bool CRenderSystemGLES::TestRender()
{
  static float theta = 0.0;

  //RESOLUTION_INFO resInfo = g_settings.m_ResInfo[g_guiSettings.m_LookAndFeelResolution];
  //glViewport(0, 0, resInfo.iWidth, resInfo.iHeight);

  g_matrices.PushMatrix();
  g_matrices.Rotatef( theta, 0.0f, 0.0f, 1.0f );

  EnableGUIShader(SM_DEFAULT);

  GLfloat col[3][4];
  GLfloat ver[3][2];
  GLint   posLoc = GUIShaderGetPos();
  GLint   colLoc = GUIShaderGetCol();

  glVertexAttribPointer(posLoc,  2, GL_FLOAT, 0, 0, ver);
  glVertexAttribPointer(colLoc,  4, GL_FLOAT, 0, 0, col);

  glEnableVertexAttribArray(posLoc);
  glEnableVertexAttribArray(colLoc);

  // Setup Colour values
  col[0][0] = col[0][3] = col[1][1] = col[1][3] = col[2][2] = col[2][3] = 1.0f;
  col[0][1] = col[0][2] = col[1][0] = col[1][2] = col[2][0] = col[2][1] = 0.0f;

  // Setup vertex position values
  ver[0][0] =  0.0f;
  ver[0][1] =  1.0f;
  ver[1][0] =  0.87f;
  ver[1][1] = -0.5f;
  ver[2][0] = -0.87f;
  ver[2][1] = -0.5f;

  glDrawArrays(GL_TRIANGLES, 0, 3);

  glDisableVertexAttribArray(posLoc);
  glDisableVertexAttribArray(colLoc);

  DisableGUIShader();

  g_matrices.PopMatrix();

  theta += 1.0f;

  return true;
}
Exemple #2
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bool CRenderSystemGLES::TestRender()
{
  static float theta = 0.0;

  //RESOLUTION_INFO resInfo = CDisplaySettings::GetInstance().GetCurrentResolutionInfo();
  //glViewport(0, 0, resInfo.iWidth, resInfo.iHeight);

  glMatrixModview.Push();
  glMatrixModview->Rotatef( theta, 0.0f, 0.0f, 1.0f );

  EnableGUIShader(SM_DEFAULT);

  GLfloat col[4] = {1.0f, 0.0f, 0.0f, 1.0f};
  GLfloat ver[3][2];
  GLint   posLoc = GUIShaderGetPos();
  GLint   colLoc = GUIShaderGetCol();

  glVertexAttribPointer(posLoc,  2, GL_FLOAT, 0, 0, ver);
  glVertexAttribPointer(colLoc,  4, GL_FLOAT, 0, 0, col);

  glEnableVertexAttribArray(posLoc);
  glEnableVertexAttribArray(colLoc);

  // Setup vertex position values
  ver[0][0] =  0.0f;
  ver[0][1] =  1.0f;
  ver[1][0] =  0.87f;
  ver[1][1] = -0.5f;
  ver[2][0] = -0.87f;
  ver[2][1] = -0.5f;

  glDrawArrays(GL_TRIANGLES, 0, 3);

  glDisableVertexAttribArray(posLoc);
  glDisableVertexAttribArray(colLoc);

  DisableGUIShader();

  glMatrixModview.Pop();

  theta += 1.0f;

  return true;
}