indent classes, align by spaces
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@@ -66,24 +66,24 @@ class Shader;
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class RendererLight
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{
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public:
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virtual Shader* getShader() const = 0;
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virtual const AABB& aabb() const = 0;
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virtual bool testAABB( const AABB& other ) const = 0;
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virtual const Matrix4& rotation() const = 0;
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virtual const Vector3& offset() const = 0;
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virtual const Vector3& colour() const = 0;
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virtual bool isProjected() const = 0;
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virtual const Matrix4& projection() const = 0;
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virtual Shader* getShader() const = 0;
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virtual const AABB& aabb() const = 0;
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virtual bool testAABB( const AABB& other ) const = 0;
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virtual const Matrix4& rotation() const = 0;
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virtual const Vector3& offset() const = 0;
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virtual const Vector3& colour() const = 0;
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virtual bool isProjected() const = 0;
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virtual const Matrix4& projection() const = 0;
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};
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class LightCullable
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{
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public:
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virtual bool testLight( const RendererLight& light ) const = 0;
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virtual void insertLight( const RendererLight& light ){
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}
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virtual void clearLights(){
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}
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virtual bool testLight( const RendererLight& light ) const = 0;
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virtual void insertLight( const RendererLight& light ){
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}
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virtual void clearLights(){
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}
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};
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class Renderable;
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@@ -94,9 +94,9 @@ typedef Callback1<const RendererLight&> RendererLightCallback;
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class LightList
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{
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public:
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virtual void evaluateLights() const = 0;
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virtual void lightsChanged() const = 0;
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virtual void forEachLight( const RendererLightCallback& callback ) const = 0;
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virtual void evaluateLights() const = 0;
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virtual void lightsChanged() const = 0;
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virtual void forEachLight( const RendererLightCallback& callback ) const = 0;
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};
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const int c_attr_TexCoord0 = 1;
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@@ -106,7 +106,7 @@ const int c_attr_Binormal = 4;
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class OpenGLRenderable
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{
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public:
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virtual void render( RenderStateFlags state ) const = 0;
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virtual void render( RenderStateFlags state ) const = 0;
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};
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class Matrix4;
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@@ -116,42 +116,42 @@ class ModuleObserver;
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class Shader
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{
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public:
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virtual void addRenderable( const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights = 0 ) = 0;
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virtual void incrementUsed() = 0;
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virtual void decrementUsed() = 0;
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virtual void attach( ModuleObserver& observer ) = 0;
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virtual void detach( ModuleObserver& observer ) = 0;
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virtual qtexture_t& getTexture() const = 0;
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virtual unsigned int getFlags() const = 0;
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virtual void addRenderable( const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights = 0 ) = 0;
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virtual void incrementUsed() = 0;
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virtual void decrementUsed() = 0;
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virtual void attach( ModuleObserver& observer ) = 0;
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virtual void detach( ModuleObserver& observer ) = 0;
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virtual qtexture_t& getTexture() const = 0;
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virtual unsigned int getFlags() const = 0;
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};
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class ShaderCache
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{
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public:
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INTEGER_CONSTANT( Version, 1 );
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STRING_CONSTANT( Name, "renderstate" );
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INTEGER_CONSTANT( Version, 1 );
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STRING_CONSTANT( Name, "renderstate" );
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virtual Shader* capture( const char* name ) = 0;
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virtual void release( const char* name ) = 0;
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/*! Render all Shader objects. */
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virtual void render( RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer = Vector3( 0, 0, 0 ) ) = 0;
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virtual Shader* capture( const char* name ) = 0;
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virtual void release( const char* name ) = 0;
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/*! Render all Shader objects. */
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virtual void render( RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer = Vector3( 0, 0, 0 ) ) = 0;
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virtual void realise() = 0;
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virtual void unrealise() = 0;
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virtual void realise() = 0;
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virtual void unrealise() = 0;
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virtual bool lightingSupported() const = 0;
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virtual bool useShaderLanguage() const = 0;
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virtual bool lightingSupported() const = 0;
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virtual bool useShaderLanguage() const = 0;
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virtual const LightList& attach( LightCullable& cullable ) = 0;
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virtual void detach( LightCullable& cullable ) = 0;
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virtual void changed( LightCullable& cullable ) = 0;
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virtual void attach( RendererLight& light ) = 0;
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virtual void detach( RendererLight& light ) = 0;
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virtual void changed( RendererLight& light ) = 0;
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virtual const LightList& attach( LightCullable& cullable ) = 0;
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virtual void detach( LightCullable& cullable ) = 0;
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virtual void changed( LightCullable& cullable ) = 0;
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virtual void attach( RendererLight& light ) = 0;
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virtual void detach( RendererLight& light ) = 0;
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virtual void changed( RendererLight& light ) = 0;
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virtual void attachRenderable( const Renderable& renderable ) = 0;
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virtual void detachRenderable( const Renderable& renderable ) = 0;
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virtual void forEachRenderable( const RenderableCallback& callback ) const = 0;
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virtual void attachRenderable( const Renderable& renderable ) = 0;
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virtual void detachRenderable( const Renderable& renderable ) = 0;
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virtual void forEachRenderable( const RenderableCallback& callback ) const = 0;
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};
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#include "modulesystem.h"
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