Improved coding style
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05f9b01be3
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@ -19,7 +19,7 @@
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#include "graphics/central_settings.hpp"
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#include "utils/cpp2011.hpp"
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// ----------------------------------------------------------------------------
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template<>
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void InstanceFiller<InstanceDataSingleTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataSingleTex &instance)
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{
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@ -27,6 +27,7 @@ void InstanceFiller<InstanceDataSingleTex>::add(GLMesh *mesh, scene::ISceneNode
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instance.Texture = mesh->TextureHandles[0];
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}
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// ----------------------------------------------------------------------------
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template<>
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void InstanceFiller<InstanceDataDualTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataDualTex &instance)
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{
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@ -35,6 +36,7 @@ void InstanceFiller<InstanceDataDualTex>::add(GLMesh *mesh, scene::ISceneNode *n
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instance.SecondTexture = mesh->TextureHandles[1];
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}
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// ----------------------------------------------------------------------------
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template<>
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void InstanceFiller<InstanceDataThreeTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataThreeTex &instance)
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{
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@ -44,6 +46,7 @@ void InstanceFiller<InstanceDataThreeTex>::add(GLMesh *mesh, scene::ISceneNode *
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instance.ThirdTexture = mesh->TextureHandles[2];
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}
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// ----------------------------------------------------------------------------
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template<>
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void InstanceFiller<GlowInstanceData>::add(GLMesh *mesh, scene::ISceneNode *node, GlowInstanceData &instance)
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{
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@ -52,6 +55,7 @@ void InstanceFiller<GlowInstanceData>::add(GLMesh *mesh, scene::ISceneNode *node
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instance.Color = nd->getGlowColor().color;
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}
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// ----------------------------------------------------------------------------
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template<>
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void expandTexSecondPass<GrassMat>(const GLMesh &mesh,
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const std::vector<GLuint> &prefilled_tex)
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@ -61,6 +65,7 @@ void expandTexSecondPass<GrassMat>(const GLMesh &mesh,
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prefilled_tex[1], prefilled_tex[2], prefilled_tex[3]);
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}
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// ----------------------------------------------------------------------------
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template<>
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void expandHandlesSecondPass<GrassMat>(const std::vector<uint64_t> &handles)
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{
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@ -70,7 +75,7 @@ void expandHandlesSecondPass<GrassMat>(const std::vector<uint64_t> &handles)
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handles[0], handles[1], handles[2], handles[3]);
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}
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// ----------------------------------------------------------------------------
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template<int N>
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void CommandBuffer<N>::clearMeshes()
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{
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@ -84,6 +89,7 @@ void CommandBuffer<N>::clearMeshes()
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}
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}
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// ----------------------------------------------------------------------------
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template<int N>
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void CommandBuffer<N>::mapIndirectBuffer()
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{
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@ -96,6 +102,7 @@ void CommandBuffer<N>::mapIndirectBuffer()
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GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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// ----------------------------------------------------------------------------
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template<int N>
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CommandBuffer<N>::CommandBuffer():
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m_poly_count(0)
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@ -120,11 +127,12 @@ m_poly_count(0)
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}
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}
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// ----------------------------------------------------------------------------
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SolidCommandBuffer::SolidCommandBuffer(): CommandBuffer()
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{
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}
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// ----------------------------------------------------------------------------
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void SolidCommandBuffer::fill(MeshMap *mesh_map)
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{
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clearMeshes();
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@ -156,11 +164,12 @@ void SolidCommandBuffer::fill(MeshMap *mesh_map)
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glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
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} //SolidCommandBuffer::fill
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// ----------------------------------------------------------------------------
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ShadowCommandBuffer::ShadowCommandBuffer(): CommandBuffer()
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{
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}
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// ----------------------------------------------------------------------------
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void ShadowCommandBuffer::fill(MeshMap *mesh_map)
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{
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clearMeshes();
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@ -196,11 +205,12 @@ void ShadowCommandBuffer::fill(MeshMap *mesh_map)
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} //ShadowCommandBuffer::fill
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// ----------------------------------------------------------------------------
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ReflectiveShadowMapCommandBuffer::ReflectiveShadowMapCommandBuffer()
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{
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}
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// ----------------------------------------------------------------------------
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void ReflectiveShadowMapCommandBuffer::fill(MeshMap *mesh_map)
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{
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clearMeshes();
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@ -224,10 +234,12 @@ void ReflectiveShadowMapCommandBuffer::fill(MeshMap *mesh_map)
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} //ReflectiveShadowMapCommandBuffer::fill
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// ----------------------------------------------------------------------------
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GlowCommandBuffer::GlowCommandBuffer()
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{
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}
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// ----------------------------------------------------------------------------
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void GlowCommandBuffer::fill(MeshMap *mesh_map)
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{
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clearMeshes();
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