ソースを参照

Rename some classes and methods to lowercase.

legacy
Sam Hocevar 5年前
コミット
fca56d7f7d
6個のファイルの変更114行の追加122行の削除
  1. +5
    -5
      doc/tutorial/08_fbo.cpp
  2. +15
    -15
      doc/tutorial/12_voronoi.cpp
  3. +31
    -31
      src/gpu/rendercontext.cpp
  4. +30
    -30
      src/lol/gpu/rendercontext.h
  5. +5
    -5
      src/lolimgui.cpp
  6. +28
    -36
      src/scene.cpp

+ 5
- 5
doc/tutorial/08_fbo.cpp ファイルの表示

@@ -78,9 +78,9 @@ public:
m_fbo->Bind();

{
RenderContext rc(scene.get_renderer());
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
}

@@ -92,8 +92,8 @@ public:
}

/* FIXME: we should just disable depth test in the shader */
RenderContext rc(scene.get_renderer());
rc.SetDepthFunc(DepthFunc::Disabled);
render_context rc(scene.get_renderer());
rc.depth_func(DepthFunc::Disabled);

/* FIXME: this no longer works because we don’t restore the
* actually bound framebuffer. */


+ 15
- 15
doc/tutorial/12_voronoi.cpp ファイルの表示

@@ -146,9 +146,9 @@ public:

m_fbos.last().m1->Bind();
{
RenderContext rc(scene.get_renderer());
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
}
m_fbos.last().m1->Unbind();
@@ -157,9 +157,9 @@ public:
temp_buffer = std::make_shared<Framebuffer>(Video::GetSize());
temp_buffer->Bind();
{
RenderContext rc(scene.get_renderer());
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
}
temp_buffer->Unbind();
@@ -221,9 +221,9 @@ public:

temp_buffer->Bind();
{
RenderContext rc(scene.get_renderer());
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
}
temp_buffer->Unbind();
@@ -251,9 +251,9 @@ public:

m_fbos[f].m1->Bind();
{
RenderContext rc(scene.get_renderer());
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
}
m_fbos[f].m1->Unbind();
@@ -304,9 +304,9 @@ public:
//m_timer = 1.0f;
m_fbos[m_cur_fbo].m1->Bind();
{
RenderContext rc(scene.get_renderer());
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(scene.get_renderer());
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
}
m_fbos[m_cur_fbo].m1->Unbind();


+ 31
- 31
src/gpu/rendercontext.cpp ファイルの表示

@@ -47,7 +47,7 @@ private:

class RenderContextData
{
friend class RenderContext;
friend class render_context;

private:
tracked_var<ibox2> m_viewport;
@@ -66,16 +66,16 @@ private:
};

/*
* Public RenderContext class
* Public render_context class
*/

RenderContext::RenderContext(std::shared_ptr<Renderer> renderer)
render_context::render_context(std::shared_ptr<Renderer> renderer)
: m_renderer(renderer),
m_data(std::make_unique<RenderContextData>())
{
}

RenderContext::~RenderContext()
render_context::~render_context()
{
if (m_data->m_viewport.is_dirty())
m_renderer->SetViewport(m_data->m_viewport.get());
@@ -110,7 +110,7 @@ RenderContext::~RenderContext()
m_renderer->SetScissorMode(m_data->m_scissor_mode.get());
}

void RenderContext::SetViewport(ibox2 viewport)
void render_context::viewport(ibox2 viewport)
{
if (!m_data->m_viewport.is_dirty())
m_data->m_viewport.set(m_renderer->GetViewport());
@@ -118,12 +118,12 @@ void RenderContext::SetViewport(ibox2 viewport)
m_renderer->SetViewport(viewport);
}

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

void RenderContext::SetClearColor(vec4 color)
void render_context::clear_color(vec4 color)
{
if (!m_data->m_clear_color.is_dirty())
m_data->m_clear_color.set(m_renderer->GetClearColor());
@@ -131,12 +131,12 @@ void RenderContext::SetClearColor(vec4 color)
m_renderer->SetClearColor(color);
}

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

void RenderContext::SetClearDepth(float depth)
void render_context::clear_depth(float depth)
{
if (!m_data->m_clear_depth.is_dirty())
m_data->m_clear_depth.set(m_renderer->GetClearDepth());
@@ -144,12 +144,12 @@ void RenderContext::SetClearDepth(float depth)
m_renderer->SetClearDepth(depth);
}

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

void RenderContext::SetAlphaFunc(AlphaFunc func, float alpha)
void render_context::alpha_func(AlphaFunc func, float alpha)
{
if (!m_data->m_alpha_func.is_dirty())
m_data->m_alpha_func.set(m_renderer->GetAlphaFunc());
@@ -159,17 +159,17 @@ void RenderContext::SetAlphaFunc(AlphaFunc func, float alpha)
m_renderer->SetAlphaFunc(func, alpha);
}

