minor and mostly unnecessary "cleanups"
This commit is contained in:
parent
42d98d4261
commit
ec724c78e5
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@ -6,7 +6,7 @@ namespace Blarg.GameFramework.Input
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{
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public static class SDLKeyMapper
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{
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static IDictionary<SDL.SDL_Scancode, Key> _mapping = new Dictionary<SDL.SDL_Scancode, Key>();
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static Dictionary<SDL.SDL_Scancode, Key> _mapping = new Dictionary<SDL.SDL_Scancode, Key>();
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static SDLKeyMapper()
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{
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@ -8,7 +8,7 @@ namespace Blarg.GameFramework.Input
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{
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bool[] _keys;
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bool[] _lockedKeys;
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IList<IKeyboardListener> _listeners;
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List<IKeyboardListener> _listeners;
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public SDLKeyboard()
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{
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@ -8,7 +8,7 @@ namespace Blarg.GameFramework.Input
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{
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bool[] _buttons;
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bool[] _lockedButtons;
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IList<IMouseListener> _listeners;
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List<IMouseListener> _listeners;
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public SDLMouse()
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{
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@ -39,7 +39,7 @@ namespace Blarg.GameFramework.Graphics
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Vector3 _yAxis = Vector3.YAxis;
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Vector3 _up = Vector3.Up;
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public GraphicsDevice GraphicsDevice { get; private set; }
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public readonly GraphicsDevice GraphicsDevice;
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public BillboardSpriteBatch(GraphicsDevice graphicsDevice)
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{
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@ -26,9 +26,9 @@ namespace Blarg.GameFramework.Graphics
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public static readonly BlendState Opaque;
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public static readonly BlendState AlphaBlend;
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public bool Blending { get; set; }
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public BlendFactor SourceBlendFactor { get; set; }
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public BlendFactor DestinationBlendFactor { get; set; }
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public bool Blending;
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public BlendFactor SourceBlendFactor;
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public BlendFactor DestinationBlendFactor;
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static BlendState()
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{
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@ -4,18 +4,18 @@ namespace Blarg.GameFramework.Graphics
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{
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public class Camera
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{
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private ViewContext _viewContext;
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private float _nearHeight;
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private float _nearWidth;
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ViewContext _viewContext;
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float _nearHeight;
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float _nearWidth;
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public Frustum Frustum { get; private set; }
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public Matrix4x4 LookAt { get; private set; }
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public Matrix4x4 Projection { get; private set; }
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public Vector3 Forward { get; private set; }
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public Vector3 Up { get; private set; }
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public readonly Frustum Frustum;
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public Matrix4x4 LookAt;
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public Matrix4x4 Projection;
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public Vector3 Forward;
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public Vector3 Up;
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public Vector3 Orientation { get; set; }
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public Vector3 Position { get; set; }
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public Vector3 Orientation;
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public Vector3 Position;
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public int ViewportWidth { get; private set; }
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public int ViewportHeight { get; private set; }
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@ -22,11 +22,11 @@ namespace Blarg.GameFramework.Graphics
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public class Framebuffer : GraphicsContextResource
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{
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private int _fixedWidth;
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private int _fixedHeight;
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private IDictionary<FramebufferTextureFormat, Texture> _attachedTextures;
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private IDictionary<FramebufferRenderbufferFormat, Renderbuffer> _attachedRenderbuffers;
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private ViewContext _attachedViewContext;
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int _fixedWidth;
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int _fixedHeight;
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Dictionary<FramebufferTextureFormat, Texture> _attachedTextures;
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Dictionary<FramebufferRenderbufferFormat, Renderbuffer> _attachedRenderbuffers;
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ViewContext _attachedViewContext;
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public int ID { get; private set; }
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@ -14,8 +14,8 @@ namespace Blarg.GameFramework.Graphics
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public class Frustum
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{
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private ViewContext _viewContext;
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private Plane[] _planes = new Plane[6];
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ViewContext _viewContext;
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Plane[] _planes = new Plane[6];
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public Frustum(ViewContext viewContext)
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{
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@ -4,15 +4,15 @@ namespace Blarg.GameFramework.Graphics
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{
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public class GeometryDebugRenderer
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{
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private const int DefaultVerticesAmount = 4096;
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const int DefaultVerticesAmount = 4096;
