示例#1
0
    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);
    }
示例#2
0
    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);
    }
示例#3
0
    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);
    }
示例#4
0
    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);
    }