void Init( int width, int height ) { // Init the shaders gProgramHandle = createProgram( gVertexShader, gPixelShader ); if( !gProgramHandle ) { LogError( "Could not create program." ); assert(0); } // Read attribute locations from the program gaPositionHandle = glGetAttribLocation( gProgramHandle, "aPosition" ); CheckGlError( "glGetAttribLocation" ); gaTexCoordHandle = glGetAttribLocation( gProgramHandle, "aTexCoord" ); CheckGlError( "glGetAttribLocation" ); gaTexSamplerHandle = glGetUniformLocation( gProgramHandle, "sTexture" ); CheckGlError( "glGetUnitformLocation" ); // Set up viewport glViewport( 0, 0, width, height ) ; CheckGlError( "glViewport" ); // Load textures gTextureHandlePNG = LoadTexturePNG("tex_png.png"); gTextureHandleUnsupported = LoadTexturePNG("tex_bw.png"); gTextureHandleETC = ( IsETCSupported() ) ? LoadTextureETC_KTX("tex_etc1.ktx") : gTextureHandleUnsupported; gTextureHandleETC2 = ( IsETC2Supported() ) ? LoadTextureETC_KTX("tex_etc2.ktx") : gTextureHandleUnsupported; gTextureHandlePVRTC = ( IsPVRTCSupported() ) ? LoadTexturePVRTC("tex_pvr.pvr") : gTextureHandleUnsupported; gTextureHandleS3TC = ( IsS3TCSupported() ) ? LoadTextureS3TC("tex_s3tc.dds") : gTextureHandleUnsupported; }
/* ======================================================================================================================= * TODO: ======================================================================================================================= */ int cTexture::LoadFloatingTexture (char const * szFilename) { int nTexture; if (nFloatingNum < FLOATING_MAX) { nTexture = TEXNAME_NUM + nFloatingNum; aunTextureName[nTexture] = LoadTexturePNG (szFilename); nFloatingNum++; } else { nTexture = 0; } return (nTexture); }
/* ======================================================================================================================= * TODO: ======================================================================================================================= */ cTexture::cTexture () { nFloatingNum = 0; /* Load the textures */ aunTextureName[TEXNAME_TRON] = LoadTextureJPEG ("Resources\\Tron.jpg"); aunTextureName[TEXNAME_JMUMAP] = LoadTextureJPEG ("Resources\\jmumap.jpg"); aunTextureName[TEXNAME_RENDERMAP] = LoadTextureJPEG ("Resources\\RenderMap.jpg"); aunTextureName[TEXNAME_REDBLOB] = LoadTexturePNG ("Resources\\AnalyseRed.png"); aunTextureName[TEXNAME_AMBERBLOB] = LoadTexturePNG ("Resources\\AnalyseAmber.png"); aunTextureName[TEXNAME_GREENBLOB] = LoadTexturePNG ("Resources\\AnalyseGreen.png"); aunTextureName[TEXNAME_RADIORANGE1] = LoadTexturePNG ("Resources\\RangeCore.png"); aunTextureName[TEXNAME_RADIORANGE2] = LoadTexturePNG ("Resources\\RangeEdge.png"); /* HUD Buttons */ aunTextureName[TEXNAME_BUTTONSELECT] = LoadTexturePNG ("Resources\\ButtonSelect.png"); aunTextureName[TEXNAME_BUTTONSELECTD] = LoadTexturePNG ("Resources\\ButtonSelectD.png"); aunTextureName[TEXNAME_BUTTONLINKS] = LoadTexturePNG ("Resources\\ButtonLinks.png"); aunTextureName[TEXNAME_BUTTONLINKSD] = LoadTexturePNG ("Resources\\ButtonLinksD.png"); aunTextureName[TEXNAME_BUTTONSPIN] = LoadTexturePNG ("Resources\\ButtonSpin.png"); aunTextureName[TEXNAME_BUTTONSPIND] = LoadTexturePNG ("Resources\\ButtonSpinD.png"); aunTextureName[TEXNAME_BUTTONNET] = LoadTexturePNG ("Resources\\ButtonNet.png"); aunTextureName[TEXNAME_BUTTONNETD] = LoadTexturePNG ("Resources\\ButtonNetD.png"); aunTextureName[TEXNAME_BUTTONDETAILS] = LoadTexturePNG ("Resources\\ButtonDetails.png"); aunTextureName[TEXNAME_BUTTONDETAILSD] = LoadTexturePNG ("Resources\\ButtonDetailsD.png"); aunTextureName[TEXNAME_BUTTONLEFT] = LoadTexturePNG ("Resources\\ButtonLeft.png"); aunTextureName[TEXNAME_BUTTONLEFTD] = LoadTexturePNG ("Resources\\ButtonLeftD.png"); aunTextureName[TEXNAME_BUTTONBLANK] = LoadTexturePNG ("Resources\\ButtonBlank.png"); aunTextureName[TEXNAME_BUTTONBLANKD] = LoadTexturePNG ("Resources\\ButtonBlankD.png"); aunTextureName[TEXNAME_BUTTONRIGHT] = LoadTexturePNG ("Resources\\ButtonRight.png"); aunTextureName[TEXNAME_BUTTONRIGHTD] = LoadTexturePNG ("Resources\\ButtonRightD.png"); aunTextureName[TEXNAME_LEVEL] = LoadTexturePNG ("Resources\\Level.png"); //aunTextureName[TEXNAME_LOGO] = LoadTexturePNG ("Resources\\logo-128x128.png"); }