indent classes, align by spaces

This commit is contained in:
Garux
2021-03-24 00:25:15 +03:00
parent 5b1b9b5e6c
commit 2222100316
450 changed files with 42485 additions and 42239 deletions

View File

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