@@ -33,13 +33,13 @@ namespace lol | |||
{ | |||
// | |||
// The FrameBufferData class | |||
// The FramebufferData class | |||
// ------------------------- | |||
// | |||
class FrameBufferData | |||
class FramebufferData | |||
{ | |||
friend class FrameBuffer; | |||
friend class Framebuffer; | |||
ivec2 m_size; | |||
@@ -55,11 +55,11 @@ class FrameBufferData | |||
}; | |||
// | |||
// The FrameBufferFormat struct | |||
// The FramebufferFormat struct | |||
// ---------------------- | |||
// | |||
uint32_t FrameBufferFormat::GetFormat() | |||
uint32_t FramebufferFormat::GetFormat() | |||
{ | |||
switch (m_format) | |||
{ | |||
@@ -156,7 +156,7 @@ uint32_t FrameBufferFormat::GetFormat() | |||
return 0; | |||
} | |||
uint32_t FrameBufferFormat::GetFormatOrder() | |||
uint32_t FramebufferFormat::GetFormatOrder() | |||
{ | |||
switch (m_format) | |||
{ | |||
@@ -226,12 +226,12 @@ uint32_t FrameBufferFormat::GetFormatOrder() | |||
} | |||
// | |||
// The FrameBuffer class | |||
// The Framebuffer class | |||
// ---------------------- | |||
// | |||
FrameBuffer::FrameBuffer(ivec2 size, FrameBufferFormat fbo_format) | |||
: m_data(new FrameBufferData) | |||
Framebuffer::Framebuffer(ivec2 size, FramebufferFormat fbo_format) | |||
: m_data(new FramebufferData) | |||
{ | |||
m_data->m_size = size; | |||
#if defined USE_D3D9 | |||
@@ -317,7 +317,7 @@ FrameBuffer::FrameBuffer(ivec2 size, FrameBufferFormat fbo_format) | |||
#endif | |||
} | |||
FrameBuffer::~FrameBuffer() | |||
Framebuffer::~Framebuffer() | |||
{ | |||
#if defined USE_D3D9 || defined _XBOX | |||
m_data->m_surface->Release(); | |||
@@ -337,7 +337,7 @@ FrameBuffer::~FrameBuffer() | |||
delete m_data; | |||
} | |||
ShaderTexture FrameBuffer::GetTexture() const | |||
ShaderTexture Framebuffer::GetTexture() const | |||
{ | |||
ShaderTexture ret; | |||
#if defined USE_D3D9 || defined _XBOX | |||
@@ -348,12 +348,12 @@ ShaderTexture FrameBuffer::GetTexture() const | |||
return ret; | |||
} | |||
ivec2 FrameBuffer::GetSize() const | |||
ivec2 Framebuffer::GetSize() const | |||
{ | |||
return m_data->m_size; | |||
} | |||
void FrameBuffer::Bind() | |||
void Framebuffer::Bind() | |||
{ | |||
#if defined USE_D3D9 || defined _XBOX | |||
if (FAILED(g_d3ddevice->GetRenderTarget(0, &m_data->m_back_surface))) | |||
@@ -371,7 +371,7 @@ void FrameBuffer::Bind() | |||
#endif | |||
} | |||
void FrameBuffer::Unbind() | |||
void Framebuffer::Unbind() | |||
{ | |||
#if defined USE_D3D9 | |||
if (FAILED(g_d3ddevice->SetRenderTarget(0, m_data->m_back_surface))) | |||
@@ -9,7 +9,7 @@ | |||
// | |||
// | |||
// The FrameBuffer class | |||
// The Framebuffer class | |||
// --------------------- | |||
// | |||
@@ -21,7 +21,7 @@ | |||
namespace lol | |||
{ | |||
struct FrameBufferFormat | |||
struct FramebufferFormat | |||
{ | |||
enum Value | |||
{ | |||
@@ -88,18 +88,18 @@ struct FrameBufferFormat | |||
m_format; | |||
bool m_invert_rgb; | |||
inline FrameBufferFormat(Value format=RGBA_8, bool invert_rgb=true) | |||
inline FramebufferFormat(Value format=RGBA_8, bool invert_rgb=true) | |||
: m_format(format), m_invert_rgb(invert_rgb) {} | |||
inline uint32_t GetFormat(); | |||
inline uint32_t GetFormatOrder(); | |||
inline operator Value() { return m_format; } | |||
}; | |||
class FrameBuffer | |||
class Framebuffer | |||
{ | |||
public: | |||
FrameBuffer(ivec2 size, FrameBufferFormat fbo_format=FrameBufferFormat()); | |||
~FrameBuffer(); | |||
Framebuffer(ivec2 size, FramebufferFormat fbo_format = FramebufferFormat()); | |||