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private VertexBuffer _vertices;
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private RenderState _renderState;
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private Color _color1;
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private Color _color2;
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private bool _hasBegunRendering;
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VertexBuffer _vertices;
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RenderState _renderState;
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Color _color1;
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Color _color2;
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bool _hasBegunRendering;
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public GraphicsDevice GraphicsDevice { get; private set; }
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public readonly GraphicsDevice GraphicsDevice;
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public GeometryDebugRenderer(GraphicsDevice graphicsDevice)
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{
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@ -6,7 +6,7 @@ namespace Blarg.GameFramework.Graphics
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{
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public const string LOG_TAG = "GRAPHICS_RESOURCE";
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public GraphicsDevice GraphicsDevice { get; private set; }
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public readonly GraphicsDevice GraphicsDevice;
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public bool IsReleased { get; private set; }
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public GraphicsContextResource()
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@ -12,25 +12,25 @@ namespace Blarg.GameFramework.Graphics
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{
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const string LOG_TAG = "GRAPHICS";
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private const int MaxTextureUnits = 8;
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private const int MaxGpuAttributeSlots = 8;
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private const int SolidColorTextureWidth = 8;
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private const int SolidColorTextureHeight = 8;
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const int MaxTextureUnits = 8;
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const int MaxGpuAttributeSlots = 8;
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const int SolidColorTextureWidth = 8;
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const int SolidColorTextureHeight = 8;
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private IList<GraphicsContextResource> _managedResources;
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private IDictionary<int, Texture> _solidColorTextures;
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private VertexBuffer _boundVertexBuffer;
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private IndexBuffer _boundIndexBuffer;
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private Texture[] _boundTextures;
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private Renderbuffer _boundRenderbuffer;
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private Framebuffer _boundFramebuffer;
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private Shader _boundShader;
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private bool _isShaderVertexAttribsSet;
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private Stack<int> _enabledVertexAttribIndices;
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private ViewContext _defaultViewContext;
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private ViewContext _activeViewContext;
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private TextureParameters _currentTextureParams;
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private TextureParameters _solidColorTextureParams;
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List<GraphicsContextResource> _managedResources;
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Dictionary<int, Texture> _solidColorTextures;
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VertexBuffer _boundVertexBuffer;
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IndexBuffer _boundIndexBuffer;
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Texture[] _boundTextures;
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Renderbuffer _boundRenderbuffer;
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Framebuffer _boundFramebuffer;
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Shader _boundShader;
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bool _isShaderVertexAttribsSet;
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Stack<int> _enabledVertexAttribIndices;
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ViewContext _defaultViewContext;
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ViewContext _activeViewContext;
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TextureParameters _currentTextureParams;
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TextureParameters _solidColorTextureParams;
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public ScreenOrientation ScreenOrientation { get; private set; }
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@ -10,7 +10,7 @@ namespace Blarg.GameFramework.Graphics.Helpers
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public int Width { get; private set; }
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public int Height { get; private set; }
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public GraphicsDevice GraphicsDevice { get; private set; }
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public readonly GraphicsDevice GraphicsDevice;
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public FlatWireframeGrid(GraphicsDevice graphicsDevice, int width, int height)
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{
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@ -5,7 +5,7 @@ namespace Blarg.GameFramework.Graphics
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{
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public partial class Image
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{
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private byte[] _pixels;
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byte[] _pixels;
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public int Pitch { get; private set; }
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public int Width { get; private set; }
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@ -4,7 +4,7 @@ namespace Blarg.GameFramework.Graphics
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{
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public class IndexBuffer : BufferObject<ushort>
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{
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private ushort[] _buffer;
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ushort[] _buffer;
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public int CurrentPosition { get; private set; }
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@ -39,11 +39,11 @@ namespace Blarg.GameFramework.Graphics
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NoCulling.FaceCulling = false;
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}
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public bool DepthTesting { get; set; }
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public DepthFunc DepthFunc { get; set; }
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public bool FaceCulling { get; set; }
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public CullMode FaceCullingMode { get; set; }
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public float LineWidth { get; set; }
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public bool DepthTesting;
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public DepthFunc DepthFunc;
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public bool FaceCulling;
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public CullMode FaceCullingMode;
