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); }
void Arrow3d::Build(ref_ptr<dp::GpuProgram> prg) { m_bufferId = GLFunctions::glGenBuffer(); GLFunctions::glBindBuffer(m_bufferId, gl_const::GLArrayBuffer); m_attributePosition = prg->GetAttributeLocation("a_pos"); ASSERT_NOT_EQUAL(m_attributePosition, -1, ()); GLFunctions::glBufferData(gl_const::GLArrayBuffer, m_vertices.size() * sizeof(m_vertices[0]), m_vertices.data(), gl_const::GLStaticDraw); m_bufferNormalsId = GLFunctions::glGenBuffer(); GLFunctions::glBindBuffer(m_bufferNormalsId, gl_const::GLArrayBuffer); m_attributeNormal = prg->GetAttributeLocation("a_normal"); ASSERT_NOT_EQUAL(m_attributeNormal, -1, ()); GLFunctions::glBufferData(gl_const::GLArrayBuffer, m_normals.size() * sizeof(m_normals[0]), m_normals.data(), gl_const::GLStaticDraw); GLFunctions::glBindBuffer(0, gl_const::GLArrayBuffer); }