Browse Source

gpu: rename a few methods.

legacy
Sam Hocevar 5 years ago
parent
commit
cf02d4b0d0
14 changed files with 72 additions and 72 deletions
  1. +1
    -1
      doc/samples/btphystest.cpp
  2. +1
    -1
      doc/tutorial/02_cube.cpp
  3. +1
    -1
      doc/tutorial/05_easymesh.cpp
  4. +1
    -1
      doc/tutorial/06_sprite.cpp
  5. +1
    -1
      doc/tutorial/07_input.cpp
  6. +10
    -10
      doc/tutorial/08_fbo.cpp
  7. +8
    -8
      doc/tutorial/12_voronoi.cpp
  8. +3
    -3
      src/debug/lines.cpp
  9. +3
    -3
      src/gpu/framebuffer.cpp
  10. +12
    -12
      src/gpu/rendercontext.cpp
  11. +17
    -17
      src/gpu/renderer.cpp
  12. +9
    -9
      src/lol/gpu/renderer.h
  13. +4
    -4
      src/scene.cpp
  14. +1
    -1
      src/video.cpp

+ 1
- 1
doc/samples/btphystest.cpp View File

@@ -694,7 +694,7 @@ void BtPhysTest::tick_draw(float seconds, Scene &scene)
#endif //CAT_MODE #endif //CAT_MODE
} }


//Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
//Video::set_clear_color(vec4(0.0f, 0.0f, 0.12f, 1.0f));


} }




+ 1
- 1
doc/tutorial/02_cube.cpp View File

@@ -132,7 +132,7 @@ public:
{ {
WorldEntity::tick_draw(seconds, scene); WorldEntity::tick_draw(seconds, scene);


scene.get_renderer()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
scene.get_renderer()->clear_color(vec4(0.0f, 0.0f, 0.0f, 1.0f));


m_shader->Bind(); m_shader->Bind();
m_vdecl->Bind(); m_vdecl->Bind();


+ 1
- 1
doc/tutorial/05_easymesh.cpp View File

@@ -121,7 +121,7 @@ public:
{ {
Scene& scene = Scene::GetScene(); Scene& scene = Scene::GetScene();
scene.PushCamera(m_camera); scene.PushCamera(m_camera);
scene.get_renderer()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
scene.get_renderer()->clear_color(vec4(0.0f, 0.0f, 0.0f, 1.0f));


/* Upload vertex data to GPU */ /* Upload vertex data to GPU */
for (int i = 0; i < m_gears.count(); i++) for (int i = 0; i < m_gears.count(); i++)


+ 1
- 1
doc/tutorial/06_sprite.cpp View File

@@ -63,7 +63,7 @@ public:
{ {
Scene& scene = Scene::GetScene(); Scene& scene = Scene::GetScene();
scene.PushCamera(m_camera); scene.PushCamera(m_camera);
scene.get_renderer()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
scene.get_renderer()->clear_color(vec4(0.0f, 0.0f, 0.0f, 1.0f));
return true; return true;
} }




+ 1
- 1
doc/tutorial/07_input.cpp View File

@@ -156,7 +156,7 @@ public:
{ {
WorldEntity::tick_draw(seconds, scene); WorldEntity::tick_draw(seconds, scene);


scene.get_renderer()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
scene.get_renderer()->clear_color(vec4(0.0f, 0.0f, 0.0f, 1.0f));


m_shader->Bind(); m_shader->Bind();
m_vdecl->Bind(); m_vdecl->Bind();


+ 10
- 10
doc/tutorial/08_fbo.cpp View File

@@ -66,16 +66,17 @@ public:
m_vbo = std::make_shared<VertexBuffer>(vertices.bytes()); m_vbo = std::make_shared<VertexBuffer>(vertices.bytes());
m_vbo->set_data(vertices.data(), vertices.bytes()); m_vbo->set_data(vertices.data(), vertices.bytes());


m_fbo = std::make_shared<Framebuffer>(Video::GetSize());
m_fbo->Bind();
// Create the back buffer and clear it
m_backbuffer = std::make_shared<Framebuffer>(Video::GetSize());
m_backbuffer->Bind();
{ {
Scene& scene = Scene::GetScene(); Scene& scene = Scene::GetScene();
render_context rc(scene.get_renderer()); render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
} }
m_fbo->Unbind();
m_backbuffer->Unbind();


return true; return true;
} }
@@ -90,9 +91,8 @@ public:


