Changed the naming convention for member variables (prefix changed from "my" to "m_")
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15e9d999b3
commit
ff5b69d312
124 changed files with 1889 additions and 1889 deletions
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@ -38,9 +38,9 @@ namespace sf
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{
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////////////////////////////////////////////////////////////
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RenderTarget::RenderTarget() :
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myDefaultView(),
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myView (),
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myCache ()
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m_defaultView(),
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m_view (),
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m_cache ()
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{
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}
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@ -65,22 +65,22 @@ void RenderTarget::Clear(const Color& color)
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////////////////////////////////////////////////////////////
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void RenderTarget::SetView(const View& view)
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{
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myView = view;
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myCache.ViewChanged = true;
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m_view = view;
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m_cache.ViewChanged = true;
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}
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////////////////////////////////////////////////////////////
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const View& RenderTarget::GetView() const
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{
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return myView;
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return m_view;
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}
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////////////////////////////////////////////////////////////
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const View& RenderTarget::GetDefaultView() const
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{
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return myDefaultView;
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return m_defaultView;
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}
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@ -143,14 +143,14 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int vertexCount,
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// Pre-transform the vertices and store them into the vertex cache
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for (unsigned int i = 0; i < vertexCount; ++i)
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{
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Vertex& vertex = myCache.VertexCache[i];
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Vertex& vertex = m_cache.VertexCache[i];
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vertex.Position = states.Transform * vertices[i].Position;
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vertex.Color = vertices[i].Color;
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vertex.TexCoords = vertices[i].TexCoords;
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}
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// Since vertices are transformed, we must use an identity transform to render them
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if (!myCache.UseVertexCache)
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if (!m_cache.UseVertexCache)
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ApplyTransform(Transform::Identity);
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}
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else
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@ -159,16 +159,16 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int vertexCount,
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}
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// Apply the view
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if (myCache.ViewChanged)
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if (m_cache.ViewChanged)
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ApplyCurrentView();
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// Apply the blend mode
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if (states.BlendMode != myCache.LastBlendMode)
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if (states.BlendMode != m_cache.LastBlendMode)
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ApplyBlendMode(states.BlendMode);
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// Apply the texture
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Uint64 textureId = states.Texture ? states.Texture->myCacheId : 0;
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if (textureId != myCache.LastTextureId)
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Uint64 textureId = states.Texture ? states.Texture->m_cacheId : 0;
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if (textureId != m_cache.LastTextureId)
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ApplyTexture(states.Texture);
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// Apply the shader
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@ -179,8 +179,8 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int vertexCount,
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if (useVertexCache)
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{
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// ... and if we already used it previously, we don't need to set the pointers again
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if (!myCache.UseVertexCache)
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vertices = myCache.VertexCache;
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if (!m_cache.UseVertexCache)
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vertices = m_cache.VertexCache;
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else
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vertices = NULL;
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}
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@ -207,7 +207,7 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int vertexCount,
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ApplyShader(NULL);
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// Update the cache
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myCache.UseVertexCache = useVertexCache;
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m_cache.UseVertexCache = useVertexCache;
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}
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}
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@ -272,7 +272,7 @@ void RenderTarget::ResetGLStates()
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ApplyTexture(NULL);
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if (Shader::IsAvailable())
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ApplyShader(NULL);
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myCache.UseVertexCache = false;
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m_cache.UseVertexCache = false;
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// Set the default view
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SetView(GetView());
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@ -284,8 +284,8 @@ void RenderTarget::ResetGLStates()
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void RenderTarget::Initialize()
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{
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// Setup the default and current views
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myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetSize().x), static_cast<float>(GetSize().y)));
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myView = myDefaultView;
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m_defaultView.Reset(FloatRect(0, 0, static_cast<float>(GetSize().x), static_cast<float>(GetSize().y)));
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m_view = m_defaultView;
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// Initialize the default OpenGL render-states
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ResetGLStates();
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@ -296,18 +296,18 @@ void RenderTarget::Initialize()
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void RenderTarget::ApplyCurrentView()
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{
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// Set the viewport
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IntRect viewport = GetViewport(myView);
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IntRect viewport = GetViewport(m_view);
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int top = GetSize().y - (viewport.Top + viewport.Height);
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GLCheck(glViewport(viewport.Left, top, viewport.Width, viewport.Height));
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// Set the projection matrix
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GLCheck(glMatrixMode(GL_PROJECTION));
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GLCheck(glLoadMatrixf(myView.GetTransform().GetMatrix()));
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GLCheck(glLoadMatrixf(m_view.GetTransform().GetMatrix()));
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// Go back to model-view mode
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GLCheck(glMatrixMode(GL_MODELVIEW));
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myCache.ViewChanged = false;
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m_cache.ViewChanged = false;
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}
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@ -343,7 +343,7 @@ void RenderTarget::ApplyBlendMode(BlendMode mode)
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break;
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}
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myCache.LastBlendMode = mode;
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m_cache.LastBlendMode = mode;
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}
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@ -364,7 +364,7 @@ void RenderTarget::ApplyTexture(const Texture* texture)
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else
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GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
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myCache.LastTextureId = texture ? texture->myCacheId : 0;
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m_cache.LastTextureId = texture ? texture->m_cacheId : 0;
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}
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