Example #1
0
void TextureSprite::draw()
{
    if (!m_bVisible) return;

    CC_NODE_DRAW_SETUP();

    ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);

    ccGLBindTexture2D(mTexture2D->getName());
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);

    /// Time offset
    getShaderProgram()->setUniformLocationWith2f(mTimeLocation, mTime.x, mTime.y);
    /// Color
    getShaderProgram()->setUniformLocationWith4f(mColorLocation, mColor.r, mColor.g, mColor.b, mColor.a);
    /// Vertex
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(ccVertex3F), (void*)&mVertexPos[0]);
    /// Texture coord.
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccTex2F), (void*)&mTexCoords[0]);
    /// Available mode: GL_TRIANGLES, GL_TRIANGLES_STRIP and GL_TRIANGLE_FAN
    glDrawArrays(GL_TRIANGLES, 0, mVertexPos.size());

    /// Do NOT call glFlush or performance will decrease drastically!
    /// glFlush();

    CHECK_GL_ERROR_DEBUG();

    CC_INCREMENT_GL_DRAWS(1);
}
KDvoid Controller::draw ( KDvoid )
{
    CC_NODE_DRAW_SETUP ( );
    
	GLfloat  fVertices [ ] = 
	{
		   0,  512, 
		1024,  512, 
		   0,    0, 
		1024,    0, 
	};

	GLfloat  fCoords [ ] =
	{
		   0,  0,
		   1,  0,
		   0,  1, 
		   1,  1, 
	};

	ccGLBindTexture2D ( m_uTexture );
    ccGLEnableVertexAttribs ( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords );

	if ( m_pDrawFunc )
	{
		m_pDrawFunc ( KD_GET_UST2MSEC );
	}

	ccGLVertexAttribPointer ( kCCVertexAttrib_Position , 2, GL_FLOAT, GL_FALSE, 0, fVertices );
	ccGLVertexAttribPointer ( kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, fCoords );	

	glDrawArrays ( GL_TRIANGLE_STRIP, 0, 4 );

	ccGLBindTexture2D ( 0 );
}
Example #3
0
void B2DLayer::draw(){
	CCLayer::draw();
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
	kmGLPushMatrix();
	world->DrawDebugData();
	kmGLPopMatrix();
}
void EXSunShineSprite::draw()
{
	ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
    m_sBlendFunc.src = GL_DST_COLOR;
    m_sBlendFunc.dst = GL_ONE;
	ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
    
	this->getShaderProgram()->use();
	this->getShaderProgram()->setUniformsForBuiltins();
    
	ccGLBindTexture2D(  this->getTexture()->getName() );
    
#define kQuadSize sizeof(m_sQuad.bl)
	long offset = (long)&m_sQuad;
    
	// vertex
	int diff = offsetof( ccV3F_C4B_T2F, vertices);
	glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
    
	// texCoods
	diff = offsetof( ccV3F_C4B_T2F, texCoords);
	glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
    
	// color
	diff = offsetof( ccV3F_C4B_T2F, colors);
	glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawQuadBezier(const CCPoint& origin, const CCPoint& control, const CCPoint& destination, unsigned int segments)
{
    lazy_init();

    ccVertex2F* vertices = new ccVertex2F[segments + 1];

    float t = 0.0f;
    for(unsigned int i = 0; i < segments; i++)
    {
        vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
        vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
        t += 1.0f / segments;
    }
    vertices[segments].x = destination.x;
    vertices[segments].y = destination.y;

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
    CC_SAFE_DELETE_ARRAY(vertices);

    CC_INCREMENT_GL_DRAWS(1);
}
Example #6
0
void CCGSpell::onDraw(const Mat4 &transform, uint32_t flags)
{
	// 启用attributes变量输入,顶点坐标,纹理坐标,颜色
	ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);

	_pShaderProgram->use();
	_pShaderProgram->setUniformsForBuiltins(transform);

	// 绑定纹理到纹理槽0
	ccGLBindTexture2D(_texture->getName());
	long offset = (long)&_quad;

	// vertex
	int diff = offsetof(V3F_C4B_T2F, vertices);
	glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (void*)(offset + diff));

	// texCoods
	diff = offsetof(V3F_C4B_T2F, texCoords);
	glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (void*)(offset + diff));

	// color
	diff = offsetof(V3F_C4B_T2F, colors);
	glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (void*)(offset + diff));

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	CC_INCREMENT_GL_DRAWS(1);
}
void CCControlSwitchSprite::draw()
{
    CC_NODE_DRAW_SETUP();

