void fzDrawShape( const fzVec2 *vertices, fzUInt numOfVertices) { FZ_ASSERT( numOfVertices > 0, "Number of vertices can not be 0."); fzGLSetMode(kFZGLMode_Primitives); #if FZ_GL_SHADERS lazyInitialize(); fzGLUseProgram(_fzShader->getName()); FZ_SAFE_APPLY_MATRIX(_fzShader); glVertexAttribPointer(kFZAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, vertices); #else glVertexPointer(2, GL_FLOAT, 0, vertices); #endif GLsizei nu = static_cast<GLsizei>(numOfVertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, nu); }
void fzDrawPoints( const fzVec2 *vertices, fzUInt numberOfPoints ) { FZ_ASSERT( numberOfPoints > 0, "Number of points can not be 0"); fzGLSetMode(kFZGLMode_Primitives); #if FZ_GL_SHADERS lazyInitialize(); _fzShader->use(); FZ_SAFE_APPLY_MATRIX(_fzShader); glVertexAttribPointer(kFZAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, vertices); #else glVertexPointer(2, GL_FLOAT, 0, vertices); #endif glDrawArrays(GL_POINTS, 0, (GLsizei)numberOfPoints); }
void fzDrawPoly( const fzVec2 *vertices, fzUInt numOfVertices, bool closePolygon ) { FZ_ASSERT( numOfVertices > 0, "Number of vertices can not be 0."); fzGLSetMode(kFZGLMode_Primitives); #if FZ_GL_SHADERS lazyInitialize(); _fzShader->use(); FZ_SAFE_APPLY_MATRIX(_fzShader); glVertexAttribPointer(kFZAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, vertices); #else glVertexPointer(2, GL_FLOAT, 0, vertices); #endif if( closePolygon ) glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numOfVertices); else glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numOfVertices); }
void ParticleSystemQuad::draw() { if(m_particleIdx == 0) return; // Default Attribs & States: GL_TEXTURE0, k,CCAttribVertex, kCCAttribColor, kCCAttribTexCoords // Needed states: GL_TEXTURE0, k,CCAttribVertex, kCCAttribColor, kCCAttribTexCoords // Unneeded states: - fzGLSetMode(kFZGLMode_Texture); fzGLBlendFunc( m_blendFunc.src, m_blendFunc.dst ); p_texture->bind(); #if FZ_GL_SHADERS p_glprogram->use(); FZ_SAFE_APPLY_MATRIX(p_glprogram); // atributes glVertexAttribPointer(kFZAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(_fzC4_T2_V2), &p_quads->bl.vertex); glVertexAttribPointer(kFZAttribTexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(_fzC4_T2_V2), &p_quads->bl.texCoord); glVertexAttribPointer(kFZAttribColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(_fzC4_T2_V2), &p_quads->bl.color); #else glLoadMatrixf(get); glVertexPointer(2, GL_FLOAT, sizeof(_fzC4_T2_V2), &p_quads->bl.vertex); glTexCoordPointer(2, GL_FLOAT, sizeof(_fzC4_T2_V2), &p_quads->bl.texCoord); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(_fzC4_T2_V2), &p_quads->bl.color); #endif FZ_ASSERT( m_particleIdx == m_particleCount, "Abnormal error in particle quad"); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indicesVBO); glDrawElements(GL_TRIANGLES, m_particleIdx * 6, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }