Refactored EngineTriangleType into enum class

dev
Tomasz Kapuściński 2022-01-18 19:29:36 +01:00
parent d9073de251
commit 67bd982969
3 changed files with 15 additions and 15 deletions

View File

@ -750,7 +750,7 @@ void CEngine::AddBaseObjTriangles(int baseObjRank, const std::vector<VertexTex2>
EngineBaseObject& p1 = m_baseObjects[baseObjRank];
EngineBaseObjTexTier& p2 = AddLevel2(p1, tex1Name, tex2Name);
EngineBaseObjDataTier& p3 = AddLevel3(p2, ENG_TRIANGLE_TYPE_TRIANGLES, material, state);
EngineBaseObjDataTier& p3 = AddLevel3(p2, EngineTriangleType::TRIANGLES, material, state);
p3.vertices.insert(p3.vertices.end(), vertices.begin(), vertices.end());
@ -806,9 +806,9 @@ void CEngine::AddBaseObjQuick(int baseObjRank, const EngineBaseObjDataTier& buff
p1.boundingSphere = Math::BoundingSphereForBox(p1.bboxMin, p1.bboxMax);
}
if (p3.type == ENG_TRIANGLE_TYPE_TRIANGLES)
if (p3.type == EngineTriangleType::TRIANGLES)
p1.totalTriangles += p3.vertices.size() / 3;
else if (p3.type == ENG_TRIANGLE_TYPE_SURFACE)
else if (p3.type == EngineTriangleType::SURFACE)
p1.totalTriangles += p3.vertices.size() - 2;
}
@ -1084,7 +1084,7 @@ int CEngine::GetPartialTriangles(int objRank, float percent, int maxCount,
{
EngineBaseObjDataTier& p3 = p2.next[l3];
if (p3.type == ENG_TRIANGLE_TYPE_TRIANGLES)
if (p3.type == EngineTriangleType::TRIANGLES)
{
for (int i = 0; i < static_cast<int>( p3.vertices.size() ); i += 3)
{
@ -1108,7 +1108,7 @@ int CEngine::GetPartialTriangles(int objRank, float percent, int maxCount,
++actualCount;
}
}
else if (p3.type == ENG_TRIANGLE_TYPE_SURFACE)
else if (p3.type == EngineTriangleType::SURFACE)
{
for (int i = 0; i < static_cast<int>( p3.vertices.size() ); i += 1)
{
@ -1693,7 +1693,7 @@ void CEngine::UpdateGeometry()
void CEngine::UpdateStaticBuffer(EngineBaseObjDataTier& p4)
{
PrimitiveType type;
if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
if (p4.type == EngineTriangleType::TRIANGLES)
type = PrimitiveType::TRIANGLES;
else
type = PrimitiveType::TRIANGLE_STRIP;
@ -1829,7 +1829,7 @@ int CEngine::DetectObject(const glm::vec2& mouse, glm::vec3& targetPos, bool ter
{
EngineBaseObjDataTier& p3 = p2.next[l3];
if (p3.type == ENG_TRIANGLE_TYPE_TRIANGLES)
if (p3.type == EngineTriangleType::TRIANGLES)
{
for (int i = 0; i < static_cast<int>( p3.vertices.size() ); i += 3)
{
@ -1842,7 +1842,7 @@ int CEngine::DetectObject(const glm::vec2& mouse, glm::vec3& targetPos, bool ter
}
}
}
else if (p3.type == ENG_TRIANGLE_TYPE_SURFACE)
else if (p3.type == EngineTriangleType::SURFACE)
{
for (int i = 0; i < static_cast<int>( p3.vertices.size() ) - 2; i += 1)
{
@ -4254,14 +4254,14 @@ void CEngine::DrawObject(const EngineBaseObjDataTier& p4)
{
m_device->DrawVertexBuffer(p4.buffer);
if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
if (p4.type == EngineTriangleType::TRIANGLES)
m_statisticTriangle += p4.vertices.size() / 3;
else
m_statisticTriangle += p4.vertices.size() - 2;
}
else
{
if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
if (p4.type == EngineTriangleType::TRIANGLES)
{
m_device->DrawPrimitive(PrimitiveType::TRIANGLES, p4.vertices.data(), p4.vertices.size());
m_statisticTriangle += p4.vertices.size() / 3;

View File

@ -137,12 +137,12 @@ enum EngineRenderState
* \enum EngineTriangleType
* \brief Type of triangles drawn for engine objects
*/
enum EngineTriangleType
enum class EngineTriangleType
{
//! Triangles
ENG_TRIANGLE_TYPE_TRIANGLES = 1,
TRIANGLES = 1,
//! Surfaces
ENG_TRIANGLE_TYPE_SURFACE = 2
SURFACE = 2
};
/**
@ -198,7 +198,7 @@ struct EngineBaseObjDataTier
CVertexBuffer* buffer;
bool updateStaticBuffer;
inline EngineBaseObjDataTier(EngineTriangleType type = ENG_TRIANGLE_TYPE_TRIANGLES,
inline EngineBaseObjDataTier(EngineTriangleType type = EngineTriangleType::TRIANGLES,
const Material& material = Material(),
int state = ENG_RSTATE_NORMAL)
: type(type)

View File

@ -634,7 +634,7 @@ bool CTerrain::CreateMosaic(int ox, int oy, int step, int objRank,
EngineBaseObjDataTier buffer;
buffer.vertices.reserve(total);
buffer.type = ENG_TRIANGLE_TYPE_SURFACE;
buffer.type = EngineTriangleType::SURFACE;
buffer.material = mat;
buffer.state = ENG_RSTATE_WRAP;