/* FIXME: this no longer works because we don’t restore the /* FIXME: this no longer works because we don’t restore the
* actually bound framebuffer. */ * actually bound framebuffer. */
m_fbo->Bind();
m_backbuffer->Bind();
m_shader->Bind(); m_shader->Bind();

m_shader->SetUniform(m_uni_flag, 0.f); m_shader->SetUniform(m_uni_flag, 0.f);
m_shader->SetUniform(m_uni_point, m_hotspot); m_shader->SetUniform(m_uni_point, m_hotspot);
m_shader->SetUniform(m_uni_color, m_color); m_shader->SetUniform(m_uni_color, m_color);
@@ -101,11 +101,11 @@ public:
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
m_vdecl->Unbind(); m_vdecl->Unbind();
m_shader->Unbind(); m_shader->Unbind();
m_fbo->Unbind();
m_backbuffer->Unbind();


m_shader->Bind(); m_shader->Bind();
m_shader->SetUniform(m_uni_flag, 1.f); m_shader->SetUniform(m_uni_flag, 1.f);
m_shader->SetUniform(m_uni_texture, m_fbo->GetTextureUniform(), 0);
m_shader->SetUniform(m_uni_texture, m_backbuffer->GetTextureUniform(), 0);
m_vdecl->Bind(); m_vdecl->Bind();
m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->SetStream(m_vbo, m_coord);
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
@@ -118,7 +118,7 @@ public:
m_shader.reset(); m_shader.reset();
m_vdecl.reset(); m_vdecl.reset();
m_vbo.reset(); m_vbo.reset();
m_fbo.reset();
m_backbuffer.reset();
return true; return true;
} }


@@ -128,7 +128,7 @@ private:
ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture;
std::shared_ptr<VertexDeclaration> m_vdecl; std::shared_ptr<VertexDeclaration> m_vdecl;
std::shared_ptr<VertexBuffer> m_vbo; std::shared_ptr<VertexBuffer> m_vbo;
std::shared_ptr<Framebuffer> m_fbo;
std::shared_ptr<Framebuffer> m_backbuffer;
double m_time = 0.0f; double m_time = 0.0f;
vec3 m_hotspot, m_color; vec3 m_hotspot, m_color;
}; };


+ 8
- 8
doc/tutorial/12_voronoi.cpp View File

@@ -127,7 +127,7 @@ public:
render_context rc(scene.get_renderer()); render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
} }
m_fbos.last().m1->Unbind(); m_fbos.last().m1->Unbind();
} }
@@ -138,7 +138,7 @@ public:
render_context rc(scene.get_renderer()); render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
} }
temp_buffer->Unbind(); temp_buffer->Unbind();


@@ -201,7 +201,7 @@ public:
render_context rc(scene.get_renderer()); render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
} }
temp_buffer->Unbind(); temp_buffer->Unbind();


@@ -231,7 +231,7 @@ public:
render_context rc(scene.get_renderer()); render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
} }
m_fbos[f].m1->Unbind(); m_fbos[f].m1->Unbind();


@@ -253,7 +253,7 @@ public:


dst_buf->Bind(); dst_buf->Bind();
/* FIXME: we should just disable depth test in the shader */ /* FIXME: we should just disable depth test in the shader */
scene.get_renderer()->Clear(ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Depth);
m_fbos[f].m2->Bind(); m_fbos[f].m2->Bind();


int i = 0; int i = 0;
@@ -272,7 +272,7 @@ public:
} }
} }


scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);


//FRAME BUFFER DRAW //FRAME BUFFER DRAW
m_timer -= seconds; m_timer -= seconds;
@@ -284,7 +284,7 @@ public:
render_context rc(scene.get_renderer()); render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
} }
m_fbos[m_cur_fbo].m1->Unbind(); m_fbos[m_cur_fbo].m1->Unbind();


@@ -314,7 +314,7 @@ public:


dst_buf->Bind(); dst_buf->Bind();
/* FIXME: we should just disable depth test in the shader */ /* FIXME: we should just disable depth test in the shader */
scene.get_renderer()->Clear(ClearMask::Depth);
scene.get_renderer()->clear(ClearMask::Depth);
shader->Bind(); shader->Bind();


int i = 0; int i = 0;


+ 3
- 3
src/debug/lines.cpp View File

@@ -229,14 +229,14 @@ void Debug::DrawBox(vec2 a, vec2 b, mat2 transform, DCD data)
} }
void Debug::DrawBox(vec2 a, float s, mat2 transform, DCD data) void Debug::DrawBox(vec2 a, float s, mat2 transform, DCD data)
{ {
vec2 b = s * vec2(1.f, Scene::GetScene(0).get_renderer()->GetXYRatio());
vec2 b = s * vec2(1.f, Scene::GetScene(0).get_renderer()->xy_ratio());
Debug::DrawBox(a - b, a + b, transform, data); Debug::DrawBox(a - b, a + b, transform, data);
} }


