Code formatting
Renamed VERTEX related constants to follow UPPER_CASE naming.
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@ -257,7 +257,7 @@ bool CACHED_CONTAINER::reallocate( unsigned int aSize )
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(int) m_item, oldChunkOffset, newChunkOffset );
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#endif
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// The item was reallocated, so we have to copy all the old data to the new place
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memcpy( &m_vertices[newChunkOffset], &m_vertices[m_chunkOffset], itemSize * VertexSize );
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memcpy( &m_vertices[newChunkOffset], &m_vertices[m_chunkOffset], itemSize * VERTEX_SIZE );
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// Free the space used by the previous chunk
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addFreeChunk( m_chunkOffset, m_chunkSize );
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@ -288,7 +288,7 @@ void CACHED_CONTAINER::defragment( VERTEX* aTarget )
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int itemSize = item->GetSize();
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// Move an item to the new container
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memcpy( &aTarget[newOffset], &m_vertices[itemOffset], itemSize * VertexSize );
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memcpy( &aTarget[newOffset], &m_vertices[itemOffset], itemSize * VERTEX_SIZE );
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// Update new offset
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item->setOffset( newOffset );
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@ -301,7 +301,7 @@ void CACHED_CONTAINER::defragment( VERTEX* aTarget )
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if( m_item->GetSize() > 0 )
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{
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memcpy( &aTarget[newOffset], &m_vertices[m_item->GetOffset()],
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m_item->GetSize() * VertexSize );
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m_item->GetSize() * VERTEX_SIZE );
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m_item->setOffset( newOffset );
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m_chunkOffset = newOffset;
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}
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@ -45,7 +45,7 @@ CACHED_CONTAINER_GPU::CACHED_CONTAINER_GPU( unsigned int aSize ) :
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glGenBuffers( 1, &m_glBufferHandle );
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glBindBuffer( GL_ARRAY_BUFFER, m_glBufferHandle );
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glBufferData( GL_ARRAY_BUFFER, m_currentSize * VertexSize, NULL, GL_DYNAMIC_DRAW );
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glBufferData( GL_ARRAY_BUFFER, m_currentSize * VERTEX_SIZE, NULL, GL_DYNAMIC_DRAW );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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checkGlError( "allocating video memory for cached container" );
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}
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@ -120,7 +120,7 @@ bool CACHED_CONTAINER_GPU::defragmentResize( unsigned int aNewSize )
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assert( eaBuffer == 0 );
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#endif /* __WXDEBUG__ */
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, newBuffer );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, aNewSize * VertexSize, NULL, GL_DYNAMIC_DRAW );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, aNewSize * VERTEX_SIZE, NULL, GL_DYNAMIC_DRAW );
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checkGlError( "creating buffer during defragmentation" );
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ITEMS::iterator it, it_end;
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@ -135,7 +135,7 @@ bool CACHED_CONTAINER_GPU::defragmentResize( unsigned int aNewSize )
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// Move an item to the new container
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glCopyBufferSubData( GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER,
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itemOffset * VertexSize, newOffset * VertexSize, itemSize * VertexSize );
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itemOffset * VERTEX_SIZE, newOffset * VERTEX_SIZE, itemSize * VERTEX_SIZE );
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// Update new offset
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item->setOffset( newOffset );
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@ -148,8 +148,8 @@ bool CACHED_CONTAINER_GPU::defragmentResize( unsigned int aNewSize )
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if( m_item->GetSize() > 0 )
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{
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glCopyBufferSubData( GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER,
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m_item->GetOffset() * VertexSize, newOffset * VertexSize,
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m_item->GetSize() * VertexSize );
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m_item->GetOffset() * VERTEX_SIZE, newOffset * VERTEX_SIZE,
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m_item->GetSize() * VERTEX_SIZE );
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m_item->setOffset( newOffset );
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m_chunkOffset = newOffset;
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@ -217,7 +217,7 @@ bool CACHED_CONTAINER_GPU::defragmentResizeMemcpy( unsigned int aNewSize )
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assert( eaBuffer == 0 );
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#endif /* __WXDEBUG__ */
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, newBuffer );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, aNewSize * VertexSize, NULL, GL_DYNAMIC_DRAW );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, aNewSize * VERTEX_SIZE, NULL, GL_DYNAMIC_DRAW );
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newBufferMem = static_cast<VERTEX*>( glMapBuffer( GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY ) );
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checkGlError( "creating buffer during defragmentation" );
