void paintGL(){ gl::clearAll(); using namespace gl::DrawArrays; program.use(); program.bindVertexArray(vao); gl::drawArrays( Mode::TRIANGLES,0,6 ); }
void paintGL() { gl::clearAll(); program.use(); glEnable(GL_PROGRAM_POINT_SIZE); program.bindVertexArray(vao); if (baseIndex&1) { gl::pointCoordOrigin( gl::PointCoordOrigin::LOWER_LEFT ); } else { gl::pointCoordOrigin( gl::PointCoordOrigin::UPPER_LEFT ); } using namespace gl::DrawElementsInstancedBaseInstance; gl::drawElementsInstancedBaseInstance( Mode::POINTS, 1, Type::UNSIGNED_INT, 0, 4, 4*baseIndex ); glDisable(GL_PROGRAM_POINT_SIZE); }
void paintGL(){ constexpr static float clearColor[] = \ {0.5f,0.3f,0.3f,1}; gl::NamedFrameBufferObject root; root.clearColor(clearColor); root.clearDepth(1); program.use(); program.bindFrameBuffer(root); program.bindVertexArray(vao); program.setUniformMatrix4fv( 1, 1, false, &(modelScale[0][0])); program.setUniformMatrix4fv( 3, 1, false, &(normalMatrix[0][0])); using namespace gl::DrawElements; Pack pack( Mode::TRIANGLES, indexCount, Type::UNSIGNED_INT, nullptr); gl::draw(pack); }
static GL::Program initProgram() { GL::Program renderProgram; auto vert = GL::Shader::fromString(GL_VERTEX_SHADER, readFile("../vert.glsl")); auto frag = GL::Shader::fromString(GL_FRAGMENT_SHADER, readFile("../frag.glsl")); renderProgram.attachShader(vert); renderProgram.attachShader(frag); renderProgram.link(); renderProgram.use(); renderProgram.uniform("projection", glm::perspectiveFovRH(3.14159f/2.0f, 1024.0f, 768.0f, 0.01f, 100.0f)); renderProgram.uniform("camera", glm::translate(glm::vec3(0, 0, -2))); renderProgram.uniform("obj", glm::mat4()); renderProgram.uniform<int>("textureID", 0); renderProgram.uniform<int>("normMapID", 1); renderProgram.uniform<int>("shadowmapArrayID", 4); return renderProgram; }
void paintGL(){ program.use(); program.bindFrameBuffer(dFBO.frameBuffer()); program.bindVertexArray(vao); glViewport(0, 0, 512, 512); glClearColor(0.5f, 0.1f, 0.1f, 1); gl::clearAll(); gl::drawArrays(gl::DrawArraysMode::TRIANGLES, 0, 3); program.bindFrameBuffer(); glViewport(0, 0,super->width(), super->height()); glClearColor(0.1f, 0.1f, 0.5f, 1); gl::clearAll(); glViewport( (super->width()-512)/2, (super->height()-512)/2, 512, 512); renderRectangle.render( dFBO.renderBuffer() ); }