Exemple #1
0
//This function, as its name implies, uses the passed in GL widget
void ShaderProgram::draw(GLWidget277 &f, Drawable &d)
{
    prog.bind();

    //Send the Drawable's color to the shader
    if(unifColor != -1){
        prog.setUniformValue(unifColor, la::to_qvec(d.getColor()));
    }

    // Each of the following blocks checks that:
    //   * This shader has this attribute, and
    //   * This Drawable has a vertex buffer for this attribute.
    // If so, it binds the appropriate buffers to each attribute.

    if (attrPos != -1 && d.bindPos()) {
        prog.enableAttributeArray(attrPos);
        f.glVertexAttribPointer(attrPos, 4, GL_FLOAT, false, 0, NULL);
    }

    if (attrNor != -1 && d.bindNor()) {
        prog.enableAttributeArray(attrNor);
        f.glVertexAttribPointer(attrNor, 4, GL_FLOAT, false, 0, NULL);
    }

    // Bind the index buffer and then draw shapes from it.
    // This invokes the shader program, which accesses the vertex buffers.
    d.bindIdx();
    f.glDrawElements(d.drawMode(), d.elemCount(), GL_UNSIGNED_INT, 0);

    if (attrPos != -1) prog.disableAttributeArray(attrPos);
    if (attrNor != -1) prog.disableAttributeArray(attrNor);

    f.printGLErrorLog();
}
// This function, as its name implies, uses the passed in GL widget
void ShaderProgram::draw(GLWidget277 &f, Drawable &d)
{
    prog.bind();

    // Each of the following blocks checks that:
    //   * This shader has this attribute, and
    //   * This Drawable has a vertex buffer for this attribute.
    // If so, it binds the appropriate buffers to each attribute.

    if (attrPos != -1 && d.bindPos()) {
        prog.enableAttributeArray(attrPos);
        f.glVertexAttribPointer(attrPos, 3, GL_FLOAT, false, 0, NULL);
    }

    if (attrNor != -1 && d.bindNor()) {
        prog.enableAttributeArray(attrNor);
        f.glVertexAttribPointer(attrNor, 3, GL_FLOAT, false, 0, NULL);
    }

    if (attrCol != -1 && d.bindCol()) {
        prog.enableAttributeArray(attrCol);
        f.glVertexAttribPointer(attrCol, 3, GL_FLOAT, false, 0, NULL);
    }

    //ADDED UV STUFF
    if (attrUV != -1 && d.bindUV()) {
        prog.enableAttributeArray(attrUV);
        f.glVertexAttribPointer(attrUV, 4, GL_FLOAT, false, 0, NULL);
    }

    // Bind the index buffer and then draw shapes from it.
    // This invokes the shader program, which accesses the vertex buffers.
    d.bindIdx();
    if(textSampler != nullptr)
    {
        textSampler->bind();
    }
    f.glDrawElements(d.drawMode(), d.elemCount(), GL_UNSIGNED_INT, 0);

    if (attrPos != -1) prog.disableAttributeArray(attrPos);
    if (attrNor != -1) prog.disableAttributeArray(attrNor);
    if (attrCol!= -1) prog.disableAttributeArray(attrCol);
    if (attrUV != -1) prog.disableAttributeArray(attrUV);

    f.printGLErrorLog();
}