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@ -45,7 +45,7 @@ CACHED_CONTAINER_RAM::CACHED_CONTAINER_RAM( unsigned int aSize ) :
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glGenBuffers( 1, &m_verticesBuffer );
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checkGlError( "generating vertices buffer" );
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m_vertices = static_cast<VERTEX*>( malloc( aSize * VertexSize ) );
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m_vertices = static_cast<VERTEX*>( malloc( aSize * VERTEX_SIZE ) );
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}
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@ -64,7 +64,7 @@ void CACHED_CONTAINER_RAM::Unmap()
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// Upload vertices coordinates and shader types to GPU memory
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glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer );
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checkGlError( "binding vertices buffer" );
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glBufferData( GL_ARRAY_BUFFER, usedSpace() * VertexSize, m_vertices, GL_STREAM_DRAW );
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glBufferData( GL_ARRAY_BUFFER, usedSpace() * VERTEX_SIZE, m_vertices, GL_STREAM_DRAW );
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checkGlError( "transferring vertices" );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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checkGlError( "unbinding vertices buffer" );
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@ -85,7 +85,7 @@ bool CACHED_CONTAINER_RAM::defragmentResize( unsigned int aNewSize )
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PROF_COUNTER totalTime;
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#endif /* __WXDEBUG__ */
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VERTEX* newBufferMem = static_cast<VERTEX*>( malloc( aNewSize * VertexSize ) );
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VERTEX* newBufferMem = static_cast<VERTEX*>( malloc( aNewSize * VERTEX_SIZE ) );
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if( !newBufferMem )
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return false;
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@ -160,15 +160,15 @@ void GPU_CACHED_MANAGER::EndDrawing()
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// Bind vertices data buffers
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glBindBuffer( GL_ARRAY_BUFFER, cached->GetBufferHandle() );
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glVertexPointer( CoordStride, GL_FLOAT, VertexSize, 0 );
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glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, (GLvoid*) ColorOffset );
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glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, (GLvoid*) COORD_OFFSET );
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glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, (GLvoid*) COLOR_OFFSET );
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if( m_shader != NULL ) // Use shader if applicable
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{
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m_shader->Use();
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glEnableVertexAttribArray( m_shaderAttrib );
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glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE,
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VertexSize, (GLvoid*) ShaderOffset );
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glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE,
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VERTEX_SIZE, (GLvoid*) SHADER_OFFSET );
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}
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indicesBuffer );
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@ -252,23 +252,23 @@ void GPU_NONCACHED_MANAGER::EndDrawing()
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VERTEX* vertices = m_container->GetAllVertices();
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GLfloat* coordinates = (GLfloat*) ( vertices );
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GLubyte* colors = (GLubyte*) ( vertices ) + ColorOffset;
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GLubyte* colors = (GLubyte*) ( vertices ) + COLOR_OFFSET;
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// Prepare buffers
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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glVertexPointer( CoordStride, GL_FLOAT, VertexSize, coordinates );
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glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, colors );
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glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, coordinates );
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glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, colors );
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if( m_shader != NULL ) // Use shader if applicable
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{
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GLfloat* shaders = (GLfloat*) ( vertices ) + ShaderOffset / sizeof(GLfloat);
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GLfloat* shaders = (GLfloat*) ( vertices ) + SHADER_OFFSET / sizeof(GLfloat);
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m_shader->Use();
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glEnableVertexAttribArray( m_shaderAttrib );
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glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE,
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VertexSize, shaders );
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glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE,
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VERTEX_SIZE, shaders );
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}
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glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() );
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@ -44,7 +44,7 @@ VERTEX_MANAGER::VERTEX_MANAGER( bool aCached ) :
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m_gpu.reset( GPU_MANAGER::MakeManager( m_container.get() ) );
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// There is no shader used by default
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for( unsigned int i = 0; i < ShaderStride; ++i )