AlphaFunc RenderContext::GetAlphaFunc()
AlphaFunc render_context::alpha_func()
{
return m_renderer->GetAlphaFunc();
}

float RenderContext::GetAlphaValue()
float render_context::alpha_value()
{
return m_renderer->GetAlphaValue();
}

void RenderContext::SetBlendEquation(BlendEquation rgb, BlendEquation alpha)
void render_context::blend_equation(BlendEquation rgb, BlendEquation alpha)
{
if (!m_data->m_blend_rgb.is_dirty())
m_data->m_blend_rgb.set(m_renderer->GetBlendEquationRgb());
@@ -179,17 +179,17 @@ void RenderContext::SetBlendEquation(BlendEquation rgb, BlendEquation alpha)
m_renderer->SetBlendEquation(rgb, alpha);
}

BlendEquation RenderContext::GetBlendEquationRgb()
BlendEquation render_context::blend_equation_rgb()
{
return m_renderer->GetBlendEquationRgb();
}

BlendEquation RenderContext::GetBlendEquationAlpha()
BlendEquation render_context::blend_equation_alpha()
{
return m_renderer->GetBlendEquationAlpha();
}

void RenderContext::SetBlendFunc(BlendFunc src, BlendFunc dst)
void render_context::blend_func(BlendFunc src, BlendFunc dst)
{
if (!m_data->m_blend_src.is_dirty())
m_data->m_blend_src.set(m_renderer->GetBlendFuncSrc());
@@ -199,17 +199,17 @@ void RenderContext::SetBlendFunc(BlendFunc src, BlendFunc dst)
m_renderer->SetBlendFunc(src, dst);
}

BlendFunc RenderContext::GetBlendFuncSrc()
BlendFunc render_context::blend_func_src()
{
return m_renderer->GetBlendFuncSrc();
}

BlendFunc RenderContext::GetBlendFuncDst()
BlendFunc render_context::blend_func_dst()
{
return m_renderer->GetBlendFuncDst();
}

void RenderContext::SetDepthFunc(DepthFunc func)
void render_context::depth_func(DepthFunc func)
{
if (!m_data->m_depth_func.is_dirty())
m_data->m_depth_func.set(m_renderer->GetDepthFunc());
@@ -217,12 +217,12 @@ void RenderContext::SetDepthFunc(DepthFunc func)
m_renderer->SetDepthFunc(func);
}

DepthFunc RenderContext::GetDepthFunc()
DepthFunc render_context::depth_func()
{
return m_renderer->GetDepthFunc();
}

void RenderContext::SetDepthMask(DepthMask mask)
void render_context::depth_mask(DepthMask mask)
{
if (!m_data->m_depth_mask.is_dirty())
m_data->m_depth_mask.set(m_renderer->GetDepthMask());
@@ -230,12 +230,12 @@ void RenderContext::SetDepthMask(DepthMask mask)
m_renderer->SetDepthMask(mask);
}

DepthMask RenderContext::GetDepthMask()
DepthMask render_context::depth_mask()
{
return m_renderer->GetDepthMask();
}

void RenderContext::SetCullMode(CullMode mode)
void render_context::cull_mode(CullMode mode)
{
if (!m_data->m_cull_mode.is_dirty())
m_data->m_cull_mode.set(m_renderer->GetCullMode());
@@ -243,12 +243,12 @@ void RenderContext::SetCullMode(CullMode mode)
m_renderer->SetCullMode(mode);
}

CullMode RenderContext::GetCullMode()
CullMode render_context::cull_mode()
{
return m_renderer->GetCullMode();
}

void RenderContext::SetPolygonMode(PolygonMode mode)
void render_context::polygon_mode(PolygonMode mode)
{
if (!m_data->m_polygon_mode.is_dirty())
m_data->m_polygon_mode.set(m_renderer->GetPolygonMode());
@@ -256,12 +256,12 @@ void RenderContext::SetPolygonMode(PolygonMode mode)
m_renderer->SetPolygonMode(mode);
}

PolygonMode RenderContext::GetPolygonMode()
PolygonMode render_context::polygon_mode()
{
return m_renderer->GetPolygonMode();
}

void RenderContext::SetScissorMode(ScissorMode mode)
void render_context::scissor_mode(ScissorMode mode)
{
if (!m_data->m_scissor_mode.is_dirty())
m_data->m_scissor_mode.set(m_renderer->GetScissorMode());
@@ -269,7 +269,7 @@ void RenderContext::SetScissorMode(ScissorMode mode)
m_renderer->SetScissorMode(mode);
}

void RenderContext::SetScissorRect(vec4 rect)
void render_context::scissor_rect(vec4 rect)
{
if (!m_data->m_scissor_rect.is_dirty())
m_data->m_scissor_rect.set(m_renderer->GetScissorRect());
@@ -277,12 +277,12 @@ void RenderContext::SetScissorRect(vec4 rect)
m_renderer->SetScissorRect(rect);
}

