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; }
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 }