~Framebuffer(); | |||
ShaderTexture GetTexture() const; | |||
ivec2 GetSize() const; | |||
@@ -108,7 +108,7 @@ public: | |||
void Unbind(); | |||
private: | |||
class FrameBufferData *m_data; | |||
class FramebufferData *m_data; | |||
}; | |||
} /* namespace lol */ | |||
@@ -49,7 +49,7 @@ private: | |||
struct ShaderTexture | |||
{ | |||
friend class Shader; | |||
friend class FrameBuffer; | |||
friend class Framebuffer; | |||
friend class Texture; | |||
public: | |||
@@ -70,7 +70,7 @@ public: | |||
memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); | |||
m_vbo->Unlock(); | |||
m_fbo = new FrameBuffer(Video::GetSize()); | |||
m_fbo = new Framebuffer(Video::GetSize()); | |||
m_fbo->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
@@ -90,7 +90,7 @@ public: | |||
#if _XBOX | |||
/* FIXME: the Xbox enforces full EDRAM clears on each frame, so | |||
* we cannot expect the render target contents to be preserved. | |||
* This code snippet should be moved inside the FrameBuffer class. */ | |||
* This code snippet should be moved inside the Framebuffer class. */ | |||
m_shader->SetUniform(m_uni_flag, 1.f); | |||
m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); | |||
m_vdecl->SetStream(m_vbo, m_coord); | |||
@@ -126,7 +126,7 @@ private: | |||
ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; | |||
VertexDeclaration *m_vdecl; | |||
VertexBuffer *m_vbo; | |||
FrameBuffer *m_fbo; | |||
Framebuffer *m_fbo; | |||
double m_time; | |||
vec3 m_hotspot, m_color; | |||
bool m_ready; | |||
@@ -94,7 +94,7 @@ public: | |||
for (int i = 0; i < MaxFboType; ++i) | |||
{ | |||
m_fbos.Push(new FrameBuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() ); | |||
m_fbos.Push(new Framebuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() ); | |||
if (i == SrcVoronoiFbo) | |||
{ | |||
@@ -128,7 +128,7 @@ public: | |||
m_fbos.Last().m1->Unbind(); | |||
} | |||
temp_buffer = new FrameBuffer(Video::GetSize()); | |||
temp_buffer = new Framebuffer(Video::GetSize()); | |||
temp_buffer->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
@@ -223,8 +223,8 @@ public: | |||
int buf = voronoi_points.Count() % 2; | |||
for (int j = 0; j < voronoi_points.Count(); ++j) | |||
{ | |||
FrameBuffer *dst_buf; | |||
FrameBuffer *src_buf; | |||
Framebuffer *dst_buf; | |||
Framebuffer *src_buf; | |||
if (buf) | |||
{ | |||
@@ -275,8 +275,8 @@ public: | |||
int buf = 0; | |||
while (1) | |||
{ | |||
FrameBuffer *dst_buf; | |||
FrameBuffer *src_buf; | |||
Framebuffer *dst_buf; | |||
Framebuffer *src_buf; | |||
Shader *shader; | |||
if (curres == ivec2(0)) | |||
@@ -305,7 +305,7 @@ public: | |||
#if _XBOX | |||
/* FIXME: the Xbox enforces full EDRAM clears on each frame, so | |||
* we cannot expect the render target contents to be preserved. | |||
* This code snippet should be moved inside the FrameBuffer class. */ | |||
* This code snippet should be moved inside the Framebuffer class. */ | |||
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f); | |||
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); | |||
//m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last()); | |||
@@ -365,8 +365,8 @@ private: | |||
VertexDeclaration *m_vdecl; | |||
VertexBuffer *m_vbo; | |||
Array<FrameBuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos; | |||
FrameBuffer *temp_buffer; | |||
Array<Framebuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos; | |||
Framebuffer *temp_buffer; | |||
int mode; | |||
int m_cur_fbo; | |||