Improved coding style

This commit is contained in:
Elderme 2015-10-06 22:35:17 +02:00
parent 017c609154
commit 84d3f19daf
2 changed files with 24 additions and 24 deletions

View File

@ -1302,10 +1302,10 @@ void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
// ----------------------------------------------------------------------------
void GeometryPasses::renderSolidSecondPass(unsigned renderTargetDiffuse,
unsigned renderTargetSpecular,
unsigned renderTargetHalfRed)
{
void GeometryPasses::renderSolidSecondPass( unsigned render_target_diffuse,
unsigned render_target_specular,
unsigned render_target_half_red)
{
irr_driver->setPhase(SOLID_LIT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
@ -1314,17 +1314,17 @@ void GeometryPasses::renderSolidSecondPass(unsigned renderTargetDiffuse,
if (CVS->isAZDOEnabled())
{
DiffuseHandle = glGetTextureSamplerHandleARB(renderTargetDiffuse,
DiffuseHandle = glGetTextureSamplerHandleARB(render_target_diffuse,
Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[0]);
if (!glIsTextureHandleResidentARB(DiffuseHandle))
glMakeTextureHandleResidentARB(DiffuseHandle);
SpecularHandle = glGetTextureSamplerHandleARB(renderTargetSpecular,
SpecularHandle = glGetTextureSamplerHandleARB(render_target_specular,
Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[1]);
if (!glIsTextureHandleResidentARB(SpecularHandle))
glMakeTextureHandleResidentARB(SpecularHandle);
SSAOHandle = glGetTextureSamplerHandleARB(renderTargetHalfRed,
SSAOHandle = glGetTextureSamplerHandleARB(render_target_half_red,
Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[2]);
if (!glIsTextureHandleResidentARB(SSAOHandle))
glMakeTextureHandleResidentARB(SSAOHandle);
@ -1348,9 +1348,9 @@ void GeometryPasses::renderSolidSecondPass(unsigned renderTargetDiffuse,
ImmediateDrawList::getInstance()->at(i)->render();
std::vector<GLuint> DiffSpecSSAOTex =
createVector<GLuint>(renderTargetDiffuse,
renderTargetSpecular,
renderTargetHalfRed);
createVector<GLuint>(render_target_diffuse,
render_target_specular,
render_target_half_red);
renderMeshes2ndPass<DefaultMaterial, 3, 1>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
renderMeshes2ndPass<AlphaRef, 3, 1 >(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
@ -1511,7 +1511,7 @@ void renderTransparenPass(const std::vector<RenderGeometry::TexUnit> &TexUnits,
} // renderTransparenPass
// ----------------------------------------------------------------------------
void GeometryPasses::renderTransparent(unsigned rendertarget)
void GeometryPasses::renderTransparent(unsigned render_target)
{
glEnable(GL_DEPTH_TEST);
@ -1643,7 +1643,7 @@ void GeometryPasses::renderTransparent(unsigned rendertarget)
irr_driver->getFBO(FBO_COLORS).bind();
glStencilFunc(GL_EQUAL, 1, 0xFF);
irr_driver->getPostProcessing()->renderPassThrough(rendertarget,
irr_driver->getPostProcessing()->renderPassThrough(render_target,
irr_driver->getFBO(FBO_COLORS).getWidth(),
irr_driver->getFBO(FBO_COLORS).getHeight());
glDisable(GL_STENCIL_TEST);
@ -1753,14 +1753,14 @@ static void multidrawShadow(unsigned i, Args ...args)
// ----------------------------------------------------------------------------
void GeometryPasses::renderShadows(const FrameBuffer& shadowFrameBuffer)
void GeometryPasses::renderShadows(const FrameBuffer& shadow_framebuffer)
{
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
shadowFrameBuffer.bind();
shadow_framebuffer.bind();
if (!CVS->isESMEnabled())
{
glDrawBuffer(GL_NONE);
@ -1824,12 +1824,12 @@ void GeometryPasses::renderShadows(const FrameBuffer& shadowFrameBuffer)
for (unsigned i = 0; i < 2; i++)
{
irr_driver->getPostProcessing()->renderGaussian6BlurLayer(
shadowFrameBuffer, i,
shadow_framebuffer, i,
2.f * shadow_scales[0].first / shadow_scales[i].first,
2.f * shadow_scales[0].second / shadow_scales[i].second);
}
}
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowFrameBuffer.getRTT()[0]);
glBindTexture(GL_TEXTURE_2D_ARRAY, shadow_framebuffer.getRTT()[0]);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
}
} // renderShadows
@ -1924,12 +1924,12 @@ void multidrawRSM(Args...args)
} // multidrawRSM
// ----------------------------------------------------------------------------
void GeometryPasses::renderReflectiveShadowMap(const FrameBuffer& reflectiveShadowMapFrameBuffer)
void GeometryPasses::renderReflectiveShadowMap(const FrameBuffer& reflective_shadow_map_framebuffer)
{
if (irr_driver->getShadowMatrices()->isRSMMapAvail())
return;
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_RSM));
reflectiveShadowMapFrameBuffer.bind();
reflective_shadow_map_framebuffer.bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const core::matrix4 &rsm_matrix = irr_driver->getShadowMatrices()->getRSMMatrix();

View File

@ -31,13 +31,13 @@ private:
public:
void renderSolidFirstPass();
void renderSolidSecondPass( unsigned renderTargetDiffuse,
unsigned renderTargetSpecular,
unsigned renderTargetHalfRed);
void renderSolidSecondPass( unsigned render_target_diffuse,
unsigned render_target_specular,
unsigned render_target_half_red);
void renderNormalsVisualisation();
void renderTransparent(unsigned rendertarget);
void renderShadows(const FrameBuffer& shadowFrameBuffer);
void renderReflectiveShadowMap(const FrameBuffer& reflectiveShadowMapFrameBuffer);
void renderTransparent(unsigned render_target);
void renderShadows(const FrameBuffer& shadow_framebuffer);
void renderReflectiveShadowMap(const FrameBuffer& reflective_shadow_map_framebuffer);
};