Minor tweaks, balanced disable/enable clientstate calls in SpriteBatches

This commit is contained in:
Alexander Szpakowski
2013-01-08 05:33:22 -04:00
parent 808a09f786
commit 3e3f5c6bdd
4 changed files with 18 additions and 16 deletions
+9 -9
View File
@@ -87,31 +87,31 @@ ShaderEffect::~ShaderEffect()
unloadVolatile();
}
GLuint ShaderEffect::createShader(const ShaderType &type, const std::string &code)
GLuint ShaderEffect::createShader(ShaderType type, const std::string &code)
{
GLenum shadertype;
GLenum glshadertype;
const char *shadertypename = NULL;
switch (type)
{
case TYPE_VERTEX:
shadertype = GL_VERTEX_SHADER;
glshadertype = GL_VERTEX_SHADER;
shadertypename = "vertex";
break;
case TYPE_TESSCONTROL:
shadertype = GL_TESS_CONTROL_SHADER;
glshadertype = GL_TESS_CONTROL_SHADER;
shadertypename = "tesselation control";
break;
case TYPE_TESSEVAL:
shadertype = GL_TESS_EVALUATION_SHADER;
glshadertype = GL_TESS_EVALUATION_SHADER;
shadertypename = "tesselation evaluation";
break;
case TYPE_GEOMETRY:
shadertype = GL_GEOMETRY_SHADER;
glshadertype = GL_GEOMETRY_SHADER;
shadertypename = "geometry";
break;
case TYPE_FRAGMENT:
shadertype = GL_FRAGMENT_SHADER;
glshadertype = GL_FRAGMENT_SHADER;
shadertypename = "fragment";
break;
default:
@@ -122,7 +122,7 @@ GLuint ShaderEffect::createShader(const ShaderType &type, const std::string &cod
// clear existing errors
while (glGetError() != GL_NO_ERROR);
GLuint shaderid = glCreateShader(shadertype);
GLuint shaderid = glCreateShader(glshadertype);
if (shaderid == 0) // oh no!
{
@@ -204,7 +204,7 @@ bool ShaderEffect::loadVolatile()
shaderids.push_back(shaderid);
}
if (shaderids.size() == 0)
if (shaderids.empty())
throw love::Exception("Cannot create shader effect: no valid source code!");
createProgram(shaderids);
+2 -2
View File
@@ -59,7 +59,7 @@ public:
* Creates a new ShaderEffect using a list of source codes.
* Must contain at least one vertex or fragment shader source.
*
* @param shadersources map of shader source codes.
* @param shadersources Map of shader types to source codes.
**/
ShaderEffect(const ShaderSources &shadersources);
@@ -142,7 +142,7 @@ private:
GLint getUniformLocation(const std::string &name);
void checkSetUniformError();
GLuint createShader(const ShaderType &type, const std::string &code);
GLuint createShader(ShaderType type, const std::string &code);
void createProgram(const std::vector<GLuint> &shaderids);
GLint getTextureUnit(const std::string &name);
+3 -1
View File
@@ -225,7 +225,9 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if (color)
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
}
@@ -452,23 +452,23 @@ int w_newShaderEffect(lua_State *L)
// call effectCodeToGLSL, returned values will be at the top of the stack
lua_pcall(L, 2, 2, 0);
ShaderEffect::ShaderSources shadersources;
ShaderEffect::ShaderSources sources;
// vertex shader code
if (lua_isstring(L, -2))
{
std::string vertcode(luaL_checkstring(L, -2));
shadersources[ShaderEffect::TYPE_VERTEX] = vertcode;
sources[ShaderEffect::TYPE_VERTEX] = vertcode;
}
// fragment shader code
if (lua_isstring(L, -1))
{
std::string fragcode(luaL_checkstring(L, -1));
shadersources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
sources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
}
ShaderEffect *effect = instance->newShaderEffect(shadersources);
ShaderEffect *effect = instance->newShaderEffect(sources);
luax_newtype(L, "ShaderEffect", GRAPHICS_SHADEREFFECT_T, (void *)effect);
}
catch(const love::Exception &e)