Example #1
0
void GridBase::set2DProjection()
{
    Director *director = Director::getInstance();
    Size    size = director->getWinSizeInPixels();
    
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);

    Mat4 orthoMatrix;
    Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1, 1, &orthoMatrix);
    director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);

    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

    GL::setProjectionMatrixDirty();
}
Example #2
0
void ClippingNode::drawFullScreenQuadClearStencil()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    
    
    DrawPrimitives::drawSolidRect(Vec2(-1,-1), Vec2(1,1), Color4F(1, 1, 1, 1));
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
}
void StencilStateManager::drawFullScreenQuadClearStencil()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    
    Vec2 vertices[] = {
        Vec2(-1.0f, -1.0f),
        Vec2(1.0f, -1.0f),
        Vec2(1.0f, 1.0f),
        Vec2(-1.0f, 1.0f)
    };
    
    auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
    
    int colorLocation = glProgram->getUniformLocation("u_color");
    CHECK_GL_ERROR_DEBUG();
    
    Color4F color(1, 1, 1, 1);
    
    glProgram->use();
    glProgram->setUniformsForBuiltins();
    glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
    
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    
    CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}