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public float LineWidth;
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public RenderState()
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{
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@ -69,16 +69,16 @@ namespace Blarg.GameFramework.Graphics
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// Might be worthwhile to populate them via the uniform/attribute
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// location value (same ordering) assuming the location value isn't
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// some weird large number sometimes... that if it's zero-based in all cases
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private ShaderUniform[] _uniforms;
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private ShaderAttribute[] _attributes;
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private ShaderAttributeMapInfo[] _attributeMapping;
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private ShaderCachedUniform[] _cachedUniforms;
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ShaderUniform[] _uniforms;
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ShaderAttribute[] _attributes;
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ShaderAttributeMapInfo[] _attributeMapping;
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ShaderCachedUniform[] _cachedUniforms;
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private string _inlineVertexShaderSource;
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private string _inlineFragmentShaderSource;
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string _inlineVertexShaderSource;
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string _inlineFragmentShaderSource;
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private string _cachedVertexShaderSource;
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private string _cachedFragmentShaderSource;
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string _cachedVertexShaderSource;
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string _cachedFragmentShaderSource;
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public int ProgramID { get; private set; }
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public int VertexShaderID { get; private set; }
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@ -28,7 +28,7 @@ namespace Blarg.GameFramework.Graphics
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bool _hasBegunRendering;
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Color _defaultSpriteColor = Color.White;
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public GraphicsDevice GraphicsDevice { get; private set; }
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public readonly GraphicsDevice GraphicsDevice;
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public SpriteBatch(GraphicsDevice graphicsDevice)
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{
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@ -5,12 +5,12 @@ namespace Blarg.GameFramework.Graphics
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{
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public class SpriteFont : GraphicsContextResource
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{
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private static StringBuilder _buffer = new StringBuilder(8192);
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static StringBuilder _buffer = new StringBuilder(8192);
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public const int LowGlyphAscii = 32;
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public const int HighGlyphAscii = 127;
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private TextureAtlas _glyphs;
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readonly TextureAtlas _glyphs;
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public int Size { get; private set; }
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public int LetterHeight { get; private set; }
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@ -5,7 +5,7 @@ namespace Blarg.GameFramework.Graphics
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{
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public abstract class SpriteShader : StandardShader
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{
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protected string TextureHasAlphaOnlyUniformName { get; set; }
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protected string TextureHasAlphaOnlyUniformName;
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protected SpriteShader(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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@ -5,8 +5,8 @@ namespace Blarg.GameFramework.Graphics
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{
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public abstract class StandardShader : Shader
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{
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protected string ModelViewMatrixUniformName { get; set; }
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protected string ProjectionMatrixUniformName { get; set; }
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protected string ModelViewMatrixUniformName;
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protected string ProjectionMatrixUniformName;
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protected StandardShader(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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@ -13,7 +13,7 @@ namespace Blarg.GameFramework.Graphics
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public class Texture : GraphicsContextResource
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{
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private TextureParameters _textureParams;
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TextureParameters _textureParams;
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public int ID { get; private set; }
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public int Width { get; private set; }
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@ -7,7 +7,7 @@ namespace Blarg.GameFramework.Graphics
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{
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public const float TexCoordEdgeBleedOffset = 0.02f;
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private Texture _texture;
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Texture _texture;
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public int Width { get; protected set; }
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public int Height { get; protected set; }
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@ -30,10 +30,10 @@ namespace Blarg.GameFramework.Graphics
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public static readonly TextureParameters Default;
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public static readonly TextureParameters Pixelated;
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public MinificationFilter MinFilter { get; set; }
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public MagnificationFilter MagFilter { get; set; }
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public WrapMode WrapS { get; set; }
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public WrapMode WrapT { get; set; }
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public MinificationFilter MinFilter;
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public MagnificationFilter MagFilter;
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public WrapMode WrapS;
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public WrapMode WrapT;
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static TextureParameters()
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{
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@ -11,9 +11,9 @@ namespace Blarg.GameFramework.Graphics
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public int size;
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}
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private float[] _buffer;
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private int _standardVertexAttribs;
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private AttributeInfo[] _attributes;
