remove ui namespace which is not really used, move CameraData in camera_modes.h to avoid the inclusion of canva.h
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@@ -3,7 +3,7 @@
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#include "node_image.h"
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#include "shader.h"
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ui::Plane NodeImage::m_plane;
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Plane NodeImage::m_plane;
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Sampler NodeImage::m_sampler;
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Sampler NodeImage::m_sampler_mips;
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@@ -84,23 +84,22 @@ void NodeImage::parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* at
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void NodeImage::draw()
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{
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using namespace ui;
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TextureManager::get(m_tex_id).bind();
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auto& sampler = m_use_mipmaps ? m_sampler_mips : m_sampler;
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sampler.bind(0);
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glEnable(GL_BLEND);
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if (m_use_atlas)
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{
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ui::ShaderManager::use(kShader::Atlas);
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ui::ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
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ui::ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
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ShaderManager::use(kShader::Atlas);
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ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
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ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
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}
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else
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{
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ui::ShaderManager::use(kShader::Texture);
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ShaderManager::use(kShader::Texture);
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}
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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m_plane.draw_fill();
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sampler.unbind();
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TextureManager::get(m_tex_id).unbind();
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