rename all XyNum -> NumXys (number of Xy)
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bb8a82dbc1
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@ -187,7 +187,7 @@ func NewMultiShape(parent pixelgl.Doer, shapes ...*Shape) *MultiShape {
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for _, i := range shape.va.Indices() {
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indices = append(indices, offset+i)
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}
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offset += shape.VertexArray().VertexNum()
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offset += shape.VertexArray().NumVertices()
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}
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var vertices []map[pixelgl.Attr]interface{}
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@ -409,8 +409,8 @@ func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *Polygon
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return &PolygonColor{NewShape(parent, nil, c, Position(0), va), points}
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}
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// PointNum returns the number of points in a polygon.
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func (pc *PolygonColor) PointNum() int {
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// NumPoints returns the number of points in a polygon.
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func (pc *PolygonColor) NumPoints() int {
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return len(pc.points)
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}
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@ -13,19 +13,19 @@ import (
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// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
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// From the user's points of view, VertexArray is an array of vertices that can be drawn.
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type VertexArray struct {
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parent Doer
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vao, vbo, ebo binder
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vertexNum, indexNum int
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format AttrFormat
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stride int
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offset map[string]int
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parent Doer
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vao, vbo, ebo binder
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numVertices, numIndices int
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format AttrFormat
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stride int
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offset map[string]int
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}
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// NewVertexArray creates a new empty vertex array and wraps another Doer around it.
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//
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// You cannot specify vertex attributes in this constructor, only their count. Use SetVertexAttribute* methods to
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// set the vertex attributes. Use indices to specify how you want to combine vertices into triangles.
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func NewVertexArray(parent Doer, format AttrFormat, vertexNum int, indices []int) (*VertexArray, error) {
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func NewVertexArray(parent Doer, format AttrFormat, numVertices int, indices []int) (*VertexArray, error) {
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va := &VertexArray{
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parent: parent,
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vao: binder{
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@ -46,10 +46,10 @@ func NewVertexArray(parent Doer, format AttrFormat, vertexNum int, indices []int
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj)
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},
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},
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vertexNum: vertexNum,
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format: format,
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stride: format.Size(),
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offset: make(map[string]int),
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numVertices: numVertices,
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format: format,
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stride: format.Size(),
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offset: make(map[string]int),
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}
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offset := 0
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@ -71,7 +71,7 @@ func NewVertexArray(parent Doer, format AttrFormat, vertexNum int, indices []int
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gl.GenBuffers(1, &va.vbo.obj)
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defer va.vbo.bind().restore()
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emptyData := make([]byte, vertexNum*va.stride)
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emptyData := make([]byte, numVertices*va.stride)
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gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), gl.DYNAMIC_DRAW)
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gl.GenBuffers(1, &va.ebo.obj)
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@ -127,9 +127,9 @@ func (va *VertexArray) ID() uint32 {
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return va.vao.obj
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}
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// VertexNum returns the number of vertices in a vertex array.
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func (va *VertexArray) VertexNum() int {
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return va.vertexNum
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// NumVertices returns the number of vertices in a vertex array.
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func (va *VertexArray) NumVertices() int {
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return va.numVertices
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}
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// VertexFormat returns the format of the vertices inside a vertex array.
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@ -155,7 +155,7 @@ func (va *VertexArray) SetIndices(indices []int) {
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for i := range indices32 {
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indices32[i] = uint32(indices[i])
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}
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va.indexNum = len(indices32)
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va.numIndices = len(indices32)
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DoNoBlock(func() {
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va.ebo.bind()
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 4*len(indices32), gl.Ptr(indices32), gl.DYNAMIC_DRAW)
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@ -165,7 +165,7 @@ func (va *VertexArray) SetIndices(indices []int) {
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// Indices returns the current indices of triangles to be drawn.
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func (va *VertexArray) Indices() []int {
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indices32 := make([]uint32, va.indexNum)
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indices32 := make([]uint32, va.numIndices)
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Do(func() {
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va.ebo.bind()
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gl.GetBufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, 4*len(indices32), gl.Ptr(indices32))
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@ -190,7 +190,7 @@ func (va *VertexArray) Indices() []int {
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// Attr{Type: Vec4}: mgl32.Vec4
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// No other types are supported.
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func (va *VertexArray) SetVertexAttr(vertex int, attr Attr, value interface{}) (ok bool) {
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if vertex < 0 || vertex >= va.vertexNum {
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if vertex < 0 || vertex >= va.numVertices {
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panic("set vertex attr: invalid vertex index")
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}
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@ -233,7 +233,7 @@ func (va *VertexArray) SetVertexAttr(vertex int, attr Attr, value interface{}) (
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//
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// The type of the returned value follows the same rules as with SetVertexAttr.
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func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok bool) {
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if vertex < 0 || vertex >= va.vertexNum {
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if vertex < 0 || vertex >= va.numVertices {
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panic("vertex attr: invalid vertex index")
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}
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@ -277,7 +277,7 @@ func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok
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//
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// Not existing attributes are silently skipped.
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func (va *VertexArray) SetVertex(vertex int, values map[Attr]interface{}) {
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if vertex < 0 || vertex >= va.vertexNum {
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if vertex < 0 || vertex >= va.numVertices {
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panic("set vertex: invalid vertex index")
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}
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@ -319,7 +319,7 @@ func (va *VertexArray) SetVertex(vertex int, values map[Attr]interface{}) {
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// Vertex returns values of all vertex attributes of the specified vertex in a map.
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func (va *VertexArray) Vertex(vertex int) (values map[Attr]interface{}) {
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if vertex < 0 || vertex >= va.vertexNum {
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if vertex < 0 || vertex >= va.numVertices {
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panic("set vertex: invalid vertex index")
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}
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@ -366,11 +366,11 @@ func (va *VertexArray) Vertex(vertex int) (values map[Attr]interface{}) {
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//
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// Not existing attributes are silently skipped.
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func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) {
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if len(vertices) != va.vertexNum {
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if len(vertices) != va.numVertices {
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panic("set vertex array: wrong number of supplied vertices")
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}
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data := make([]float32, va.vertexNum*va.format.Size()/4)
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data := make([]float32, va.numVertices*va.format.Size()/4)
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for vertex := range vertices {
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for attr, value := range vertices[vertex] {
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@ -407,7 +407,7 @@ func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) {
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// Vertices returns values of vertex attributes of all vertices in a vertex array in a slice of maps.
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func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) {
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data := make([]float32, va.vertexNum*va.format.Size()/4)
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data := make([]float32, va.numVertices*va.format.Size()/4)
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Do(func() {
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va.vbo.bind()
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@ -415,7 +415,7 @@ func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) {
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va.vbo.restore()
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})
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vertices = make([]map[Attr]interface{}, va.vertexNum)
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vertices = make([]map[Attr]interface{}, va.numVertices)
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for vertex := range vertices {
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values := make(map[Attr]interface{})
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@ -456,7 +456,7 @@ func (va *VertexArray) Do(sub func(Context)) {
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})
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sub(ctx)
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DoNoBlock(func() {
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gl.DrawElements(gl.TRIANGLES, int32(va.indexNum), gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.DrawElements(gl.TRIANGLES, int32(va.numIndices), gl.UNSIGNED_INT, gl.PtrOffset(0))
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va.vao.restore()
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})
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})
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