Rename RenderWindow to Window

This commit is contained in:
Vsevolod Kremianskii 2021-04-07 14:09:44 +07:00
parent fa94998898
commit 2e125d889c
16 changed files with 66 additions and 66 deletions

View file

@ -304,7 +304,7 @@ void Console::drawBackground() {
transform = glm::scale(transform, glm::vec3(_opts.width, height, 1.0f)); transform = glm::scale(transform, glm::vec3(_opts.width, height, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); uniforms.combined.general.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
uniforms.combined.general.alpha = 0.5f; uniforms.combined.general.alpha = 0.5f;

View file

@ -96,7 +96,7 @@ int Game::run() {
} else { } else {
playVideo("legal"); playVideo("legal");
} }
RenderWindow::instance().show(); Window::instance().show();
runMainLoop(); runMainLoop();
deinitSubsystems(); deinitSubsystems();
@ -108,7 +108,7 @@ void Game::initSubsystems() {
initResourceProviders(); initResourceProviders();
loadModuleNames(); loadModuleNames();
RenderWindow::instance().init(_options.graphics, this); Window::instance().init(_options.graphics, this);
Strings::instance().init(_path); Strings::instance().init(_path);
Meshes::instance().init(); Meshes::instance().init();
Textures::instance().init(); Textures::instance().init();
@ -155,9 +155,9 @@ void Game::loadModuleNames() {
void Game::setCursorType(CursorType type) { void Game::setCursorType(CursorType type) {
if (_cursorType != type) { if (_cursorType != type) {
if (type == CursorType::None) { if (type == CursorType::None) {
RenderWindow::instance().setCursor(nullptr); Window::instance().setCursor(nullptr);
} else { } else {
RenderWindow::instance().setCursor(Cursors::instance().get(type)); Window::instance().setCursor(Cursors::instance().get(type));
} }
_cursorType = type; _cursorType = type;
} }
@ -327,19 +327,19 @@ void Game::drawAll() {
// Compute derived PBR IBL textures from queued environment maps // Compute derived PBR IBL textures from queued environment maps
PBRIBL::instance().refresh(); PBRIBL::instance().refresh();
RenderWindow::instance().clear(); Window::instance().clear();
if (_video) { if (_video) {
_video->draw(); _video->draw();
} else { } else {
drawWorld(); drawWorld();
drawGUI(); drawGUI();
RenderWindow::instance().drawCursor(); Window::instance().drawCursor();
} }
_profileOverlay.draw(); _profileOverlay.draw();
RenderWindow::instance().swapBuffers(); Window::instance().swapBuffers();
} }
void Game::drawWorld() { void Game::drawWorld() {
@ -502,7 +502,7 @@ void Game::runMainLoop() {
_ticks = SDL_GetTicks(); _ticks = SDL_GetTicks();
while (!_quit) { while (!_quit) {
RenderWindow::instance().processEvents(_quit); Window::instance().processEvents(_quit);
update(); update();
drawAll(); drawAll();
@ -592,7 +592,7 @@ void Game::loadCharacterGeneration() {
void Game::deinitSubsystems() { void Game::deinitSubsystems() {
AudioPlayer::instance().deinit(); AudioPlayer::instance().deinit();
RenderWindow::instance().deinit(); Window::instance().deinit();
} }
void Game::startCharacterGeneration() { void Game::startCharacterGeneration() {
@ -904,7 +904,7 @@ void Game::setPaused(bool paused) {
} }
void Game::setRelativeMouseMode(bool relative) { void Game::setRelativeMouseMode(bool relative) {
RenderWindow::instance().setRelativeMouseMode(relative); Window::instance().setRelativeMouseMode(relative);
} }
} // namespace game } // namespace game

View file

@ -245,7 +245,7 @@ void HUD::drawHealth(int memberIndex) {
transform = glm::scale(transform, glm::vec3(w, h, 1.0f)); transform = glm::scale(transform, glm::vec3(w, h, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f); uniforms.combined.general.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);