    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
    ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    getShaderProgram()->setUniformForModelViewProjectionMatrix();

    glActiveTexture(GL_TEXTURE0);
    glBindTexture( GL_TEXTURE_2D, getTexture()->getName());
    glUniform1i(m_uTextureLocation, 0);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture( GL_TEXTURE_2D, m_pMaskTexture->getName() );
    glUniform1i(m_uMaskLocation, 1);

#define kQuadSize sizeof(m_sQuad.bl)
    long offset = (long)&m_sQuad;

    // vertex
    int diff = offsetof( ccV3F_C4B_T2F, vertices);
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

    // texCoods
    diff = offsetof( ccV3F_C4B_T2F, texCoords);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

    // color
    diff = offsetof( ccV3F_C4B_T2F, colors);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glActiveTexture(GL_TEXTURE0);
}
void ccDrawPoints( const CCPoint *points, unsigned int numberOfPoints )
{
    lazy_init();

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    shader_->use();
    shader_->setUniformForModelViewProjectionMatrix();
    shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
    shader_->setUniformLocationWith1f(pointSizeLocation_, pointSize_);

    // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
    ccVertex2F* newPoints = new ccVertex2F[numberOfPoints];

    // iPhone and 32-bit machines optimization
    if( sizeof(CCPoint) == sizeof(ccVertex2F) )
    {
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, points);
    }
    else
    {
        // Mac on 64-bit
        for( unsigned int i=0; i<numberOfPoints;i++) {
            newPoints[i].x = points[i].x;
            newPoints[i].y = points[i].y;
        }
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
    }

    glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints);

    CC_SAFE_DELETE_ARRAY(newPoints);

    CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawPoint( const CCPoint& point )
{
    lazy_init();

    ccVertex2F p;
    p.x = point.x;
    p.y = point.y;

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    s_pShader->use();
    s_pShader->setUniformsForBuiltins();

    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
    s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize);

#ifdef EMSCRIPTEN
    setGLBufferData(&p, 8);
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, &p);
#endif // EMSCRIPTEN

    glDrawArrays(GL_POINTS, 0, 1);

    CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawCubicBezier(const CCPoint& origin, const CCPoint& control1, const CCPoint& control2, const CCPoint& destination, unsigned int segments)
{
    lazy_init();

    ccVertex2F* vertices = new ccVertex2F[segments + 1];

    float t = 0;
    for(unsigned int i = 0; i < segments; i++)
    {
        vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
        vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
        t += 1.0f / segments;
    }
    vertices[segments].x = destination.x;
    vertices[segments].y = destination.y;

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

#ifdef EMSCRIPTEN
    setGLBufferData(vertices, (segments + 1) * sizeof(ccVertex2F));
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
    CC_SAFE_DELETE_ARRAY(vertices);

    CC_INCREMENT_GL_DRAWS(1);
}
void BloodFlashSprite::draw()
{
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
    ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    getShaderProgram()->use();
    getShaderProgram()->setUniformsForBuiltins();

    ccGLBindTexture2D(getTexture()->getName());

    // attributes.
#define kQuadSize sizeof(m_sQuad.bl)
    long offset = (long)&m_sQuad;

    //vertex
    int diff = offsetof(ccV3F_C4B_T2F, vertices);
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

    // texCoods.
    diff = offsetof(ccV3F_C4B_T2F, texCoords);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

    // color
    diff = offsetof(ccV3F_C4B_T2F, colors);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    CC_INCREMENT_GL_DRAWS(1);
}
Example #12
0
void SpriteBlur::draw()
{
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
    ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );

    getShaderProgram()->use();
    getShaderProgram()->setUniformForModelViewProjectionMatrix();
    getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y);
    getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1);

    ccGLBindTexture2D(  getTexture()->getName() );

    //
    // Attributes
    //
#define kQuadSize sizeof(m_sQuad.bl)
    long offset = (long)&m_sQuad;

    // vertex
    int diff = offsetof( ccV3F_C4B_T2F, vertices);
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

    // texCoods
    diff = offsetof( ccV3F_C4B_T2F, texCoords);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

    // color
    diff = offsetof( ccV3F_C4B_T2F, colors);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));


    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawSolidPoly( const CCPoint *poli, unsigned int numberOfPoints, ccColor4F color )
{
    lazy_init();

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &color.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
    ccVertex2F* newPoli = new ccVertex2F[numberOfPoints];

