Rename glow structs in Compatibility renderer to match code style guidelines

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Hugo Locurcio 2026-01-28 18:59:37 +01:00
parent 77579f93e6
commit 10da3ba455
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GPG key ID: 46ACE49F61685096
6 changed files with 10 additions and 10 deletions

View file

@ -88,7 +88,7 @@ void Glow::_draw_screen_triangle() {
glBindVertexArray(0);
}
void Glow::process_glow(GLuint p_source_color, Size2i p_size, const Glow::GLOWLEVEL *p_glow_buffers, uint32_t p_view, bool p_use_multiview) {
void Glow::process_glow(GLuint p_source_color, Size2i p_size, const Glow::Level *p_glow_buffers, uint32_t p_view, bool p_use_multiview) {
ERR_FAIL_COND(p_source_color == 0);
ERR_FAIL_COND(p_glow_buffers[3].color == 0);

View file

@ -40,7 +40,7 @@ class Glow {
private:
static Glow *singleton;
struct GLOW {
struct GlowShader {
GlowShaderGLES3 shader;
RID shader_version;
} glow;
@ -60,7 +60,7 @@ private:
void _draw_screen_triangle();
public:
struct GLOWLEVEL {
struct Level {
Size2i size;
GLuint color = 0;
GLuint fbo = 0;
@ -78,7 +78,7 @@ public:
void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; }
void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; }
void process_glow(GLuint p_source_color, Size2i p_size, const GLOWLEVEL *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false);
void process_glow(GLuint p_source_color, Size2i p_size, const Level *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false);
};
} //namespace GLES3

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@ -90,7 +90,7 @@ void PostEffects::_draw_screen_triangle() {
void PostEffects::post_copy(
GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity,
Size2i p_source_size, float p_luminance_multiplier, const Glow::Level *p_glow_buffers, float p_glow_intensity,
float p_srgb_white, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);

View file

@ -60,7 +60,7 @@ public:
void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity,
Size2i p_source_size, float p_luminance_multiplier, const Glow::Level *p_glow_buffers, float p_glow_intensity,
float p_srgb_white, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
};

View file

@ -2929,7 +2929,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
// We need to pass this in for SSAO.
GLuint depth_buffer = fbo_int != 0 ? rb->get_internal_depth() : texture_storage->render_target_get_depth(render_target);
const GLES3::Glow::GLOWLEVEL *glow_buffers = nullptr;
const GLES3::Glow::Level *glow_buffers = nullptr;
if (glow_enabled) {
glow_buffers = rb->get_glow_buffers();
@ -2992,7 +2992,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
// Rendered to intermediate buffer, must copy to our render target
if (fbo_int != 0) {
// Apply glow/bloom if requested? then populate our glow buffers
const GLES3::Glow::GLOWLEVEL *glow_buffers = nullptr;
const GLES3::Glow::Level *glow_buffers = nullptr;
GLuint source_color = fbo_int != 0 ? rb->get_internal_color() : texture_storage->render_target_get_color(render_target);
// Moved this up so SSAO could use it too.

View file

@ -83,7 +83,7 @@ public:
// Buffers for our glow implementation
struct GLOW {
GLES3::Glow::GLOWLEVEL levels[4];
GLES3::Glow::Level levels[4];
} glow;
private:
@ -146,7 +146,7 @@ public:
GLuint get_backbuffer() const { return backbuffer3d.color; }
GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
const GLES3::Glow::GLOWLEVEL *get_glow_buffers() const { return &glow.levels[0]; }
const GLES3::Glow::Level *get_glow_buffers() const { return &glow.levels[0]; }
// Getters