Ball() { LOGI("init for ball"); fXOffset = 0.0f; fYOffset = 0.0f; initializeVertexShader(); initializeFragmentShader(); initializeProgram(); initializeVertexPositions(); initializeVertexBuffer(); positionBufferPointer = glGetAttribLocation(theProgram, "vPosition"); }
//=========================================================================== 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; }
//=========================================================================== 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"); }
//=========================================================================== void cGenericShader::initializeShaders() { initializeVertexShader(); initializeFragmentShader(); }