    // iPhone and 32-bit machines optimization
    if( sizeof(CCPoint) == sizeof(ccVertex2F) )
    {
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli);
    }
    else
    {
        // Mac on 64-bit
        for( unsigned int i=0; i<numberOfPoints; i++)
        {
            newPoli[i] = vertex2( poli[i].x, poli[i].y );
        }
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
    }

    glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);

    CC_SAFE_DELETE_ARRAY(newPoli);
    CC_INCREMENT_GL_DRAWS(1);
}
Example #14
0
void ShaderNode::draw()
{
    CC_NODE_DRAW_SETUP();

    float w = SIZE_X, h = SIZE_Y;
    GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h};

    //
    // Uniforms
    //
    getShaderProgram()->setUniformLocationWith2f(m_uniformCenter, m_center.x, m_center.y);
    getShaderProgram()->setUniformLocationWith2f(m_uniformResolution, m_resolution.x, m_resolution.y);


    // time changes all the time, so it is Ok to call OpenGL directly, and not the "cached" version
    glUniform1f(m_uniformTime, m_time);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);

    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    CC_INCREMENT_GL_DRAWS(1);
}
void CCMotionStreak::draw()
{
    if(m_uNuPoints <= 1)
        return;

    CC_NODE_DRAW_SETUP(this);

    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
    ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );

    ccGLBindTexture2D( m_pTexture->getName() );
    if(m_pTexture->isETC()) {
        getShaderProgram()->useSeparatedAlphaChannel(m_pTexture->getAlphaChannel()->getName());
    }
    
#ifdef EMSCRIPTEN
    // Size calculations from ::initWithFade
    setGLBufferData(m_pVertices, (sizeof(ccVertex2F) * m_uMaxPoints * 2), 0);
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);

    setGLBufferData(m_pTexCoords, (sizeof(ccTex2F) * m_uMaxPoints * 2), 1);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, 0);

    setGLBufferData(m_pColorPointer, (sizeof(GLubyte) * m_uMaxPoints * 2 * 4), 2);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
#else
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, m_pVertices);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_pTexCoords);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, m_pColorPointer);
#endif // EMSCRIPTEN

    glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)m_uNuPoints*2);

    CC_INCREMENT_GL_DRAWS(1);
}
Example #16
0
void CCDrawNode::render()
{
    if (m_bDirty)
    {
        glBindBuffer(GL_ARRAY_BUFFER, m_uVbo);
        glBufferData(GL_ARRAY_BUFFER, sizeof(ccV2F_C4B_T2F)*m_uBufferCapacity, m_pBuffer, GL_STREAM_DRAW);
        m_bDirty = false;
    }
#if CC_TEXTURE_ATLAS_USE_VAO     
    ccGLBindVAO(m_uVao);
#else
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
    glBindBuffer(GL_ARRAY_BUFFER, m_uVbo);
    // vertex
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)offsetof(ccV2F_C4B_T2F, vertices));
    
    // color
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)offsetof(ccV2F_C4B_T2F, colors));
    
    // texcood
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)offsetof(ccV2F_C4B_T2F, texCoords));
#endif

    glDrawArrays(GL_TRIANGLES, 0, m_nBufferCount);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    
    //CC_INCREMENT_GL_DRAWS(1);
}
Example #17
0
void CCMenuItemColor::draw(Renderer *renderer, const kmMat4& transform, bool transformUpdated) {
    CC_NODE_DRAW_SETUP();
    
    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_Color );
    
    //
    // Attributes
    //
#ifdef EMSCRIPTEN
    setGLBufferData(m_pSquareVertices, 4 * sizeof(ccVertex2F), 0);
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);
    
    setGLBufferData(m_pSquareColors, 4 * sizeof(ccColor4F), 1);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, 0);
#else
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, m_pSquareVertices);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, m_pSquareColors);
#endif // EMSCRIPTEN
    
    ccGLBlendFunc(m_tBlendFunc.src, m_tBlendFunc.dst);
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
    CC_INCREMENT_GL_DRAWS(1);
}
void CBTextureAtlas::drawNumberOfQuadsEx(unsigned int n, unsigned int start)
{    
    if (0 == n) 
    {
        return;
    }
    ccGLBindTexture2D(m_pTexture->getName());
	
	#define kQuadSize sizeof(m_pQuads[0].bl)
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);

    // vertices
	long offset = (long)m_pQuads;
	int diff = offsetof( ccV3F_C4B_T2F, vertices);
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*)(offset + diff));

    // colors
	diff = offsetof(ccV3F_C4B_T2F, colors);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*)(offset + diff));

