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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-05-15 11:07:36 +0200
committerMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-05-15 14:01:10 +0200
commit88b17ce132ff2ad6c4b90dfe1541fda15cfc83aa (patch)
tree76aeb1b4fab62b63d54deb2601659218c61dff88 /chart2
parent7c2acb873d32a3e17ef9bd6ea89c7c8800f98f4a (diff)
try a better idea
Change-Id: Ibf218c2e99013aeeeb1d8962b0eff1cbd602c6c3
Diffstat (limited to 'chart2')
-rw-r--r--chart2/source/view/inc/GL3DRenderer.hxx4
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx128
2 files changed, 64 insertions, 68 deletions
diff --git a/chart2/source/view/inc/GL3DRenderer.hxx b/chart2/source/view/inc/GL3DRenderer.hxx
index 04fc26cec6a9..6bfc38373d46 100644
--- a/chart2/source/view/inc/GL3DRenderer.hxx
+++ b/chart2/source/view/inc/GL3DRenderer.hxx
@@ -255,9 +255,7 @@ private:
void LoadShaders();
};
- ShaderResources maNormalResources;
- ShaderResources maPickingResources;
- ShaderResources* pResources;
+ ShaderResources maResources;
// Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 m_Projection;
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index bc756a7ce9e9..6ef1fa78b65f 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -71,8 +71,7 @@ glm::vec4 getColorAsVector(sal_uInt32 nColor)
}
OpenGL3DRenderer::OpenGL3DRenderer():
- pResources(&maPickingResources)
- , m_uiSelectFrameCounter(0)
+ m_uiSelectFrameCounter(0)
, m_fViewAngle(30.0f)
, m_fHeightWeight(1.0f)
, mbPickingMode(false)
@@ -143,22 +142,22 @@ void OpenGL3DRenderer::RenderTexture(GLuint TexID)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(pResources->m_RenderProID);
+ glUseProgram(maResources.m_RenderProID);
- glEnableVertexAttribArray(pResources->m_RenderVertexID);
+ glEnableVertexAttribArray(maResources.m_RenderVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_RenderVertexBuf);
glVertexAttribPointer(
- pResources->m_RenderVertexID, // attribute
+ maResources.m_RenderVertexID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
- glEnableVertexAttribArray(pResources->m_RenderTexCoordID);
+ glEnableVertexAttribArray(maResources.m_RenderTexCoordID);
glBindBuffer(GL_ARRAY_BUFFER, m_RenderTexCoordBuf);
glVertexAttribPointer(
- pResources->m_RenderTexCoordID, // attribute.
+ maResources.m_RenderTexCoordID, // attribute.
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -166,10 +165,10 @@ void OpenGL3DRenderer::RenderTexture(GLuint TexID)
(void*)0 // array buffer offset
);
glBindTexture(GL_TEXTURE_2D, TexID);
- glUniform1i(pResources->m_RenderTexID, 0);
+ glUniform1i(maResources.m_RenderTexID, 0);
glDrawArrays(GL_QUADS, 0, 4);
- glDisableVertexAttribArray(pResources->m_RenderTexCoordID);
- glDisableVertexAttribArray(pResources->m_RenderVertexID);
+ glDisableVertexAttribArray(maResources.m_RenderTexCoordID);
+ glDisableVertexAttribArray(maResources.m_RenderVertexID);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}
@@ -213,8 +212,7 @@ void OpenGL3DRenderer::init()
m_fViewAngle = 60.0f;
m_3DProjection = glm::perspective(m_fViewAngle, (float)m_iWidth / (float)m_iHeight, 0.01f, 2000.0f);
- maNormalResources.LoadShaders();
- maPickingResources.LoadShaders();
+ maResources.LoadShaders();
glGenBuffers(1, &m_TextTexCoordBuf);
glBindBuffer(GL_ARRAY_BUFFER, m_TextTexCoordBuf);
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);
@@ -667,7 +665,7 @@ double OpenGL3DRenderer::GetTime()
void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
{
size_t listNum = polygon.verticesList.size();
- glUseProgram(pResources->m_CommonProID);
+ glUseProgram(maResources.m_CommonProID);
for (size_t i = 0; i < listNum; i++)
{
//move the circle to the pos, and scale using the xScale and Y scale
@@ -684,12 +682,12 @@ void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
//fill vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, pointList->size() * sizeof(glm::vec3), &pointList[0][0], GL_STATIC_DRAW);
- glUniform4fv(pResources->m_2DColorID, 1, &polygon.polygonColor[0]);
- glUniformMatrix4fv(pResources->m_MatrixID, 1, GL_FALSE, &m_3DMVP[0][0]);
+ glUniform4fv(maResources.m_2DColorID, 1, &polygon.polygonColor[0]);
+ glUniformMatrix4fv(maResources.m_MatrixID, 1, GL_FALSE, &m_3DMVP[0][0]);
// 1rst attribute buffer : vertices
- glEnableVertexAttribArray(pResources->m_2DVertexID);
