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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-06-05 15:52:05 +0200
committerGitHub <noreply@github.com>2017-06-05 15:52:05 +0200
commitf8d7670e82007103573b88f48fe7b7c4addbd66d (patch)
treef4802061ca26ae9220ec9a5e9d51d80e1a465faa /drivers
parent075c7d8133e4fde353ab54a255638b0c9a3740a5 (diff)
parenta3c90b029308eb46b7fd83a0cf7b502ecbd79d55 (diff)
Merge pull request #9038 from AlexHolly/rect2-rename-pos
renamed all Rect2.pos to Rect2.position
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp58
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp6
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp22
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp4
4 files changed, 45 insertions, 45 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 4f6d68de43..1121a07347 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -473,7 +473,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
+ Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
@@ -489,8 +489,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y);
+ glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
+ glVertexAttrib4f(2, src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
@@ -500,7 +500,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} else {
- glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
+ glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -521,7 +521,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (!texture) {
- glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y);
+ glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
continue;
@@ -535,50 +535,50 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
//top left
- DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x, np->source.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom left
- DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x, np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//left
- DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x, np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (np->draw_center) {
//center
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -670,8 +670,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
- int x = current_clip->final_clip_rect.pos.x;
- int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
+ int x = current_clip->final_clip_rect.position.x;
+ int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y;
@@ -787,7 +787,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
+ glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
} else {
@@ -1108,7 +1108,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (reclip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
+ glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
}
p_item_list = p_item_list->next;
@@ -1340,8 +1340,8 @@ void RasterizerCanvasGLES3::reset_canvas() {
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y);
- glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y);
+ glVertexAttrib4f(1, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y);
+ glVertexAttrib4f(2, p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index aa4150cbe4..2262580d9a 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -301,18 +301,18 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
//scale horizontally
screenrect.size.y = window_h;
screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y;
- screenrect.pos.x = (window_w - screenrect.size.x) / 2;
+ screenrect.position.x = (window_w - screenrect.size.x) / 2;
} else {
//scale vertically
screenrect.size.x = window_w;
screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x;
- screenrect.pos.y = (window_h - screenrect.size.y) / 2;
+ screenrect.position.y = (window_h - screenrect.size.y) / 2;
}
} else {
screenrect = imgrect;
- screenrect.pos += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
+ screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
}
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 6e8feda2f0..2b0f78e10f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2343,8 +2343,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
for (int j = 0; j < shadow_count; j++) {
- uint32_t x = li->directional_rect.pos.x;
- uint32_t y = li->directional_rect.pos.y;
+ uint32_t x = li->directional_rect.position.x;
+ uint32_t y = li->directional_rect.position.y;
uint32_t width = li->directional_rect.size.x;
uint32_t height = li->directional_rect.size.y;
@@ -2389,8 +2389,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]);
- ubo_data.light_clamp[0] = atlas_rect.pos.x;
- ubo_data.light_clamp[1] = atlas_rect.pos.y;
+ ubo_data.light_clamp[0] = atlas_rect.position.x;
+ ubo_data.light_clamp[1] = atlas_rect.position.y;
ubo_data.light_clamp[2] = atlas_rect.size.x;
ubo_data.light_clamp[3] = atlas_rect.size.y;
}
@@ -2579,8 +2579,8 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
ubo_data.light_params[3] = 1.0; //means it has shadow
- ubo_data.light_clamp[0] = rect.pos.x;
- ubo_data.light_clamp[1] = rect.pos.y;
+ ubo_data.light_clamp[0] = rect.position.x;
+ ubo_data.light_clamp[1] = rect.position.y;
ubo_data.light_clamp[2] = rect.size.x;
ubo_data.light_clamp[3] = rect.size.y;
@@ -4167,15 +4167,15 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
} else if (directional_shadow.light_count == 2) {
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
if (light_instance->light_directional_index == 1) {
- light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x;
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
}
} else { //3 and 4
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
if (light_instance->light_directional_index & 1) {
- light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x;
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
}
if (light_instance->light_directional_index / 2) {
- light_instance->directional_rect.pos.y += light_instance->directional_rect.size.y;
+ light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
}
}
}
@@ -4183,8 +4183,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
- x = light_instance->directional_rect.pos.x;
- y = light_instance->directional_rect.pos.y;
+ x = light_instance->directional_rect.position.x;
+ y = light_instance->directional_rect.position.y;
width = light_instance->directional_rect.size.x;
height = light_instance->directional_rect.size.y;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 3d144bc643..7ac82a9eca 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1961,8 +1961,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
} else if (value.get_type() == Variant::RECT2) {
Rect2 v = value;
- gui[0] = v.pos.x;
- gui[1] = v.pos.y;
+ gui[0] = v.position.x;
+ gui[1] = v.position.y;
gui[2] = v.size.x;
gui[3] = v.size.y;
} else if (value.get_type() == Variant::QUAT) {