WINTERMUTE: Fix curly braces, add some comments
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3ab1799758
commit
d7485741c9
3 changed files with 17 additions and 25 deletions
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@ -46,8 +46,7 @@ void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) {
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}
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Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const
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{
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Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const {
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return OpenGL::Texture::getRGBAPixelFormat();
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}
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@ -136,8 +135,7 @@ bool Wintermute::BaseRenderOpenGL3D::setProjection() {
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return true;
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}
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bool Wintermute::BaseRenderOpenGL3D::setProjection2D()
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{
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bool Wintermute::BaseRenderOpenGL3D::setProjection2D() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, _viewportRect.width(), 0, _viewportRect.height(), -1.0, 100.0);
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@ -192,8 +190,7 @@ void Wintermute::BaseRenderOpenGL3D::initLoop() {
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}
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bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
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if (_state3D || force)
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{
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if (_state3D || force) {
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_state3D = false;
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// some states are still missing here
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@ -251,14 +248,16 @@ void Wintermute::BaseRenderOpenGL3D::endSaveLoad() {
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bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture& tex, const Wintermute::Rect32& rect,
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float zoomX, float zoomY, const Wintermute::Vector2& pos,
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uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
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uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
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bool mirrorX, bool mirrorY) {
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Vector2 scale(zoomX / 100.0f, zoomY / 100.0f);
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return drawSpriteEx(tex, rect, pos, Vector2(0.0f, 0.0f), scale, 0.0f, color, alphaDisable, blendMode, mirrorX, mirrorY);
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}
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bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, const Wintermute::Rect32& rect,
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const Wintermute::Vector2& pos, const Wintermute::Vector2& rot, const Wintermute::Vector2& scale,
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
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float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
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bool mirrorX, bool mirrorY) {
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// original wme has a batch mode for sprites, we ignore this for the moment
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// The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us
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@ -275,13 +274,12 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, co
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float offset = _viewportRect.height() / 2.0f;
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float corrected_y = (pos.y - offset) * -1.0f + offset;
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if (mirrorX)
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{
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// to be implemented
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if (mirrorX) {
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}
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if (mirrorY)
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{
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if (mirrorY) {
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}
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@ -342,8 +340,7 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, co
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// transform vertices here if necessary, add offset
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if (alphaDisable)
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{
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if (alphaDisable) {
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glDisable(GL_ALPHA_TEST);
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}
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@ -360,12 +357,11 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture& tex, co
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glBindTexture(GL_TEXTURE_2D, tex.getTextureName());
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// we could do this in a vertex buffer anyways
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// we probably should do this in a vertex buffer anyways
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//glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertices);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (alphaDisable)
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{
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if (alphaDisable) {
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glEnable(GL_ALPHA_TEST);
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}
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