| 428 | } |
| 429 | |
| 430 | void SceneDemo::drawTextureQuad() { |
| 431 | |
| 432 | glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight); |
| 433 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 434 | |
| 435 | // Clear previous frame values |
| 436 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 437 | |
| 438 | |
| 439 | const int SHADOW_MAP_TEXTURE_TO_DRAW = 0; |
| 440 | const GLuint textureUnit = SHADOW_MAP_TEXTURE_TO_DRAW; |
| 441 | |
| 442 | mVAOQuad.bind(); |
| 443 | mQuadShader.bind(); |
| 444 | mShadowMapTexture[SHADOW_MAP_TEXTURE_TO_DRAW].bind(); |
| 445 | mQuadShader.setIntUniform("textureSampler", textureUnit); |
| 446 | mVBOQuad.bind(); |
| 447 | |
| 448 | GLint vertexPositionLoc = mQuadShader.getAttribLocation("vertexPosition"); |
| 449 | glEnableVertexAttribArray(vertexPositionLoc); |
| 450 | |
| 451 | glVertexAttribPointer( |
| 452 | vertexPositionLoc, // attribute 0. No particular reason for 0, but must match the layout in the shader. |
| 453 | 3, // size |
| 454 | GL_FLOAT, // type |
| 455 | GL_FALSE, // normalized? |
| 456 | 0, // stride |
| 457 | (void*)0 // array buffer offset |
| 458 | ); |
| 459 | |
| 460 | // Draw the triangles ! |
| 461 | glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles |
| 462 | |
| 463 | glDisableVertexAttribArray(vertexPositionLoc); |
| 464 | |
| 465 | mVBOQuad.unbind(); |
| 466 | mShadowMapTexture[SHADOW_MAP_TEXTURE_TO_DRAW].unbind(); |
| 467 | mQuadShader.unbind(); |
| 468 | mVAOQuad.unbind(); |
| 469 | } |
| 470 | |
| 471 | // Gather and create snapshots contact points |
| 472 | void SceneDemo::updateSnapshotContactPoints() { |
nothing calls this directly
no test coverage detected