void LegacyRenderer::render(const ICamera<float>& camera, const PointBuffer& buffer, const float pointSize) { const auto& positions = buffer.getPosition().get();// buffers[0].get(); const auto& colors = buffer.getColor().get(); if (positions.empty()) { return; } GLfloat distance[] = { 0.0, 0.0, 1.0 }; glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, distance); glEnable(GL_POINT_SPRITE); glEnable(GL_DEPTH_TEST); glPointSize(pointSize); Matrix4d<float> projectionMatrix = camera.getProjectionMatrix(); Matrix4d<float> modelviewMatrix = camera.getModelviewMatrix();; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glLoadMatrixf(projectionMatrix.toArray().data()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(modelviewMatrix.toArray().data()); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, colors.data()); assert(glGetError() == GL_NO_ERROR); glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(positions.size()) / 3); //glDrawElements(GL_POINTS, indices.size(), GL_UNSIGNED_INT, indices.data()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_DEPTH_TEST); glDisable(GL_POINT_SPRITE); }
void LegacyRenderer::renderAlphaBlend(const ICamera<float>& camera, const PointBuffer& buffer) { const auto& positions = buffer.getPosition().get();// buffers[0].get(); const auto& colors = buffer.getColor().get(); if (positions.empty()) { return; } glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glPointSize(10.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Matrix4d<float> projectionMatrix = camera.getProjectionMatrix(); Matrix4d<float> modelviewMatrix = camera.getModelviewMatrix();; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glLoadMatrixf(projectionMatrix.toArray().data()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(modelviewMatrix.toArray().data()); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, colors.data()); assert(glGetError() == GL_NO_ERROR); glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(positions.size()) / 3); //glDrawElements(GL_POINTS, indices.size(), GL_UNSIGNED_INT, indices.data()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); }
void LegacyRenderer::render(const Matrix4d<float>& projectionMatrix, const Matrix4d<float>& modelviewMatrix, const Line2dBuffer& buffer, const GLfloat width) { const auto& positions = buffer.getPosition().get();// buffers[0].get(); const auto& colors = buffer.getColor().get(); const auto& indices = buffer.getIds(); if (positions.empty()) { return; } glLineWidth(width); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glLoadMatrixf(projectionMatrix.toArray().data()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(modelviewMatrix.toArray().data()); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, colors.data()); assert(glGetError() == GL_NO_ERROR); //glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(positions.size()) / 3); glDrawElements(GL_LINES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, indices.data()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_DEPTH_TEST); glLineWidth(1); }