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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@@ -5,7 +5,6 @@
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void NodeViewport::draw()
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{
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using namespace ui;
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glm::mat4 cam = glm::lookAt(glm::vec3(sinf(angle) * 10, 0, -10), glm::vec3(0, 0, 0), glm::vec3(0, -1, 0));
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glm::mat4 proj = glm::perspective<float>(glm::radians(45.f), m_clip.z / m_clip.w, .1f, 100);
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@@ -22,9 +21,9 @@ void NodeViewport::draw()
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TextureManager::get(m_tex_id).bind();
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m_sampler->bind(0);
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glEnable(GL_BLEND);
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
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m_faces->draw_fill();
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m_sampler->unbind();
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TextureManager::get(m_tex_id).unbind();
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@@ -39,7 +38,7 @@ Node* NodeViewport::clone_instantiate() const
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}
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void NodeViewport::create()
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{
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m_faces = std::make_unique<ui::Plane>();
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m_faces = std::make_unique<Plane>();
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m_faces->create<1>(10, 10);
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m_sampler = std::make_unique<Sampler>();
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m_sampler->create();
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