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@ -487,8 +487,8 @@ GL::Mesh mesh;
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Matrix3 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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/* [DistanceFieldVectorGL-ubo] */ |
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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GL::Buffer transformationProjectionUniform, materialUniform, drawUniform; |
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transformationProjectionUniform.setData({ |
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Shaders::TransformationProjectionUniform2D{} |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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@ -507,7 +507,7 @@ Shaders::DistanceFieldVectorGL2D shader{
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Shaders::DistanceFieldVectorGL2D::Configuration{} |
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.setFlags(Shaders::DistanceFieldVectorGL2D::Flag::UniformBuffers)}; |
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shader |
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.bindTransformationProjectionBuffer(projectionTransformationUniform) |
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.bindTransformationProjectionBuffer(transformationProjectionUniform) |
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.bindMaterialBuffer(materialUniform) |
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.bindDrawBuffer(drawUniform) |
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.bindVectorTexture(texture) |
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@ -645,8 +645,8 @@ mesh.setInstanceCount(Containers::arraySize(instanceData))
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GL::Mesh mesh; |
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Matrix4 transformationMatrix, projectionMatrix; |
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/* [FlatGL-ubo] */ |
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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GL::Buffer transformationProjectionUniform, materialUniform, drawUniform; |
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transformationProjectionUniform.setData({ |
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Shaders::TransformationProjectionUniform3D{} |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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@ -662,7 +662,7 @@ drawUniform.setData({
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Shaders::FlatGL3D shader{Shaders::FlatGL3D::Configuration{} |
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.setFlags(Shaders::FlatGL3D::Flag::UniformBuffers)}; |
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shader |
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.bindTransformationProjectionBuffer(projectionTransformationUniform) |
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.bindTransformationProjectionBuffer(transformationProjectionUniform) |
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.bindMaterialBuffer(materialUniform) |
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.bindDrawBuffer(drawUniform) |
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.draw(mesh); |
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@ -1146,8 +1146,8 @@ GL::Mesh mesh;
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Matrix3 transformationMatrix, projectionMatrix; |
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GL::Texture2D texture; |
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/* [VectorGL-ubo] */ |
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GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; |
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projectionTransformationUniform.setData({ |
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GL::Buffer transformationProjectionUniform, materialUniform, drawUniform; |
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transformationProjectionUniform.setData({ |
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Shaders::TransformationProjectionUniform2D{} |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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@ -1163,7 +1163,7 @@ drawUniform.setData({
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Shaders::VectorGL2D shader{Shaders::VectorGL2D::Configuration{} |
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.setFlags(Shaders::VectorGL2D::Flag::UniformBuffers)}; |
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shader |
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.bindTransformationProjectionBuffer(projectionTransformationUniform) |
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.bindTransformationProjectionBuffer(transformationProjectionUniform) |
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.bindMaterialBuffer(materialUniform) |
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.bindDrawBuffer(drawUniform) |
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.bindVectorTexture(texture) |
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@ -1209,8 +1209,8 @@ shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
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GL::Mesh mesh; |
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Matrix4 transformationMatrix, projectionMatrix; |
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/* [VertexColorGL-ubo] */ |
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GL::Buffer projectionTransformationUniform; |
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projectionTransformationUniform.setData({ |
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GL::Buffer transformationProjectionUniform; |
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transformationProjectionUniform.setData({ |
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Shaders::TransformationProjectionUniform3D{} |
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.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix) |
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}); |
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@ -1218,7 +1218,7 @@ projectionTransformationUniform.setData({
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Shaders::VertexColorGL3D shader{Shaders::VertexColorGL3D::Configuration{} |
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.setFlags(Shaders::VertexColorGL3D::Flag::UniformBuffers)}; |
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shader |
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.bindTransformationProjectionBuffer(projectionTransformationUniform) |
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.bindTransformationProjectionBuffer(transformationProjectionUniform) |
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.draw(mesh); |
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/* [VertexColorGL-ubo] */ |
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} |
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