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gl_engine: fix by coding convention.
A *a; (x) A* a; (o) A &a; (x) A& a; (o)
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af190033bb
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a61c8cc360
5 changed files with 22 additions and 22 deletions
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@ -52,9 +52,9 @@ class GlGeometry;
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struct GlShape
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{
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float viewWd;
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float viewHt;
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RenderUpdateFlag updateFlag;
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float viewWd;
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float viewHt;
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RenderUpdateFlag updateFlag;
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unique_ptr<GlGeometry> geometry;
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};
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@ -44,12 +44,12 @@ const GlSize GlGeometry::getPrimitiveSize(const uint32_t primitiveIndex) const
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}
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bool GlGeometry::decomposeOutline(const Shape &shape)
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bool GlGeometry::decomposeOutline(const Shape& shape)
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{
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const PathCommand *cmds = nullptr;
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const PathCommand* cmds = nullptr;
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auto cmdCnt = shape.pathCommands(&cmds);
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Point *pts = nullptr;
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Point* pts = nullptr;
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auto ptsCnt = shape.pathCoords(const_cast<const Point**>(&pts));
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//No actual shape data
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@ -117,11 +117,11 @@ bool GlGeometry::decomposeOutline(const Shape &shape)
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return true;
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}
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bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape &shape, float strokeWd, RenderUpdateFlag flag)
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bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape& shape, float strokeWd, RenderUpdateFlag flag)
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{
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for (auto& shapeGeometry : mPrimitives)
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{
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std::vector<PointNormals> normalInfo;
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vector<PointNormals> normalInfo;
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constexpr float blurDir = -1.0f;
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float antiAliasWidth = 1.0f;
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vector<SmoothPoint>& aaPts = shapeGeometry.mAAPoints;
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@ -192,7 +192,7 @@ bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape &shape, float strokeWd,
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return true;
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}
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bool GlGeometry::tesselate(TVG_UNUSED const Shape &shape, float viewWd, float viewHt, RenderUpdateFlag flag)
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bool GlGeometry::tesselate(TVG_UNUSED const Shape& shape, float viewWd, float viewHt, RenderUpdateFlag flag)
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{
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for (auto& shapeGeometry : mPrimitives)
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{
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@ -289,7 +289,7 @@ void GlGeometry::updateBuffer(uint32_t location, const VertexDataArray& vertexAr
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}
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GlPoint GlGeometry::normalizePoint(const GlPoint &pt, float viewWd, float viewHt)
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GlPoint GlGeometry::normalizePoint(const GlPoint& pt, float viewWd, float viewHt)
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{
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GlPoint p;
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p.x = (pt.x * 2.0f / viewWd) - 1.0f;
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@ -297,31 +297,31 @@ GlPoint GlGeometry::normalizePoint(const GlPoint &pt, float viewWd, float viewHt
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return p;
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}
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void GlGeometry::addGeometryPoint(VertexDataArray &geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity)
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void GlGeometry::addGeometryPoint(VertexDataArray& geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity)
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{
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VertexData tv = { normalizePoint(pt, viewWd, viewHt), opacity};
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geometry.vertices.push_back(tv);
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}
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GlPoint GlGeometry::getNormal(const GlPoint &p1, const GlPoint &p2)
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GlPoint GlGeometry::getNormal(const GlPoint& p1, const GlPoint& p2)
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{
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GlPoint normal = p1 - p2;
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normal.normalize();
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return GlPoint(-normal.y, normal.x);
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}
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float GlGeometry::dotProduct(const GlPoint &p1, const GlPoint &p2)
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float GlGeometry::dotProduct(const GlPoint& p1, const GlPoint& p2)
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{
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return (p1.x * p2.x + p1.y * p2.y);
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}
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GlPoint GlGeometry::extendEdge(const GlPoint &pt, const GlPoint &normal, float scalar)
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GlPoint GlGeometry::extendEdge(const GlPoint& pt, const GlPoint& normal, float scalar)
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{
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GlPoint tmp = (normal * scalar);
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return (pt + tmp);
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}
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void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min, GlPoint &max)
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void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint& pt, GlPoint& min, GlPoint& max)
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{
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if (pt.x < min.x) min.x = pt.x;
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if (pt.y < min.y) min.y = pt.y;
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@ -330,14 +330,14 @@ void GlGeometry::addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min
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primitve.mAAPoints.push_back(GlPoint(pt.x, pt.y));
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}
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void GlGeometry::addTriangleFanIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
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void GlGeometry::addTriangleFanIndices(uint32_t& curPt, vector<uint32_t>& indices)
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{
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indices.push_back(0);
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indices.push_back(curPt - 1);
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indices.push_back(curPt);
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}
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void GlGeometry::addQuadIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
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void GlGeometry::addQuadIndices(uint32_t& curPt, vector<uint32_t>& indices)
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{
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indices.push_back(curPt);
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indices.push_back(curPt + 1);
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@ -348,7 +348,7 @@ void GlGeometry::addQuadIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
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curPt += 4;
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}
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bool GlGeometry::isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoint &c2, const GlPoint &p2)
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bool GlGeometry::isBezierFlat(const GlPoint& p1, const GlPoint& c1, const GlPoint& c2, const GlPoint& p2)
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{
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GlPoint diff1 = (c1 * 3.0f) - (p1 * 2.0f) - p2;
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GlPoint diff2 = (c2 * 3.0f) - (p2 * 2.0f) - p1;
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@ -365,7 +365,7 @@ bool GlGeometry::isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoin
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return false;
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}
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void GlGeometry::decomposeCubicCurve(GlPrimitive& primitve, const GlPoint &pt1, const GlPoint &cpt1, const GlPoint &cpt2, const GlPoint &pt2, GlPoint &min, GlPoint &max)
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void GlGeometry::decomposeCubicCurve(GlPrimitive& primitve, const GlPoint& pt1, const GlPoint& cpt1, const GlPoint& cpt2, const GlPoint& pt2, GlPoint& min, GlPoint& max)
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{
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if (isBezierFlat(pt1, cpt1, cpt2, pt2))
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{
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@ -96,7 +96,7 @@ bool GlRenderer::postRender()
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}
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bool GlRenderer::render(const Shape& shape, void *data)
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bool GlRenderer::render(const Shape& shape, void* data)
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{
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GlShape* sdata = static_cast<GlShape*>(data);
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if (!sdata) return false;
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@ -26,7 +26,7 @@
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#include <GLES2/gl2.h>
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shared_ptr<GlShader> GlShader::gen(const char * vertSrc, const char * fragSrc)
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shared_ptr<GlShader> GlShader::gen(const char* vertSrc, const char* fragSrc)
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{
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shared_ptr<GlShader> shader = make_shared<GlShader>();
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shader->createShader(vertSrc, fragSrc);
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@ -28,7 +28,7 @@
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class GlShader
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{
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public:
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static std::shared_ptr<GlShader> gen(const char * vertSrc, const char * fragSrc);
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static std::shared_ptr<GlShader> gen(const char* vertSrc, const char* fragSrc);
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~GlShader();
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uint32_t getVertexShader();
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