From 84d3f19daf8198068b637da60c902de1d02f5f9c Mon Sep 17 00:00:00 2001 From: Elderme Date: Tue, 6 Oct 2015 22:35:17 +0200 Subject: [PATCH] Improved coding style --- src/graphics/geometry_passes.cpp | 36 ++++++++++++++++---------------- src/graphics/geometry_passes.hpp | 12 +++++------ 2 files changed, 24 insertions(+), 24 deletions(-) diff --git a/src/graphics/geometry_passes.cpp b/src/graphics/geometry_passes.cpp index a6e093db9..75889704b 100644 --- a/src/graphics/geometry_passes.cpp +++ b/src/graphics/geometry_passes.cpp @@ -1302,10 +1302,10 @@ void multidraw2ndPass(const std::vector &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 DiffSpecSSAOTex = - createVector(renderTargetDiffuse, - renderTargetSpecular, - renderTargetHalfRed); + createVector(render_target_diffuse, + render_target_specular, + render_target_half_red); renderMeshes2ndPass(createVector(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex); renderMeshes2ndPass(createVector(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex); @@ -1511,7 +1511,7 @@ void renderTransparenPass(const std::vector &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(); diff --git a/src/graphics/geometry_passes.hpp b/src/graphics/geometry_passes.hpp index b5a3b0acb..60edb3836 100644 --- a/src/graphics/geometry_passes.hpp +++ b/src/graphics/geometry_passes.hpp @@ -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); };