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); }
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); }