    // tex coords
	diff = offsetof(ccV3F_C4B_T2F, texCoords);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*)(offset + diff));

#if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
    glDrawElements(GL_TRIANGLE_STRIP, (GLsizei)n*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6 + m_pIndices));
#else
    glDrawElements(GL_TRIANGLES, (GLsizei)n*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6 + m_pIndices));
#endif // CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP

    CC_INCREMENT_GL_DRAWS(1);
    CHECK_GL_ERROR_DEBUG();
}
void CCEPixelNode::draw()
{
	CC_NODE_DRAW_SETUP();

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_Color );

    //
    // Attributes
    //
	ccePixelPart* pt = m_pPixels;
	while(pt!=NULL) {
		if(!pt->hide) {
			for(int i=0;i<pt->len;i++) {
				ccePixelInfo* p = pt->pixels+i;
				if(p->hide)continue;
				glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, p->square);
				glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, p->color);		
				ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
			}
		}
		pt = pt->next;
	}

    CC_INCREMENT_GL_DRAWS(1);	
}
void TestColliderDetector::draw()
{
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
	kmGLPushMatrix();
	world->DrawDebugData();
	kmGLPopMatrix();
}
Example #21
0
void RigidBlock::draw()
{   
	if(!m_isAlive)
		return;

    ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    m_vertexCoord[0] = Vertex2DMake((m_position.x - m_size.width/2), (m_position.y + m_size.height/2) );
    m_vertexCoord[1] = Vertex2DMake((m_position.x + m_size.width/2), (m_position.y + m_size.height/2));
    m_vertexCoord[2] = Vertex2DMake((m_position.x - m_size.width/2), (m_position.y - m_size.height/2) );
    m_vertexCoord[3] = Vertex2DMake((m_position.x + m_size.width/2), (m_position.y - m_size.height/2));


 /*   m_vertexCoord[0] = Vertex2DMake( -m_size.width/2, m_size.height/2);
    m_vertexCoord[1] = Vertex2DMake( m_size.width/2, m_size.height/2);
    m_vertexCoord[2] = Vertex2DMake( -m_size.width/2, -m_size.height/2);
    m_vertexCoord[3] = Vertex2DMake( m_size.width/2, -m_size.height/2);*/

	ccGLBindTexture2D(m_texture->getName());
	m_texture->getShaderProgram()->use();
	m_texture->getShaderProgram()->setUniformsForBuiltins();
	ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);
	glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_textCoord);
	glVertexAttribPointer(kCCVertexAttrib_Position,  2, GL_FLOAT, GL_FALSE, 0, m_vertexCoord);

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void ccDrawCubicBezier(const CCPoint& origin, const CCPoint& control1, const CCPoint& control2, const CCPoint& destination, unsigned int segments)
{
    lazy_init();

    ccVertex2F* vertices = new ccVertex2F[segments + 1];

    float t = 0;
    for(unsigned int i = 0; i < segments; i++)
    {
        vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
        vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
        t += 1.0f / segments;
    }
    vertices[segments].x = destination.x;
    vertices[segments].y = destination.y;

    shader_->use();
    shader_->setUniformForModelViewProjectionMatrix();
    shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
    CC_SAFE_DELETE_ARRAY(vertices);

    CC_INCREMENT_GL_DRAWS(1);
}
//--------------------------------------------------------
void CRemoveBKSprite::draw(void)
{
	CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
	CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");

	CC_NODE_DRAW_SETUP();

	// 启用attributes变量输入,顶点坐标,纹理坐标,颜色
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
	ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);

	m_pShaderProgram->use();
	m_pShaderProgram->setUniformsForBuiltins();

	// 绑定纹理到纹理槽0
	ccGLBindTexture2D(m_pobTexture->getName());

	long offset = (long)&m_sQuad;
	// vertex
	int diff = offsetof( ccV3F_C4B_T2F, vertices);
	glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(m_sQuad.bl), (void*) (offset + diff));
	// texCoods
	diff = offsetof( ccV3F_C4B_T2F, texCoords);
	glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(m_sQuad.bl), (void*)(offset + diff));
	// color
	diff = offsetof( ccV3F_C4B_T2F, colors);
	glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(m_sQuad.bl), (void*)(offset + diff));

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	CHECK_GL_ERROR_DEBUG();

	CC_INCREMENT_GL_DRAWS(1);
	CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
}
Example #24
0
void HueSprite::draw()
{

    CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
        
	CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");
        
