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Diffstat (limited to 'chickadee/graphics/path.scm')
-rw-r--r--chickadee/graphics/path.scm15
1 files changed, 7 insertions, 8 deletions
diff --git a/chickadee/graphics/path.scm b/chickadee/graphics/path.scm
index 562f4a9..8a4edfd 100644
--- a/chickadee/graphics/path.scm
+++ b/chickadee/graphics/path.scm
@@ -39,7 +39,6 @@
#:use-module (chickadee math rect)
#:use-module (chickadee math vector)
#:use-module (chickadee utils)
- #:use-module (gl)
#:use-module (ice-9 match)
#:use-module ((rnrs base) #:select (mod))
#:use-module (rnrs bytevectors)
@@ -1113,7 +1112,7 @@
(matrix4-mult! mvp matrix (current-projection))
;; Wireframe debug mode.
(when *debug?*
- (with-graphics-state ((polygon-mode line-polygon-mode))
+ (with-graphics-state ((g:polygon-mode line-polygon-mode))
(for-range ((i n))
(shader-apply* shader
(geometry-vertex-array stencil-geometry)
@@ -1122,7 +1121,7 @@
#:mvp (current-projection)
#:mode 0))))
;; Anti-alias the edges of the fill.
- (with-graphics-state ((multisample? #t))
+ (with-graphics-state ((g:multisample? #t))
;; Render fan to stencil buffer. Each time a triangle is
;; rasterized, it flips the values in the stencil buffer for
;; those fragments. So, the first time a triangle is rendered,
@@ -1134,8 +1133,8 @@
;;
;; For more information, see:
;; http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/opengl/gpupathrender.pdf
- (with-graphics-state ((color-mask null-color-mask)
- (stencil-test stencil-flip))
+ (with-graphics-state ((g:color-mask null-color-mask)
+ (g:stencil-test stencil-flip))
(for-range ((i n))
(shader-apply* shader
(geometry-vertex-array stencil-geometry)
@@ -1146,8 +1145,8 @@
;; Render a quad with the stencil applied. The quad is the size
;; of the path's bounding box. The stencil test will make it so
;; we only draw fragments that are part of the filled path.
- (with-graphics-state ((stencil-test stencil-cover-and-clear)
- (blend-mode (filled-path-blend-mode filled-path)))
+ (with-graphics-state ((g:stencil-test stencil-cover-and-clear)
+ (g:blend-mode (filled-path-blend-mode filled-path)))
(shader-apply shader
(geometry-vertex-array quad-geometry)
#:mvp mvp
@@ -1160,7 +1159,7 @@
(let ((shader (graphics-variable-ref path-shader))
(mvp (graphics-variable-ref mvp-matrix)))
(matrix4-mult! mvp matrix (current-projection))
- (with-graphics-state ((blend-mode (stroked-path-blend-mode stroked-path)))
+ (with-graphics-state ((g:blend-mode (stroked-path-blend-mode stroked-path)))
(let ((geometry (stroked-path-geometry stroked-path)))
(shader-apply* shader
(geometry-vertex-array geometry)