View file

@ -114,7 +114,7 @@ void ProfileOverlay::drawBackground() {
transform = glm::scale(transform, glm::vec3(kFrameWidth, 2.0f * _font->height(), 1.0f)); transform = glm::scale(transform, glm::vec3(kFrameWidth, 2.0f * _font->height(), 1.0f));
ShaderUniforms uniforms(Shaders::instance().defaultUniforms()); ShaderUniforms uniforms(Shaders::instance().defaultUniforms());
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); uniforms.combined.general.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
uniforms.combined.general.alpha = 0.5f; uniforms.combined.general.alpha = 0.5f;

View file

@ -210,7 +210,7 @@ void SelectionOverlay::drawReticle(Texture &texture, const glm::vec3 &screenCoor
transform = glm::scale(transform, glm::vec3(width, height, 1.0f)); transform = glm::scale(transform, glm::vec3(width, height, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);
@ -234,7 +234,7 @@ void SelectionOverlay::drawTitleBar() {
transform = glm::scale(transform, glm::vec3(kTitleBarWidth, barHeight, 1.0f)); transform = glm::scale(transform, glm::vec3(kTitleBarWidth, barHeight, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); uniforms.combined.general.color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
uniforms.combined.general.alpha = 0.5f; uniforms.combined.general.alpha = 0.5f;
@ -267,7 +267,7 @@ void SelectionOverlay::drawHealthBar() {
transform = glm::scale(transform, glm::vec3(w, kHealthBarHeight, 1.0f)); transform = glm::scale(transform, glm::vec3(w, kHealthBarHeight, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(getColorFromSelectedObject(), 1.0f); uniforms.combined.general.color = glm::vec4(getColorFromSelectedObject(), 1.0f);
@ -298,7 +298,7 @@ void SelectionOverlay::drawActionBar() {
transform = glm::scale(transform, glm::vec3(kActionWidth, kActionHeight, 1.0f)); transform = glm::scale(transform, glm::vec3(kActionWidth, kActionHeight, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);
@ -319,7 +319,7 @@ void SelectionOverlay::drawActionBar() {
transform = glm::scale(transform, glm::vec3(kActionWidth, kActionWidth, 1.0f)); transform = glm::scale(transform, glm::vec3(kActionWidth, kActionWidth, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);

View file

@ -114,7 +114,7 @@ void Map::drawArea(Mode mode, const glm::vec4 &bounds) {
transform = glm::scale(transform, glm::vec3(_areaTexture->width(), _areaTexture->height(), 1.0f)); transform = glm::scale(transform, glm::vec3(_areaTexture->width(), _areaTexture->height(), 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = transform; uniforms.combined.general.model = transform;
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);
@ -131,7 +131,7 @@ void Map::drawArea(Mode mode, const glm::vec4 &bounds) {
transform = glm::scale(transform, glm::vec3(bounds[2], bounds[3], 1.0f)); transform = glm::scale(transform, glm::vec3(bounds[2], bounds[3], 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);
@ -165,7 +165,7 @@ void Map::drawNotes(Mode mode, const glm::vec4 &bounds) {
transform = glm::scale(transform, glm::vec3(noteSize, noteSize, 1.0f)); transform = glm::scale(transform, glm::vec3(noteSize, noteSize, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = transform; uniforms.combined.general.model = transform;
uniforms.combined.general.color = glm::vec4(selected ? getHilightColor(_game->gameId()) : getBaseColor(_game->gameId()), 1.0f); uniforms.combined.general.color = glm::vec4(selected ? getHilightColor(_game->gameId()) : getBaseColor(_game->gameId()), 1.0f);
@ -247,7 +247,7 @@ void Map::drawPartyLeader(Mode mode, const glm::vec4 &bounds) {
transform = glm::scale(transform, glm::vec3(kArrowSize, kArrowSize, 1.0f)); transform = glm::scale(transform, glm::vec3(kArrowSize, kArrowSize, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);

