WINTERMUTE: Fix curly braces, add some comments

This commit is contained in:
Gunnar Birke 2020-05-28 13:39:23 +02:00 committed by Paweł Kołodziejski
parent 3ab1799758
commit d7485741c9
3 changed files with 17 additions and 25 deletions

View file

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

View file

@ -480,14 +480,11 @@ void BaseRenderOpenGLTexture::drawFromSurface(RenderTicketOpenGL *ticket, Common
ticket->drawToSurface(_renderSurface, dstRect, clipRect); ticket->drawToSurface(_renderSurface, dstRect, clipRect);
} }
void BaseRenderOpenGLTexture::drawRenderSurface() void BaseRenderOpenGLTexture::drawRenderSurface() {
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
for (int i = 0; i < _renderSurface->h; ++i) for (int i = 0; i < _renderSurface->h; ++i) {
{ for (int j = 0; j < _renderSurface->w; ++j) {
for (int j = 0; j < _renderSurface->w; ++j)
{
byte* pixel = reinterpret_cast<byte*>(_renderSurface->getPixels()); byte* pixel = reinterpret_cast<byte*>(_renderSurface->getPixels());
pixel += i * _renderSurface->w * 4 + j * 4; pixel += i * _renderSurface->w * 4 + j * 4;

View file

@ -64,8 +64,7 @@ bool Wintermute::BaseSurfaceOpenGL3D::create(const Common::String& filename, boo
return false; return false;
} }
if (img.getSurface()->format.bytesPerPixel == 1 && img.getPalette() == nullptr) if (img.getSurface()->format.bytesPerPixel == 1 && img.getPalette() == nullptr) {
{
return false; return false;
} }