Improved coding style

This commit is contained in:
Elderme 2016-02-11 21:40:20 +01:00
parent 05f9b01be3
commit da5529f5bb

View File

@ -19,7 +19,7 @@
#include "graphics/central_settings.hpp"
#include "utils/cpp2011.hpp"
// ----------------------------------------------------------------------------
template<>
void InstanceFiller<InstanceDataSingleTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataSingleTex &instance)
{
@ -27,6 +27,7 @@ void InstanceFiller<InstanceDataSingleTex>::add(GLMesh *mesh, scene::ISceneNode
instance.Texture = mesh->TextureHandles[0];
}
// ----------------------------------------------------------------------------
template<>
void InstanceFiller<InstanceDataDualTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataDualTex &instance)
{
@ -35,6 +36,7 @@ void InstanceFiller<InstanceDataDualTex>::add(GLMesh *mesh, scene::ISceneNode *n
instance.SecondTexture = mesh->TextureHandles[1];
}
// ----------------------------------------------------------------------------
template<>
void InstanceFiller<InstanceDataThreeTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataThreeTex &instance)
{
@ -44,6 +46,7 @@ void InstanceFiller<InstanceDataThreeTex>::add(GLMesh *mesh, scene::ISceneNode *
instance.ThirdTexture = mesh->TextureHandles[2];
}
// ----------------------------------------------------------------------------
template<>
void InstanceFiller<GlowInstanceData>::add(GLMesh *mesh, scene::ISceneNode *node, GlowInstanceData &instance)
{
@ -52,6 +55,7 @@ void InstanceFiller<GlowInstanceData>::add(GLMesh *mesh, scene::ISceneNode *node
instance.Color = nd->getGlowColor().color;
}
// ----------------------------------------------------------------------------
template<>
void expandTexSecondPass<GrassMat>(const GLMesh &mesh,
const std::vector<GLuint> &prefilled_tex)
@ -61,6 +65,7 @@ void expandTexSecondPass<GrassMat>(const GLMesh &mesh,
prefilled_tex[1], prefilled_tex[2], prefilled_tex[3]);
}
// ----------------------------------------------------------------------------
template<>
void expandHandlesSecondPass<GrassMat>(const std::vector<uint64_t> &handles)
{
@ -70,7 +75,7 @@ void expandHandlesSecondPass<GrassMat>(const std::vector<uint64_t> &handles)
handles[0], handles[1], handles[2], handles[3]);
}
// ----------------------------------------------------------------------------
template<int N>
void CommandBuffer<N>::clearMeshes()
{
@ -84,6 +89,7 @@ void CommandBuffer<N>::clearMeshes()
}
}
// ----------------------------------------------------------------------------
template<int N>
void CommandBuffer<N>::mapIndirectBuffer()
{
@ -96,6 +102,7 @@ void CommandBuffer<N>::mapIndirectBuffer()
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
}
// ----------------------------------------------------------------------------
template<int N>
CommandBuffer<N>::CommandBuffer():
m_poly_count(0)
@ -120,11 +127,12 @@ m_poly_count(0)
}
}
// ----------------------------------------------------------------------------
SolidCommandBuffer::SolidCommandBuffer(): CommandBuffer()
{
}
// ----------------------------------------------------------------------------
void SolidCommandBuffer::fill(MeshMap *mesh_map)
{
clearMeshes();
@ -156,11 +164,12 @@ void SolidCommandBuffer::fill(MeshMap *mesh_map)
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
} //SolidCommandBuffer::fill
// ----------------------------------------------------------------------------
ShadowCommandBuffer::ShadowCommandBuffer(): CommandBuffer()
{
}
// ----------------------------------------------------------------------------
void ShadowCommandBuffer::fill(MeshMap *mesh_map)
{
clearMeshes();
@ -196,11 +205,12 @@ void ShadowCommandBuffer::fill(MeshMap *mesh_map)
} //ShadowCommandBuffer::fill
// ----------------------------------------------------------------------------
ReflectiveShadowMapCommandBuffer::ReflectiveShadowMapCommandBuffer()
{
}
// ----------------------------------------------------------------------------
void ReflectiveShadowMapCommandBuffer::fill(MeshMap *mesh_map)
{
clearMeshes();
@ -224,10 +234,12 @@ void ReflectiveShadowMapCommandBuffer::fill(MeshMap *mesh_map)
} //ReflectiveShadowMapCommandBuffer::fill
// ----------------------------------------------------------------------------
GlowCommandBuffer::GlowCommandBuffer()
{
}
// ----------------------------------------------------------------------------
void GlowCommandBuffer::fill(MeshMap *mesh_map)
{
clearMeshes();