View file

@ -259,7 +259,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.featureMask |= _discardEnabled ? UniformFeatureFlags::discard : 0; uniforms.combined.featureMask |= _discardEnabled ? UniformFeatureFlags::discard : 0;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.discardColor = glm::vec4(_discardColor, 1.0f); uniforms.combined.general.discardColor = glm::vec4(_discardColor, 1.0f);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);
@ -297,7 +297,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::rotate(transform, glm::pi<float>(), glm::vec3(1.0f, 0.0f, 0.0f)); transform = glm::rotate(transform, glm::pi<float>(), glm::vec3(1.0f, 0.0f, 0.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -313,7 +313,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::rotate(transform, glm::half_pi<float>(), glm::vec3(0.0f, 0.0f, 1.0f)); transform = glm::rotate(transform, glm::half_pi<float>(), glm::vec3(0.0f, 0.0f, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -333,7 +333,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::scale(transform, glm::vec3(width, border.dimension, 1.0f)); transform = glm::scale(transform, glm::vec3(width, border.dimension, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -348,7 +348,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::scale(transform, glm::vec3(width, border.dimension, 1.0f)); transform = glm::scale(transform, glm::vec3(width, border.dimension, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -371,7 +371,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f)); transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -386,7 +386,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f)); transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -401,7 +401,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f)); transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -416,7 +416,7 @@ void Control::drawBorder(const Border &border, const glm::ivec2 &offset, const g
transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f)); transform = glm::scale(transform, glm::vec3(border.dimension, border.dimension, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);

View file

@ -93,7 +93,7 @@ void ImageButton::drawIcon(
transform = glm::scale(transform, glm::vec3(_extent.height, _extent.height, 1.0f)); transform = glm::scale(transform, glm::vec3(_extent.height, _extent.height, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
@ -110,7 +110,7 @@ void ImageButton::drawIcon(
transform = glm::scale(transform, glm::vec3(_extent.height, _extent.height, 1.0f)); transform = glm::scale(transform, glm::vec3(_extent.height, _extent.height, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.general.color = glm::vec4(1.0f); uniforms.combined.general.color = glm::vec4(1.0f);

View file

@ -57,7 +57,7 @@ void ProgressBar::draw(const glm::ivec2 &offset, const vector<string> &text) {
transform = glm::scale(transform, glm::vec3(w, _extent.height, 1.0f)); transform = glm::scale(transform, glm::vec3(w, _extent.height, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);

View file

@ -64,7 +64,7 @@ void ScrollBar::drawThumb(const glm::ivec2 &offset) {
_thumb.image->bind(); _thumb.image->bind();
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
// Top edge // Top edge
uniforms.combined.general.model = glm::translate(glm::mat4(1.0f), glm::vec3(_extent.left + offset.x, _extent.top + _extent.width + offset.y, 0.0f)); uniforms.combined.general.model = glm::translate(glm::mat4(1.0f), glm::vec3(_extent.left + offset.x, _extent.top + _extent.width + offset.y, 0.0f));
@ -124,7 +124,7 @@ void ScrollBar::drawUpArrow(const glm::ivec2 &offset) {
transform = glm::scale(transform, glm::vec3(_extent.width, _extent.width, 1.0f)); transform = glm::scale(transform, glm::vec3(_extent.width, _extent.width, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);
@ -138,7 +138,7 @@ void ScrollBar::drawDownArrow(const glm::ivec2 &offset) {
transform = glm::rotate(transform, glm::pi<float>(), glm::vec3(1.0f, 0.0f, 0.0f)); transform = glm::rotate(transform, glm::pi<float>(), glm::vec3(1.0f, 0.0f, 0.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);

View file

@ -258,7 +258,7 @@ void GUI::drawBackground() {
transform = glm::scale(transform, glm::vec3(_gfxOpts.width, _gfxOpts.height, 1.0f)); transform = glm::scale(transform, glm::vec3(_gfxOpts.width, _gfxOpts.height, 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);

View file

@ -53,7 +53,7 @@ void Cursor::draw() {
transform = glm::scale(transform, glm::vec3(texture->width(), texture->height(), 1.0f)); transform = glm::scale(transform, glm::vec3(texture->width(), texture->height(), 1.0f));
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms); Shaders::instance().activate(ShaderProgram::SimpleGUI, uniforms);

View file

@ -72,7 +72,7 @@ void Font::draw(const string &text, const glm::vec3 &position, const glm::vec3 &
ShaderUniforms uniforms(Shaders::instance().defaultUniforms()); ShaderUniforms uniforms(Shaders::instance().defaultUniforms());
uniforms.combined.featureMask |= UniformFeatureFlags::text; uniforms.combined.featureMask |= UniformFeatureFlags::text;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.color = glm::vec4(color, 1.0f); uniforms.combined.general.color = glm::vec4(color, 1.0f);
int numBlocks = static_cast<int>(text.size()) / kMaxCharacters; int numBlocks = static_cast<int>(text.size()) / kMaxCharacters;

