Browse Source

Fixes and renaming

Panagiotis Christopoulos Charitos 15 years ago
parent
commit
096a0a99ca

+ 1 - 1
src/Main.cpp

@@ -205,7 +205,7 @@ void init()
 	RendererInitializer initializer;
 	initializer.width = app->getWindowWidth();
 	initializer.height = app->getWindowHeight();
-	initializer.ms.earlyZ.enabled = false;
+	initializer.ms.ez.enabled = false;
 	initializer.dbg.enabled = true;
 	initializer.is.sm.bilinearEnabled = true;
 	initializer.is.sm.enabled = true;

+ 2 - 2
src/Renderer/EarlyZ.cpp → src/Renderer/Ez.cpp

@@ -7,7 +7,7 @@
 //=====================================================================================================================================
 // init                                                                                                                               =
 //=====================================================================================================================================
-void Renderer::Ms::EarlyZ::init()
+void Renderer::Ms::Ez::init()
 {
 	DEBUG_ERR( !enabled );
 
@@ -31,7 +31,7 @@ void Renderer::Ms::EarlyZ::init()
 //=====================================================================================================================================
 // run                                                                                                                                =
 //=====================================================================================================================================
-void Renderer::Ms::EarlyZ::run()
+void Renderer::Ms::Ez::run()
 {
 	DEBUG_ERR( !enabled );
 

+ 16 - 18
src/Renderer/Is.cpp

@@ -21,7 +21,7 @@ void Renderer::Is::initSMOUvS()
 	DEBUG_ERR( sMOUvSVboId != 0 );
 	glGenBuffers( 1, &sMOUvSVboId );
 	glBindBuffer( GL_ARRAY_BUFFER, sMOUvSVboId );
-	glBufferData( GL_ARRAY_BUFFER, sizeof(sMOUvSVboId), sMOUvSCoords, GL_STATIC_DRAW );
+	glBufferData( GL_ARRAY_BUFFER, sizeof(sMOUvSCoords), sMOUvSCoords, GL_STATIC_DRAW );
 	glBindBuffer( GL_ARRAY_BUFFER, 0 );
 }
 
@@ -57,10 +57,10 @@ void Renderer::Is::calcViewVector()
 {
 	const Camera& cam = *r.cam;
 
-	int w = r.width;
-	int h = r.height;
-	int pixels[4][2]={ {w,h}, {0,h}, {0,0}, {w,0} }; // from right up and CC wise to right down, Just like we render the quad
-	int viewport[4]={ 0, 0, w, h };
+	const uint& w = r.width;
+	const uint& h = r.height;
+	uint pixels[4][2]={ {w,h}, {0,h}, {0,0}, {w,0} }; // from right up and CC wise to right down, Just like we render the quad
+	uint viewport[4]={ 0, 0, w, h };
 
 	for( int i=0; i<4; i++ )
 	{
@@ -134,14 +134,12 @@ void Renderer::Is::initFbo()
 //=====================================================================================================================================
 void Renderer::Is::init()
 {
-	/// @todo see what to do with the commented code
-
 	// load the shaders
-	ambientPassSProg.customLoad( "shaders/is_ap.glsl" );
+	ambientPassSProg.customLoad( "shaders/IsAp.glsl" );
 	ambientPassSProg.uniVars.ambientCol = ambientPassSProg.findUniVar("ambientCol");
 	ambientPassSProg.uniVars.sceneColMap = ambientPassSProg.findUniVar("sceneColMap");
 
-	pointLightSProg.customLoad( "shaders/is_lp_generic.glsl", "#define _POINT_LIGHT_\n" );
+	pointLightSProg.customLoad( "shaders/IsLpGeneric.glsl", "#define _POINT_LIGHT_\n" );
 	pointLightSProg.uniVars.msNormalFai = pointLightSProg.findUniVar("msNormalFai");
 	pointLightSProg.uniVars.msDiffuseFai = pointLightSProg.findUniVar("msDiffuseFai");
 	pointLightSProg.uniVars.msSpecularFai = pointLightSProg.findUniVar("msSpecularFai");
@@ -152,7 +150,7 @@ void Renderer::Is::init()
 	pointLightSProg.uniVars.lightDiffuseCol = pointLightSProg.findUniVar("lightDiffuseCol");
 	pointLightSProg.uniVars.lightSpecularCol = pointLightSProg.findUniVar("lightSpecularCol");
 
