painter => Painter

This commit is contained in:
Konstantin Käfer
2014-01-20 11:53:50 +01:00
parent 66bac4dffd
commit 315efdb7f6
4 changed files with 21 additions and 21 deletions

View File

@@ -27,7 +27,7 @@ GLshort tile_border_vertices[] = {
0, 0
};
painter::painter(class transform *transform, Settings& settings)
Painter::Painter(class transform *transform, Settings& settings)
: transform(transform),
settings(settings),
currentShader(NULL),
@@ -37,7 +37,7 @@ painter::painter(class transform *transform, Settings& settings)
}
void painter::setup() {
void Painter::setup() {
setupShaders();
assert(fillShader);
@@ -62,13 +62,13 @@ void painter::setup() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void painter::setupShaders() {
void Painter::setupShaders() {
fillShader = new FillShader();
lineShader = new LineShader();
outlineShader = new OutlineShader();
}
void painter::teardown() {
void Painter::teardown() {
glDeleteBuffers(1, &tile_stencil_buffer);
if (fillShader) {
@@ -83,7 +83,7 @@ void painter::teardown() {
}
void painter::changeMatrix(const tile::ptr& tile) {
void Painter::changeMatrix(const tile::ptr& tile) {
assert(transform);
// Initialize projection matrix
@@ -96,7 +96,7 @@ void painter::changeMatrix(const tile::ptr& tile) {
mat4::multiply(matrix, projMatrix, mvMatrix);
}
void painter::drawClippingMask() {
void Painter::drawClippingMask() {
switchShader(lineShader);
glUniformMatrix4fv(lineShader->u_matrix, 1, GL_FALSE, matrix);
@@ -130,14 +130,14 @@ void painter::drawClippingMask() {
glColorMask(true, true, true, true);
}
void painter::clear() {
void Painter::clear() {
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClearStencil(0x0);
glStencilMask(0xFF);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void painter::render(const tile::ptr& tile) {
void Painter::render(const tile::ptr& tile) {
if (tile->state != tile::ready) {
return;
}
@@ -166,7 +166,7 @@ void painter::render(const tile::ptr& tile) {
}
}
void painter::renderDebug(const tile::ptr& tile) {
void Painter::renderDebug(const tile::ptr& tile) {
// draw tile outline
switchShader(lineShader);
glUniformMatrix4fv(lineShader->u_matrix, 1, GL_FALSE, matrix);
@@ -193,7 +193,7 @@ void painter::renderDebug(const tile::ptr& tile) {
/**
* @return boolean whether the shader was actually switched
*/
bool painter::switchShader(Shader *shader) {
bool Painter::switchShader(Shader *shader) {
if (currentShader != shader) {
glUseProgram(shader->program);