//-- CIRCLE ------------------------------------------------------------------- //-- CIRCLE -------------------------------------------------------------------
void Debug::DrawCircle(vec2 a, float s) { Debug::DrawCircle(a, s * vec2(1.f, Scene::GetScene(0).get_renderer()->GetXYRatio()), DC::GetGlobalData()); }
void Debug::DrawCircle(vec2 a, float s) { Debug::DrawCircle(a, s * vec2(1.f, Scene::GetScene(0).get_renderer()->xy_ratio()), DC::GetGlobalData()); }
void Debug::DrawCircle(vec3 a, vec3 n) { Debug::DrawCircle(a, n, DC::GetGlobalData()); } void Debug::DrawCircle(vec3 a, vec3 n) { Debug::DrawCircle(a, n, DC::GetGlobalData()); }
void Debug::DrawCircle(vec2 a, vec2 s) { Debug::DrawCircle(a, s * vec2(1.f, Scene::GetScene(0).get_renderer()->GetXYRatio()), DC::GetGlobalData()); }
void Debug::DrawCircle(vec2 a, vec2 s) { Debug::DrawCircle(a, s * vec2(1.f, Scene::GetScene(0).get_renderer()->xy_ratio()), DC::GetGlobalData()); }
void Debug::DrawCircle(vec3 a, vec3 x, vec3 y) { Debug::DrawCircle(a, x, y, DC::GetGlobalData()); } void Debug::DrawCircle(vec3 a, vec3 x, vec3 y) { Debug::DrawCircle(a, x, y, DC::GetGlobalData()); }
void Debug::DrawCircle(vec2 a, vec2 x, vec2 y) { Debug::DrawCircle(a, x, y, DC::GetGlobalData()); } void Debug::DrawCircle(vec2 a, vec2 x, vec2 y) { Debug::DrawCircle(a, x, y, DC::GetGlobalData()); }
void Debug::DrawCircle(vec3 a, vec3 n, DCD data) void Debug::DrawCircle(vec3 a, vec3 n, DCD data)


+ 3
- 3
src/gpu/framebuffer.cpp View File

@@ -306,8 +306,8 @@ void Framebuffer::Bind()
* instead, maybe by getting rid of Framebuffer::Bind() and * instead, maybe by getting rid of Framebuffer::Bind() and
* creating RenderContext::SetFramebuffer() instead. */ * creating RenderContext::SetFramebuffer() instead. */
auto renderer = Scene::GetScene(0).get_renderer(); auto renderer = Scene::GetScene(0).get_renderer();
m_data->m_saved_viewport = renderer->GetViewport();
renderer->SetViewport(ibox2(ivec2::zero, m_data->m_size));
m_data->m_saved_viewport = renderer->viewport();
renderer->viewport(ibox2(ivec2::zero, m_data->m_size));
m_data->m_bound = true; m_data->m_bound = true;
} }


@@ -322,7 +322,7 @@ void Framebuffer::Unbind()
#endif #endif


auto renderer = Scene::GetScene(0).get_renderer(); auto renderer = Scene::GetScene(0).get_renderer();
renderer->SetViewport(m_data->m_saved_viewport);
renderer->viewport(m_data->m_saved_viewport);
m_data->m_bound = false; m_data->m_bound = false;
} }




+ 12
- 12
src/gpu/rendercontext.cpp View File

@@ -78,13 +78,13 @@ render_context::render_context(std::shared_ptr<Renderer> renderer)
render_context::~render_context() render_context::~render_context()
{ {
if (m_data->m_viewport.is_dirty()) if (m_data->m_viewport.is_dirty())
m_renderer->SetViewport(m_data->m_viewport.get());
m_renderer->viewport(m_data->m_viewport.get());


if (m_data->m_clear_color.is_dirty()) if (m_data->m_clear_color.is_dirty())
m_renderer->SetClearColor(m_data->m_clear_color.get());
m_renderer->clear_color(m_data->m_clear_color.get());


if (m_data->m_clear_depth.is_dirty()) if (m_data->m_clear_depth.is_dirty())
m_renderer->SetClearDepth(m_data->m_clear_depth.get());
m_renderer->clear_depth(m_data->m_clear_depth.get());


if (m_data->m_alpha_func.is_dirty()) if (m_data->m_alpha_func.is_dirty())
m_renderer->SetAlphaFunc(m_data->m_alpha_func.get(), m_renderer->SetAlphaFunc(m_data->m_alpha_func.get(),
@@ -113,40 +113,40 @@ render_context::~render_context()
void render_context::viewport(ibox2 viewport) void render_context::viewport(ibox2 viewport)
{ {
if (!m_data->m_viewport.is_dirty()) if (!m_data->m_viewport.is_dirty())
m_data->m_viewport.set(m_renderer->GetViewport());
m_data->m_viewport.set(m_renderer->viewport());


