	GLuint mMenuTextureId;
	GLuint mGameOverTextureId;
	GLuint mScoreFontId;
	GLuint mTransitionTextureId;

	mBackgroundTextureId = SOIL_load_OGL_texture("assets/Background.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID,
		SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);

	mSpriteSheetId = SOIL_load_OGL_texture("assets/SpriteSheet_NEW.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID,
		SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);

	mMenuTextureId = SOIL_load_OGL_texture("assets/Menu.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID,
		SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);

	mScoreFontId = SOIL_load_OGL_texture("assets/ScoreFont.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID,
		SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);

	mGameOverTextureId = SOIL_load_OGL_texture("assets/Game_Over_Screen.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID,
		SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);

	mTransitionTextureId = SOIL_load_OGL_texture("assets/Transition_Menu.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID,
		SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);

	mTextureID[TEXT_MENU] = mMenuTextureId;
	mTextureID[TEXT_BACKGROUND] = mBackgroundTextureId;
	mTextureID[TEXT_PLAYER] = mSpriteSheetId;
	mTextureID[TEXT_DISC] = mSpriteSheetId;
	mTextureID[TEXT_SCORE_FONT] = mScoreFontId;
	mTextureID[TEXT_GAMEOVER] = mGameOverTextureId;
	mTextureID[TEXT_TRANSITION] = mTransitionTextureId;
#endif
}