use new enum types in glutil & imm_util
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@ -171,7 +171,7 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
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glEnd();
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}
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static void imm_draw_circle(GLenum prim_type, unsigned pos, float x, float y, float rad, int nsegments)
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static void imm_draw_circle(PrimitiveType prim_type, unsigned pos, float x, float y, float rad, int nsegments)
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{
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; ++i) {
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@ -184,17 +184,17 @@ static void imm_draw_circle(GLenum prim_type, unsigned pos, float x, float y, fl
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void imm_draw_lined_circle(unsigned pos, float x, float y, float rad, int nsegments)
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{
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imm_draw_circle(GL_LINE_LOOP, pos, x, y, rad, nsegments);
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imm_draw_circle(PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
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}
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void imm_draw_filled_circle(unsigned pos, float x, float y, float rad, int nsegments)
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{
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imm_draw_circle(GL_TRIANGLE_FAN, pos, x, y, rad, nsegments);
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imm_draw_circle(PRIM_TRIANGLE_FAN, pos, x, y, rad, nsegments);
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}
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void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float rad, int nsegments)
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{
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immBegin(GL_LINE_LOOP, nsegments);
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immBegin(PRIM_LINE_LOOP, nsegments);
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for (int i = 0; i < nsegments; ++i) {
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float angle = 2 * M_PI * ((float)i / (float)nsegments);
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immVertex3f(pos, x + rad * cosf(angle),
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@ -205,7 +205,7 @@ void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float rad, int nse
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void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2)
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{
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immBegin(GL_LINE_LOOP, 4);
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immBegin(PRIM_LINE_LOOP, 4);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x2, y2);
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@ -216,7 +216,7 @@ void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2)
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void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2)
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{
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/* use this version when VertexFormat has a vec3 position */
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immBegin(GL_LINE_LOOP, 4);
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immBegin(PRIM_LINE_LOOP, 4);
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immVertex3f(pos, x1, y1, 0.0f);
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immVertex3f(pos, x1, y2, 0.0f);
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immVertex3f(pos, x2, y2, 0.0f);
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@ -15,7 +15,7 @@
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void immRectf(unsigned pos, float x1, float y1, float x2, float y2)
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{
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immBegin(GL_TRIANGLE_FAN, 4);
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immBegin(PRIM_TRIANGLE_FAN, 4);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y2);
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@ -25,7 +25,7 @@ void immRectf(unsigned pos, float x1, float y1, float x2, float y2)
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void immRecti(unsigned pos, int x1, int y1, int x2, int y2)
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{
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immBegin(GL_TRIANGLE_FAN, 4);
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immBegin(PRIM_TRIANGLE_FAN, 4);
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immVertex2i(pos, x1, y1);
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immVertex2i(pos, x2, y1);
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immVertex2i(pos, x2, y2);
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@ -37,7 +37,7 @@ void immRecti(unsigned pos, int x1, int y1, int x2, int y2)
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void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
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{
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
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unsigned pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(color);
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immRecti(pos, x1, y1, x2, y2);
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