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@@ -1,27 +1,27 @@
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/*
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QGL RendererBase
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Ivan Pelipenko peri4ko@yandex.ru
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QGL RendererBase
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RENDERER_BASE_H
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#define RENDERER_BASE_H
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#include "glbuffer.h"
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#include "glshaders_types.h"
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#include "gltexturearray.h"
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#include "glbuffer.h"
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class RendererBase {
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@@ -31,16 +31,16 @@ public:
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protected:
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void initTextureArrays();
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void initUniformBuffer (QOpenGLShaderProgram * prog, Buffer * buffer, int bind_point, const char * blockName);
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void setUniformHalo (QOpenGLShaderProgram * prog, const char * type, QColor color, float fill);
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void setUniformMaps (QOpenGLShaderProgram * prog);
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void setUniformCamera (QOpenGLShaderProgram * prog, Camera * cam, bool matrices = true, QSize viewport = QSize());
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void initUniformBuffer(QOpenGLShaderProgram * prog, Buffer * buffer, int bind_point, const char * blockName);
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void setUniformHalo(QOpenGLShaderProgram * prog, const char * type, QColor color, float fill);
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void setUniformMaps(QOpenGLShaderProgram * prog);
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void setUniformCamera(QOpenGLShaderProgram * prog, Camera * cam, bool matrices = true, QSize viewport = QSize());
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void setUniformViewCorners(QOpenGLShaderProgram * prog, Camera * cam, QSize viewport = QSize());
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void fillSelectionsBuffer(QVector<uchar> & buffer, const ObjectBaseList & ol);
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void fillSelectionsBuffer(QVector<uchar> & buffer, bool yes, int size);
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void reloadMaterials(Scene & scene);
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void reloadLightsParameters(const QMap<int, QList<Light*>> & lights);
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void reloadLightsPositions (Camera * cam);
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void reloadLightsParameters(const QMap<int, QList<Light *>> & lights);
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void reloadLightsPositions(Camera * cam);
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void markReloadTextures();
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void setMapsSize(QSize sz);
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void initQuad(Mesh * mesh, QMatrix4x4 mat = QMatrix4x4());
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@@ -61,7 +61,7 @@ protected:
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uint maps_hash;
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GLuint tex_coeff[2];
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QMap<int, int> lights_start;
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QList<Light*> current_lights;
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QList<Light *> current_lights;
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};
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#endif // RENDERER_BASE_H
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