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Merge pull request #195 from christoph-heiss/cleanups

Some more cleanups
This commit is contained in:
Daniel Evans 2016-08-16 01:02:53 +01:00 committed by GitHub
commit f1391aa7b6
4 changed files with 21 additions and 20 deletions

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@ -243,8 +243,9 @@ struct GarageInfo
* Gameplay state object that holds persistent state, and references runtime * Gameplay state object that holds persistent state, and references runtime
* world state. * world state.
*/ */
struct GameState class GameState
{ {
public:
/** /**
Basic Game State Basic Game State
*/ */

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@ -6,7 +6,7 @@
#include <objects/VehicleInfo.hpp> #include <objects/VehicleInfo.hpp>
class CollisionInstance; class CollisionInstance;
class btVehicleRaycaster; struct btVehicleRaycaster;
class btRaycastVehicle; class btRaycastVehicle;
class btRigidBody; class btRigidBody;
class btHingeConstraint; class btHingeConstraint;

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@ -21,7 +21,7 @@ class ModelFrame;
class GameWorld; class GameWorld;
class GameObject; class GameObject;
class AreaIndicatorInfo; struct AreaIndicatorInfo;
/// @todo migrate to some other way of rendering each object type. /// @todo migrate to some other way of rendering each object type.
class CharacterObject; class CharacterObject;

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@ -247,33 +247,33 @@ public:
OpenGLRenderer(); OpenGLRenderer();
std::string getIDString() const; std::string getIDString() const override;
ShaderProgram* createShader(const std::string &vert, const std::string &frag); ShaderProgram* createShader(const std::string &vert, const std::string &frag) override;
void setProgramBlockBinding(ShaderProgram* p, const std::string &name, GLint point); void setProgramBlockBinding(ShaderProgram* p, const std::string &name, GLint point) override;
void setUniformTexture(ShaderProgram* p, const std::string &name, GLint tex); void setUniformTexture(ShaderProgram* p, const std::string &name, GLint tex) override;
void setUniform(ShaderProgram* p, const std::string& name, const glm::mat4& m); void setUniform(ShaderProgram* p, const std::string& name, const glm::mat4& m) override;
void setUniform(ShaderProgram* p, const std::string& name, const glm::vec4& m); void setUniform(ShaderProgram* p, const std::string& name, const glm::vec4& m) override;
void setUniform(ShaderProgram* p, const std::string& name, const glm::vec3& m); void setUniform(ShaderProgram* p, const std::string& name, const glm::vec3& m) override;
void setUniform(ShaderProgram* p, const std::string& name, const glm::vec2& m); void setUniform(ShaderProgram* p, const std::string& name, const glm::vec2& m) override;
void setUniform(ShaderProgram* p, const std::string& name, float f); void setUniform(ShaderProgram* p, const std::string& name, float f) override;
void useProgram(ShaderProgram* p); void useProgram(ShaderProgram* p) override;
void clear(const glm::vec4 &colour, bool clearColour, bool clearDepth); void clear(const glm::vec4 &colour, bool clearColour, bool clearDepth) override;
void setSceneParameters(const SceneUniformData &data); void setSceneParameters(const SceneUniformData &data) override;
void setDrawState(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p); void setDrawState(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p); void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) override;
void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p); void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) override;
void drawBatched(const RenderList& list) override; void drawBatched(const RenderList& list) override;
void invalidate(); void invalidate() override;
virtual void pushDebugGroup(const std::string& title); virtual void pushDebugGroup(const std::string& title) override;
virtual const ProfileInfo& popDebugGroup(); virtual const ProfileInfo& popDebugGroup() override;
private: private:
DrawBuffer* currentDbuff; DrawBuffer* currentDbuff;