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C++ GLES_RenderData::glEnableClientState方法代码示例

本文整理汇总了C++中GLES_RenderData::glEnableClientState方法的典型用法代码示例。如果您正苦于以下问题:C++ GLES_RenderData::glEnableClientState方法的具体用法?C++ GLES_RenderData::glEnableClientState怎么用?C++ GLES_RenderData::glEnableClientState使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GLES_RenderData的用法示例。


在下文中一共展示了GLES_RenderData::glEnableClientState方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

/* This is called if we need to invalidate all of the SDL OpenGL state */
static void
GLES_ResetState(SDL_Renderer *renderer)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    if (SDL_CurrentContext == data->context) {
        GLES_UpdateViewport(renderer);
    } else {
        GLES_ActivateRenderer(renderer);
    }

    data->current.color = 0;
    data->current.blendMode = -1;
    data->current.tex_coords = SDL_FALSE;

    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);

    data->glMatrixMode(GL_MODELVIEW);
    data->glLoadIdentity();

    data->glEnableClientState(GL_VERTEX_ARRAY);
    data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
开发者ID:D-Quick,项目名称:DQuick,代码行数:25,代码来源:SDL_render_gles.c

示例2: SetupTextureUpdate


//.........这里部分代码省略.........
                                  texturedata->formattype, temp_buffer);

            SDL_free(temp_buffer);

        }
        SDL_ClearDirtyRects(&texturedata->dirty);
    }

    data->glBindTexture(texturedata->type, texturedata->texture);

    if (texture->modMode) {
        data->glColor4f((GLfloat) texture->r * inv255f,
                        (GLfloat) texture->g * inv255f,
                        (GLfloat) texture->b * inv255f,
                        (GLfloat) texture->a * inv255f);
    } else {
        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    }

    GLES_SetBlendMode(data, texture->blendMode, 0);

    switch (texture->scaleMode) {
    case SDL_TEXTURESCALEMODE_NONE:
    case SDL_TEXTURESCALEMODE_FAST:
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
                              GL_NEAREST);
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
                              GL_NEAREST);
        break;
    case SDL_TEXTURESCALEMODE_SLOW:
    case SDL_TEXTURESCALEMODE_BEST:
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
                              GL_LINEAR);
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
                              GL_LINEAR);
        break;
    }

    if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
        /* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
        SDL_Window *window = renderer->window;
        GLint cropRect[4];
        cropRect[0] = srcrect->x;
        cropRect[1] = srcrect->y + srcrect->h;
        cropRect[2] = srcrect->w;
        cropRect[3] = -srcrect->h;
        data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
                               cropRect);
        data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h,
                            0, dstrect->w, dstrect->h);
    } else {

        minx = dstrect->x;
        miny = dstrect->y;
        maxx = dstrect->x + dstrect->w;
        maxy = dstrect->y + dstrect->h;

        minu = (GLfloat) srcrect->x / texture->w;
        minu *= texturedata->texw;
        maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
        maxu *= texturedata->texw;
        minv = (GLfloat) srcrect->y / texture->h;
        minv *= texturedata->texh;
        maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
        maxv *= texturedata->texh;

        GLshort vertices[8];
        GLfloat texCoords[8];

        vertices[0] = minx;
        vertices[1] = miny;
        vertices[2] = maxx;
        vertices[3] = miny;
        vertices[4] = minx;
        vertices[5] = maxy;
        vertices[6] = maxx;
        vertices[7] = maxy;

        texCoords[0] = minu;
        texCoords[1] = minv;
        texCoords[2] = maxu;
        texCoords[3] = minv;
        texCoords[4] = minu;
        texCoords[5] = maxv;
        texCoords[6] = maxu;
        texCoords[7] = maxv;

        data->glVertexPointer(2, GL_SHORT, 0, vertices);
        data->glEnableClientState(GL_VERTEX_ARRAY);
        data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
        data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        data->glDisableClientState(GL_VERTEX_ARRAY);
    }

    data->glDisable(GL_TEXTURE_2D);

    return 0;
}
开发者ID:albertz,项目名称:sdl,代码行数:101,代码来源:SDL_renderer_gles.c


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