remove ui namespace which is not really used, move CameraData in camera_modes.h to avoid the inclusion of canva.h

This commit is contained in:
2018-11-27 14:24:01 +01:00
parent f34ffa825d
commit 0c6b409606
57 changed files with 538 additions and 597 deletions

View File

@@ -3,7 +3,7 @@
#include "node_image.h"
#include "shader.h"
ui::Plane NodeImage::m_plane;
Plane NodeImage::m_plane;
Sampler NodeImage::m_sampler;
Sampler NodeImage::m_sampler_mips;
@@ -84,23 +84,22 @@ void NodeImage::parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* at
void NodeImage::draw()
{
using namespace ui;
TextureManager::get(m_tex_id).bind();
auto& sampler = m_use_mipmaps ? m_sampler_mips : m_sampler;
sampler.bind(0);
glEnable(GL_BLEND);
if (m_use_atlas)
{
ui::ShaderManager::use(kShader::Atlas);
ui::ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
ui::ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
ShaderManager::use(kShader::Atlas);
ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
}
else
{
ui::ShaderManager::use(kShader::Texture);
ShaderManager::use(kShader::Texture);
}
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
m_plane.draw_fill();
sampler.unbind();
TextureManager::get(m_tex_id).unbind();