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authorRay <[email protected]>2021-09-01 23:40:51 +0200
committerRay <[email protected]>2021-09-01 23:40:51 +0200
commit9362eaf9c670c86e3ce4045b7465e55db47bddb7 (patch)
treec6adbca1371e113fa10da21e168a29ef27300d4f /src/rlgl.h
parent6e76baa6a93d039e132fe11eedc74958971bf4a3 (diff)
downloadraylib-9362eaf9c670c86e3ce4045b7465e55db47bddb7.tar.gz
raylib-9362eaf9c670c86e3ce4045b7465e55db47bddb7.zip
REVIEWED: Naming: length vs size
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h70
1 files changed, 35 insertions, 35 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index ea46c537..0bed5804 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -321,7 +321,7 @@ typedef struct rlRenderBatch {
rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
rlDrawCall *draws; // Draw calls array, depends on textureId
- int drawCounterer; // Draw calls counter
+ int drawCounter; // Draw calls counter
float currentDepth; // Current depth value for next draw
} rlRenderBatch;
@@ -1210,34 +1210,34 @@ void rlBegin(int mode)
{
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode != mode)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
{
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
- else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
- if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
{
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
- RLGL.currentBatch->drawCounterer++;
+ RLGL.currentBatch->drawCounter++;
}
}
- if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode = mode;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = RLGL.State.defaultTextureId;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
}
}
@@ -1319,7 +1319,7 @@ void rlVertex3f(float x, float y, float z)
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = tz;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
}
else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow");
}
@@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_11)
rlEnableTexture(id);
#else
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
{
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
- else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
- if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
{
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
- RLGL.currentBatch->drawCounterer++;
+ RLGL.currentBatch->drawCounter++;
}
}
- if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
}
#endif
}
@@ -1910,12 +1910,12 @@ void rlLoadExtensions(void *loader)
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string
- int len = strlen(extensions) + 1;
- char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char));
+ int size = strlen(extensions) + 1; // Get extensions string size in bytes
+ char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
strcpy(extensionsDup, extensions);
extList[numExt] = extensionsDup;
- for (int i = 0; i < len; i++)
+ for (int i = 0; i < size; i++)
{
if (extensionsDup[i] == ' ')
{
@@ -2275,7 +2275,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
}
batch.bufferCount = numBuffers; // Record buffer count
- batch.drawCounterer = 1; // Reset draws counter
+ batch.drawCounter = 1; // Reset draws counter
batch.currentDepth = -1.0f; // Reset depth value
//--------------------------------------------------------------------------------------------
#endif
@@ -2447,7 +2447,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
glActiveTexture(GL_TEXTURE0);
- for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; i++)
+ for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
{
// Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
@@ -2510,7 +2510,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
// Reset draws counter to one draw for the batch
- batch->drawCounterer = 1;
+ batch->drawCounter = 1;
//------------------------------------------------------------------------------------------------------------
// Change to next buffer in the list (in case of multi-buffering)