Example #1
0
    void Sprite::draw()
    {
        FZ_ASSERT(m_mode == kFZSprite_SelfRendering, "If Sprite is being rendered by SpriteBatch, Sprite::draw SHOULD NOT be called.");

        // Bind texture
        fzGLSetMode(kFZGLMode_TextureNoColor);
        if(mode.A.p_texture)
            mode.A.p_texture->bind();
        
        fzGLBlendFunc( m_blendFunc );
        
#if FZ_GL_SHADERS
        
        p_glprogram->use();
        p_glprogram->setUniform4f(kFZUniformColor_s, m_color.r/255.0f, m_color.g/255.0f, m_color.b/255.0f, (m_cachedOpacity * m_alpha)/255.0f);
        
        // atributes
        glVertexAttribPointer(kFZAttribTexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_texCoords);
        glVertexAttribPointer(kFZAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(fzVec4), mode.A.m_finalVertices);
        
#else
        glLoadIdentity();
        
        // atributes
        fzGLColor(m_color);
        glVertexPointer(3, GL_FLOAT, sizeof(fzVec4), mode.A.m_finalVertices);	
        glTexCoordPointer(2, GL_FLOAT, 0, m_texCoords);
#endif
        
        // Rendering
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);	
    }
    void ParticleSystemQuad::draw()
    {	
        if(m_particleIdx == 0)
            return;
        
        // Default Attribs & States: GL_TEXTURE0, k,CCAttribVertex, kCCAttribColor, kCCAttribTexCoords
        // Needed states: GL_TEXTURE0, k,CCAttribVertex, kCCAttribColor, kCCAttribTexCoords
        // Unneeded states: -
        
        fzGLSetMode(kFZGLMode_Texture);
        fzGLBlendFunc( m_blendFunc.src, m_blendFunc.dst );
        p_texture->bind();
        
#if FZ_GL_SHADERS
        
        p_glprogram->use();
        FZ_SAFE_APPLY_MATRIX(p_glprogram);
        
        // atributes
        glVertexAttribPointer(kFZAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(_fzC4_T2_V2), &p_quads->bl.vertex);
        glVertexAttribPointer(kFZAttribTexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(_fzC4_T2_V2), &p_quads->bl.texCoord);
        glVertexAttribPointer(kFZAttribColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(_fzC4_T2_V2), &p_quads->bl.color);
#else
        
        glLoadMatrixf(get);

        glVertexPointer(2, GL_FLOAT, sizeof(_fzC4_T2_V2), &p_quads->bl.vertex);
        glTexCoordPointer(2, GL_FLOAT, sizeof(_fzC4_T2_V2), &p_quads->bl.texCoord);
        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(_fzC4_T2_V2), &p_quads->bl.color);
#endif
                
        FZ_ASSERT( m_particleIdx == m_particleCount, "Abnormal error in particle quad");
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indicesVBO);
        glDrawElements(GL_TRIANGLES, m_particleIdx * 6, GL_UNSIGNED_SHORT, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    }
Example #3
0
 void fzGLBlendFunc(const fzBlendFunc& blend)
 {
     fzGLBlendFunc(blend.src, blend.dst);
 }