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for( unsigned int i = 0; i < SHADER_STRIDE; ++i )
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m_shader[i] = 0.0f;
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}
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@ -279,7 +279,7 @@ void VERTEX_MANAGER::putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat
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aTarget.a = m_color[3];
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// Apply currently used shader
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for( unsigned int j = 0; j < ShaderStride; ++j )
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for( unsigned int j = 0; j < SHADER_STRIDE; ++j )
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{
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aTarget.shader[j] = m_shader[j];
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}
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@ -36,7 +36,7 @@
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namespace KIGFX
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{
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// Possible types of shaders
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///> Possible types of shaders
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enum SHADER_MODE
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{
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SHADER_NONE = 0,
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@ -46,32 +46,32 @@ enum SHADER_MODE
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SHADER_FONT
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};
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typedef struct
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///> Data structure for vertices {X,Y,Z,R,G,B,A,shader¶m}
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struct VERTEX
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{
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GLfloat x, y, z; // Coordinates
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GLubyte r, g, b, a; // Color
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GLfloat shader[4]; // Shader type & params
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} VERTEX;
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};
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///< Data structure for vertices {X,Y,Z,R,G,B,A,shader¶m} (@see VERTEX).
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const size_t VertexSize = sizeof(VERTEX);
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const size_t VertexStride = VertexSize / sizeof(GLfloat);
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static constexpr size_t VERTEX_SIZE = sizeof(VERTEX);
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static constexpr size_t VERTEX_STRIDE = VERTEX_SIZE / sizeof(GLfloat);
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const size_t CoordSize = sizeof(VERTEX().x) + sizeof(VERTEX().y) + sizeof(VERTEX().z);
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const size_t CoordStride = CoordSize / sizeof(GLfloat);
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static constexpr size_t COORD_OFFSET = offsetof(VERTEX, x);
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static constexpr size_t COORD_SIZE = sizeof(VERTEX::x) + sizeof(VERTEX::y) + sizeof(VERTEX::z);
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static constexpr size_t COORD_STRIDE = COORD_SIZE / sizeof(GLfloat);
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// Offset of color data from the beginning of each vertex data
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const size_t ColorOffset = offsetof(VERTEX, r);
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const size_t ColorSize = sizeof(VERTEX().r) + sizeof(VERTEX().g) +
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sizeof(VERTEX().b) + sizeof(VERTEX().a);
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const size_t ColorStride = ColorSize / sizeof(GLubyte);
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static constexpr size_t COLOR_OFFSET = offsetof(VERTEX, r);
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static constexpr size_t COLOR_SIZE = sizeof(VERTEX::r) + sizeof(VERTEX::g) + sizeof(VERTEX::b) + sizeof(VERTEX::a);
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static constexpr size_t COLOR_STRIDE = COLOR_SIZE / sizeof(GLubyte);
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// Shader attributes
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const size_t ShaderOffset = offsetof(VERTEX, shader);
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const size_t ShaderSize = sizeof(VERTEX().shader);
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const size_t ShaderStride = ShaderSize / sizeof(GLfloat);
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static constexpr size_t SHADER_OFFSET = offsetof(VERTEX, shader);
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static constexpr size_t SHADER_SIZE = sizeof(VERTEX::shader);
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static constexpr size_t SHADER_STRIDE = SHADER_SIZE / sizeof(GLfloat);
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static constexpr size_t INDEX_SIZE = sizeof(GLuint);
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const size_t IndexSize = sizeof(GLuint);
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} // namespace KIGFX
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#endif /* VERTEX_COMMON_H_ */
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@ -361,9 +361,9 @@ protected:
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/// Stack of transformation matrices, used for Push/PopMatrix
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std::stack<glm::mat4> m_transformStack;
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/// Currently used color
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GLubyte m_color[ColorStride];
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GLubyte m_color[COLOR_STRIDE];
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/// Currently used shader and its parameters
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GLfloat m_shader[ShaderStride];
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GLfloat m_shader[SHADER_STRIDE];
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/// Currently reserved chunk to store vertices
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VERTEX* m_reserved;
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