	//CC_NODE_DRAW_SETUP();
	ccGLEnable( m_eGLServerState );
        
	ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
        
	m_shader->use();
    m_shader->setUniformsForBuiltins();


	if (m_pobTexture != NULL)
	{
		//ccGLBindTexture2D( m_texure1->getName());
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
	}
	else
	{
		ccGLBindTexture2D(0);
	}


	glUniformMatrix3fv(m_loc_hue, 1, GL_FALSE, (GLfloat*)&m_mat);

	//
	// Attributes
	//
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
        
#define kQuadSize sizeof(m_sQuad.bl)
	long offset = (long)&m_sQuad;
        
	// vertex
	int diff = offsetof( ccV3F_C4B_T2F, vertices);
	glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
        
	// texCoods
	diff = offsetof( ccV3F_C4B_T2F, texCoords);
	glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
        
	// color
	diff = offsetof( ccV3F_C4B_T2F, colors);
	glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
        
        
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        
	CHECK_GL_ERROR_DEBUG();
        
	CC_INCREMENT_GL_DRAWS(1);
        
	CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
}
// overriding draw method
void CCParticleSystemQuad::draw()
{    
    CCAssert(!m_pBatchNode,"draw should not be called when added to a particleBatchNode");

    CC_NODE_DRAW_SETUP();

    ccGLBindTexture2D( m_pTexture->getName() );
    ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );

    CCAssert( m_uParticleIdx == m_uParticleCount, "Abnormal error in particle quad");

#if CC_TEXTURE_ATLAS_USE_VAO
    //
    // Using VBO and VAO
    //
    glBindVertexArray( m_uVAOname );

#if CC_REBIND_INDICES_BUFFER
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
#endif

    glDrawElements(GL_TRIANGLES, (GLsizei) m_uParticleIdx*6, GL_UNSIGNED_SHORT, 0);

#if CC_REBIND_INDICES_BUFFER
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif

    glBindVertexArray( 0 );

#else
    //
    // Using VBO without VAO
    //

    #define kQuadSize sizeof(m_pQuads[0].bl)

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );

    glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
    // vertices
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, vertices));
    // colors
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, colors));
    // tex coords
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, texCoords));
    
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);

    glDrawElements(GL_TRIANGLES, (GLsizei) m_uParticleIdx*6, GL_UNSIGNED_SHORT, 0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

#endif

    CC_INCREMENT_GL_DRAWS(1);
    CHECK_GL_ERROR_DEBUG();
}
Example #26
0
void BuoyancyScene::draw()
{
	CCLayer::draw();
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
	kmGLPushMatrix();
	physics->drawDebugData();
	kmGLPopMatrix();
	CHECK_GL_ERROR_DEBUG();
}
void PaintLayer::fillLineTriangles(LineVertex *vertices, int count, ccColor4F color)
{
    getShaderProgram()->use();
    getShaderProgram()->setUniformsForBuiltins();

    ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_Color);

    ccColor4F fullColor = color;
    ccColor4F fadeOutColor = color;
    fadeOutColor.a = 0;

    for (int i = 0; i < count / 18; ++i)
    {
        for (int j = 0; j < 6; ++j)
        {
            vertices[i * 18 + j].color = color;
        }

        //! F*G
        vertices[i * 18 + 6].color = fadeOutColor;
        vertices[i * 18 + 7].color = fullColor;
        vertices[i * 18 + 8].color = fadeOutColor;

        //! AGD
        vertices[i * 18 + 9].color = fullColor;
        vertices[i * 18 + 10].color = fadeOutColor;
        vertices[i * 18 + 11].color = fullColor;

        //! BHC
        vertices[i * 18 + 12].color = fullColor;
        vertices[i * 18 + 13].color = fadeOutColor;
        vertices[i * 18 + 14].color = fullColor;

        //! HCI
        vertices[i * 18 + 15].color = fadeOutColor;
        vertices[i * 18 + 16].color = fullColor;
        vertices[i * 18 + 17].color = fadeOutColor;
    }

    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(LineVertex), &vertices[0].pos);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(LineVertex), &vertices[0].color);

    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    glDrawArrays(GL_TRIANGLES, 0, (GLsizei)count);

    for (unsigned int i = 0; i < circlesPoints->count() / 2;   ++i)
    {
        LinePoint *prevPoint = (LinePoint *)circlesPoints->objectAtIndex(i * 2);
        LinePoint *curPoint = (LinePoint *)circlesPoints->objectAtIndex(i * 2 + 1);
        CCPoint dirVector = ccpNormalize(ccpSub(curPoint->pos, prevPoint->pos));

        this->fillLineEndPointAt(curPoint->pos, dirVector, curPoint->width * 0.4f, color);
    }
    circlesPoints->removeAllObjects();
}
Example #28
0
void HelloWorld::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
    Layer::draw(renderer, transform, flags);
    
