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authorchai <chaifix@163.com>2018-12-23 01:06:46 +0800
committerchai <chaifix@163.com>2018-12-23 01:06:46 +0800
commit5b8b5c95589e615afda3f0d67db612b64297c2a0 (patch)
tree976de20f8a317c1dfb07ed1914ff8bebc4242005 /src/libjin/graphics/je_graphic.cpp
parent6afaad9b9490d4b70a0bea4a8289cc637194abc7 (diff)
*shader and time
Diffstat (limited to 'src/libjin/graphics/je_graphic.cpp')
-rw-r--r--src/libjin/graphics/je_graphic.cpp22
1 files changed, 10 insertions, 12 deletions
diff --git a/src/libjin/graphics/je_graphic.cpp b/src/libjin/graphics/je_graphic.cpp
index 964d0e5..96c3b4a 100644
--- a/src/libjin/graphics/je_graphic.cpp
+++ b/src/libjin/graphics/je_graphic.cpp
@@ -71,12 +71,11 @@ namespace JinEngine
textureCoords[6] = 1; textureCoords[7] = 0;
// Set shader.
Shader* shader = gl.getShader();
- shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix);
- shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
- shader->beginUploadAttributes();
- shader->uploadVertices(2, GL_FLOAT, 0, vertexCoords);
- shader->uploadUV(2, GL_FLOAT, 0, textureCoords);
- shader->endUploadAttributes();
+ shader->prepare()
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix())
+ .uploadVertices(2, GL_FLOAT, 0, vertexCoords)
+ .uploadUV(2, GL_FLOAT, 0, textureCoords);
gl.bindTexture(getGLTexture());
gl.drawArrays(GL_QUADS, 0, 4);
@@ -106,12 +105,11 @@ namespace JinEngine
Math::Matrix modelViewMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ax, ay);
Shader* shader = gl.getShader();
- shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix);
- shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
- shader->beginUploadAttributes();
- shader->uploadVertices(2, GL_FLOAT, 0, vertexCoords);
- shader->uploadUV(2, GL_FLOAT, 0, textureCoords);
- shader->endUploadAttributes();
+ shader->prepare()
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix())
+ .uploadVertices(2, GL_FLOAT, 0, vertexCoords)
+ .uploadUV(2, GL_FLOAT, 0, textureCoords);
gl.bindTexture(getGLTexture());
gl.drawArrays(GL_QUADS, 0, 4);