Changeset 657
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- Unmodified
- Added
- Removed
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trunk/src/scene.cpp
r656 r657 37 37 38 38 #if SHADER_CRAP 39 # define ATTRIB_POSITION 42 /* arbitrary id */ 40 extern GLuint prog; 41 extern GLint uni_mvp, uni_color; 39 extern GLuint prog; 42 40 #endif 43 41 … … 163 161 { 1.0, 0.0 } }; 164 162 165 GLuint id[4];166 glGenVertexArrays(1, & id[0]);167 glBindVertexArray( id[0]);168 glGenBuffers(3, & id[1]);169 170 glBindBuffer(GL_ARRAY_BUFFER, id[1]);163 GLuint vao, vbo[3]; 164 glGenVertexArrays(1, &vao); 165 glBindVertexArray(vao); 166 glGenBuffers(3, &vbo[0]); 167 168 glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); 171 169 glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), vertices, GL_STATIC_DRAW); 172 170 glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); 173 171 glEnableVertexAttribArray(0); 174 172 175 glBindBuffer(GL_ARRAY_BUFFER, id[2]);173 glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); 176 174 glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), colors, GL_STATIC_DRAW); 177 175 glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); 178 176 glEnableVertexAttribArray(1); 179 177 180 glBindBuffer(GL_ARRAY_BUFFER, id[3]);178 glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); 181 179 glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tex, GL_STATIC_DRAW); 182 180 glVertexAttribPointer((GLuint)2, 2, GL_FLOAT, GL_FALSE, 0, 0); … … 186 184 187 185 glUseProgram(prog); 188 glBindVertexArray( id[0]);186 glBindVertexArray(vao); 189 187 Tiler::Bind(1 << 16); 190 188 glDrawArrays(GL_TRIANGLES, 0, 6); … … 233 231 glEnableClientState(GL_VERTEX_ARRAY); 234 232 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 235 #if SHADER_CRAP236 glUseProgram(prog);237 //float4x4 mvp(1.0f);238 //mvp = mvp - mvp;239 //glUniformMatrix4fv(uni_mvp, 1, GL_FALSE, (GLfloat *)&mvp[0][0]);240 //glUniform4f(uni_color, 1.0f, 0.0f, 1.0f, 1.0f);241 #endif242 233 243 234 glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]); … … 245 236 vertex, GL_DYNAMIC_DRAW); 246 237 glVertexPointer(3, GL_FLOAT, 0, NULL); 247 #if SHADER_CRAP248 glVertexAttribPointer(ATTRIB_POSITION, (n - i) * 6, GL_FLOAT, false, 0, vertex);249 glEnableVertexAttribArray(ATTRIB_POSITION);250 #endif251 238 252 239 glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]); -
trunk/src/video.cpp
r656 r657 30 30 31 31 #if SHADER_CRAP 32 # define ATTRIB_POSITION 42 /* arbitrary id */33 32 GLuint prog, sh1, sh2; 34 33 GLint uni_m1, uni_m2, uni_m3; … … 51 50 "void main()\n" 52 51 "{\n" 53 " //gl_Position = projection_matrix * view_matrix * model_matrix * vec4(in_Position, 1.0f);\n"54 " gl_Position = projection_matrix * view_matrix *model_matrix * vec4(in_Position, 1.0f);\n"52 " gl_Position = projection_matrix * view_matrix *" 53 " model_matrix * vec4(in_Position, 1.0f);\n" 55 54 " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" 56 55 " pass_Color = in_Color;\n" … … 108 107 glAttachShader(prog, sh2); 109 108 110 //glBindAttribLocation(prog, ATTRIB_POSITION, "position");111 109 glBindAttribLocation(prog, 0, "in_Position"); 112 110 glBindAttribLocation(prog, 1, "in_Color");
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