本文整理汇总了C++中VertexArray::setupGL2方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexArray::setupGL2方法的具体用法?C++ VertexArray::setupGL2怎么用?C++ VertexArray::setupGL2使用的例子?那么恭喜您, 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类VertexArray
的用法示例。
在下文中一共展示了VertexArray::setupGL2方法的3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: SC_drawQuadTexCoords
static void SC_drawQuadTexCoords(float x1, float y1, float z1,
float u1, float v1,
float x2, float y2, float z2,
float u2, float v2,
float x3, float y3, float z3,
float u3, float v3,
float x4, float y4, float z4,
float u4, float v4)
{
GET_TLS();
rsc->setupCheck();
//LOGE("Quad");
//LOGE("%4.2f, %4.2f, %4.2f", x1, y1, z1);
//LOGE("%4.2f, %4.2f, %4.2f", x2, y2, z2);
//LOGE("%4.2f, %4.2f, %4.2f", x3, y3, z3);
//LOGE("%4.2f, %4.2f, %4.2f", x4, y4, z4);
float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4};
const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};
VertexArray va;
va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
va.addLegacy(GL_FLOAT, 2, 8, RS_KIND_TEXTURE, false, (uint32_t)tex);
if (rsc->checkVersion2_0()) {
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
} else {
va.setupGL(rsc, &rsc->mStateVertexArray);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
示例2: SC_drawPoint
static void SC_drawPoint(float x, float y, float z)
{
GET_TLS();
rsc->setupCheck();
float vtx[] = { x, y, z };
VertexArray va;
va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
if (rsc->checkVersion2_0()) {
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
} else {
va.setupGL(rsc, &rsc->mStateVertexArray);
}
glDrawArrays(GL_POINTS, 0, 1);
}
示例3: SC_drawLine
static void SC_drawLine(float x1, float y1, float z1,
float x2, float y2, float z2)
{
GET_TLS();
rsc->setupCheck();
float vtx[] = { x1, y1, z1, x2, y2, z2 };
VertexArray va;
va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
if (rsc->checkVersion2_0()) {
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
} else {
va.setupGL(rsc, &rsc->mStateVertexArray);
}
glDrawArrays(GL_LINES, 0, 2);
}