Пример #1
0
 @Override
 public void close() {
   super.close();
   program.close();
   gl.glDeleteBuffers(2, new int[] {verticesId, elementsId}, 0);
   gl.checkError("UniformQuadBatch close");
 }
Пример #2
0
 @Override
 public void flush() {
   super.flush();
   if (quadCounter > 0) {
     bindTexture();
     gl.glUniform4fv(uData, quadCounter * vec4sPerQuad(), data, 0);
     gl.glDrawElements(GL_TRIANGLES, quadCounter * ELEMENTS_PER_QUAD, GL_UNSIGNED_SHORT, 0);
     gl.checkError("UniformQuadBatch flush");
     quadCounter = 0;
   }
 }
Пример #3
0
 @Override
 public void begin(float fbufWidth, float fbufHeight, boolean flip) {
   super.begin(fbufWidth, fbufHeight, flip);
   program.activate();
   // TODO: apparently we can avoid glUniform calls because they're part of the program state; so
   // we can cache the last set values for all these glUniform calls and only set them anew if
   // they differ...
   gl.glUniform2f(uHScreenSize, fbufWidth / 2f, fbufHeight / 2f);
   gl.glUniform1f(uFlip, flip ? -1 : 1);
   gl.glBindBuffer(GL_ARRAY_BUFFER, verticesId);
   gl.glEnableVertexAttribArray(aVertex);
   gl.glVertexAttribPointer(aVertex, VERTEX_SIZE, GL_SHORT, false, 0, 0);
   gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementsId);
   gl.glActiveTexture(GL_TEXTURE0);
   gl.glUniform1i(uTexture, 0);
   gl.checkError("UniformQuadBatch begin");
 }
Пример #4
0
 @Override
 public void end() {
   super.end();
   gl.glDisableVertexAttribArray(aVertex);
   gl.checkError("UniformQuadBatch end");
 }