View file

@ -34,12 +34,12 @@ namespace reone {
namespace render { namespace render {
RenderWindow &RenderWindow::instance() { Window &Window::instance() {
static RenderWindow instance; static Window instance;
return instance; return instance;
} }
void RenderWindow::init(GraphicsOptions options, IEventHandler *eventHandler) { void Window::init(GraphicsOptions options, IEventHandler *eventHandler) {
if (!eventHandler) { if (!eventHandler) {
throw invalid_argument("eventHandler must not be null"); throw invalid_argument("eventHandler must not be null");
} }
@ -55,7 +55,7 @@ void RenderWindow::init(GraphicsOptions options, IEventHandler *eventHandler) {
_inited = true; _inited = true;
} }
void RenderWindow::initSDL() { void Window::initSDL() {
SDL_Init(SDL_INIT_VIDEO); SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
@ -82,7 +82,7 @@ void RenderWindow::initSDL() {
SDL_GL_SetSwapInterval(0); SDL_GL_SetSwapInterval(0);
} }
int RenderWindow::getWindowFlags() const { int Window::getWindowFlags() const {
int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN; int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
if (_options.fullscreen) { if (_options.fullscreen) {
flags |= SDL_WINDOW_FULLSCREEN; flags |= SDL_WINDOW_FULLSCREEN;
@ -90,7 +90,7 @@ int RenderWindow::getWindowFlags() const {
return flags; return flags;
} }
void RenderWindow::initGL() { void Window::initGL() {
glewInit(); glewInit();
glEnable(GL_BLEND); glEnable(GL_BLEND);
@ -99,11 +99,11 @@ void RenderWindow::initGL() {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
} }
RenderWindow::~RenderWindow() { Window::~Window() {
deinit(); deinit();
} }
void RenderWindow::deinit() { void Window::deinit() {
if (_inited) { if (_inited) {
SDL_GL_DeleteContext(_context); SDL_GL_DeleteContext(_context);
SDL_DestroyWindow(_window); SDL_DestroyWindow(_window);
@ -112,11 +112,11 @@ void RenderWindow::deinit() {
} }
} }
void RenderWindow::show() { void Window::show() {
SDL_ShowWindow(_window); SDL_ShowWindow(_window);
} }
void RenderWindow::processEvents(bool &quit) { void Window::processEvents(bool &quit) {
if (!_inited) return; if (!_inited) return;
SDL_Event event; SDL_Event event;
@ -127,7 +127,7 @@ void RenderWindow::processEvents(bool &quit) {
} }
} }
bool RenderWindow::handleEvent(const SDL_Event &event, bool &quit) { bool Window::handleEvent(const SDL_Event &event, bool &quit) {
switch (event.type) { switch (event.type) {
case SDL_QUIT: case SDL_QUIT:
quit = true; quit = true;
@ -141,7 +141,7 @@ bool RenderWindow::handleEvent(const SDL_Event &event, bool &quit) {
} }
} }
bool RenderWindow::handleKeyDownEvent(const SDL_KeyboardEvent &event, bool &quit) { bool Window::handleKeyDownEvent(const SDL_KeyboardEvent &event, bool &quit) {
switch (event.keysym.scancode) { switch (event.keysym.scancode) {
case SDL_SCANCODE_C: case SDL_SCANCODE_C:
if (event.keysym.mod & KMOD_CTRL) { if (event.keysym.mod & KMOD_CTRL) {
@ -155,11 +155,11 @@ bool RenderWindow::handleKeyDownEvent(const SDL_KeyboardEvent &event, bool &quit
} }
} }
void RenderWindow::clear() const { void Window::clear() const {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} }
void RenderWindow::drawCursor() const { void Window::drawCursor() const {
if (_relativeMouseMode) return; if (_relativeMouseMode) return;
int x, y; int x, y;
@ -171,22 +171,22 @@ void RenderWindow::drawCursor() const {
_cursor->draw(); _cursor->draw();
} }
void RenderWindow::swapBuffers() const { void Window::swapBuffers() const {
if (_inited) { if (_inited) {
SDL_GL_SwapWindow(_window); SDL_GL_SwapWindow(_window);
} }
} }
glm::mat4 RenderWindow::getOrthoProjection(float near, float far) const { glm::mat4 Window::getOrthoProjection(float near, float far) const {
return glm::ortho(0.0f, static_cast<float>(_options.width), static_cast<float>(_options.height), 0.0f, near, far); return glm::ortho(0.0f, static_cast<float>(_options.width), static_cast<float>(_options.height), 0.0f, near, far);
} }
void RenderWindow::setRelativeMouseMode(bool enabled) { void Window::setRelativeMouseMode(bool enabled) {
SDL_SetRelativeMouseMode(enabled ? SDL_TRUE : SDL_FALSE); SDL_SetRelativeMouseMode(enabled ? SDL_TRUE : SDL_FALSE);
_relativeMouseMode = enabled; _relativeMouseMode = enabled;
} }
void RenderWindow::setCursor(const shared_ptr<Cursor> &cursor) { void Window::setCursor(const shared_ptr<Cursor> &cursor) {
_cursor = cursor; _cursor = cursor;
SDL_ShowCursor(!static_cast<bool>(cursor)); SDL_ShowCursor(!static_cast<bool>(cursor));
} }

