- removed 0 CR characters - removed 21 trailing whitespaces - replaced 42 tabs with spaceslegacy
| @@ -60,8 +60,8 @@ private: | |||||
| ID3DXConstantTable *vert_table, *frag_table; | ID3DXConstantTable *vert_table, *frag_table; | ||||
| #elif !defined __CELLOS_LV2__ | #elif !defined __CELLOS_LV2__ | ||||
| GLuint prog_id, vert_id, frag_id; | GLuint prog_id, vert_id, frag_id; | ||||
| // Benlitz: using a simple array could be faster since there is never more than a few attribute locations to store | |||||
| Map<String, GLint> attrib_locations; | |||||
| // Benlitz: using a simple array could be faster since there is never more than a few attribute locations to store | |||||
| Map<String, GLint> attrib_locations; | |||||
| #else | #else | ||||
| CGprogram vert_id, frag_id; | CGprogram vert_id, frag_id; | ||||
| #endif | #endif | ||||
| @@ -334,21 +334,21 @@ ShaderAttrib Shader::GetAttribLocation(char const *attr, | |||||
| ret.m_flags |= (uint64_t)(uint16_t)index; | ret.m_flags |= (uint64_t)(uint16_t)index; | ||||
| #if defined USE_D3D9 || defined _XBOX | #if defined USE_D3D9 || defined _XBOX | ||||
| #elif !defined __CELLOS_LV2__ | #elif !defined __CELLOS_LV2__ | ||||
| GLint l; | |||||
| if (!data->attrib_locations.TryGetValue(attr, l)) | |||||
| { | |||||
| l = glGetAttribLocation(data->prog_id, attr); | |||||
| if (l < 0) | |||||
| { | |||||
| Log::Warn("tried to query invalid attribute: %s\n", attr); | |||||
| l = 0; | |||||
| } | |||||
| else | |||||
| { | |||||
| data->attrib_locations[String(attr)] = l; | |||||
| } | |||||
| } | |||||
| GLint l; | |||||
| if (!data->attrib_locations.TryGetValue(attr, l)) | |||||
| { | |||||
| l = glGetAttribLocation(data->prog_id, attr); | |||||
| if (l < 0) | |||||
| { | |||||
| Log::Warn("tried to query invalid attribute: %s\n", attr); | |||||
| l = 0; | |||||
| } | |||||
| else | |||||
| { | |||||
| data->attrib_locations[String(attr)] = l; | |||||
| } | |||||
| } | |||||
| ret.m_flags |= (uint64_t)(uint32_t)l << 32; | ret.m_flags |= (uint64_t)(uint32_t)l << 32; | ||||
| #else | #else | ||||
| /* FIXME: can we do this at all on the PS3? */ | /* FIXME: can we do this at all on the PS3? */ | ||||
| @@ -24,13 +24,13 @@ namespace lol | |||||
| template<typename K, typename V> class Map : protected Hash<K> | template<typename K, typename V> class Map : protected Hash<K> | ||||
| { | { | ||||
| public: | public: | ||||
| /* If E is different from K, Hash<K> must implement operator()(E const&) | |||||
| /* If E is different from K, Hash<K> must implement operator()(E const&) | |||||
| * and an equality operator between K and E must exist in order to use this method. | * and an equality operator between K and E must exist in order to use this method. | ||||
| */ | */ | ||||
| /* I choose to make this inline because passing the key by reference | /* I choose to make this inline because passing the key by reference | ||||
| * is usually suboptimal. */ | * is usually suboptimal. */ | ||||
| template <typename E> | |||||
| template <typename E> | |||||
| inline V const& operator[] (E const &key) const | inline V const& operator[] (E const &key) const | ||||
| { | { | ||||
| /* Look for the hash in our table and return the value. */ | /* Look for the hash in our table and return the value. */ | ||||
| @@ -44,7 +44,7 @@ public: | |||||
| return V(); | return V(); | ||||
| } | } | ||||
| template <typename E> | |||||
| template <typename E> | |||||
| inline V & operator[] (E const &key) | inline V & operator[] (E const &key) | ||||
| { | { | ||||
| /* Look for the hash in our table and return the value if found. */ | /* Look for the hash in our table and return the value if found. */ | ||||
