Beispiel #1
0
    void glInit()
    {
        // Private atlas for the composed entry text lines.
        entryAtlas = AtlasTexture::newWithRowAllocator(
                Atlas::BackingStore | Atlas::AllowDefragment,
                GLTexture::maximumSize().min(Atlas::Size(4096, 2048)));

        entryAtlas->audienceForReposition += this;
        entryAtlas->audienceForOutOfSpace += this;

        // Simple texture for the scroll indicator.
        Image solidWhitePixel = Image::solidColor(Image::Color(255, 255, 255, 255),
                                                  Image::Size(1, 1));
        scrollTex = entryAtlas->alloc(solidWhitePixel);
        self.setIndicatorUv(entryAtlas->imageRectf(scrollTex).middle());

        uTex = entryAtlas;
        uColor = Vector4f(1, 1, 1, 1);

        background.addBuffer(bgBuf = new VertexBuf);
        self.root().shaders().build(background.program(), "generic.textured.color")
                << uBgMvpMatrix
                << self.root().uAtlas();

        // Vertex buffer for the log entries.
        contents.addBuffer(buf = new VertexBuf);
        self.root().shaders().build(contents.program(), "generic.textured.color_ucolor")
                << uMvpMatrix
                << uShadowColor
                << uTex;
    }
    void glInit()
    {
        drawable.addBuffer(new VertexBuf);

        shaders().build(drawable.program(), "generic.color_ucolor")
                << uMvpMatrix
                << uColor;

        updateProjection();
    }