View file

@ -32,11 +32,11 @@ namespace reone {
namespace render { namespace render {
class RenderWindow : boost::noncopyable { class Window : boost::noncopyable {
public: public:
static RenderWindow &instance(); static Window &instance();
~RenderWindow(); ~Window();
void init(GraphicsOptions options, IEventHandler *eventHandler = nullptr); void init(GraphicsOptions options, IEventHandler *eventHandler = nullptr);
void deinit(); void deinit();
@ -62,7 +62,7 @@ private:
bool _relativeMouseMode { false }; bool _relativeMouseMode { false };
std::shared_ptr<Cursor> _cursor; std::shared_ptr<Cursor> _cursor;
RenderWindow() = default; Window() = default;
void initSDL(); void initSDL();
void initGL(); void initGL();

View file

@ -232,7 +232,7 @@ void WorldRenderPipeline::applyHorizontalBlur() {
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.featureMask |= UniformFeatureFlags::blur; uniforms.combined.featureMask |= UniformFeatureFlags::blur;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.blur.resolution = glm::vec2(w, h); uniforms.combined.blur.resolution = glm::vec2(w, h);
uniforms.combined.blur.direction = glm::vec2(1.0f, 0.0f); uniforms.combined.blur.direction = glm::vec2(1.0f, 0.0f);
@ -260,7 +260,7 @@ void WorldRenderPipeline::applyVerticalBlur() {
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.featureMask |= UniformFeatureFlags::blur; uniforms.combined.featureMask |= UniformFeatureFlags::blur;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
uniforms.combined.blur.resolution = glm::vec2(_opts.width, _opts.height); uniforms.combined.blur.resolution = glm::vec2(_opts.width, _opts.height);
uniforms.combined.blur.direction = glm::vec2(0.0f, 1.0f); uniforms.combined.blur.direction = glm::vec2(0.0f, 1.0f);
@ -293,7 +293,7 @@ void WorldRenderPipeline::drawResult() {
//_shadowsDepth->bind(); //_shadowsDepth->bind();
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimpleDebugCubeMap, uniforms); Shaders::instance().activate(ShaderProgram::SimpleDebugCubeMap, uniforms);
@ -307,7 +307,7 @@ void WorldRenderPipeline::drawResult() {
_verticalBlurColor->bind(); _verticalBlurColor->bind();
ShaderUniforms uniforms; ShaderUniforms uniforms;
uniforms.combined.general.projection = RenderWindow::instance().getOrthoProjection(); uniforms.combined.general.projection = Window::instance().getOrthoProjection();
uniforms.combined.general.model = move(transform); uniforms.combined.general.model = move(transform);
Shaders::instance().activate(ShaderProgram::SimplePresentWorld, uniforms); Shaders::instance().activate(ShaderProgram::SimplePresentWorld, uniforms);