ALL: Avoid class names clashing with ScummVM classes

This commit is contained in:
Pawel Kolodziejski 2020-09-28 18:37:37 +02:00
parent 66add36769
commit a8b53f8f21
40 changed files with 228 additions and 228 deletions

View file

@ -74,7 +74,7 @@ static GLuint createDirectShader(const char *shaderSource, GLenum shaderType, co
}
static GLuint createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name) {
const GLchar *versionSource = OpenGLContext.type == kContextGLES2 ? "#version 100\n" : "#version 120\n";
const GLchar *versionSource = OpenGLContext.type == kOGLContextGLES2 ? "#version 100\n" : "#version 120\n";
const GLchar *compatSource =
shaderType == GL_VERTEX_SHADER ? OpenGL::BuiltinShaders::compatVertex : OpenGL::BuiltinShaders::compatFragment;
const GLchar *shaderSources[] = {
@ -121,9 +121,9 @@ struct SharedPtrProgramDeleter {
}
};
Shader* Shader::_previousShader = nullptr;
ShaderGL *ShaderGL::_previousShader = nullptr;
Shader::Shader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes)
ShaderGL::ShaderGL(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes)
: _name(name) {
assert(attributes);
GLuint shaderProgram = glCreateProgram();
@ -146,22 +146,22 @@ Shader::Shader(const Common::String &name, GLuint vertexShader, GLuint fragmentS
_uniforms = Common::SharedPtr<UniformsMap>(new UniformsMap());
}
Shader *Shader::fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char **attributes) {
ShaderGL *ShaderGL::fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char **attributes) {
GLuint vertexShader = createDirectShader(vertex, GL_VERTEX_SHADER, name + ".vertex");
GLuint fragmentShader = createDirectShader(fragment, GL_FRAGMENT_SHADER, name + ".fragment");
return new Shader(name, vertexShader, fragmentShader, attributes);
return new ShaderGL(name, vertexShader, fragmentShader, attributes);
}
Shader *Shader::fromFiles(const char *vertex, const char *fragment, const char **attributes) {
ShaderGL *ShaderGL::fromFiles(const char *vertex, const char *fragment, const char **attributes) {
GLuint vertexShader = loadShaderFromFile(vertex, "vertex", GL_VERTEX_SHADER);
GLuint fragmentShader = loadShaderFromFile(fragment, "fragment", GL_FRAGMENT_SHADER);
Common::String name = Common::String::format("%s/%s", vertex, fragment);
return new Shader(name, vertexShader, fragmentShader, attributes);
return new ShaderGL(name, vertexShader, fragmentShader, attributes);
}
void Shader::use(bool forceReload) {
void ShaderGL::use(bool forceReload) {
static uint32 previousNumAttributes = 0;
if (this == _previousShader && !forceReload)
return;
@ -200,7 +200,7 @@ void Shader::use(bool forceReload) {
}
}
GLuint Shader::createBuffer(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {
GLuint ShaderGL::createBuffer(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(target, vbo);
@ -208,16 +208,16 @@ GLuint Shader::createBuffer(GLenum target, GLsizeiptr size, const GLvoid *data,
return vbo;
}
void Shader::freeBuffer(GLuint vbo) {
void ShaderGL::freeBuffer(GLuint vbo) {
glDeleteBuffers(1, &vbo);
}
VertexAttrib &Shader::getAttributeAt(uint32 idx) {
VertexAttrib &ShaderGL::getAttributeAt(uint32 idx) {
assert(idx < _attributes.size());
return _attributes[idx];
}
VertexAttrib &Shader::getAttribute(const char *attrib) {
VertexAttrib &ShaderGL::getAttribute(const char *attrib) {
for (uint32 i = 0; i < _attributes.size(); ++i)
if (_attributes[i]._name.equals(attrib))
return _attributes[i];
@ -225,7 +225,7 @@ VertexAttrib &Shader::getAttribute(const char *attrib) {
return _attributes[0];
}
void Shader::enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset) {
void ShaderGL::enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = true;
va._vbo = vbo;
@ -236,7 +236,7 @@ void Shader::enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, G
va._offset = offset;
}
void Shader::disableVertexAttribute(const char *attrib, int size, const float *data) {
void ShaderGL::disableVertexAttribute(const char *attrib, int size, const float *data) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = false;
va._size = size;
@ -244,12 +244,12 @@ void Shader::disableVertexAttribute(const char *attrib, int size, const float *d
va._const[i] = data[i];
}
void Shader::unbind() {
void ShaderGL::unbind() {
glUseProgram(0);
_previousShader = nullptr;
}
Shader::~Shader() {
ShaderGL::~ShaderGL() {
// If this is the currently active shader, unbind
if (_previousShader == this) {
unbind();