+ glEnableVertexAttribArray(maResources.m_2DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
- glVertexAttribPointer(pResources->m_2DVertexID, // attribute
+ glVertexAttribPointer(maResources.m_2DVertexID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -699,7 +697,7 @@ void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
glLineWidth(polygon.lineWidth);
glDrawArrays(GL_LINE_STRIP, 0, pointList->size());
- glDisableVertexAttribArray(pResources->m_2DVertexID);
+ glDisableVertexAttribArray(maResources.m_2DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, 0);
delete pointList;
polygon.verticesList.pop_front();
@@ -722,9 +720,9 @@ void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(MaterialParameters), &polygon.material);
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- glUseProgram(pResources->m_3DProID);
- glUniformMatrix4fv(pResources->m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
- glUniformMatrix4fv(pResources->m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
+ glUseProgram(maResources.m_3DProID);
+ glUniformMatrix4fv(maResources.m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
+ glUniformMatrix4fv(maResources.m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
for (size_t i = 0; i < verticesNum; i++)
{
//move the circle to the pos, and scale using the xScale and Y scale
@@ -744,13 +742,13 @@ void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
//fill normal buffer
glBindBuffer(GL_ARRAY_BUFFER, m_NormalBuffer);
glBufferData(GL_ARRAY_BUFFER, normalList->size() * sizeof(glm::vec3), &normalList[0][0], GL_STATIC_DRAW);
- glUniformMatrix4fv(pResources->m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
- glUniformMatrix3fv(pResources->m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
+ glUniformMatrix4fv(maResources.m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
+ glUniformMatrix3fv(maResources.m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
// 1rst attribute buffer : vertices
- glEnableVertexAttribArray(pResources->m_3DVertexID);
+ glEnableVertexAttribArray(maResources.m_3DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
- glVertexAttribPointer(pResources->m_3DVertexID, // attribute
+ glVertexAttribPointer(maResources.m_3DVertexID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -758,9 +756,9 @@ void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
(void*)0 // array buffer offset
);
// 2nd attribute buffer : normals
- glEnableVertexAttribArray(pResources->m_3DNormalID);
+ glEnableVertexAttribArray(maResources.m_3DNormalID);
glBindBuffer(GL_ARRAY_BUFFER, m_NormalBuffer);
- glVertexAttribPointer(pResources->m_3DNormalID, // attribute
+ glVertexAttribPointer(maResources.m_3DNormalID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -769,8 +767,8 @@ void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
);
glDrawArrays(GL_POLYGON, 0, pointList->size());
- glDisableVertexAttribArray(pResources->m_3DVertexID);
- glDisableVertexAttribArray(pResources->m_3DNormalID);
+ glDisableVertexAttribArray(maResources.m_3DVertexID);
+ glDisableVertexAttribArray(maResources.m_3DNormalID);
glBindBuffer(GL_ARRAY_BUFFER, 0);
delete pointList;
delete normalList;
@@ -958,8 +956,8 @@ void OpenGL3DRenderer::EndAddShape3DExtrudeObject()
void OpenGL3DRenderer::Init3DUniformBlock()
{
- GLuint a3DLightBlockIndex = glGetUniformBlockIndex(pResources->m_3DProID, "GlobalLights");
- GLuint a3DMaterialBlockIndex = glGetUniformBlockIndex(pResources->m_3DProID, "GlobalMaterialParameters");
+ GLuint a3DLightBlockIndex = glGetUniformBlockIndex(maResources.m_3DProID, "GlobalLights");
+ GLuint a3DMaterialBlockIndex = glGetUniformBlockIndex(maResources.m_3DProID, "GlobalMaterialParameters");
if ((GL_INVALID_INDEX == a3DLightBlockIndex) || (GL_INVALID_INDEX == a3DMaterialBlockIndex))
{
@@ -968,8 +966,8 @@ void OpenGL3DRenderer::Init3DUniformBlock()
int nUniformBufferAlignSize = 0;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &nUniformBufferAlignSize);
GLint nBlockDataSizeLight = 0, nBlockDataSizeMertrial = 0;
- glGetActiveUniformBlockiv(pResources->m_3DProID, a3DLightBlockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &nBlockDataSizeLight);
- glGetActiveUniformBlockiv(pResources->m_3DProID, a3DMaterialBlockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &nBlockDataSizeMertrial);
