void PointRenderer::render(const ICamera<float>& camera, const PointBuffer& buffer) { const auto positions = buffer.getPosition().get(); const auto colors = buffer.getColor().get(); const auto sizes = buffer.getSize().get(); if (positions.empty()) { return; } const auto& projectionMatrix = camera.getProjectionMatrix().toArray(); const auto& modelviewMatrix = camera.getModelviewMatrix().toArray(); glEnable(GL_DEPTH_TEST); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); glEnable(GL_POINT_SPRITE); //glEnable(GL_DEPTH_TEST); glUseProgram(shader.getId()); glUniformMatrix4fv(shader.getUniformLocation("projectionMatrix"), 1, GL_FALSE, projectionMatrix.data()); glUniformMatrix4fv(shader.getUniformLocation("modelviewMatrix"), 1, GL_FALSE, modelviewMatrix.data()); glVertexAttribPointer(shader.getAttribLocation("positions"), 3, GL_FLOAT, GL_FALSE, 0, positions.data()); glVertexAttribPointer(shader.getAttribLocation("color"), 4, GL_FLOAT, GL_FALSE, 0, colors.data()); glVertexAttribPointer(shader.getAttribLocation("pointSize"), 1, GL_FLOAT, GL_FALSE, 0, sizes.data()); //const auto positions = buffer.getPositions(); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>( positions.size() / 3) ); glDisableVertexAttribArray(2); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); glBindFragDataLocation(shader.getId(), 0, "fragColor"); glDisable(GL_DEPTH_TEST); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); glDisable(GL_POINT_SPRITE); glUseProgram(0); }
void LegacyRenderer::render(const ICamera<float>& camera, const PointBuffer& buffer, const float pointSize) { const auto& positions = buffer.getPosition().get();// buffers[0].get(); const auto& colors = buffer.getColor().get(); if (positions.empty()) { return; } GLfloat distance[] = { 0.0, 0.0, 1.0 }; glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, distance); glEnable(GL_POINT_SPRITE); glEnable(GL_DEPTH_TEST); glPointSize(pointSize); Matrix4d<float> projectionMatrix = camera.getProjectionMatrix(); Matrix4d<float> modelviewMatrix = camera.getModelviewMatrix();; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glLoadMatrixf(projectionMatrix.toArray().data()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(modelviewMatrix.toArray().data()); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, colors.data()); assert(glGetError() == GL_NO_ERROR); glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(positions.size()) / 3); //glDrawElements(GL_POINTS, indices.size(), GL_UNSIGNED_INT, indices.data()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_DEPTH_TEST); glDisable(GL_POINT_SPRITE); }
void LegacyRenderer::renderAlphaBlend(const ICamera<float>& camera, const PointBuffer& buffer) { const auto& positions = buffer.getPosition().get();// buffers[0].get(); const auto& colors = buffer.getColor().get(); if (positions.empty()) { return; } glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glPointSize(10.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Matrix4d<float> projectionMatrix = camera.getProjectionMatrix(); Matrix4d<float> modelviewMatrix = camera.getModelviewMatrix();; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glLoadMatrixf(projectionMatrix.toArray().data()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(modelviewMatrix.toArray().data()); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, colors.data()); assert(glGetError() == GL_NO_ERROR); glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(positions.size()) / 3); //glDrawElements(GL_POINTS, indices.size(), GL_UNSIGNED_INT, indices.data()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); }