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#include "FullScreenQuad.h"
void FullScreenQuad::Init() { glGenBuffers(1, &mVBO); glBindBuffer(GL_ARRAY_BUFFER, mVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 20, nullptr, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); }
void FullScreenQuad::Draw(GLint posLoc, GLint texcoordLoc) { //draw fullscreen
float vertices[] = { -0.5f,-0.5f,-1.0f,0.0f,0.0f, 0.5f,-0.5f,-1.0f,1.0f,0.0f, 0.5f,0.5f,-1.0f,1.0f,1.0f, -0.5f,0.5f,-1.0f,0.0f,1.0f }; glBindBuffer(GL_ARRAY_BUFFER, mVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 20, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mVBO); glEnableVertexAttribArray(posLoc); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, 0); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glDrawArrays(GL_QUADS, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); }
void FullScreenQuad::DrawToLeftTop(GLint posLoc, GLint texcoordLoc) { //draw to left top qualter of screen
float vertices[] = { -0.5f,0.0f,-1.0f,0.0f,0.0f, 0.0f,0.0f,-1.0f,1.0f,0.0f, 0.0f,0.5f,-1.0f,1.0f,1.0f, -0.5f,0.5f,-1.0f,0.0f,1.0f }; glBindBuffer(GL_ARRAY_BUFFER, mVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 20, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mVBO); glEnableVertexAttribArray(posLoc); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, 0); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glDrawArrays(GL_QUADS, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); }
void FullScreenQuad::DrawToLeftBottom(GLint posLoc, GLint texcoordLoc) { float vertices[] = { -0.5f,-0.5f,-1.0f,0.0f,0.0f, 0.0f,-0.5f,-1.0f,1.0f,0.0f, 0.0f,0.0f,-1.0f,1.0f,1.0f, -0.5f,0.0f,-1.0f,0.0f,1.0f }; glBindBuffer(GL_ARRAY_BUFFER, mVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 20, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mVBO); glEnableVertexAttribArray(posLoc); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, 0); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glDrawArrays(GL_QUADS, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); }
void FullScreenQuad::DrawToRightTop(GLint posLoc, GLint texcoordLoc) { float vertices[] = { 0.0f,-0.0f,-1.0f,0.0f,0.0f, 0.5f,-0.0f,-1.0f,1.0f,0.0f, 0.5f,0.5f,-1.0f,1.0f,1.0f, 0.0f,0.5f,-1.0f,0.0f,1.0f }; glBindBuffer(GL_ARRAY_BUFFER, mVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 20, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mVBO); glEnableVertexAttribArray(posLoc); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, 0); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glDrawArrays(GL_QUADS, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); }
void FullScreenQuad::DrawToRightBottom(GLint posLoc, GLint texcoordLoc) { float vertices[] = { 0.0f,-0.5f,-1.0f,0.0f,0.0f, 0.5f,-0.5f,-1.0f,1.0f,0.0f, 0.5f,0.0f,-1.0f,1.0f,1.0f, 0.0f,0.0f,-1.0f,0.0f,1.0f }; glBindBuffer(GL_ARRAY_BUFFER, mVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 20, vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mVBO); glEnableVertexAttribArray(posLoc); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, 0); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glDrawArrays(GL_QUADS, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); }
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