Пример #1
0
void ShaderSprite::onDraw(const kmMat4 &transform, bool transformUpdated)
{
    auto shader = getShaderProgram();
    shader->use();
    shader->setUniformsForBuiltins(transform);

    setCustomUniforms();
    
    GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
    GL::blendFunc(_blendFunc.src, _blendFunc.dst);
    GL::bindTexture2D( getTexture()->getName());
    
    //
    // Attributes
    //
    #define kQuadSize sizeof(_quad.bl)
    size_t offset = (size_t)&_quad;
    
    // vertex
    int diff = offsetof( V3F_C4B_T2F, vertices);
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
    
    // texCoods
    diff = offsetof( V3F_C4B_T2F, texCoords);
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
    
    // color
    diff = offsetof( V3F_C4B_T2F, colors);
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
}
Пример #2
0
void ShaderSprite::onDraw()
{
    CC_NODE_DRAW_SETUP();
    
    setCustomUniforms();
    
    GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
    GL::blendFunc(_blendFunc.src, _blendFunc.dst);
    GL::bindTexture2D( getTexture()->getName());
    
    //
    // Attributes
    //
#define kQuadSize sizeof(_quad.bl)
    long offset = (long)&_quad;
    
    // vertex
    int diff = offsetof( V3F_C4B_T2F, vertices);
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
    
    // texCoods
    diff = offsetof( V3F_C4B_T2F, texCoords);
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
    
    // color
    diff = offsetof( V3F_C4B_T2F, colors);
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
    
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}