+ glGetActiveUniformBlockiv(maResources.m_3DProID, a3DLightBlockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &nBlockDataSizeLight);
+ glGetActiveUniformBlockiv(maResources.m_3DProID, a3DMaterialBlockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &nBlockDataSizeMertrial);
CHECK_GL_ERROR();
glGenBuffers(1, &m_3DUBOBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
@@ -980,10 +978,10 @@ void OpenGL3DRenderer::Init3DUniformBlock()
glBufferData(GL_UNIFORM_BUFFER, dataSize, NULL, GL_DYNAMIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_3DUBOBuffer, 0, nBlockDataSizeLight);
CHECK_GL_ERROR();
- glUniformBlockBinding(pResources->m_3DProID, a3DLightBlockIndex, 0);
+ glUniformBlockBinding(maResources.m_3DProID, a3DLightBlockIndex, 0);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_3DUBOBuffer, ((nBlockDataSizeLight / nUniformBufferAlignSize) + std::min(nBlockDataSizeLight % nUniformBufferAlignSize, 1)) * nUniformBufferAlignSize, nBlockDataSizeMertrial);
- glUniformBlockBinding(pResources->m_3DProID, a3DMaterialBlockIndex, 1);
+ glUniformBlockBinding(maResources.m_3DProID, a3DMaterialBlockIndex, 1);
//for the light source uniform, we must calc the offset of each element
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
@@ -1014,8 +1012,8 @@ void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D,
m_Model = aTranslationMatrix * extrude3D.rotation * flatScale;
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
- glUniformMatrix4fv(pResources->m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
- glUniformMatrix3fv(pResources->m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
+ glUniformMatrix4fv(maResources.m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
+ glUniformMatrix3fv(maResources.m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[surIndex], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[surIndex]));
}
@@ -1047,8 +1045,8 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
- glUniformMatrix4fv(pResources->m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
- glUniformMatrix3fv(pResources->m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
+ glUniformMatrix4fv(maResources.m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
+ glUniformMatrix3fv(maResources.m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[BOTTOM_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[BOTTOM_SURFACE]));
}
@@ -1082,8 +1080,8 @@ void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
- glUniformMatrix4fv(pResources->m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
- glUniformMatrix3fv(pResources->m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
+ glUniformMatrix4fv(maResources.m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
+ glUniformMatrix3fv(maResources.m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[MIDDLE_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[MIDDLE_SURFACE]));
}
@@ -1118,8 +1116,8 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
- glUniformMatrix4fv(pResources->m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
- glUniformMatrix3fv(pResources->m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
+ glUniformMatrix4fv(maResources.m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
+ glUniformMatrix3fv(maResources.m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[TOP_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[TOP_SURFACE]));
RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
}
@@ -1129,8 +1127,8 @@ void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D)
float xScale = extrude3D.xScale;
float yScale = extrude3D.yScale;
float zScale = extrude3D.zScale;
- glUniformMatrix4fv(pResources->m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
- glUniformMatrix4fv(pResources->m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
+ glUniformMatrix4fv(maResources.m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
+ glUniformMatrix4fv(maResources.m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
glm::mat4 transformMatrix = glm::translate(glm::vec3(extrude3D.xTransform, -extrude3D.yTransform, extrude3D.zTransform));
glm::mat4 scaleMatrix = glm::scale(xScale, yScale, zScale);
m_Model = transformMatrix * extrude3D.rotation * scaleMatrix;
@@ -1141,15 +1139,15 @@ void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D)
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
