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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@@ -2,16 +2,14 @@
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#include "log.h"
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#include "shape.h"
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using namespace ui;
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bool ui::Shape::create_buffers(GLushort * idx, GLvoid * vertices, int isize, int vsize)
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bool Shape::create_buffers(GLushort * idx, GLvoid * vertices, int isize, int vsize)
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{
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index_type = GL_UNSIGNED_SHORT;
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create_buffers_imp(idx, vertices, isize, vsize);
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return false;
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}
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bool ui::Shape::create_buffers(GLuint* idx, GLvoid * vertices, int isize, int vsize)
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bool Shape::create_buffers(GLuint* idx, GLvoid * vertices, int isize, int vsize)
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{
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index_type = GL_UNSIGNED_INT;
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create_buffers_imp(idx, vertices, isize, vsize);
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@@ -239,7 +237,7 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, vertex_t *vert
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}
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}
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bool ui::HeightmapPlane::create(float w, float h, const Image& img, float scale)
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bool HeightmapPlane::create(float w, float h, const Image& img, float scale)
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{
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int div = img.width - 1; // TODO: handle height also
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int idx_size = (div * div * 6) + (div * (div + 1) * 4);
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@@ -313,7 +311,7 @@ bool ui::HeightmapPlane::create(float w, float h, const Image& img, float scale)
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return create_buffers(idx.get(), vertices.get(), sizeof(GLuint) * idx_size, sizeof(vertex_t) * vertices_size);
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}
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void ui::Plane::update_vertices(const glm::vec4* data, const glm::vec2* uvs, const glm::vec2* uvs2)
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void Plane::update_vertices(const glm::vec4* data, const glm::vec2* uvs, const glm::vec2* uvs2)
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{
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static vertex_t vertices[4];
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@@ -605,7 +603,7 @@ void Sphere::create_impl(int rings, int sectors, float radius,
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*i++ = (r+1) * sectors + s;
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}
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}
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void ui::LineSegment::update_vertices(const glm::vec4 data[2])
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void LineSegment::update_vertices(const glm::vec4 data[2])
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{
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static vertex_t vertices[2];
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vertices[0] = { data[0], { 0, 0 } }; // A
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@@ -614,7 +612,7 @@ void ui::LineSegment::update_vertices(const glm::vec4 data[2])
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void ui::DynamicShape::update_vertices(vertex_t* vertices, int vcount)
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void DynamicShape::update_vertices(vertex_t* vertices, int vcount)
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{
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count[0] = vcount;
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count[1] = vcount;
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