Esempio n. 1
0
			RectTextured::RectTextured(sht::graphics::Renderer * renderer, sht::graphics::Shader * shader,
					sht::graphics::Texture * texture, f32 x, f32 y, f32 width, f32 height, u32 flags)
			: Rect(x, y, width, height, flags)
			, Drawable(renderer, shader, texture)
			{
				FillVertexAttribs();
				FillVertices();
				MakeRenderable();
				BindConstUniforms();
			}
Esempio n. 2
0
			RectColored::RectColored(sht::graphics::Renderer * renderer, sht::graphics::Shader * shader,
									 const vec4& color, f32 x, f32 y, f32 width, f32 height, u32 flags)
			: Rect(x, y, width, height, flags)
			, Drawable(renderer, shader, nullptr)
			, color_(color)
			{
				FillVertexAttribs();
				FillVertices();
				MakeRenderable();
				BindConstUniforms();
			}
Esempio n. 3
0
			ButtonTextured::ButtonTextured(sht::graphics::Renderer * renderer, sht::graphics::Shader * shader,
					sht::graphics::Texture * normal_texture, sht::graphics::Texture * touch_texture,
					f32 x, f32 y, f32 width, f32 height, u32 flags)
			: Button(x, y, width, height, flags)
			, Drawable(renderer, shader, normal_texture)
			, touch_texture_(touch_texture)
			{
				FillVertexAttribs();
				FillVertices();
				MakeRenderable();
				BindConstUniforms();
			}
Esempio n. 4
0
			ButtonColored::ButtonColored(sht::graphics::Renderer * renderer, sht::graphics::Shader * shader,
				const vec4& normal_color, const vec4& touch_color,
				f32 x, f32 y, f32 width, f32 height, u32 flags)
			: Button(x, y, width, height, flags)
			, Drawable(renderer, shader, nullptr)
			, normal_color_(normal_color)
			, touch_color_(touch_color)
			{
				FillVertexAttribs();
				FillVertices();
				MakeRenderable();
				BindConstUniforms();
			}
	void Fill(VertexIt begin, VertexIt end, bool add_conjugate) {
		FillVertices(begin, end, add_conjugate);
		FillEdges();
	}
	void Fill(VertexIt begin, VertexIt end) {
		FillVertices(begin, end);
		FillEdges();
	}
Esempio n. 7
0
//=======================================================================
//function : Perform
//purpose  :
//=======================================================================
void GEOMAlgo_Gluer2::Perform()
{
  myErrorStatus=0;
  myWarningStatus=0;
  //
  CheckData();
  if (myErrorStatus) {
    return;
  }
  //
  // Initialize the context
  GEOMAlgo_GluerAlgo::Perform();
  //
  PerformShapesToWork();
  if (myErrorStatus) {
    return;
  }
  if (myWarningStatus==1) {
    // no shapes to glue
    myShape=myArgument;
    return;
  }
  //
  FillVertices();
  if (myErrorStatus) {
    return;
  }
  //
  FillEdges();
  if (myErrorStatus) {
    return;
  }
  //
  FillWires();
  if (myErrorStatus) {
    return;
  }
  //
  FillFaces();
  if (myErrorStatus) {
    return;
  }
  //
  FillShells();
  if (myErrorStatus) {
    return;
  }
  //
  FillSolids();
  if (myErrorStatus) {
    return;
  }
  //
  FillCompSolids();
  if (myErrorStatus) {
    return;
  }
  //
  FillCompounds();
  if (myErrorStatus) {
    return;
  }
  //
  BuildResult();
  if (myErrorStatus) {
    return;
  }
  //
  PrepareHistory();
  if (myErrorStatus) {
    return;
  }
  //
  BRepLib::SameParameter(myShape, myTolerance, Standard_True);
}