Beautify some tabs.

This commit is contained in:
Ryan Houdek
2012-12-26 10:33:45 -06:00
parent e2489196e4
commit 2d4c3c7c91
2 changed files with 120 additions and 123 deletions

View File

@ -41,7 +41,7 @@ void SWRenderer::Init()
void SWRenderer::Shutdown()
{
glDeleteProgram(program);
glDeleteTextures(1, &s_RenderTarget);
glDeleteTextures(1, &s_RenderTarget);
#ifndef USE_GLES
delete s_pfont;
s_pfont = 0;
@ -79,12 +79,12 @@ void CreateShaders()
void SWRenderer::Prepare()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glGenTextures(1, &s_RenderTarget);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glGenTextures(1, &s_RenderTarget);
CreateShaders();
#ifndef USE_GLES
s_pfont = new RasterFont();
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
#endif
GL_REPORT_ERRORD();
@ -106,7 +106,7 @@ void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
void SWRenderer::DrawDebugText()
{
char debugtext_buffer[8192];
char debugtext_buffer[8192];
char *p = debugtext_buffer;
p[0] = 0;
@ -134,21 +134,21 @@ void SWRenderer::DrawDebugText()
void SWRenderer::DrawTexture(u8 *texture, int width, int height)
{
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
// Update GLViewPort
glViewport(0, 0, glWidth, glHeight);
glScissor(0, 0, glWidth, glHeight);
glScissor(0, 0, glWidth, glHeight);
glBindTexture(TEX2D, s_RenderTarget);
glBindTexture(TEX2D, s_RenderTarget);
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLfloat u_max = (GLfloat)width;
GLfloat v_max = (GLfloat)glHeight;
GLfloat u_max = (GLfloat)width;
GLfloat v_max = (GLfloat)glHeight;
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
@ -174,30 +174,30 @@ void SWRenderer::DrawTexture(u8 *texture, int width, int height)
#endif
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
glActiveTexture(GL_TEXTURE0);
glUniform1i(uni_tex, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
glBindTexture(TEX2D, 0);
glBindTexture(TEX2D, 0);
GL_REPORT_ERRORD();
}
void SWRenderer::SwapBuffer()
{
DrawDebugText();
DrawDebugText();
glFlush();
glFlush();
GLInterface->Swap();
swstats.ResetFrame();
swstats.ResetFrame();
#ifndef USE_GLES
glClearDepth(1.0f);
glClearDepth(1.0f);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);