    // Draw debug for Box2D.
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position);
    kmGLPushMatrix();
    m_world->DrawDebugData();
    kmGLPopMatrix();
}
Example #29
0
//-------------------------------------------------------------
//- Render
//- Renders a specific frame of the MD2 model
//-------------------------------------------------------------
void CCModelMd2::draw(unsigned int uiFrame)
{
    float* m_pUV = new float[m_Head.numTriangles * 6];
    memset(m_pUV, 0, m_Head.numTriangles * 6);

    float* m_pVertices = new float[m_Head.numTriangles * 9];
    memset(m_pVertices, 0, m_Head.numTriangles * 9);
    int uvIdx = 0;
    int vertexIdx = 0;
    for (int i =0; i < m_Head.numTriangles; i++)
    {
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[0]].x;
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[0]].y;
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[0]].z;

        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[1]].x;
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[1]].y;
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[1]].z;

        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[2]].x;
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[2]].y;
        m_pVertices[vertexIdx++] = m_pFrames[uiFrame].verts[m_pTriangles[i].vertIndices[2]].z;

        m_pUV[uvIdx++] = m_pTexCoords[m_pTriangles[i].texIndices[0]].s;
        m_pUV[uvIdx++] = m_pTexCoords[m_pTriangles[i].texIndices[0]].t;

        m_pUV[uvIdx++] = m_pTexCoords[m_pTriangles[i].texIndices[1]].s;
        m_pUV[uvIdx++] = m_pTexCoords[m_pTriangles[i].texIndices[1]].t;

        m_pUV[uvIdx++] = m_pTexCoords[m_pTriangles[i].texIndices[2]].s;
        m_pUV[uvIdx++] = m_pTexCoords[m_pTriangles[i].texIndices[2]].t;
    }

    ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);

    if(!m_bIsCustomSkin) {
		if (m_pSkins) {
			ccGLBindTexture2D(m_pSkins[m_uiSkin].m_Image->getName());
		}
	} else {
        ccGLBindTexture2D(m_pCustSkin->getName());
	}

    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, m_pVertices);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_pUV);

    glDrawArrays(GL_TRIANGLES, 0, m_Head.numTriangles * 3);

    CC_INCREMENT_GL_DRAWS(1);
    CHECK_GL_ERROR_DEBUG();
    CC_SAFE_DELETE_ARRAY(m_pUV);
    CC_SAFE_DELETE_ARRAY(m_pVertices);
}
Example #30
0
void CCSprite3D::draw()
{
//    m_bDepthTestEnabled = 0 == glIsEnabled(GL_DEPTH_TEST) ? false : true;
//
//    CCDirector::sharedDirector()->setDepthTest(true);
//
    CC_NODE_DRAW_SETUP();

//    getShaderProgram()->use();
//    getShaderProgram()->setUniformsForBuiltins();

    CCPoint const & origin = ccp(0, 0);
    CCPoint const & destination = ccp(100, 100);

    ccVertex3F vertices[3] = {
//        {origin.x, origin.y, 100},
            {destination.x, origin.y, 200},
            {destination.x, destination.y, 100},
            {origin.x, destination.y, 200}
    };

    ccTex2F uv[3] = {
//        {0.0f, 0.0f},
            {1.0f, 0.0f},
            {1.0f, 1.0f},
            {0.0f, 1.0f}
    };

    ccColor4B colors[3] = {
//        {255, 255, 255, 255},
            {128, 128, 128, 128},
            {128, 128, 128, 128},
            {255, 255, 255, 255}
    };

    ccGLBindTexture2D(mCustSkin->getName());

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, vertices);
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, uv);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, colors);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    CHECK_GL_ERROR_DEBUG();

    CC_INCREMENT_GL_DRAWS(1);

//    m_pModel->draw();
//    static unsigned int uiStartFrame = 0, uiEndFrame = 182;
//    static float fAnimSpeed = 16.5f;
//   ((CCModelMd2*)m_pModel)->animate(fAnimSpeed, uiStartFrame, uiEndFrame, true);
//   CCDirector::sharedDirector()->setDepthTest(m_bDepthTestEnabled);
}