- glUniformMatrix4fv(pResources->m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
- glUniformMatrix3fv(pResources->m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
+ glUniformMatrix4fv(maResources.m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
+ glUniformMatrix3fv(maResources.m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
{
- glUniformMatrix4fv(pResources->m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
- glUniformMatrix4fv(pResources->m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
+ glUniformMatrix4fv(maResources.m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
+ glUniformMatrix4fv(maResources.m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
CHECK_GL_ERROR();
RenderExtrudeMiddleSurface(extrude3D);
// check reverse flag to decide whether to render the top middle
@@ -1171,7 +1169,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
Update3DUniformBlock();
- glUseProgram(pResources->m_3DProID);
+ glUseProgram(maResources.m_3DProID);
size_t extrude3DNum = m_Extrude3DList.size();
for (size_t i = 0; i < extrude3DNum; i++)
{
@@ -1179,9 +1177,9 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
GLuint vertexBuf = extrude3DInfo.rounded ? m_CubeVertexBuf : m_BoundBox;
GLuint normalBuf = extrude3DInfo.rounded ? m_CubeNormalBuf : m_BoundBoxNormal;
// 1st attribute buffer : vertices
- glEnableVertexAttribArray(pResources->m_3DVertexID);
+ glEnableVertexAttribArray(maResources.m_3DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
- glVertexAttribPointer(pResources->m_3DVertexID, // attribute
+ glVertexAttribPointer(maResources.m_3DVertexID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -1189,9 +1187,9 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
(void*)0 // array buffer offset
);
// 2nd attribute buffer : normals
- glEnableVertexAttribArray(pResources->m_3DNormalID);
+ glEnableVertexAttribArray(maResources.m_3DNormalID);
glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
- glVertexAttribPointer(pResources->m_3DNormalID, // attribute
+ glVertexAttribPointer(maResources.m_3DNormalID, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -1214,8 +1212,8 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
{
RenderNonRoundedBar(extrude3DInfo);
}
- glDisableVertexAttribArray(pResources->m_3DVertexID);
- glDisableVertexAttribArray(pResources->m_3DNormalID);
+ glDisableVertexAttribArray(maResources.m_3DVertexID);
+ glDisableVertexAttribArray(maResources.m_3DNormalID);
}
m_Extrude3DList.clear();
glUseProgram(0);
@@ -1282,15 +1280,15 @@ void OpenGL3DRenderer::RenderTextShape()
CHECK_GL_ERROR();
glBufferData(GL_ARRAY_BUFFER, sizeof(textInfo.vertex), textInfo.vertex, GL_STATIC_DRAW);
CHECK_GL_ERROR();
- glUseProgram(pResources->m_TextProID);
+ glUseProgram(maResources.m_TextProID);
CHECK_GL_ERROR();
- glUniformMatrix4fv(pResources->m_TextMatrixID, 1, GL_FALSE, &m_MVP[0][0]);
+ glUniformMatrix4fv(maResources.m_TextMatrixID, 1, GL_FALSE, &m_MVP[0][0]);
// 1rst attribute buffer : vertices
- glEnableVertexAttribArray(pResources->m_TextVertexID);
+ glEnableVertexAttribArray(maResources.m_TextVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glVertexAttribPointer(
- pResources->m_TextVertexID,
+ maResources.m_TextVertexID,
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -1299,10 +1297,10 @@ void OpenGL3DRenderer::RenderTextShape()
);
//tex coord
CHECK_GL_ERROR();
- glEnableVertexAttribArray(pResources->m_TextTexCoordID);
+ glEnableVertexAttribArray(maResources.m_TextTexCoordID);
glBindBuffer(GL_ARRAY_BUFFER, m_TextTexCoordBuf);
glVertexAttribPointer(
- pResources->m_TextTexCoordID,
+ maResources.m_TextTexCoordID,
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
@@ -1313,14 +1311,14 @@ void OpenGL3DRenderer::RenderTextShape()
CHECK_GL_ERROR();
glBindTexture(GL_TEXTURE_2D, textInfo.texture);
CHECK_GL_ERROR();
- glUniform1i(pResources->m_TextTexID, 0);
+ glUniform1i(maResources.m_TextTexID, 0);
CHECK_GL_ERROR();
//TODO: moggi: get rid fo GL_QUADS
glDrawArrays(GL_QUADS, 0, 4);
CHECK_GL_ERROR();
- glDisableVertexAttribArray(pResources->m_TextTexCoordID);
+ glDisableVertexAttribArray(maResources.m_TextTexCoordID);
CHECK_GL_ERROR();
- glDisableVertexAttribArray(pResources->m_TextVertexID);
+ glDisableVertexAttribArray(maResources.m_TextVertexID);
CHECK_GL_ERROR();
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);