void PrimitiveRenderer::drawPoint(float x1, float y1, GLColor *color) { //NOTE, coords are normalized, gotta deal with that GLfloat vertices[] = { x1, y1 }; OpenGLManager::bindVAO(this->pointVAO); OpenGLManager::bindVBO(this->pointVBO); this->pointShader.use(); //glBufferSubData(GL_ARRAY_BUFFER, NULL, sizeof(vertices), &vertices[0]); OpenGLManager::bufferSubData(GL_ARRAY_BUFFER, NULL, sizeof(vertices), &vertices[0]); if (color != nullptr) { glm::vec4 assignedColor(color->r, color->g, color->b, color->a); this->pointShader.setVector4f("pointColor", assignedColor); } else { glm::vec4 defColor(defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a); this->pointShader.setVector4f("pointColor", defColor); } //glDrawArrays(GL_POINTS, 0, 2); OpenGLManager::drawArrays(GL_POINTS, 0, 2); OpenGLManager::unbindVAO(); OpenGLManager::unbindVBO(); this->pointShader.unbind(); }
void DeclarativeSettingsPageImpl::addColorField(const QString &key, const DeclarativeSettingsPage::Entry &entry) { QToolButton * control = new QToolButton(pClass_); QColor defColor(Qt::black); if (entry.defaultValue.isValid()) { defColor = QColor(entry.defaultValue.toString()); } setButtonColor(control, defColor); connect(control, SIGNAL(clicked()), this, SLOT(showColorDialog())); widgets_[key] = control; addField(entry.title, control); }