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 struct GlShape
{ {
float viewWd; float viewWd;
float viewHt; float viewHt;
RenderUpdateFlag updateFlag; RenderUpdateFlag updateFlag;
unique_ptr<GlGeometry> geometry; 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); auto cmdCnt = shape.pathCommands(&cmds);
Point *pts = nullptr; Point* pts = nullptr;
auto ptsCnt = shape.pathCoords(const_cast<const Point**>(&pts)); auto ptsCnt = shape.pathCoords(const_cast<const Point**>(&pts));
//No actual shape data //No actual shape data
@ -117,11 +117,11 @@ bool GlGeometry::decomposeOutline(const Shape &shape)
return true; 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) for (auto& shapeGeometry : mPrimitives)
{ {
std::vector<PointNormals> normalInfo; vector<PointNormals> normalInfo;
constexpr float blurDir = -1.0f; constexpr float blurDir = -1.0f;
float antiAliasWidth = 1.0f; float antiAliasWidth = 1.0f;
vector<SmoothPoint>& aaPts = shapeGeometry.mAAPoints; vector<SmoothPoint>& aaPts = shapeGeometry.mAAPoints;
@ -192,7 +192,7 @@ bool GlGeometry::generateAAPoints(TVG_UNUSED const Shape &shape, float strokeWd,
return true; 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) 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; GlPoint p;
p.x = (pt.x * 2.0f / viewWd) - 1.0f; 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; 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}; VertexData tv = { normalizePoint(pt, viewWd, viewHt), opacity};
geometry.vertices.push_back(tv); 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; GlPoint normal = p1 - p2;
normal.normalize(); normal.normalize();
return GlPoint(-normal.y, normal.x); 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); 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); GlPoint tmp = (normal * scalar);
return (pt + tmp); 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.x < min.x) min.x = pt.x;
if (pt.y < min.y) min.y = pt.y; 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)); 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(0);
indices.push_back(curPt - 1); indices.push_back(curPt - 1);
indices.push_back(curPt); 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);
indices.push_back(curPt + 1); indices.push_back(curPt + 1);
@ -348,7 +348,7 @@ void GlGeometry::addQuadIndices(uint32_t &curPt, std::vector<uint32_t> &indices)
curPt += 4; 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 diff1 = (c1 * 3.0f) - (p1 * 2.0f) - p2;
GlPoint diff2 = (c2 * 3.0f) - (p2 * 2.0f) - p1; 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; 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)) 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); GlShape* sdata = static_cast<GlShape*>(data);
if (!sdata) return false; if (!sdata) return false;

View file

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

View file

@ -28,7 +28,7 @@
class GlShader class GlShader
{ {
public: 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(); ~GlShader();
uint32_t getVertexShader(); uint32_t getVertexShader();