Exemple #1
0
void RenderJulia(float time)
{
    // draw
    paramA = cos(time + 0.5f);
    paramB = sin(time);
    paramC = 0.0f;
    color  = Vector4f(fabs(paramA) + 0.2f, fabs(paramB) + 0.2f, fabs(paramC) + 0.4f, 1.0);

    juliaProgram->Bind();
    {
        juliaColorUniform->Set(color);
        juliaUniformMVP->Set( Matrix4f::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f)
                              * Matrix4f::scaling(sceneScale.x, sceneScale.y, 1.0f)
                              * Matrix4f::translation(cameraPos.x, cameraPos.y, 0.0f) );
        juliaUniformA->Set(paramA);
        juliaUniformB->Set(paramB);
        if (juliaUniformDensity) {
        	juliaUniformDensity->Set(density);
        }
        quadVBO->Bind( vertexLayout.get() );
        device->Draw(TRIANGLE_STRIP, 0, 4);
        quadVBO->Unbind();
        juliaProgram->Unbind();
    }
}
Exemple #2
0
void Arrow3d::RenderArrow(ScreenBase const & screen, ref_ptr<dp::GpuProgram> program,
                          dp::Color const & color, float dz, bool hasNormals)
{
    program->Bind();

    GLFunctions::glBindBuffer(m_bufferId, gl_const::GLArrayBuffer);
    uint32_t const attributePosition = program->GetAttributeLocation("a_pos");
    ASSERT_NOT_EQUAL(attributePosition, -1, ());
    GLFunctions::glEnableVertexAttribute(attributePosition);
    GLFunctions::glVertexAttributePointer(attributePosition, kComponentsInVertex,
                                          gl_const::GLFloatType, false, 0, 0);

    if (hasNormals)
    {
        GLFunctions::glBindBuffer(m_bufferNormalsId, gl_const::GLArrayBuffer);
        uint32_t const attributeNormal = program->GetAttributeLocation("a_normal");
        ASSERT_NOT_EQUAL(attributeNormal, -1, ());
        GLFunctions::glEnableVertexAttribute(attributeNormal);
        GLFunctions::glVertexAttributePointer(attributeNormal, 3, gl_const::GLFloatType, false, 0, 0);
    }

    dp::UniformValuesStorage uniforms;
    math::Matrix<float, 4, 4> const modelTransform = CalculateTransform(screen, dz);
    uniforms.SetMatrix4x4Value("u_transform", modelTransform.m_data);
    glsl::vec4 const c = glsl::ToVec4(color);
    uniforms.SetFloatValue("u_color", c.r, c.g, c.b, c.a);
    dp::ApplyState(m_state, program);
    dp::ApplyUniforms(uniforms, program);
    GLFunctions::glDrawArrays(gl_const::GLTriangles, 0, m_vertices.size() / kComponentsInVertex);
}