ScissorMode RenderContext::GetScissorMode()
ScissorMode render_context::scissor_mode()
{
return m_renderer->GetScissorMode();
}

vec4 RenderContext::GetScissorRect()
vec4 render_context::scissor_rect()
{
return m_renderer->GetScissorRect();
}


+ 30
- 30
src/lol/gpu/rendercontext.h ファイルの表示

@@ -26,40 +26,40 @@ namespace lol

class RenderContextData;

class RenderContext
class render_context
{
public:
RenderContext(std::shared_ptr<Renderer> renderer);
~RenderContext();
render_context(std::shared_ptr<Renderer> renderer);
~render_context();

void SetViewport(ibox2 viewport);
void SetClearColor(vec4 color);
void SetClearDepth(float depth);
void SetAlphaFunc(AlphaFunc func, float alpha);
void SetBlendEquation(BlendEquation rgb, BlendEquation alpha);
void SetBlendFunc(BlendFunc src, BlendFunc dst);
void SetDepthFunc(DepthFunc func);
void SetDepthMask(DepthMask mask);
void SetCullMode(CullMode mode);
void SetPolygonMode(PolygonMode mode);
void SetScissorMode(ScissorMode mode);
void SetScissorRect(vec4 rect);
void viewport(ibox2 viewport);
void clear_color(vec4 color);
void clear_depth(float depth);
void alpha_func(AlphaFunc func, float alpha);
void blend_equation(BlendEquation rgb, BlendEquation alpha);
void blend_func(BlendFunc src, BlendFunc dst);
void depth_func(DepthFunc func);
void depth_mask(DepthMask mask);
void cull_mode(CullMode mode);
void polygon_mode(PolygonMode mode);
void scissor_mode(ScissorMode mode);
void scissor_rect(vec4 rect);

ibox2 GetViewport();
vec4 GetClearColor();
float GetClearDepth();
AlphaFunc GetAlphaFunc();
float GetAlphaValue();
BlendEquation GetBlendEquationRgb();
BlendEquation GetBlendEquationAlpha();
BlendFunc GetBlendFuncSrc();
BlendFunc GetBlendFuncDst();
DepthFunc GetDepthFunc();
DepthMask GetDepthMask();
CullMode GetCullMode();
PolygonMode GetPolygonMode();
ScissorMode GetScissorMode();
vec4 GetScissorRect();
ibox2 viewport();
vec4 clear_color();
float clear_depth();
AlphaFunc alpha_func();
float alpha_value();
BlendEquation blend_equation_rgb();
BlendEquation blend_equation_alpha();
BlendFunc blend_func_src();
BlendFunc blend_func_dst();
DepthFunc depth_func();
DepthMask depth_mask();
CullMode cull_mode();
PolygonMode polygon_mode();
ScissorMode scissor_mode();
vec4 scissor_rect();

private:
std::shared_ptr<Renderer> m_renderer;


+ 5
- 5
src/lolimgui.cpp ファイルの表示

@@ -361,10 +361,10 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data)
if (!m_shader)
return;

RenderContext rc(Scene::GetScene(0).get_renderer());
rc.SetCullMode(CullMode::Disabled);
rc.SetDepthFunc(DepthFunc::Disabled);
rc.SetScissorMode(ScissorMode::Enabled);
render_context rc(Scene::GetScene(0).get_renderer());
rc.cull_mode(CullMode::Disabled);
rc.depth_func(DepthFunc::Disabled);
rc.scissor_mode(ScissorMode::Enabled);

m_shader->Bind();

@@ -407,7 +407,7 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data)
m_shader->SetUniform(m_texture, texture->GetTextureUniform(), 0);
}

rc.SetScissorRect(command.ClipRect);
rc.scissor_rect(command.ClipRect);

#ifdef SHOW_IMGUI_DEBUG
//-----------------------------------------------------------------


+ 28
- 36
src/scene.cpp ファイルの表示

@@ -143,7 +143,7 @@ private:
SceneDisplay* m_display = nullptr;

