doc and luabinder changes

This commit is contained in:
Eduardo Bart
2012-06-22 00:14:13 -03:00
parent c5674d10ba
commit aed779a2c8
60 changed files with 348 additions and 126 deletions

View File

@@ -25,6 +25,7 @@
#include "bitmapfont.h"
//@bindsingleton g_fonts
class FontManager
{
public:

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@@ -82,7 +82,7 @@ void Graphics::init()
glEnable(GL_BLEND);
// determine max texture size
GLint maxTextureSize = 0;
int maxTextureSize = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
if(m_maxTextureSize == -1 || m_maxTextureSize > maxTextureSize)
m_maxTextureSize = maxTextureSize;

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@@ -26,6 +26,7 @@
#include "declarations.h"
#include "painter.h"
// @bindsingleton g_graphics
class Graphics
{
public:
@@ -37,8 +38,11 @@ public:
Painter_OpenGL2
};
// @dontbind
void init();
// @dontbind
void terminate();
bool parseOption(const std::string& option);
bool isPainterEngineAvailable(PainterEngine painterEngine);
@@ -47,8 +51,6 @@ public:
void resize(const Size& size);
void setViewportSize(const Size& size);
int getMaxTextureSize() { return m_maxTextureSize; }
const Size& getViewportSize() { return m_viewportSize; }

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@@ -49,7 +49,7 @@ public:
private:
Type m_type;
GLuint m_id;
uint m_id;
};
#endif

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@@ -135,7 +135,7 @@ void Painter::setTexture(Texture* texture)
m_texture = texture;
GLuint glTextureId;
uint glTextureId;
if(texture) {
setTextureMatrix(texture->getTransformMatrix());
glTextureId = texture->getId();

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@@ -137,7 +137,7 @@ protected:
PainterState m_olderStates[10];
int m_oldStateIndex;
GLuint m_glTextureId;
uint m_glTextureId;
};
extern Painter *g_painter;

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@@ -89,7 +89,7 @@ bool Shader::compileSourceFile(const std::string& sourceFile)
std::string Shader::log()
{
std::string infoLog;
GLint infoLogLength = 0;
int infoLogLength = 0;
glGetShaderiv(m_shaderId, GL_INFO_LOG_LENGTH, &infoLogLength);
if(infoLogLength > 1) {
std::vector<char> buf(infoLogLength);

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@@ -40,11 +40,11 @@ public:
bool compileSourceFile(const std::string& sourceFile);
std::string log();
GLuint getShaderId() { return m_shaderId; }
uint getShaderId() { return m_shaderId; }
ShaderType getShaderType() { return m_shaderType; }
private:
GLuint m_shaderId;
uint m_shaderId;
ShaderType m_shaderType;
};

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@@ -25,7 +25,7 @@
#include <framework/application.h>
GLuint ShaderProgram::m_currentProgram = 0;
uint ShaderProgram::m_currentProgram = 0;
ShaderProgram::ShaderProgram()
{
@@ -92,7 +92,7 @@ bool ShaderProgram::link()
glLinkProgram(m_programId);
GLint value = GL_FALSE;
int value = GL_FALSE;
glGetProgramiv(m_programId, GL_LINK_STATUS, &value);
m_linked = (value != GL_FALSE);
@@ -123,7 +123,7 @@ void ShaderProgram::release()
std::string ShaderProgram::log()
{
std::string infoLog;
GLint infoLogLength = 0;
int infoLogLength = 0;
glGetProgramiv(m_programId, GL_INFO_LOG_LENGTH, &infoLogLength);
if(infoLogLength > 1) {
std::vector<char> buf(infoLogLength);