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float[] _buffer;
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int _standardVertexAttribs;
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AttributeInfo[] _attributes;
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public int CurrentPosition { get; private set; }
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public int ElementWidth { get; private set; }
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@ -5,7 +5,7 @@ namespace Blarg.GameFramework.Graphics
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{
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public abstract class VertexLerpShader : StandardShader
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{
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protected string LerpUniformName { get; set; }
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protected string LerpUniformName;
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protected VertexLerpShader(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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@ -5,8 +5,8 @@ namespace Blarg.GameFramework.Graphics
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{
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public abstract class VertexSkinningShader : StandardShader
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{
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protected string JointPositionsUniformName { get; set; }
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protected string JointRotationsUniformName { get; set; }
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protected string JointPositionsUniformName;
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protected string JointRotationsUniformName;
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protected VertexSkinningShader(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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@ -5,15 +5,15 @@ namespace Blarg.GameFramework.Graphics
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{
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public class ViewContext
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{
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private GraphicsDevice _graphicsDevice;
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private Rect _viewport;
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private bool _viewportIsFixedSize;
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private ScreenOrientation _screenOrientation;
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private Camera _camera;
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private bool _isUsingDefaultCamera;
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readonly GraphicsDevice _graphicsDevice;
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Rect _viewport;
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bool _viewportIsFixedSize;
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ScreenOrientation _screenOrientation;
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Camera _camera;
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bool _isUsingDefaultCamera;
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private Matrix4x4 _modelViewMatrix;
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private Matrix4x4 _projectionMatrix;
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Matrix4x4 _modelViewMatrix;
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Matrix4x4 _projectionMatrix;
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public int ViewportTop { get { return _viewport.Top; } }
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public int ViewportLeft { get { return _viewport.Left; } }
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@ -16,15 +16,15 @@ namespace Blarg.GameFramework
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public float M23;
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public float M33;
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private const int _11 = 0;
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private const int _12 = 3;
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private const int _13 = 6;
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private const int _21 = 1;
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private const int _22 = 4;
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private const int _23 = 7;
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private const int _31 = 2;
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private const int _32 = 5;
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private const int _33 = 8;
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const int _11 = 0;
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const int _12 = 3;
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const int _13 = 6;
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const int _21 = 1;
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const int _22 = 4;
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const int _23 = 7;
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const int _31 = 2;
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const int _32 = 5;
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const int _33 = 8;
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public float Determinant
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{
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@ -23,22 +23,22 @@ namespace Blarg.GameFramework
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public float M34;
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public float M44;
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private const int _11 = 0;
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private const int _12 = 4;
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private const int _13 = 8;
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private const int _14 = 12;
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private const int _21 = 1;
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private const int _22 = 5;
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private const int _23 = 9;
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private const int _24 = 13;
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private const int _31 = 2;
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private const int _32 = 6;
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private const int _33 = 10;
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private const int _34 = 14;
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private const int _41 = 3;
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private const int _42 = 7;
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private const int _43 = 11;
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private const int _44 = 15;
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const int _11 = 0;
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const int _12 = 4;
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const int _13 = 8;
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const int _14 = 12;
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const int _21 = 1;
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const int _22 = 5;
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const int _23 = 9;
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const int _24 = 13;
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const int _31 = 2;
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const int _32 = 6;
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const int _33 = 10;
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const int _34 = 14;
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const int _41 = 3;
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const int _42 = 7;
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const int _43 = 11;
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const int _44 = 15;
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public float Determinant
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{
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