Replaces native GL types by backend format in vertex attributes in CShaderProgram.

This was SVN commit r26594.
This commit is contained in:
vladislavbelov
2022-03-07 02:21:05 +00:00
parent 36faf3bb4f
commit 647fccd410
24 changed files with 289 additions and 102 deletions
+8 -4
View File
@@ -56,8 +56,10 @@ inline void DrawTextureImpl(
shader->Uniform(str_colorAdd, add);
shader->Uniform(str_colorMul, multiply);
shader->Uniform(str_grayscaleFactor, grayscaleFactor);
shader->VertexPointer(2, GL_FLOAT, 0, vertices.data());
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, uvs.data());
shader->VertexPointer(
Renderer::Backend::Format::R32G32_SFLOAT, 0, vertices.data());
shader->TexCoordPointer(
GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, 0, uvs.data());
shader->AssertPointersBound();
deviceCommandContext->Draw(0, vertices.size() / 2);
@@ -249,8 +251,10 @@ void CCanvas2D::DrawLine(const std::vector<CVector2D>& points, const float width
shader->Uniform(str_colorAdd, CColor(0.0f, 0.0f, 0.0f, 0.0f));
shader->Uniform(str_colorMul, color);
shader->Uniform(str_grayscaleFactor, 0.0f);
shader->VertexPointer(2, GL_FLOAT, 0, vertices.data());
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, uvs.data());
shader->VertexPointer(
Renderer::Backend::Format::R32G32_SFLOAT, 0, vertices.data());
shader->TexCoordPointer(
GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, 0, uvs.data());
shader->AssertPointersBound();
m->DeviceCommandContext->SetIndexBufferData(indices.data());