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@@ -26,6 +26,7 @@
#include "shader.h"
#include <framework/luascript/luaobject.h>
// @bindclass
class ShaderProgram : public LuaObject
{
enum {
@@ -65,7 +66,7 @@ public:
void setAttributeValue(const char *name, float x, float y, float z) { glVertexAttrib3f(getAttributeLocation(name), x, y, z); }
void setUniformValue(int location, const Color& color) { glUniform4f(m_uniformLocations[location], color.rF(), color.gF(), color.bF(), color.aF()); }
void setUniformValue(int location, GLint value) { glUniform1i(m_uniformLocations[location], value); }
void setUniformValue(int location, int value) { glUniform1i(m_uniformLocations[location], value); }
void setUniformValue(int location, float value) { glUniform1f(m_uniformLocations[location], value); }
void setUniformValue(int location, float x, float y) { glUniform2f(m_uniformLocations[location], x, y); }
void setUniformValue(int location, float x, float y, float z) { glUniform3f(m_uniformLocations[location], x, y, z); }
@@ -73,25 +74,25 @@ public:
void setUniformValue(int location, const Matrix2& mat) { glUniformMatrix2fv(m_uniformLocations[location], 1, GL_FALSE, mat.data()); }
void setUniformValue(int location, const Matrix3& mat) { glUniformMatrix3fv(m_uniformLocations[location], 1, GL_FALSE, mat.data()); }
void setUniformValue(const char *name, const Color& color) { glUniform4f(glGetUniformLocation(m_programId, name), color.rF(), color.gF(), color.bF(), color.aF()); }
void setUniformValue(const char *name, GLint value) { glUniform1i(glGetUniformLocation(m_programId, name), value); }
void setUniformValue(const char *name, int value) { glUniform1i(glGetUniformLocation(m_programId, name), value); }
void setUniformValue(const char *name, float value) { glUniform1f(glGetUniformLocation(m_programId, name), value); }
void setUniformValue(const char *name, float x, float y) { glUniform2f(glGetUniformLocation(m_programId, name), x, y); }
void setUniformValue(const char *name, float x, float y, float z) { glUniform3f(glGetUniformLocation(m_programId, name), x, y, z); }
void setUniformValue(const char *name, float x, float y, float z, float w) { glUniform4f(glGetUniformLocation(m_programId, name), x, y, z, w); }
void setUniformValue(const char *name, const Matrix2& mat) { glUniformMatrix2fv(glGetUniformLocation(m_programId, name), 1, GL_FALSE, mat.data()); }
void setUniformValue(const char *name, const Matrix3& mat) { glUniformMatrix3fv(glGetUniformLocation(m_programId, name), 1, GL_FALSE, mat.data()); }
// TODO: Point, PointF, Color, Size, SizeF ?
// Point, PointF, Color, Size, SizeF,
bool isLinked() { return m_linked; }
GLuint getProgramId() { return m_programId; }
uint getProgramId() { return m_programId; }
ShaderList getShaders() { return m_shaders; }
private:
bool m_linked;
GLuint m_programId;
static GLuint m_currentProgram;
uint m_programId;
static uint m_currentProgram;
ShaderList m_shaders;
std::array<GLint, MAX_UNIFORM_LOCATIONS> m_uniformLocations;
std::array<int, MAX_UNIFORM_LOCATIONS> m_uniformLocations;
};
#endif

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@@ -176,7 +176,7 @@ bool Texture::setupSize(const Size& size, bool forcePowerOfTwo)
void Texture::setupWrap()
{
GLint texParam;
int texParam;
if(!m_repeat && g_graphics.canUseClampToEdge())
texParam = GL_CLAMP_TO_EDGE;
else
@@ -188,8 +188,8 @@ void Texture::setupWrap()
void Texture::setupFilters()
{
GLint minFilter;
GLint magFilter;
int minFilter;
int magFilter;
if(m_smooth) {
minFilter = m_hasMipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
magFilter = GL_LINEAR;

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@@ -41,7 +41,7 @@ public:
void setRepeat(bool repeat);
void setUpsideDown(bool upsideDown);
GLuint getId() { return m_id; }
uint getId() { return m_id; }
int getWidth() { return m_size.width(); }
int getHeight() { return m_size.height(); }
const Size& getSize() { return m_size; }
@@ -59,7 +59,7 @@ protected:
void setupTranformMatrix();
void setupPixels(int level, const Size& size, uchar *pixels, int channels = 4);
GLuint m_id;
uint m_id;
Size m_size;
Size m_glSize;
Matrix3 m_transformMatrix;