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); }
void fzGLBlendFunc(const fzBlendFunc& blend) { fzGLBlendFunc(blend.src, blend.dst); }