rename all XyNum -> NumXys (number of Xy)

This commit is contained in:
faiface 2016-12-21 22:29:23 +01:00
parent bb8a82dbc1
commit 33eb8496d8
2 changed files with 29 additions and 29 deletions

View File

@ -187,7 +187,7 @@ func NewMultiShape(parent pixelgl.Doer, shapes ...*Shape) *MultiShape {
for _, i := range shape.va.Indices() {
indices = append(indices, offset+i)
}
offset += shape.VertexArray().VertexNum()
offset += shape.VertexArray().NumVertices()
}
var vertices []map[pixelgl.Attr]interface{}
@ -409,8 +409,8 @@ func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *Polygon
return &PolygonColor{NewShape(parent, nil, c, Position(0), va), points}
}
// PointNum returns the number of points in a polygon.
func (pc *PolygonColor) PointNum() int {
// NumPoints returns the number of points in a polygon.
func (pc *PolygonColor) NumPoints() int {
return len(pc.points)
}

View File

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