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path: root/src/libjin/Graphics/Shapes.cpp
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Diffstat (limited to 'src/libjin/Graphics/Shapes.cpp')
-rw-r--r--src/libjin/Graphics/Shapes.cpp30
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);