m_renderer->SetViewport(viewport);
m_renderer->viewport(viewport);
} }


ibox2 render_context::viewport() ibox2 render_context::viewport()
{ {
return m_renderer->GetViewport();
return m_renderer->viewport();
} }


void render_context::clear_color(vec4 color) void render_context::clear_color(vec4 color)
{ {
if (!m_data->m_clear_color.is_dirty()) if (!m_data->m_clear_color.is_dirty())
m_data->m_clear_color.set(m_renderer->GetClearColor());
m_data->m_clear_color.set(m_renderer->clear_color());


m_renderer->SetClearColor(color);
m_renderer->clear_color(color);
} }


vec4 render_context::clear_color() vec4 render_context::clear_color()
{ {
return m_renderer->GetClearColor();
return m_renderer->clear_color();
} }


void render_context::clear_depth(float depth) void render_context::clear_depth(float depth)
{ {
if (!m_data->m_clear_depth.is_dirty()) if (!m_data->m_clear_depth.is_dirty())
m_data->m_clear_depth.set(m_renderer->GetClearDepth());
m_data->m_clear_depth.set(m_renderer->clear_depth());


m_renderer->SetClearDepth(depth);
m_renderer->clear_depth(depth);
} }


float render_context::clear_depth() float render_context::clear_depth()
{ {
return m_renderer->GetClearDepth();
return m_renderer->clear_depth();
} }


void render_context::alpha_func(AlphaFunc func, float alpha) void render_context::alpha_func(AlphaFunc func, float alpha)


+ 17
- 17
src/gpu/renderer.cpp View File

@@ -76,13 +76,13 @@ Renderer::Renderer(ivec2 size)


/* Initialise rendering states */ /* Initialise rendering states */
m_data->m_viewport = ibox2(0, 0, 0, 0); m_data->m_viewport = ibox2(0, 0, 0, 0);
SetViewport(ibox2(ivec2::zero, size));
viewport(ibox2(ivec2::zero, size));


m_data->m_clear_color = vec4(-1.f); m_data->m_clear_color = vec4(-1.f);
SetClearColor(vec4(0.1f, 0.2f, 0.3f, 1.0f));
clear_color(vec4(0.1f, 0.2f, 0.3f, 1.0f));


m_data->m_clear_depth = -1.f; m_data->m_clear_depth = -1.f;
SetClearDepth(1.f);
clear_depth(1.f);


m_data->m_alpha_func = AlphaFunc::Never; m_data->m_alpha_func = AlphaFunc::Never;
m_data->m_alpha_value = -1.0f; m_data->m_alpha_value = -1.0f;
@@ -125,7 +125,7 @@ Renderer::~Renderer()
* Buffer clearing * Buffer clearing
*/ */


void Renderer::Clear(ClearMask mask)
void Renderer::clear(ClearMask mask)
{ {
GLbitfield m = 0; GLbitfield m = 0;
if (mask & ClearMask::Color) if (mask & ClearMask::Color)
@@ -141,30 +141,30 @@ void Renderer::Clear(ClearMask mask)
* Viewport dimensions * Viewport dimensions
*/ */


void Renderer::SetViewport(ibox2 viewport)
void Renderer::viewport(ibox2 bounds)
{ {
if (m_data->m_viewport == viewport)
if (m_data->m_viewport == bounds)
return; return;


glViewport(viewport.aa.x, viewport.aa.y, viewport.bb.x, viewport.bb.y);
glViewport(bounds.aa.x, bounds.aa.y, bounds.bb.x, bounds.bb.y);


m_data->m_viewport = viewport;
m_data->m_viewport = bounds;
} }


ibox2 Renderer::GetViewport() const
ibox2 Renderer::viewport() const
{ {
return m_data->m_viewport; return m_data->m_viewport;
} }


float Renderer::GetXYRatio() const
float Renderer::xy_ratio() const
{ {
ivec2 s = GetViewport().extent();
ivec2 s = viewport().extent();
return (float)s.x / s.y; return (float)s.x / s.y;
} }


float Renderer::GetYXRatio() const
float Renderer::yx_ratio() const
{ {
ivec2 s = GetViewport().extent();
ivec2 s = viewport().extent();
return (float)s.y / s.x; return (float)s.y / s.x;
} }


