Cleanup/followup to previous commit: get rid of dashed-specific helpers.

Those are no more needed.
This commit is contained in:
Bastien Montagne 2017-05-01 16:32:09 +02:00
parent d7d4bca23b
commit bb5f4a1f67
2 changed files with 5 additions and 69 deletions

View File

@ -30,7 +30,6 @@
void imm_cpack(unsigned int x);
void imm_draw_circle_wire(uint shdr_pos, float x, float y, float radius, int nsegments);
void imm_draw_circle_wire_dashed(uint shdr_pos, uint shdr_dashed_origin, float x, float y, float rad, int nsegments);
void imm_draw_circle_fill(uint shdr_pos, float x, float y, float radius, int nsegments);
/* use this version when VertexFormat has a vec3 position */
@ -45,8 +44,6 @@ void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2);
void imm_draw_line_box_3d(unsigned pos, float x1, float y1, float x2, float y2);
void imm_draw_line_box_dashed(uint pos, uint line_origin, float x1, float y1, float x2, float y2);
void imm_draw_checker_box(float x1, float y1, float x2, float y2);
void imm_draw_cylinder_fill_normal_3d(

View File

@ -47,31 +47,12 @@ void imm_cpack(unsigned int x)
(((x) >> 16) & 0xFF));
}
static void imm_draw_circle(
PrimitiveType prim_type, const uint shdr_pos, const bool use_dashed, const uint shdr_dashed_origin,
float x, float y, float rad, int nsegments)
static void imm_draw_circle(PrimitiveType prim_type, const uint shdr_pos, float x, float y, float rad, int nsegments)
{
const bool use_prim_lines = (prim_type == PRIM_LINES);
float prev_x, prev_y;
if (use_prim_lines || use_dashed) {
const float angle = 2.0f * M_PI * ((float)(nsegments - 1) / (float)nsegments);
prev_x = x + rad * cosf(angle);
prev_y = y + rad * sinf(angle);
}
immBegin(prim_type, use_prim_lines ? nsegments * 2 : nsegments);
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; ++i) {
const float angle = 2 * M_PI * ((float)i / (float)nsegments);
if (use_dashed) {
immAttrib2f(shdr_dashed_origin, prev_x, prev_y);
}
if (use_prim_lines) {
immVertex2f(shdr_pos, prev_x, prev_y);
}
prev_x = x + rad * cosf(angle);
prev_y = y + rad * sinf(angle);
immVertex2f(shdr_pos, prev_x, prev_y);
immVertex2f(shdr_pos, x + rad * cosf(angle), y + rad * sinf(angle));
}
immEnd();
}
@ -88,23 +69,7 @@ static void imm_draw_circle(
*/
void imm_draw_circle_wire(uint shdr_pos, float x, float y, float rad, int nsegments)
{
imm_draw_circle(PRIM_LINE_LOOP, shdr_pos, false, 0, x, y, rad, nsegments);
}
/**
* Draw a circle dashed outline with the given \a radius.
* The circle is centered at \a x, \a y and drawn in the XY plane.
*
* \param shdr_pos The vertex attribute number for position.
* \param pos The vertex attribute number for position.
* \param x Horizontal center.
* \param y Vertical center.
* \param radius The circle's radius.
* \param nsegments The number of segments to use in drawing (more = smoother).
*/
void imm_draw_circle_wire_dashed(uint shdr_pos, uint shdr_dashed_origin, float x, float y, float rad, int nsegments)
{
imm_draw_circle(PRIM_LINES, shdr_pos, true, shdr_dashed_origin, x, y, rad, nsegments);
imm_draw_circle(PRIM_LINE_LOOP, shdr_pos, x, y, rad, nsegments);
}
/**
@ -119,7 +84,7 @@ void imm_draw_circle_wire_dashed(uint shdr_pos, uint shdr_dashed_origin, float x
*/
void imm_draw_circle_fill(uint shdr_pos, float x, float y, float rad, int nsegments)
{
imm_draw_circle(PRIM_TRIANGLE_FAN, shdr_pos, false, 0, x, y, rad, nsegments);
imm_draw_circle(PRIM_TRIANGLE_FAN, shdr_pos, x, y, rad, nsegments);
}
/**
@ -218,32 +183,6 @@ void imm_draw_line_box_3d(unsigned pos, float x1, float y1, float x2, float y2)
immEnd();
}
/** Same as \a imm_draw_line_box, but for dashed shader. */
/* TODO find a way to generate screen-space dashed lines without that line_origin ugly hack
* (would not bet it's possible with current GLSL though :( ). */
void imm_draw_line_box_dashed(uint pos, uint line_origin, float x1, float y1, float x2, float y2)
{
immBegin(PRIM_LINES, 8);
immAttrib2f(line_origin, x1, y1);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x1, y2);
immAttrib2f(line_origin, x1, y2);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y2);
immAttrib2f(line_origin, x2, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x2, y1);
immAttrib2f(line_origin, x1, y1);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x1, y1);
immEnd();
}
/**
* Draw a standard checkerboard to indicate transparent backgrounds.
*/