| @@ -58,7 +58,7 @@ public: | |||||
| return m_array.Last().m3; | return m_array.Last().m3; | ||||
| } | } | ||||
| template <typename E> | |||||
| template <typename E> | |||||
| inline void Remove(E const &key) | inline void Remove(E const &key) | ||||
| { | { | ||||
| uint32_t hash = ((Hash<K> const &)*this)(key); | uint32_t hash = ((Hash<K> const &)*this)(key); | ||||
| @@ -71,7 +71,7 @@ public: | |||||
| } | } | ||||
| } | } | ||||
| template <typename E> | |||||
| template <typename E> | |||||
| inline bool HasKey(E const &key) | inline bool HasKey(E const &key) | ||||
| { | { | ||||
| uint32_t hash = ((Hash<K> const &)*this)(key); | uint32_t hash = ((Hash<K> const &)*this)(key); | ||||
| @@ -82,7 +82,7 @@ public: | |||||
| return false; | return false; | ||||
| } | } | ||||
| template <typename E> | |||||
| template <typename E> | |||||
| inline bool TryGetValue(E const &key, V& value) | inline bool TryGetValue(E const &key, V& value) | ||||
| { | { | ||||
| uint32_t hash = ((Hash<K> const &)*this)(key); | uint32_t hash = ((Hash<K> const &)*this)(key); | ||||
| @@ -100,7 +100,7 @@ public: | |||||
| void SetMagFiltering(TextureMagFilter filter); | void SetMagFiltering(TextureMagFilter filter); | ||||
| void SetMinFiltering(TextureMinFilter filter); | void SetMinFiltering(TextureMinFilter filter); | ||||
| void GenerateMipmaps(); | |||||
| void GenerateMipmaps(); | |||||
| ShaderTexture GetTexture() const; | ShaderTexture GetTexture() const; | ||||
| @@ -1792,7 +1792,7 @@ template <typename T> struct Mat4 | |||||
| static Mat4<T> frustum(T left, T right, T bottom, T top, T near, T far); | static Mat4<T> frustum(T left, T right, T bottom, T top, T near, T far); | ||||
| static Mat4<T> perspective(T fov_y, T width, T height, T near, T far); | static Mat4<T> perspective(T fov_y, T width, T height, T near, T far); | ||||
| static Mat4<T> shifted_perspective(T fov_y, T screen_size, T screen_ratio_xy, T draw_distance); | static Mat4<T> shifted_perspective(T fov_y, T screen_size, T screen_ratio_xy, T draw_distance); | ||||
| void printf() const; | void printf() const; | ||||
| template<class U> | template<class U> | ||||
| @@ -274,7 +274,7 @@ public: | |||||
| cur_cam->SetProjection(mat4::shifted_perspective(m_fov_damp, screen_size * fov_ratio * 1.1f, 1600.f / 600.f, 1000.f)); | cur_cam->SetProjection(mat4::shifted_perspective(m_fov_damp, screen_size * fov_ratio * 1.1f, 1600.f / 600.f, 1000.f)); | ||||
| vec3 cam_center = cam_min_max[0] + min_max_diff * .5f; | vec3 cam_center = cam_min_max[0] + min_max_diff * .5f; | ||||
| vec4 test = inverse(world_cam) * vec4(.0f,.0f,-1.0f,1.f); | vec4 test = inverse(world_cam) * vec4(.0f,.0f,-1.0f,1.f); | ||||
| test = test; | test = test; | ||||
| test = inverse(world_cam) * vec4(.0f,.0f,.0f,1.f); | test = inverse(world_cam) * vec4(.0f,.0f,.0f,1.f); | ||||
| @@ -123,9 +123,9 @@ LOLUNIT_FIXTURE(StringTest) | |||||
| LOLUNIT_ASSERT(!(s1 != s3)); | LOLUNIT_ASSERT(!(s1 != s3)); | ||||
| } | } | ||||
| LOLUNIT_TEST(StringCharsEqual) | |||||
| LOLUNIT_TEST(StringCharsEqual) | |||||
| { | { | ||||
| char const* sz = "abc"; | |||||
| char const* sz = "abc"; | |||||
| String s1("abc"); | String s1("abc"); | ||||
| String s2("ab"); | String s2("ab"); | ||||
| @@ -135,9 +135,9 @@ LOLUNIT_FIXTURE(StringTest) | |||||
| LOLUNIT_ASSERT(!(sz == s2)); | LOLUNIT_ASSERT(!(sz == s2)); | ||||
| } | } | ||||
| LOLUNIT_TEST(StringCharsDifferent) | |||||
| LOLUNIT_TEST(StringCharsDifferent) | |||||
| { | { | ||||
| char const* sz = "abc"; | |||||
| char const* sz = "abc"; | |||||
| String s1("ab"); | String s1("ab"); | ||||
| String s2("abc"); | String s2("abc"); | ||||