REVIEWED: <name>Count for consistency

Following english rules, it should be singular name before Count.
This commit is contained in:
Ray
2021-09-01 23:09:30 +02:00
parent e8fa7ceb79
commit a0f8682905
6 changed files with 178 additions and 179 deletions

View File

@@ -279,7 +279,7 @@ typedef enum {
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct rlVertexBuffer {
int elementsCount; // Number of elements in the buffer (QUADS)
int elementCount; // Number of elements in the buffer (QUADS)
int vCounter; // Vertex position counter to process (and draw) from full buffer
int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer
@@ -316,12 +316,12 @@ typedef struct rlDrawCall {
// rlRenderBatch type
typedef struct rlRenderBatch {
int buffersCount; // Number of vertex buffers (multi-buffering support)
int bufferCount; // Number of vertex buffers (multi-buffering support)
int currentBuffer; // Current buffer tracking in case of multi-buffering
rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
rlDrawCall *draws; // Draw calls array, depends on textureId
int drawsCounter; // Draw calls counter
int drawCounterer; // Draw calls counter
float currentDepth; // Current depth value for next draw
} rlRenderBatch;
@@ -1210,34 +1210,34 @@ void rlBegin(int mode)
{
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode != mode)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
RLGL.currentBatch->drawsCounter++;
RLGL.currentBatch->drawCounterer++;
}
}
if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = RLGL.State.defaultTextureId;
}
}
@@ -1285,7 +1285,7 @@ void rlEnd(void)
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
@@ -1312,14 +1312,14 @@ void rlVertex3f(float x, float y, float z)
}
// Verify that current vertex buffer elements limit has not been reached
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = tx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = ty;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = tz;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++;
}
else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow");
}
@@ -1390,7 +1390,7 @@ void rlSetTexture(unsigned int id)
#else
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
{
rlDrawRenderBatch(RLGL.currentBatch);
}
@@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_11)
rlEnableTexture(id);
#else
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
RLGL.currentBatch->drawsCounter++;
RLGL.currentBatch->drawCounterer++;
}
}
if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
}
#endif
}
@@ -2169,7 +2169,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
for (int i = 0; i < numBuffers; i++)
{
batch.vertexBuffer[i].elementsCount = bufferElements;
batch.vertexBuffer[i].elementCount = bufferElements;
batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
@@ -2274,8 +2274,8 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
//batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
}
batch.buffersCount = numBuffers; // Record buffer count
batch.drawsCounter = 1; // Reset draws counter
batch.bufferCount = numBuffers; // Record buffer count
batch.drawCounterer = 1; // Reset draws counter
batch.currentDepth = -1.0f; // Reset depth value
//--------------------------------------------------------------------------------------------
#endif
@@ -2297,7 +2297,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Unload all vertex buffers data
for (int i = 0; i < batch.buffersCount; i++)
for (int i = 0; i < batch.bufferCount; i++)
{
// Delete VBOs from GPU (VRAM)
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
@@ -2338,17 +2338,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// Vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
// Texture coordinates buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
// Colors buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
// NOTE: glMapBuffer() causes sync issue.
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
@@ -2375,12 +2375,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
Matrix matProjection = RLGL.State.projection;
Matrix matModelView = RLGL.State.modelview;
int eyesCount = 1;
if (RLGL.State.stereoRender) eyesCount = 2;
int eyeCount = 1;
if (RLGL.State.stereoRender) eyeCount = 2;
for (int eye = 0; eye < eyesCount; eye++)
for (int eye = 0; eye < eyeCount; eye++)
{
if (eyesCount == 2)
if (eyeCount == 2)
{
// Setup current eye viewport (half screen width)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
@@ -2447,7 +2447,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
glActiveTexture(GL_TEXTURE0);
for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; i++)
{
// Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
@@ -2456,7 +2456,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
else
{
#if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: quadsCount*6
// We need to define the number of indices to be processed: elementCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the
// start of the index buffer to the location of the first index to process
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
@@ -2510,12 +2510,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
// Reset draws counter to one draw for the batch
batch->drawsCounter = 1;
batch->drawCounterer = 1;
//------------------------------------------------------------------------------------------------------------
// Change to next buffer in the list (in case of multi-buffering)
batch->currentBuffer++;
if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0;
if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
#endif
}
@@ -2546,7 +2546,7 @@ bool rlCheckRenderBatchLimit(int vCount)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
{
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside