diff --git a/src/gx/gll/GLDevice.cpp b/src/gx/gll/GLDevice.cpp index 8489cc4..facc73c 100644 --- a/src/gx/gll/GLDevice.cpp +++ b/src/gx/gll/GLDevice.cpp @@ -2200,29 +2200,29 @@ void GLDevice::SetAlphaTestEnable(bool enable) { } } -void GLDevice::SetClearColor(const GLColor4f& a2) { +void GLDevice::SetClearColor(const GLColor4f& clearColor) { if ( - this->m_States.clear.clearColor.r != a2.r - || this->m_States.clear.clearColor.g != a2.g - || this->m_States.clear.clearColor.b != a2.b - || this->m_States.clear.clearColor.a != a2.a + this->m_States.clear.clearColor.r != clearColor.r + || this->m_States.clear.clearColor.g != clearColor.g + || this->m_States.clear.clearColor.b != clearColor.b + || this->m_States.clear.clearColor.a != clearColor.a ) { - glClearColor(a2.r, a2.g, a2.b, a2.a); - this->m_States.clear.clearColor = { a2.r, a2.g, a2.b, a2.a }; + glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a); + this->m_States.clear.clearColor = { clearColor.r, clearColor.g, clearColor.b, clearColor.a }; } } -void GLDevice::SetClearDepth(double depth) { - if (this->m_States.clear.clearDepth != depth) { - glClearDepth(depth); - this->m_States.clear.clearDepth = depth; +void GLDevice::SetClearDepth(double clearDepth) { + if (this->m_States.clear.clearDepth != clearDepth) { + glClearDepth(clearDepth); + this->m_States.clear.clearDepth = clearDepth; } } -void GLDevice::SetClearStencil(int32_t s) { - if (this->m_States.clear.clearStencil != s) { - glClearStencil(s); - this->m_States.clear.clearStencil = s; +void GLDevice::SetClearStencil(int32_t clearStencil) { + if (this->m_States.clear.clearStencil != clearStencil) { + glClearStencil(clearStencil); + this->m_States.clear.clearStencil = clearStencil; } } diff --git a/src/gx/gll/GLDevice.h b/src/gx/gll/GLDevice.h index c3f8e98..d755acc 100644 --- a/src/gx/gll/GLDevice.h +++ b/src/gx/gll/GLDevice.h @@ -63,13 +63,13 @@ class GLDevice { static GLFramebuffer* m_F8330C; // Static functions - static GLDevice* Get(void); - static void Set(GLDevice*); - static void InitPools(void); - static RendererInfo GetRendererInfo(void); - static void InitRendererInfo(void); - static void SetOption(GLDeviceOption, bool); - static void StaticInit(void); + static GLDevice* Get(); + static void Set(GLDevice* device); + static void InitPools(); + static RendererInfo GetRendererInfo(); + static void InitRendererInfo(); + static void SetOption(GLDeviceOption option, bool enable); + static void StaticInit(); // Member variables std::basic_string, std::allocator> m_DebugName; @@ -121,72 +121,72 @@ class GLDevice { // Member functions GLDevice(); - void ApplyGLBindings(const GLStates&, bool); - void ApplyGLStates(const GLStates&, bool); - void ApplyShaderConstants(void); - void ApplyTransforms(void); - void BindBuffer(GLBuffer*, GLEnum); - void BindFramebuffer(GLFramebuffer*); - void BindGLSLProgram(GLGLSLProgram*); - void BindShader(GLShader*); - void BindTexture(GLEnum, GLTexture*); - void BindVertexArray(GLVertexArray*); - void BlitFramebuffer(GLMipmap*, const GLRect*, GLMipmap*, const GLRect*, GLEnum, GLEnum); - void CheckDepthTarget(void); - void Clear(uint32_t, const GLColor4f&, double, int32_t); - void CopyTex(uint32_t, uint32_t, GLMipmap*, const GLRect*); - GLBuffer* CreateBuffer(GLEnum, uint32_t, const void*, GLEnum, GLEnum); - GLShader* CreateShader(GLShader::ShaderType, const void*, int32_t, const char*); - GLTexture* CreateTexture2D(uint32_t, uint32_t, uint32_t, GLTextureFormat, uint32_t); - GLTexture* CreateTextureCubeMap(uint32_t, uint32_t, GLTextureFormat, uint32_t); - void Draw(GLEnum, uint32_t, uint32_t); - void DrawIndexed(GLEnum, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t); - void DrawRect(void); - GLFramebuffer* GetCurrentTarget(void); // invented name - uint32_t GetID(void); - GLShader* GetShader(GLShader::ShaderType); + void ApplyGLBindings(const GLStates& states, bool a3); + void ApplyGLStates(const GLStates& states, bool force); + void ApplyShaderConstants(); + void ApplyTransforms(); + void BindBuffer(GLBuffer* buffer, GLEnum target); + void BindFramebuffer(GLFramebuffer* framebuffer); + void BindGLSLProgram(GLGLSLProgram* a2); + void BindShader(GLShader* shader); + void BindTexture(GLEnum textureType, GLTexture* texture); + void BindVertexArray(GLVertexArray* a2); + void BlitFramebuffer(GLMipmap* src, const GLRect* srcRect, GLMipmap* dst, const GLRect* dstRect, GLEnum mask, GLEnum filter); + void CheckDepthTarget(); + void Clear(uint32_t clearMask, const GLColor4f& clearColor, double clearDepth, int32_t