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Merge pull request #195 from christoph-heiss/cleanups
Some more cleanups
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commit
f1391aa7b6
@ -243,8 +243,9 @@ struct GarageInfo
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* Gameplay state object that holds persistent state, and references runtime
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* Gameplay state object that holds persistent state, and references runtime
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* world state.
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* world state.
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*/
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*/
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struct GameState
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class GameState
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{
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{
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public:
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/**
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/**
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Basic Game State
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Basic Game State
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*/
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*/
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@ -6,7 +6,7 @@
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#include <objects/VehicleInfo.hpp>
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#include <objects/VehicleInfo.hpp>
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class CollisionInstance;
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class CollisionInstance;
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class btVehicleRaycaster;
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struct btVehicleRaycaster;
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class btRaycastVehicle;
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class btRaycastVehicle;
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class btRigidBody;
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class btRigidBody;
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class btHingeConstraint;
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class btHingeConstraint;
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@ -21,7 +21,7 @@ class ModelFrame;
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class GameWorld;
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class GameWorld;
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class GameObject;
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class GameObject;
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class AreaIndicatorInfo;
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struct AreaIndicatorInfo;
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/// @todo migrate to some other way of rendering each object type.
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/// @todo migrate to some other way of rendering each object type.
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class CharacterObject;
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class CharacterObject;
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@ -247,33 +247,33 @@ public:
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OpenGLRenderer();
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OpenGLRenderer();
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std::string getIDString() const;
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std::string getIDString() const override;
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ShaderProgram* createShader(const std::string &vert, const std::string &frag);
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ShaderProgram* createShader(const std::string &vert, const std::string &frag) override;
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void setProgramBlockBinding(ShaderProgram* p, const std::string &name, GLint point);
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void setProgramBlockBinding(ShaderProgram* p, const std::string &name, GLint point) override;
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void setUniformTexture(ShaderProgram* p, const std::string &name, GLint tex);
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void setUniformTexture(ShaderProgram* p, const std::string &name, GLint tex) override;
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void setUniform(ShaderProgram* p, const std::string& name, const glm::mat4& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::mat4& m) override;
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec4& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec4& m) override;
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec3& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec3& m) override;
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec2& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec2& m) override;
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void setUniform(ShaderProgram* p, const std::string& name, float f);
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void setUniform(ShaderProgram* p, const std::string& name, float f) override;
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void useProgram(ShaderProgram* p);
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void useProgram(ShaderProgram* p) override;
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void clear(const glm::vec4 &colour, bool clearColour, bool clearDepth);
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void clear(const glm::vec4 &colour, bool clearColour, bool clearDepth) override;
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void setSceneParameters(const SceneUniformData &data);
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void setSceneParameters(const SceneUniformData &data) override;
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void setDrawState(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void setDrawState(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) override;
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void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) override;
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void drawBatched(const RenderList& list) override;
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void drawBatched(const RenderList& list) override;
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void invalidate();
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void invalidate() override;
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virtual void pushDebugGroup(const std::string& title);
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virtual void pushDebugGroup(const std::string& title) override;
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virtual const ProfileInfo& popDebugGroup();
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virtual const ProfileInfo& popDebugGroup() override;
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private:
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private:
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DrawBuffer* currentDbuff;
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DrawBuffer* currentDbuff;
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