@@ -172,7 +172,7 @@ float Renderer::GetYXRatio() const
* Clear color * Clear color
*/ */


void Renderer::SetClearColor(vec4 color)
void Renderer::clear_color(vec4 color)
{ {
if (m_data->m_clear_color == color) if (m_data->m_clear_color == color)
return; return;
@@ -182,7 +182,7 @@ void Renderer::SetClearColor(vec4 color)
m_data->m_clear_color = color; m_data->m_clear_color = color;
} }


vec4 Renderer::GetClearColor() const
vec4 Renderer::clear_color() const
{ {
return m_data->m_clear_color; return m_data->m_clear_color;
} }
@@ -191,7 +191,7 @@ vec4 Renderer::GetClearColor() const
* Clear depth * Clear depth
*/ */


void Renderer::SetClearDepth(float depth)
void Renderer::clear_depth(float depth)
{ {
if (m_data->m_clear_depth == depth) if (m_data->m_clear_depth == depth)
return; return;
@@ -205,7 +205,7 @@ void Renderer::SetClearDepth(float depth)
m_data->m_clear_depth = depth; m_data->m_clear_depth = depth;
} }


float Renderer::GetClearDepth() const
float Renderer::clear_depth() const
{ {
return m_data->m_clear_depth; return m_data->m_clear_depth;
} }


+ 9
- 9
src/lol/gpu/renderer.h View File

@@ -139,18 +139,18 @@ public:
Renderer(ivec2 size); Renderer(ivec2 size);
~Renderer(); ~Renderer();


void Clear(ClearMask mask);
void clear(ClearMask mask);


void SetViewport(ibox2 viewport);
ibox2 GetViewport() const;
float GetXYRatio() const;
float GetYXRatio() const;
void viewport(ibox2 bounds);
ibox2 viewport() const;
float xy_ratio() const;
float yx_ratio() const;


void SetClearColor(vec4 color);
vec4 GetClearColor() const;
void clear_color(vec4 color);
vec4 clear_color() const;


void SetClearDepth(float depth);
float GetClearDepth() const;
void clear_depth(float depth);
float clear_depth() const;


void SetAlphaFunc(AlphaFunc func, float alpha); void SetAlphaFunc(AlphaFunc func, float alpha);
AlphaFunc GetAlphaFunc() const; AlphaFunc GetAlphaFunc() const;


+ 4
- 4
src/scene.cpp View File

@@ -458,7 +458,7 @@ void Scene::pre_render(float)
{ {
m_size = m_wanted_size; m_size = m_wanted_size;


m_renderer->SetViewport(ibox2(ivec2::zero, m_size));
m_renderer->viewport(ibox2(ivec2::zero, m_size));
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
m_renderbuffer[i] = std::make_shared<Framebuffer>(m_size); m_renderbuffer[i] = std::make_shared<Framebuffer>(m_size);


@@ -480,7 +480,7 @@ void Scene::pre_render(float)
rc.clear_depth(1.f); rc.clear_depth(1.f);
} }


m_renderer->Clear(ClearMask::Color | ClearMask::Depth);
m_renderer->clear(ClearMask::Color | ClearMask::Depth);
} }
} }


@@ -513,7 +513,7 @@ void Scene::post_render(float)
render_context rc(m_renderer); render_context rc(m_renderer);
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
m_renderer->Clear(ClearMask::Color | ClearMask::Depth);
m_renderer->clear(ClearMask::Color | ClearMask::Depth);


/* Execute post process */ /* Execute post process */
m_pp.pp_shader->Bind(); m_pp.pp_shader->Bind();
@@ -537,7 +537,7 @@ void Scene::post_render(float)
render_context rc(m_renderer); render_context rc(m_renderer);
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f); rc.clear_depth(1.f);
m_renderer->Clear(ClearMask::Color | ClearMask::Depth);
m_renderer->clear(ClearMask::Color | ClearMask::Depth);


/* Blit final image to screen */ /* Blit final image to screen */
m_pp.blit_shader->SetUniform(m_pp.m_buffer_uni[0][0], m_renderbuffer[3]->GetTextureUniform(), 3); m_pp.blit_shader->SetUniform(m_pp.m_buffer_uni[0][0], m_renderbuffer[3]->GetTextureUniform(), 3);


+ 1
- 1
src/video.cpp View File

@@ -127,7 +127,7 @@ void Video::Resize(ivec2 size)


ivec2 Video::GetSize() ivec2 Video::GetSize()
{ {
return Scene::GetScene(0).get_renderer()->GetViewport().extent();
return Scene::GetScene(0).get_renderer()->viewport().extent();
} }


} /* namespace lol */ } /* namespace lol */


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