clearStencil); + void CopyTex(uint32_t a2, uint32_t a3, GLMipmap* dst, const GLRect* framebufferRect); + GLBuffer* CreateBuffer(GLEnum type, uint32_t a3, const void* a4, GLEnum usage, GLEnum format); + GLShader* CreateShader(GLShader::ShaderType type, const void* buf, int32_t codeLen, const char* name); + GLTexture* CreateTexture2D(uint32_t width, uint32_t height, uint32_t numMipMap, GLTextureFormat format, uint32_t flags); + GLTexture* CreateTextureCubeMap(uint32_t size, uint32_t numMipMap, GLTextureFormat format, uint32_t flags); + void Draw(GLEnum primitive, uint32_t a3, uint32_t a4); + void DrawIndexed(GLEnum primitive, uint32_t a3, uint32_t a4, uint32_t a5, uint32_t a6, uint32_t count); + void DrawRect(); + GLFramebuffer* GetCurrentTarget(); // invented name + uint32_t GetID(); + GLShader* GetShader(GLShader::ShaderType shaderType); const GLStates::VertexArrayObject& GetVertexArrayStates(); - void GLLDraw(GLEnum, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t); - void Init(GLAbstractWindow*, const char*, uint32_t, GLTextureFormat); - void LoadDefaultStates(void); + void GLLDraw(GLEnum mode, uint32_t start, uint32_t end, uint32_t a5, uint32_t a6, uint32_t count); + void Init(GLAbstractWindow* a2, const char* a3, uint32_t a4, GLTextureFormat a5); + void LoadDefaultStates(); void ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t sampleCount); void Resize(uint32_t width, uint32_t height); - void RestoreTextures(void); - void SetActiveTexture(uint32_t); - void SetAlphaBlend(GLEnum, GLEnum, GLEnum); - void SetAlphaBlendEnable(bool); - void SetAlphaTest(GLEnum, float); - void SetAlphaTestEnable(bool); - void SetClearColor(const GLColor4f&); - void SetClearDepth(double); - void SetClearStencil(int32_t); + void RestoreTextures(); + void SetActiveTexture(uint32_t a2); + void SetAlphaBlend(GLEnum srcBlend, GLEnum dstBlend, GLEnum blendOp); + void SetAlphaBlendEnable(bool enable); + void SetAlphaTest(GLEnum func, float ref); + void SetAlphaTestEnable(bool enable); + void SetClearColor(const GLColor4f& clearColor); + void SetClearDepth(double clearDepth); + void SetClearStencil(int32_t clearStencil); void SetColorWriteMask(bool red, bool green, bool blue, bool alpha, uint32_t index); - void SetCullMode(GLEnum); + void SetCullMode(GLEnum cullMode); void SetDepthBias(float constantBias, float slopeScaledBias); - void SetDepthTestEnable(bool); - void SetDepthTestFunc(GLEnum); - void SetDepthWriteMask(bool); - void SetDisplay(uint32_t, uint32_t, GLTextureFormat, GLTextureFormat, uint32_t, bool, bool, uint32_t); + void SetDepthTestEnable(bool enable); + void SetDepthTestFunc(GLEnum func); + void SetDepthWriteMask(bool enable); + void SetDisplay(uint32_t width, uint32_t height, GLTextureFormat a4, GLTextureFormat a5, uint32_t a6, bool a7, bool a8, uint32_t a9); void SetFogColor(float r, float g, float b, float a); void SetFogEnable(bool enable); void SetFogParam(GLEnum param, float value); - void SetIndexBuffer(GLBuffer*); + void SetIndexBuffer(GLBuffer* buffer); void SetLightingEnable(bool enable); - void SetModelView(GLEnum view); - void SetScissor(bool, const GLRect&); - void SetShader(GLShader::ShaderType, GLShader*); - void SetShaderConstants(GLShader::ShaderType, uint32_t, const float*, uint32_t); - void SetShaderConstantsInternal(GLShader::ShaderType, uint32_t, const float*, uint32_t); - void SetTexture(uint32_t, GLTexture*); - void SetTransform(GLEnum, const float*); - void SetUnpackClientStorage(bool); - void SetVertexBuffer(uint32_t, GLBuffer*, uint32_t, uint32_t); - void SetVertexFormat(GLVertexFormat*); - void SetViewport(const GLRect&, double, double); + void SetModelView(GLEnum transform); + void SetScissor(bool a2, const GLRect& a3); + void SetShader(GLShader::ShaderType shaderType, GLShader* shader); + void SetShaderConstants(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count); + void SetShaderConstantsInternal(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count); + void SetTexture(uint32_t stage, GLTexture* texture); + void SetTransform(GLEnum transform, const float* a3); + void SetUnpackClientStorage(bool enable); + void SetVertexBuffer(uint32_t index, GLBuffer* buffer, uint32_t offset, uint32_t stride); + void SetVertexFormat(GLVertexFormat* format); + void SetViewport(const GLRect& viewport, double zNear, double zFar); void Sub34BB0(GLEnum a2, GLMipmap* a3, uint32_t index); - void Sub38460(bool); - void Swap(void); - void UpdateFFPTexturing(void); + void Sub38460(bool a2); + void Swap(); + void UpdateFFPTexturing(); }; #endif