Example #1
0
	Ball() {
		LOGI("init for ball");
		fXOffset = 0.0f;
		fYOffset = 0.0f;

		initializeVertexShader();
		initializeFragmentShader();
		initializeProgram();
		initializeVertexPositions();
		initializeVertexBuffer();

		positionBufferPointer = glGetAttribLocation(theProgram, "vPosition");
	}
Example #2
0
//===========================================================================
int cGenericShader::loadFragmentShaderFromText(const char* a_shaderText)
{
    uninitializeFragmentShader();
    SAFE_ARRAY_DELETE(m_fragmentShaderFilename);
    SAFE_ARRAY_DELETE(m_fragmentShaderString);

    m_fragmentShaderString = new char[strlen(a_shaderText)+1];
    strcpy(m_fragmentShaderString,a_shaderText);  

    int retval = initializeFragmentShader();

    // Don't necessarily delete; we may try again at render time...

    return retval;
  }
Example #3
0
//===========================================================================
int cGenericShader::loadFragmentShaderFromFile(const char* a_filename)
{
    char* contents = (char*)readFile(a_filename,true);
    if (contents == 0) return -1;

    uninitializeFragmentShader();
    SAFE_ARRAY_DELETE(m_fragmentShaderFilename);
    SAFE_ARRAY_DELETE(m_fragmentShaderString);

    m_fragmentShaderFilename = new char[strlen(a_filename)+1];
    strcpy(m_fragmentShaderFilename,a_filename);
    m_fragmentShaderString = contents;

    int retval = initializeFragmentShader();

    // Don't necessarily delete; we may try again at render time...

    return retval;
}
	RacketBar(bool userBar) {
		if(userBar)
			LOGI("Racketbar for user init");
		else
			LOGI("Racketbar for CPU init");
		if(userBar){
			fYOffset = -0.8f;
		} else {
			 fYOffset = 0.8f;
		}
		isUserBar = userBar;
		initializeVertexShader();
		initializeFragmentShader();
		initializeProgram();
		initializeVertexPositions();
		initializeVertexBuffer();

		positionBufferPointer = glGetAttribLocation(theProgram, "vPosition");
	}
Example #5
0
//===========================================================================
void cGenericShader::initializeShaders()
{
    initializeVertexShader();
    initializeFragmentShader();
}