mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-08-18 06:55:48 +03:00
Clean up.
This commit is contained in:
@@ -362,6 +362,8 @@ class EE_API Renderer {
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void waitForIdle();
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protected:
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static const Vector3ff& textureColorChannel( Int32 mode );
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static Renderer* sSingleton;
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enum RendererStateFlags {
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@@ -14,8 +14,6 @@ class EE_API RendererGL : public Renderer {
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~RendererGL();
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void init();
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GraphicsLibraryVersion version();
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std::string versionStr();
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@@ -589,6 +589,15 @@ bool Renderer::setTextureColorMode( Int32 ) {
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return false;
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}
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const Vector3ff& Renderer::textureColorChannel( Int32 mode ) {
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static const Vector3ff channels[] = { { 0.f, 0.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, 0.f, 1.f },
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{ 1.f / 3.f, 1.f / 3.f, 1.f / 3.f } };
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return channels[mode];
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}
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bool Renderer::isLineSmooth() {
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return BitOp::readBitKey( &mStateFlags, RSF_LINE_SMOOTH );
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}
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@@ -61,10 +61,6 @@ RendererGL::RendererGL() {
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RendererGL::~RendererGL() {}
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void RendererGL::init() {
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Renderer::init();
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}
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bool RendererGL::ensureSubpixelShader() {
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#ifndef EE_GLES1
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if ( mSubpixelShader )
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@@ -121,6 +117,8 @@ bool RendererGL::setTextureColorMode( Int32 mode ) {
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#ifdef EE_GLES1
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return false;
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#else
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if ( mode < 0 || mode > 4 )
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return false;
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if ( mode != 0 && !ensureSubpixelShader() )
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return false;
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if ( !mSubpixelShader || !mSubpixelShader->isValid() || mSubpixelChannelLoc == -1 )
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@@ -136,12 +134,7 @@ bool RendererGL::setTextureColorMode( Int32 mode ) {
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Renderer::setShader( mSubpixelShader.get() );
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mUsingSubpixelShader = true;
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}
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static const Vector3ff channels[] = { { 0.f, 0.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, 0.f, 1.f },
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{ 1.f / 3.f, 1.f / 3.f, 1.f / 3.f } };
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mSubpixelShader->setUniform( mSubpixelChannelLoc, channels[mode] );
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mSubpixelShader->setUniform( mSubpixelChannelLoc, textureColorChannel( mode ) );
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return true;
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#endif
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}
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@@ -173,12 +173,7 @@ void RendererGL3::setShader( ShaderProgram* Shader ) {
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if ( mTextureColorMode_id != -1 )
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mCurShader->setUniform( mTextureColorMode_id, mTextureColorMode );
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if ( mTextureColorChannel_id != -1 && mTextureColorMode != 0 ) {
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static const Vector3ff channels[] = { { 0.f, 0.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, 0.f, 1.f },
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{ 1.f / 3.f, 1.f / 3.f, 1.f / 3.f } };
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mCurShader->setUniform( mTextureColorChannel_id, channels[mTextureColorMode] );
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mCurShader->setUniform( mTextureColorChannel_id, textureColorChannel( mTextureColorMode ) );
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}
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if ( -1 != mAttribsLoc[EEGL_VERTEX_ARRAY] )
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@@ -200,12 +200,7 @@ void RendererGL3CP::setShader( ShaderProgram* Shader ) {
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if ( mTextureColorMode_id != -1 )
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mCurShader->setUniform( mTextureColorMode_id, mTextureColorMode );
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if ( mTextureColorChannel_id != -1 && mTextureColorMode != 0 ) {
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static const Vector3ff channels[] = { { 0.f, 0.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, 0.f, 1.f },
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{ 1.f / 3.f, 1.f / 3.f, 1.f / 3.f } };
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mCurShader->setUniform( mTextureColorChannel_id, channels[mTextureColorMode] );
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mCurShader->setUniform( mTextureColorChannel_id, textureColorChannel( mTextureColorMode ) );
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}
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if ( -1 != mAttribsLoc[EEGL_VERTEX_ARRAY] )
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@@ -227,12 +227,7 @@ void RendererGLES2::setShader( ShaderProgram* Shader ) {
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if ( mTextureColorMode_id != -1 )
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mCurShader->setUniform( mTextureColorMode_id, mTextureColorMode );
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if ( mTextureColorChannel_id != -1 && mTextureColorMode != 0 ) {
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static const Vector3ff channels[] = { { 0.f, 0.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, 0.f, 1.f },
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{ 1.f / 3.f, 1.f / 3.f, 1.f / 3.f } };
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mCurShader->setUniform( mTextureColorChannel_id, channels[mTextureColorMode] );
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mCurShader->setUniform( mTextureColorChannel_id, textureColorChannel( mTextureColorMode ) );
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}
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if ( -1 != mAttribsLoc[EEGL_VERTEX_ARRAY] )
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@@ -31,12 +31,7 @@ bool RendererGLShader::setTextureColorMode( Int32 mode ) {
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mTextureColorMode = mode;
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mCurShader->setUniform( mTextureColorMode_id, mode );
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if ( mTextureColorChannel_id != -1 ) {
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static const Vector3ff channels[] = { { 0.f, 0.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, 0.f, 1.f },
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{ 1.f / 3.f, 1.f / 3.f, 1.f / 3.f } };
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mCurShader->setUniform( mTextureColorChannel_id, channels[mode] );
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mCurShader->setUniform( mTextureColorChannel_id, textureColorChannel( mode ) );
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}
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}
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return true;
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