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| author | Ray <[email protected]> | 2021-09-01 23:09:30 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-09-01 23:09:30 +0200 |
| commit | a0f8682905fee1b65c903f1f46adff6e06ab6ae7 (patch) | |
| tree | 1a16c04a267d6ca7d0ccb77bd7148d72c312b546 /src/rlgl.h | |
| parent | e8fa7ceb79613188c495b80a332875a1afdab8cf (diff) | |
| download | raylib-a0f8682905fee1b65c903f1f46adff6e06ab6ae7.tar.gz raylib-a0f8682905fee1b65c903f1f46adff6e06ab6ae7.zip | |
REVIEWED: <name>Count for consistency
Following english rules, it should be singular name before Count.
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 100 |
1 files changed, 50 insertions, 50 deletions
@@ -279,7 +279,7 @@ typedef enum { // Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct rlVertexBuffer { - int elementsCount; // Number of elements in the buffer (QUADS) + int elementCount; // Number of elements in the buffer (QUADS) int vCounter; // Vertex position counter to process (and draw) from full buffer int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer @@ -316,12 +316,12 @@ typedef struct rlDrawCall { // rlRenderBatch type typedef struct rlRenderBatch { - int buffersCount; // Number of vertex buffers (multi-buffering support) + int bufferCount; // Number of vertex buffers (multi-buffering support) int currentBuffer; // Current buffer tracking in case of multi-buffering rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data rlDrawCall *draws; // Draw calls array, depends on textureId - int drawsCounter; // Draw calls counter + int drawCounterer; // 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->drawsCounter - 1].mode != mode) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode != mode) { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 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->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; + 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 (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment)) { - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 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->drawsCounter++; + RLGL.currentBatch->drawCounterer++; } } - if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId; + 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; } } @@ -1285,7 +1285,7 @@ void rlEnd(void) // Verify internal buffers limits // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= - (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4)) + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) { // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! @@ -1312,14 +1312,14 @@ void rlVertex3f(float x, float y, float z) } // Verify that current vertex buffer elements limit has not been reached - if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) { RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = tx; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = ty; 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->drawsCounter - 1].vertexCount++; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++; } else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow"); } @@ -1390,7 +1390,7 @@ void rlSetTexture(unsigned int id) #else // NOTE: If quads batch limit is reached, we force a draw call and next batch starts if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4) + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) { rlDrawRenderBatch(RLGL.currentBatch); } @@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id) #if defined(GRAPHICS_API_OPENGL_11) rlEnableTexture(id); #else - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id) { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 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->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; + 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 (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment)) { - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 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->drawsCounter++; + RLGL.currentBatch->drawCounterer++; } } - if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0; } #endif } @@ -2169,7 +2169,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) for (int i = 0; i < numBuffers; i++) { - batch.vertexBuffer[i].elementsCount = bufferElements; + batch.vertexBuffer[i].elementCount = bufferElements; batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad @@ -2274,8 +2274,8 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); } - batch.buffersCount = numBuffers; // Record buffer count - batch.drawsCounter = 1; // Reset draws counter + batch.bufferCount = numBuffers; // Record buffer count + batch.drawCounterer = 1; // Reset draws counter batch.currentDepth = -1.0f; // Reset depth value //-------------------------------------------------------------------------------------------- #endif @@ -2297,7 +2297,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Unload all vertex buffers data - for (int i = 0; i < batch.buffersCount; i++) + for (int i = 0; i < batch.bufferCount; i++) { // Delete VBOs from GPU (VRAM) glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); @@ -2338,17 +2338,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch) // Vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer // Texture coordinates buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer // Colors buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer // NOTE: glMapBuffer() causes sync issue. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. @@ -2375,12 +2375,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch) Matrix matProjection = RLGL.State.projection; Matrix matModelView = RLGL.State.modelview; - int eyesCount = 1; - if (RLGL.State.stereoRender) eyesCount = 2; + int eyeCount = 1; + if (RLGL.State.stereoRender) eyeCount = 2; - for (int eye = 0; eye < eyesCount; eye++) + for (int eye = 0; eye < eyeCount; eye++) { - if (eyesCount == 2) + if (eyeCount == 2) { // Setup current eye viewport (half screen width) rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); @@ -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->drawsCounter; i++) + for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; 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); @@ -2456,7 +2456,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch) else { #if defined(GRAPHICS_API_OPENGL_33) - // We need to define the number of indices to be processed: quadsCount*6 + // We need to define the number of indices to be processed: elementCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); @@ -2510,12 +2510,12 @@ 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->drawsCounter = 1; + batch->drawCounterer = 1; //------------------------------------------------------------------------------------------------------------ // Change to next buffer in the list (in case of multi-buffering) batch->currentBuffer++; - if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0; + if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; #endif } @@ -2546,7 +2546,7 @@ bool rlCheckRenderBatchLimit(int vCount) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= - (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) { overflow = true; rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside |
