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

@@ -34,7 +34,7 @@ void NodeStrokePreview::init_controls()
m_sampler_brush.create();
m_sampler_brush.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
// TextureManager::load("data/thumbs/Round-Hard.png");
// ui::Canvas::I->m_current_brush.m_tex_id = const_hash("data/thumbs/Round-Hard.png");
// Canvas::I->m_current_brush.m_tex_id = const_hash("data/thumbs/Round-Hard.png");
}
void NodeStrokePreview::restore_context()
@@ -56,7 +56,6 @@ void NodeStrokePreview::draw_stroke()
{
m_rtt.bindFramebuffer();
{
using namespace ui;
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
@@ -69,8 +68,8 @@ void NodeStrokePreview::draw_stroke()
glm::mat4 proj = glm::ortho<float>(0, (float)m_rtt.getWidth(), 0, (float)m_rtt.getHeight(), -1, 1);
auto b = m_brush;
m_stroke.m_camera.fov = ui::Canvas::I->m_cam_fov;
m_stroke.m_camera.rot = ui::Canvas::I->m_cam_rot;
m_stroke.m_camera.fov = Canvas::I->m_cam_fov;
m_stroke.m_camera.rot = Canvas::I->m_cam_rot;
m_stroke.reset();
m_stroke.start(b);
if (!m_stroke.m_keypoints.empty())
@@ -127,10 +126,9 @@ void NodeStrokePreview::draw_stroke()
void NodeStrokePreview::draw()
{
using namespace ui;
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::use(kShader::Texture);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
ShaderManager::u_int(kShaderUniform::Tex, 0);
m_rtt.bindTexture();
m_sampler.bind(0);
m_plane.draw_fill();