-	spotLightNoShadowSProg.customLoad( "shaders/is_lp_generic.glsl", "#define _SPOT_LIGHT_\n" );
+	spotLightNoShadowSProg.customLoad( "shaders/IsLpGeneric.glsl", "#define _SPOT_LIGHT_\n" );
 	spotLightNoShadowSProg.uniVars.msNormalFai = spotLightNoShadowSProg.findUniVar("msNormalFai");
 	spotLightNoShadowSProg.uniVars.msDiffuseFai = spotLightNoShadowSProg.findUniVar("msDiffuseFai");
 	spotLightNoShadowSProg.uniVars.msSpecularFai = spotLightNoShadowSProg.findUniVar("msSpecularFai");
@@ -166,7 +164,7 @@ void Renderer::Is::init()
 	spotLightNoShadowSProg.uniVars.texProjectionMat = spotLightNoShadowSProg.findUniVar("texProjectionMat");
 
 	string pps = "#define SHADOWMAP_SIZE " + Util::intToStr( sm.resolution ) + "\n#define _SPOT_LIGHT_\n#define _SHADOW_\n";
-	spotLightShadowSProg.customLoad( "shaders/is_lp_generic.glsl", pps.c_str() );
+	spotLightShadowSProg.customLoad( "shaders/IsLpGeneric.glsl", pps.c_str() );
 	spotLightShadowSProg.uniVars.msNormalFai = spotLightShadowSProg.findUniVar("msNormalFai");
 	spotLightShadowSProg.uniVars.msDiffuseFai = spotLightShadowSProg.findUniVar("msDiffuseFai");
 	spotLightShadowSProg.uniVars.msSpecularFai = spotLightShadowSProg.findUniVar("msSpecularFai");
@@ -211,9 +209,9 @@ void Renderer::Is::ambientPass( const Vec3& color )
 
 
 //=====================================================================================================================================
-// setStencilMask [point light]                                                                                                       =
+// stencilOptPass [point light]                                                                                                       =
 //=====================================================================================================================================
-void Renderer::Is::setStencilMask( const PointLight& light )
+void Renderer::Is::stencilOptPass( const PointLight& light )
 {
 	glEnable( GL_STENCIL_TEST );
 	glClear( GL_STENCIL_BUFFER_BIT );
@@ -252,9 +250,9 @@ void Renderer::Is::setStencilMask( const PointLight& light )
 
 
 //=====================================================================================================================================
-// setStencilMask [spot light]                                                                                                        =
+// stencilOptPass [spot light]                                                                                                        =
 //=====================================================================================================================================
-void Renderer::Is::setStencilMask( const SpotLight& light )
+void Renderer::Is::stencilOptPass( const SpotLight& light )
 {
 	glEnable( GL_STENCIL_TEST );
 	glClear( GL_STENCIL_BUFFER_BIT );
@@ -327,10 +325,10 @@ void Renderer::Is::pointLightPass( const PointLight& light )
 	if( !cam.insideFrustum( sphere ) ) return;
 
 	// stencil optimization
-	//setStencilMask( light );
+	stencilOptPass( light );
 
 	// bind the shader
-	const LightShaderProg& shader = pointLightSProg; // I dont want to type
+	const LightShaderProg& shader = pointLightSProg; // ensure the const-ness
 	shader.bind();
 
 	// bind the material stage framebuffer attachable images
@@ -379,7 +377,7 @@ void Renderer::Is::spotLightPass( const SpotLight& light )
 	//
 	// stencil optimization
 	//
-	setStencilMask( light );
+	stencilOptPass( light );
 
 	//
 	// generate the shadow map (if needed)

+ 8 - 8
src/Renderer/Ms.cpp

@@ -43,8 +43,8 @@ void Renderer::Ms::init()
 	// unbind
 	fbo.unbind();
 
-	if( earlyZ.enabled )
-		earlyZ.init();
+	if( ez.enabled )
+		ez.init();
 }
 
 
@@ -55,14 +55,14 @@ void Renderer::Ms::run()
 {
 	const Camera& cam = *r.cam;
 
-	if( earlyZ.enabled )
+	if( ez.enabled )
 	{
-		earlyZ.run();
+		ez.run();
 	}
 
 	fbo.bind();
 
-	if( !earlyZ.enabled )
+	if( !ez.enabled )
 	{
 		glClear( GL_DEPTH_BUFFER_BIT );
 	}
@@ -74,8 +74,8 @@ void Renderer::Ms::run()
 	app->getScene()->skybox.Render( cam.getViewMatrix().getRotationPart() );
 	//glDepthFunc( GL_LEQUAL );
 
