/** ******************************************************************************* * @file ewolOObject.cpp * @brief ewol OpenGl Object system (Sources) * @author Edouard DUPIN * @date 24/10/2011 * @par Project * ewol * * @par Copyright * Copyright 2011 Edouard DUPIN, all right reserved * * This software is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY. * * Licence summary : * You can modify and redistribute the sources code and binaries. * You can send me the bug-fix * * Term of the licence in in the file licence.txt. * ******************************************************************************* */ #include #include #include #include void ewol::OObject2DColored::Draw(void) { if (m_coord.Size()<=0) { return; } // Enable Pointers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); // Set the vertex pointer to our vertex data glVertexPointer(2, GL_FLOAT, 0, &m_coord[0] ); glColorPointer(4, GL_FLOAT, 0, &m_coordColor[0] ); // Render : draw all of the triangles at once glDrawArrays( GL_TRIANGLES, 0, m_coord.Size()); //glDrawElements( GL_TRIANGLES, 0, m_coord.Size()); //EWOL_DEBUG("Draw ..." << m_coord.Size()/3 << " triangle(s)"); // Disable Pointers glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY ); } void ewol::OObject2DColored::Rectangle(float x, float y, float w, float h, float red, float green, float blue, float alpha) { //EWOL_DEBUG("Add rectangle : ..."); coord2D_ts point; color_ts color; color.red = red; color.green = green; color.blue = blue; color.alpha = alpha; point.x = x; point.y = y + h; m_coord.PushBack(point); m_coordColor.PushBack(color); point.x = x; point.y = y; m_coord.PushBack(point); m_coordColor.PushBack(color); point.x = x + w; point.y = y; m_coord.PushBack(point); m_coordColor.PushBack(color); m_coord.PushBack(point); m_coordColor.PushBack(color); point.x = x + w; point.y = y + h; m_coord.PushBack(point); m_coordColor.PushBack(color); point.x = x; point.y = y + h; m_coord.PushBack(point); m_coordColor.PushBack(color); } /* OObject2DTextured::Draw(void) { if (m_coord.Size()<=0) { return; } glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays glVertexPointer( 3, GL_FLOAT, 0, &m_coord[0] ); glTexCoordPointer( 2, GL_FLOAT, 0, &m_coordTex[0] ); glDrawArrays( GL_TRIANGLES, 0, m_linkCoord.Size()); glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays } */