diff --git a/examples/OpenGLAppExample/Source/MainComponent.cpp b/examples/OpenGLAppExample/Source/MainComponent.cpp index 9b9439cff3..78ce8f6e90 100644 --- a/examples/OpenGLAppExample/Source/MainComponent.cpp +++ b/examples/OpenGLAppExample/Source/MainComponent.cpp @@ -57,13 +57,8 @@ public: Matrix3D getViewMatrix() const { Matrix3D viewMatrix (Vector3D (0.0f, 0.0f, -10.0f)); - - //viewMatrix *= draggableOrientation.getRotationMatrix(); - -// Matrix3D rotationMatrix = viewMatrix.rotated (Vector3D (rotation, rotation, -0.3f)); Matrix3D rotationMatrix = viewMatrix.rotated (Vector3D (-0.3f, 5.0f*sin(getFrameCounter()*0.01f), 0.0f)); - return viewMatrix * rotationMatrix; } @@ -72,31 +67,29 @@ public: jassert (OpenGLHelpers::isContextActive()); - const float desktopScale = (float) openGLContext.getRenderingScale(); - OpenGLHelpers::clear (Colour::greyLevel(0.1)); + const float desktopScale = (float) openGLContext.getRenderingScale(); + OpenGLHelpers::clear (Colour::greyLevel(0.1)); - glEnable (GL_DEPTH_TEST); - glDepthFunc (GL_LESS); - glEnable (GL_BLEND); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - openGLContext.extensions.glActiveTexture (GL_TEXTURE0); - glEnable (GL_TEXTURE_2D); + //glEnable (GL_DEPTH_TEST); + //glDepthFunc (GL_LESS); + glEnable (GL_BLEND); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glViewport (0, 0, roundToInt (desktopScale * getWidth()), roundToInt (desktopScale * getHeight())); + glViewport (0, 0, roundToInt (desktopScale * getWidth()), roundToInt (desktopScale * getHeight())); - shader->use(); + shader->use(); - if (uniforms->projectionMatrix != nullptr) - uniforms->projectionMatrix->setMatrix4 (getProjectionMatrix().mat, 1, false); + if (uniforms->projectionMatrix != nullptr) + uniforms->projectionMatrix->setMatrix4 (getProjectionMatrix().mat, 1, false); - if (uniforms->viewMatrix != nullptr) - uniforms->viewMatrix->setMatrix4 (getViewMatrix().mat, 1, false); + if (uniforms->viewMatrix != nullptr) + uniforms->viewMatrix->setMatrix4 (getViewMatrix().mat, 1, false); - shape->draw (openGLContext, *attributes); + shape->draw (openGLContext, *attributes); - // Reset the element buffers so child Components draw correctly - openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, 0); - openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); + // Reset the element buffers so child Components draw correctly + openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, 0); + openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); } @@ -105,8 +98,11 @@ public: // You can add your component specific drawing code here! // This will draw over the top of the openGL background. -// g.setColour(Colours::white); -// g.drawEllipse (100, 100, 50, 50, 2); + g.setColour(Colours::white); + g.setFont (20); + g.drawText ("OpenGL Example", 25, 20, 300, 30, Justification::left); + g.drawLine (20, 20, 170, 20); + g.drawLine (20, 50, 170, 50); } void resized() override @@ -148,7 +144,7 @@ public: "\n" "void main()\n" "{\n" - " vec4 colour = vec4(0.95, 0.57, 0.03, 0.8);\n" + " vec4 colour = vec4(0.95, 0.57, 0.03, 0.7);\n" " gl_FragColor = colour;\n" "}\n" }; @@ -195,7 +191,7 @@ struct Vertex }; //============================================================================== - // This class just manages the attributes that the demo shaders use. + // This class just manages the attributes that the shaders use. struct Attributes { Attributes (OpenGLContext& openGLContext, OpenGLShaderProgram& shader) @@ -263,12 +259,9 @@ struct Vertex { projectionMatrix = createUniform (openGLContext, shader, "projectionMatrix"); viewMatrix = createUniform (openGLContext, shader, "viewMatrix"); - texture = createUniform (openGLContext, shader, "demoTexture"); - lightPosition = createUniform (openGLContext, shader, "lightPosition"); - bouncingNumber = createUniform (openGLContext, shader, "bouncingNumber"); } - ScopedPointer projectionMatrix, viewMatrix, texture, lightPosition, bouncingNumber; + ScopedPointer projectionMatrix, viewMatrix; private: static OpenGLShaderProgram::Uniform* createUniform (OpenGLContext& openGLContext,