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hub / github.com/OpenEndedGroup/Field2 / drawInto

Method drawInto

src/main/java/fieldbox/ui/Compositor.java:216–252  ·  view source on GitHub ↗
(Scene s)

Source from the content-addressed store, hash-verified

214 }
215
216 public void drawInto(Scene s) {
217 BaseMesh mesh = BaseMesh.triangleList(4, 2);
218 MeshBuilder mb = new MeshBuilder(mesh);
219 mb.v(-1, -1, 0);
220 mb.v(1, -1, 0);
221 mb.v(1, 1, 0);
222 mb.v(-1, 1, 0);
223 mb.e_quad(0, 1, 2, 3);
224 Shader shader = new Shader();
225
226 shader.addSource(Shader.Type.vertex, "#version 410\n" +
227 "layout(location=0) in vec3 position;\n" +
228 "out vec2 tc;\n" +
229 "void main()\n" +
230 "{\n" +
231 " gl_Position = vec4(position.xy, 0.5, 1.0);\n" +
232 " tc = vec2(position.xy+vec2(1,1))/2;\n" +
233 "}");
234
235 shader.addSource(Shader.Type.fragment, "#version 410\n" +
236 "layout(location=0) out vec4 _output;\n" +
237 "uniform sampler2D te;\n" +
238 "uniform float mainAlpha;\n" +
239 "in vec2 tc;\n" +
240 "void main()\n" +
241 "{\n" +
242// " vec4 t = texelFetch(te, ivec2(gl_FragCoord.xy), 0);\n" +
243 " vec4 t = texture(te, tc.xy);\n" +
244 "\t_output = vec4(t.xyz, mainAlpha);\n" +
245 "\n" +
246 "}");
247 s.attach(mesh);
248 shader.attach(new Uniform<Float>("mainAlpha", () -> fadeup ? 0.1f : 1f));
249 mesh.attach(shader);
250 guard = new Guard(() -> fbo, (i) -> true);
251 mesh.attach(guard);
252 }
253
254 public void compositeWith(Layer underlayer, Scene s) {
255 BaseMesh mesh = BaseMesh.triangleList(4, 2);

Callers 1

OpenMethod · 0.80

Calls 5

triangleListMethod · 0.95
vMethod · 0.95
e_quadMethod · 0.95
addSourceMethod · 0.95
attachMethod · 0.45

Tested by

no test coverage detected