Example #1
0
void cxSpriteDraw(cxAny pview)
{
    cxSprite this = pview;
    CX_RETURN(this->texture == NULL);
    cxSpriteBindTexture(pview);
    cxOpenGLActiveAttribs(cxVertexAttribFlagPosColorTex);
    glVertexAttribPointer(cxVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(cxVec3f), &this->vbox);
    glVertexAttribPointer(cxVertexAttribTexcoord, 2, GL_FLOAT, GL_FALSE, sizeof(cxTex2f), &this->tbox);
    glVertexAttribPointer(cxVertexAttribColor,    4, GL_FLOAT, GL_FALSE, sizeof(cxColor4f), &this->cbox);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
Example #2
0
void cxSpriteDraw(cxAny pview)
{
    cxSprite this = pview;
    CX_RETURN(this->texture == NULL);
    cxOpenGLSetBlendFactor(this->sfactor, this->dfactor);
    cxShaderUsing(this->shader,this->texture->isAtlas);
    cxTextureBind(this->texture);
    cxOpenGLActiveAttribs(cxVertexAttribFlagPosColorTex);
    glVertexAttribPointer(cxVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(cxVec3f), &this->vbox);
    glVertexAttribPointer(cxVertexAttribTexcoord, 2, GL_FLOAT, GL_FALSE, sizeof(cxTexCoord2f), &this->tbox);
    glVertexAttribPointer(cxVertexAttribColor,    4, GL_FLOAT, GL_FALSE, sizeof(cxColor4f), &this->cbox);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
Example #3
0
static void cxAtlasVBODraw(cxAny pview)
{
    cxAtlas this = pview;
    
    glBindBuffer(GL_ARRAY_BUFFER, this->vboid[0]);
    if (this->isDirty){
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(cxBoxPoint) * this->number, this->boxes);
        this->isDirty = false;
    }
    cxOpenGLActiveAttribs(cxVertexAttribFlagPosColorTex);
    glVertexAttribPointer(cxVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(cxPoint), (GLvoid*)offsetof(cxPoint, vertices));
    glVertexAttribPointer(cxVertexAttribTexcoord, 2, GL_FLOAT, GL_FALSE, sizeof(cxPoint), (GLvoid*)offsetof(cxPoint, texcoords));
    glVertexAttribPointer(cxVertexAttribColor, 4, GL_FLOAT, GL_FALSE, sizeof(cxPoint), (GLvoid*)offsetof(cxPoint, colors));
    
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->vboid[1]);
    glDrawElements(GL_TRIANGLES, (GLsizei)this->number*6, GL_UNSIGNED_SHORT, (GLvoid*)NULL);
    
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}