diff options
author | chai <chaifix@163.com> | 2018-10-07 16:19:34 +0800 |
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committer | chai <chaifix@163.com> | 2018-10-07 16:19:34 +0800 |
commit | 83ea12d1ead6a4e5c2052f186b48092b1d44dcab (patch) | |
tree | caba904fd4a8c5007d7c4336fd87bc58a9cee9d2 /src/libjin/Graphics/Shapes.cpp | |
parent | e66058efea36a8c3b07e204002095db08a7182c9 (diff) |
*修改shader名和内建变量名
Diffstat (limited to 'src/libjin/Graphics/Shapes.cpp')
-rw-r--r-- | src/libjin/Graphics/Shapes.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/libjin/Graphics/Shapes.cpp b/src/libjin/Graphics/Shapes.cpp index cf47e00..1befd11 100644 --- a/src/libjin/Graphics/Shapes.cpp +++ b/src/libjin/Graphics/Shapes.cpp @@ -18,22 +18,22 @@ namespace graphics { float verts[] = { x + 0.5f , y + 0.5f }; - Shader* shader = Shader::getCurrentJSL(); + Shader* shader = Shader::getCurrentShader(); shader->bindVertexPointer(2, GL_FLOAT, 0, verts); gl.ModelMatrix.setIdentity(); - shader->sendMatrix4(Shader::MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(Shader::PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->sendMatrix4(Shader::SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(Shader::SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); glDrawArrays(GL_POINTS, 0, 1); } void points(int n, GLshort* p) { - Shader* shader = Shader::getCurrentJSL(); + Shader* shader = Shader::getCurrentShader(); shader->bindVertexPointer(2, GL_SHORT, 0, p); gl.ModelMatrix.setIdentity(); - shader->sendMatrix4(Shader::MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(Shader::PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->sendMatrix4(Shader::SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(Shader::SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); glDrawArrays(GL_POINTS, 0, n); } @@ -45,11 +45,11 @@ namespace graphics x2, y2 }; - Shader* shader = Shader::getCurrentJSL(); + Shader* shader = Shader::getCurrentShader(); shader->bindVertexPointer(2, GL_FLOAT, 0, verts); gl.ModelMatrix.setIdentity(); - shader->sendMatrix4(Shader::MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(Shader::PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->sendMatrix4(Shader::SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(Shader::SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); glDrawArrays(GL_LINES, 0, 2); } @@ -93,10 +93,10 @@ namespace graphics void polygon_line(float* p, int count) { - Shader* shader = Shader::getCurrentJSL(); + Shader* shader = Shader::getCurrentShader(); gl.ModelMatrix.setIdentity(); - shader->sendMatrix4(Shader::MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(Shader::PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->sendMatrix4(Shader::SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(Shader::SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); shader->bindVertexPointer(2, GL_FLOAT, 0, p); glDrawArrays(GL_LINE_LOOP, 0, count); @@ -110,10 +110,10 @@ namespace graphics } else if (mode == FILL) { - Shader* shader = Shader::getCurrentJSL(); + Shader* shader = Shader::getCurrentShader(); gl.ModelMatrix.setIdentity(); - shader->sendMatrix4(Shader::MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(Shader::PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->sendMatrix4(Shader::SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(Shader::SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); shader->bindVertexPointer(2, GL_FLOAT, 0, p); glDrawArrays(GL_POLYGON, 0, count); |