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authorchai <chaifix@163.com>2018-12-05 12:34:26 +0800
committerchai <chaifix@163.com>2018-12-05 12:34:26 +0800
commitc78bd640228c0b6b9f7c294793c4f2f58b637c67 (patch)
tree2fbd941f8b88b2d9230e04a8b644e25d48f62476 /src/libjin/graphics/je_shapes.cpp
parentadbc170d850a23b219f1718c2cf3e40fadd66ce0 (diff)
*格式化代码
Diffstat (limited to 'src/libjin/graphics/je_shapes.cpp')
-rw-r--r--src/libjin/graphics/je_shapes.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/libjin/graphics/je_shapes.cpp b/src/libjin/graphics/je_shapes.cpp
index 0b239e7..ee5e9e5 100644
--- a/src/libjin/graphics/je_shapes.cpp
+++ b/src/libjin/graphics/je_shapes.cpp
@@ -22,7 +22,7 @@ namespace JinEngine
{
float verts[] = { x + 0.5f , y + 0.5f };
- Shader* shader = Shader::getCurrentShader();
+ Shader* shader = gl.getShader();
shader->setVertexPointer(2, GL_FLOAT, 0, verts);
Matrix modelMatrix = gl.getModelViewMatrix();
shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
@@ -33,7 +33,7 @@ namespace JinEngine
void points(int n, GLshort* p)
{
- Shader* shader = Shader::getCurrentShader();
+ Shader* shader = gl.getShader();
shader->setVertexPointer(2, GL_SHORT, 0, p);
Matrix modelMatrix = gl.getModelViewMatrix();
shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
@@ -49,7 +49,7 @@ namespace JinEngine
x2 + 0.5f, y2 + 0.5f
};
- Shader* shader = Shader::getCurrentShader();
+ Shader* shader = gl.getShader();
shader->setVertexPointer(2, GL_FLOAT, 0, verts);
Matrix modelMatrix = gl.getModelViewMatrix();
shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
@@ -97,7 +97,7 @@ namespace JinEngine
void polygon_line(float* p, int count)
{
- Shader* shader = Shader::getCurrentShader();
+ Shader* shader = gl.getShader();
Matrix modelMatrix = gl.getModelViewMatrix();
shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
@@ -114,7 +114,7 @@ namespace JinEngine
}
else if (mode == FILL)
{
- Shader* shader = Shader::getCurrentShader();
+ Shader* shader = gl.getShader();
Matrix modelMatrix = gl.getModelViewMatrix();
shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());