/** Render buffers: where to render to. */
Framebuffer *m_renderbuffer[4];
std::shared_ptr<Framebuffer> m_renderbuffer[4];

struct postprocess
{
@@ -210,10 +210,8 @@ Scene::Scene(ivec2 size)
data(std::make_unique<SceneData>()),
m_renderer(std::make_shared<Renderer>(size))
{
data->m_renderbuffer[0] = new Framebuffer(m_size);
data->m_renderbuffer[1] = new Framebuffer(m_size);
data->m_renderbuffer[2] = new Framebuffer(m_size);
data->m_renderbuffer[3] = new Framebuffer(m_size);
for (int i = 0; i < 4; ++i)
data->m_renderbuffer[i] = std::make_shared<Framebuffer>(m_size);
data->m_pp.m_shader[0] = Shader::Create(LOLFX_RESOURCE_NAME(gpu_blit));
data->m_pp.m_shader[1] = Shader::Create(LOLFX_RESOURCE_NAME(gpu_postprocess));
data->m_pp.m_coord[0] = data->m_pp.m_shader[0]->GetAttribLocation(VertexUsage::Position, 0);
@@ -579,14 +577,8 @@ void Scene::pre_render(float)
if (m_size != m_wanted_size)
{
m_size = m_wanted_size;
delete data->m_renderbuffer[0];
delete data->m_renderbuffer[1];
delete data->m_renderbuffer[2];
delete data->m_renderbuffer[3];
data->m_renderbuffer[0] = new Framebuffer(m_size);
data->m_renderbuffer[1] = new Framebuffer(m_size);
data->m_renderbuffer[2] = new Framebuffer(m_size);
data->m_renderbuffer[3] = new Framebuffer(m_size);
for (int i = 0; i < 4; ++i)
data->m_renderbuffer[i] = std::make_shared<Framebuffer>(m_size);

mat4 proj = mat4::ortho(0.f, (float)m_size.x, 0.f, (float)m_size.y, -1000.f, 1000.f);
data->m_default_cam->SetProjection(proj);
@@ -599,11 +591,11 @@ void Scene::pre_render(float)
}

{
RenderContext rc(m_renderer);
render_context rc(m_renderer);
if (do_pp)
{
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
}

m_renderer->Clear(ClearMask::Color | ClearMask::Depth);
@@ -633,9 +625,9 @@ void Scene::post_render(float)

data->m_renderbuffer[3]->Bind();

RenderContext rc(m_renderer);
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(m_renderer);
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
m_renderer->Clear(ClearMask::Color | ClearMask::Depth);

/* Execute post process */
@@ -657,9 +649,9 @@ void Scene::post_render(float)

data->m_pp.m_shader[0]->Bind();

RenderContext rc(m_renderer);
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
rc.SetClearDepth(1.f);
render_context rc(m_renderer);
rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
rc.clear_depth(1.f);
m_renderer->Clear(ClearMask::Color | ClearMask::Depth);

/* Blit final image to screen */
@@ -687,9 +679,9 @@ void Scene::render_primitives()
ASSERT(!!data, "Trying to access a non-ready scene");

/* FIXME: Temp fix for mesh having no render context*/
RenderContext rc(m_renderer);
rc.SetCullMode(CullMode::Clockwise);
rc.SetDepthFunc(DepthFunc::LessOrEqual);
render_context rc(m_renderer);
rc.cull_mode(CullMode::Clockwise);
rc.depth_func(DepthFunc::LessOrEqual);

/* new scenegraph */
for (uintptr_t key : keys(data->m_prim_renderers))
@@ -708,7 +700,7 @@ void Scene::render_tiles() // XXX: rename to Blit()
{
ASSERT(!!data, "Trying to access a non-ready scene");

RenderContext rc(m_renderer);
render_context rc(m_renderer);

/* Early test if nothing needs to be rendered */
if (!data->m_tile_api.m_tiles.count() && !data->m_tile_api.m_palettes.count())
@@ -716,12 +708,12 @@ void Scene::render_tiles() // XXX: rename to Blit()

/* FIXME: we disable culling for now because we don’t have a reliable
* way to know which side is facing the camera. */
rc.SetCullMode(CullMode::Disabled);
rc.cull_mode(CullMode::Disabled);

rc.SetDepthFunc(DepthFunc::LessOrEqual);
rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
rc.depth_func(DepthFunc::LessOrEqual);
rc.blend_func(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
rc.blend_equation(BlendEquation::Add, BlendEquation::Max);
rc.alpha_func(AlphaFunc::GreaterOrEqual, 0.01f);

#if (defined LOL_USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
glEnable(GL_TEXTURE_2D);
@@ -832,15 +824,15 @@ void Scene::render_lines(float seconds)
{
ASSERT(!!data, "Trying to access a non-ready scene");

RenderContext rc(m_renderer);
render_context rc(m_renderer);

if (!data->m_line_api.m_lines.count())
return;

rc.SetDepthFunc(DepthFunc::LessOrEqual);
rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
rc.depth_func(DepthFunc::LessOrEqual);
rc.blend_func(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
rc.blend_equation(BlendEquation::Add, BlendEquation::Max);
rc.alpha_func(AlphaFunc::GreaterOrEqual, 0.01f);

int linecount = (int)data->m_line_api.m_lines.count();



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