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authorLeith Bade <leith@mapbox.com>2014-12-04 01:10:43 +1100
committerLeith Bade <leith@mapbox.com>2014-12-04 01:10:43 +1100
commit14cdd9c96fb6eb9b2d6de4eb521ad50ebe1654ba (patch)
tree4270e25a7494939afa83be3642a54475636a1aac /src
parenta26ef7f33df475b6a0e90a0f4362f18802bafe8f (diff)
downloadqtlocation-mapboxgl-14cdd9c96fb6eb9b2d6de4eb521ad50ebe1654ba.tar.gz
Rename lots of things
Diffstat (limited to 'src')
-rw-r--r--src/platform/gl.cpp4
-rw-r--r--src/renderer/prerendered_texture.cpp62
2 files changed, 33 insertions, 33 deletions
diff --git a/src/platform/gl.cpp b/src/platform/gl.cpp
index aa3a5f4f04..155fd70d95 100644
--- a/src/platform/gl.cpp
+++ b/src/platform/gl.cpp
@@ -71,10 +71,10 @@ PFNGLGENVERTEXARRAYSPROC GenVertexArrays = nullptr;
PFNGLISVERTEXARRAYPROC IsVertexArray = nullptr;
// GL_OES_packed_depth_stencil
-bool is_packed_depth_stencil_supported = false;
+bool isPackedDepthStencilSupported = false;
// GL_OES_depth24
-bool is_depth24_supported = false;
+bool isDepth24Supported = false;
}
}
diff --git a/src/renderer/prerendered_texture.cpp b/src/renderer/prerendered_texture.cpp
index 6c0b4a9fde..f17fe3b82a 100644
--- a/src/renderer/prerendered_texture.cpp
+++ b/src/renderer/prerendered_texture.cpp
@@ -17,14 +17,14 @@ PrerenderedTexture::~PrerenderedTexture() {
texture = 0;
}
- if (fbo_depth != 0) {
- glDeleteRenderbuffers(1, &fbo_depth);
- fbo_depth = 0;
+ if (fboDepth != 0) {
+ glDeleteRenderbuffers(1, &fboDepth);
+ fboDepth = 0;
}
- if (fbo_stencil != 0) {
- glDeleteRenderbuffers(1, &fbo_stencil);
- fbo_stencil = 0;
+ if (fboStencil != 0) {
+ glDeleteRenderbuffers(1, &fboStencil);
+ fboStencil = 0;
}
if (fbo != 0) {
@@ -44,7 +44,7 @@ void PrerenderedTexture::bindTexture() {
}
void PrerenderedTexture::bindFramebuffer() {
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previous_fbo);
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previousFbo);
if (texture == 0) {
glGenTextures(1, &texture);
@@ -60,14 +60,14 @@ void PrerenderedTexture::bindFramebuffer() {
glBindTexture(GL_TEXTURE_2D, 0);
}
- if (fbo_depth == 0) {
+ if (fboDepth == 0) {
// Create depth buffer
- glGenRenderbuffers(1, &fbo_depth);
- glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth);
- if (gl::is_packed_depth_stencil_supported) {
+ glGenRenderbuffers(1, &fboDepth);
+ glBindRenderbuffer(GL_RENDERBUFFER, fboDepth);
+ if (gl::isPackedDepthStencilSupported) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, properties.size, properties.size);
} else {
- if (gl::is_depth24_supported) {
+ if (gl::isDepth24Supported) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, properties.size, properties.size);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, properties.size, properties.size);
@@ -77,10 +77,10 @@ void PrerenderedTexture::bindFramebuffer() {
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
- if (!gl::is_packed_depth_stencil_supported && (fbo_stencil == 0)) {
+ if (!gl::isPackedDepthStencilSupported && (fboStencil == 0)) {
// Create stencil buffer
- glGenRenderbuffers(1, &fbo_stencil);
- glBindRenderbuffer(GL_RENDERBUFFER, fbo_stencil);
+ glGenRenderbuffers(1, &fboStencil);
+ glBindRenderbuffer(GL_RENDERBUFFER, fboStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, properties.size, properties.size);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
@@ -91,16 +91,16 @@ void PrerenderedTexture::bindFramebuffer() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
- if (gl::is_packed_depth_stencil_supported) {
+ if (gl::isPackedDepthStencilSupported) {
#ifdef GL_ES_VERSION_2_0
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboDepth);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fboDepth);
#else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fboDepth);
#endif
} else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_stencil);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboDepth);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fboStencil);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -125,7 +125,7 @@ void PrerenderedTexture::bindFramebuffer() {
}
void PrerenderedTexture::unbindFramebuffer() {
- glBindFramebuffer(GL_FRAMEBUFFER, previous_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
if (fbo != 0) {
glDeleteFramebuffers(1, &fbo);
@@ -134,12 +134,12 @@ void PrerenderedTexture::unbindFramebuffer() {
}
void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
- const GLuint original_texture = texture;
+ const GLuint originalTexture = texture;
// Create a secondary texture
- GLuint secondary_texture;
- glGenTextures(1, &secondary_texture);
- glBindTexture(GL_TEXTURE_2D, secondary_texture);
+ GLuint secondaryTexture;
+ glGenTextures(1, &secondaryTexture);
+ glBindTexture(GL_TEXTURE_2D, secondaryTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -155,7 +155,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
for (int i = 0; i < passes; i++) {
// Render horizontal
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondaryTexture, 0);
#if GL_EXT_discard_framebuffer && !__ANDROID__
const GLenum discards[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
@@ -163,24 +163,24 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->u_offset = {{ 1.0f / float(properties.size), 0 }};
- glBindTexture(GL_TEXTURE_2D, original_texture);
+ glBindTexture(GL_TEXTURE_2D, originalTexture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
// Render vertical
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, originalTexture, 0);
#if GL_EXT_discard_framebuffer && !__ANDROID__
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
painter.gaussianShader->u_offset = {{ 0, 1.0f / float(properties.size) }};
- glBindTexture(GL_TEXTURE_2D, secondary_texture);
+ glBindTexture(GL_TEXTURE_2D, secondaryTexture);
painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
}
- glDeleteTextures(1, &secondary_texture);
+ glDeleteTextures(1, &secondaryTexture);
}