-	// if earlyZ then change the default depth test and disable depth writing
-	if( earlyZ.enabled )
+	// if ez then change the default depth test and disable depth writing
+	if( ez.enabled )
 	{
 		glDepthMask( false );
 		glDepthFunc( GL_EQUAL );
@@ -95,7 +95,7 @@ void Renderer::Ms::run()
 	glPolygonMode( GL_FRONT, GL_FILL ); // the rendering above fucks the polygon mode
 
 	// restore depth
-	if( earlyZ.enabled )
+	if( ez.enabled )
 	{
 		glDepthMask( true );
 		glDepthFunc( GL_LESS );

+ 1 - 1
src/Renderer/Renderer.cpp

@@ -29,7 +29,7 @@ Renderer::Renderer():
 void Renderer::init( const RendererInitializer& initializer )
 {
 	// set from the initializer
-	ms.earlyZ.enabled = initializer.ms.earlyZ.enabled;
+	ms.ez.enabled = initializer.ms.ez.enabled;
 	is.sm.enabled = initializer.is.sm.enabled;
 	is.sm.pcfEnabled = initializer.is.sm.pcfEnabled;
 	is.sm.bilinearEnabled = initializer.is.sm.bilinearEnabled;

+ 8 - 8
src/Renderer/Renderer.h

@@ -1,5 +1,5 @@
-#ifndef _RENDERER_HPP_
-#define _RENDERER_HPP_
+#ifndef _RENDERER_H_
+#define _RENDERER_H_
 
 #include "Common.h"
 #include "Math.h"
@@ -48,7 +48,7 @@ class Renderer
 				/**
 				 * EarlyZ pass
 				 */
-				class EarlyZ: public RenderingStage
+				class Ez: public RenderingStage
 				{
 					friend class Renderer;
 					friend class Ms;
@@ -62,7 +62,7 @@ class Renderer
 						void run();
 
 					public:
-						EarlyZ( Renderer& r_ ): RenderingStage( r_ ) {}
+						Ez( Renderer& r_ ): RenderingStage( r_ ) {}
 				};
 
 			private:
@@ -76,9 +76,9 @@ class Renderer
 				Texture diffuseFai;
 				Texture specularFai;
 				Texture depthFai;
-				EarlyZ earlyZ;
+				Ez ez;
 
-				Ms( Renderer& r_ ): RenderingStage( r_ ), earlyZ( r_ ) {}
+				Ms( Renderer& r_ ): RenderingStage( r_ ), ez( r_ ) {}
 		}; // end Ms
 
 		/**
@@ -166,8 +166,8 @@ class Renderer
 				void renderSMOUvS( const PointLight& light ); ///< Render the illumination stage stencil masking optimizations uv sphere
 				void calcViewVector(); ///< Calc the view vector that we will use inside the shader to calculate the frag pos in view space
 				void calcPlanes(); ///< Calc the planes that we will use inside the shader to calculate the frag pos in view space
-				void setStencilMask( const PointLight& light );
-				void setStencilMask( const SpotLight& light );
+				void stencilOptPass( const PointLight& light );
+				void stencilOptPass( const SpotLight& light );
 				void ambientPass( const Vec3& color );
 				void pointLightPass( const PointLight& light );
 				void spotLightPass( const SpotLight& light );

+ 2 - 2
src/Renderer/RendererInitializer.h

@@ -11,10 +11,10 @@ struct RendererInitializer
 	// Ms
 	struct Ms
 	{
-		struct EarlyZ
+		struct Ez
 		{
 			bool enabled;
-		} earlyZ;
+		} ez;
 	} ms;
 
 	// Is

+ 1 - 1
src/Resources/Material.h

@@ -116,7 +116,7 @@ class Material: public Resource
 		bool refracts;
 		bool depthTesting;
 		bool wireframe;
-		bool castsShadow; ///< Used in shadowmapping passes but not in EarlyZ
+		bool castsShadow; ///< Used in shadowmapping passes but not in Ez
 
 
 		/**

+ 1 - 1
src/Resources/ShaderProg.h

@@ -41,7 +41,7 @@ class ShaderProg: public Resource
 			PROPERTY_R( Type, type, getType ) ///< @ref PROPERTY_R : @ref SVT_ATTRIBUTE or @ref SVT_UNIFORM
 
 			protected:
-				const ShaderProg* fatherSProg;
+				const ShaderProg* fatherSProg; ///< We need the ShaderProg of this variable mainly for sanity checks
 
 			public:
 				Var( GLint loc_, const char* name_, GLenum glDataType_, Type type_, const ShaderProg* fatherSProg_ ):