gl_engine: fix by coding convention.

A *a; (x)
A* a; (o)
A &a; (x)
A& a; (o)
This commit is contained in:
Hermet Park 2020-09-08 15:24:00 +09:00
parent af190033bb
commit a61c8cc360
5 changed files with 22 additions and 22 deletions

View file

@ -52,9 +52,9 @@ class GlGeometry;
struct GlShape
{
float viewWd;
float viewHt;
RenderUpdateFlag updateFlag;
float viewWd;
float viewHt;
RenderUpdateFlag updateFlag;
unique_ptr<GlGeometry> geometry;
};

View file

@ -44,12 +44,12 @@ const GlSize GlGeometry::getPrimitiveSize(const uint32_t primitiveIndex) const
}
bool GlGeometry::decomposeOutline(const Shape &shape)
bool GlGeometry::decomposeOutline(const Shape& shape)
{
const PathCommand *cmds = nullptr;
const PathCommand* cmds = nullptr;
auto cmdCnt = shape.pathCommands(&cmds);
Point *pts = nullptr;
Point* pts = nullptr;
auto ptsCnt = shape.pathCoords(const_cast<const Point**>(&pts));
//No actual shape data
@ -117,11 +117,11 @@ bool GlGeometry::decomposeOutline(const Shape &shape)
return true;
}
bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape &shape, float strokeWd, RenderUpdateFlag flag)
bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape& shape, float strokeWd, RenderUpdateFlag flag)
{
for (auto& shapeGeometry : mPrimitives)
{
std::vector<PointNormals> normalInfo;
vector<PointNormals> normalInfo;
constexpr float blurDir = -1.0f;
float antiAliasWidth = 1.0f;
vector<SmoothPoint>& aaPts = shapeGeometry.mAAPoints;
@ -192,7 +192,7 @@ bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape &shape, float strokeWd,
return true;
}
bool GlGeometry::tesselate(TVG_UNUSED const Shape &shape, float viewWd, float viewHt, RenderUpdateFlag flag)
bool GlGeometry::tesselate(TVG_UNUSED const Shape& shape, float viewWd, float viewHt, RenderUpdateFlag flag)
{
for (auto& shapeGeometry : mPrimitives)
{
@ -289,7 +289,7 @@ void GlGeometry::updateBuffer(uint32_t location, const VertexDataArray& vertexAr
}
GlPoint GlGeometry::normalizePoint(const GlPoint &pt, float viewWd, float viewHt)
GlPoint GlGeometry::normalizePoint(const GlPoint& pt, float viewWd, float viewHt)
{
GlPoint p;
p.x = (pt.x * 2.0f / viewWd) - 1.0f;
@ -297,31 +297,31 @@ GlPoint GlGeometry::normalizePoint(const GlPoint &pt, float viewWd, float viewHt
return p;
}
void GlGeometry::addGeometryPoint(VertexDataArray &geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity)
void GlGeometry::addGeometryPoint(VertexDataArray& geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity)
{
VertexData tv = { normalizePoint(pt, viewWd, viewHt), opacity};
geometry.vertices.push_back(tv);
}
GlPoint GlGeometry::getNormal(const GlPoint &p1, const GlPoint &p2)
GlPoint GlGeometry::getNormal(const GlPoint& p1, const GlPoint& p2)
{
GlPoint normal = p1 - p2;
normal.normalize();
return GlPoint(-normal.y, normal.x);
}
float GlGeometry::dotProduct(const GlPoint &p1, const GlPoint &p2)
float GlGeometry::dotProduct(const GlPoint& p1, const GlPoint& p2)
{
return (p1.x * p2.x + p1.y * p2.y);
}
GlPoint GlGeometry::extendEdge(const GlPoint &pt, const GlPoint &normal, float scalar)
GlPoint GlGeometry::extendEdge(const GlPoint& pt, const GlPoint& normal, float scalar)
{
GlPoint tmp = (normal * scalar);
return (pt + tmp);
}
void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min, GlPoint &max)
void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint& pt, GlPoint& min, GlPoint& max)
{
if (pt.x < min.x) min.x = pt.x;
if (pt.y < min.y) min.y = pt.y;
@ -330,14 +330,14 @@ void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min
primitve.mAAPoints.push_back(GlPoint(pt.x, pt.y));
}
void GlGeometry::addTriangleFanIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
void GlGeometry::addTriangleFanIndices(uint32_t& curPt, vector<uint32_t>& indices)
{
indices.push_back(0);
indices.push_back(curPt - 1);
indices.push_back(curPt);
}
void GlGeometry::addQuadIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
void GlGeometry::addQuadIndices(uint32_t& curPt, vector<uint32_t>& indices)
{
indices.push_back(curPt);
indices.push_back(curPt + 1);
@ -348,7 +348,7 @@ void GlGeometry::addQuadIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
curPt += 4;
}
bool GlGeometry::isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoint &c2, const GlPoint &p2)
bool GlGeometry::isBezierFlat(const GlPoint& p1, const GlPoint& c1, const GlPoint& c2, const GlPoint& p2)
{
GlPoint diff1 = (c1 * 3.0f) - (p1 * 2.0f) - p2;
GlPoint diff2 = (c2 * 3.0f) - (p2 * 2.0f) - p1;
@ -365,7 +365,7 @@ bool GlGeometry::isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoin
return false;
}
void GlGeometry::decomposeCubicCurve(GlPrimitive& primitve, const GlPoint &pt1, const GlPoint &cpt1, const GlPoint &cpt2, const GlPoint &pt2, GlPoint &min, GlPoint &max)
void GlGeometry::decomposeCubicCurve(GlPrimitive& primitve, const GlPoint& pt1, const GlPoint& cpt1, const GlPoint& cpt2, const GlPoint& pt2, GlPoint& min, GlPoint& max)
{
if (isBezierFlat(pt1, cpt1, cpt2, pt2))
{

View file

@ -96,7 +96,7 @@ bool GlRenderer::postRender()
}
bool GlRenderer::render(const Shape& shape, void *data)
bool GlRenderer::render(const Shape& shape, void* data)
{
GlShape* sdata = static_cast<GlShape*>(data);
if (!sdata) return false;

View file

@ -26,7 +26,7 @@
#include <GLES2/gl2.h>
shared_ptr<GlShader> GlShader::gen(const char * vertSrc, const char * fragSrc)
shared_ptr<GlShader> GlShader::gen(const char* vertSrc, const char* fragSrc)
{
shared_ptr<GlShader> shader = make_shared<GlShader>();
shader->createShader(vertSrc, fragSrc);

View file

@ -28,7 +28,7 @@
class GlShader
{
public:
static std::shared_ptr<GlShader> gen(const char * vertSrc, const char * fragSrc);
static std::shared_ptr<GlShader> gen(const char* vertSrc, const char* fragSrc);
~GlShader();
uint32_t getVertexShader();