change parameter order to be more consistent

This commit is contained in:
Hannes Janetzek 2014-01-31 02:03:48 +01:00
parent 67d1813665
commit c5de7d6051
8 changed files with 34 additions and 34 deletions

View File

@ -86,7 +86,7 @@ class TextRenderer extends ElementRenderer {
setMatrix(pos, m, false);
for (RenderElement l = layers.getTextureLayers(); l != null;)
l = TextureLayer.Renderer.draw(l, scale, m);
l = TextureLayer.Renderer.draw(l, m, scale);
}
}

View File

@ -94,19 +94,19 @@ public abstract class ElementRenderer extends LayerRenderer {
while (l != null) {
if (l.type == POLYGON) {
l = PolygonLayer.Renderer.draw(pos, l, m, true, 1, 0);
l = PolygonLayer.Renderer.draw(l, m, pos, 1, true, 0);
continue;
}
if (l.type == LINE) {
l = LineLayer.Renderer.draw(layers, l, pos, m, div);
l = LineLayer.Renderer.draw(l, m, pos, div, layers);
continue;
}
if (l.type == TEXLINE) {
l = LineTexLayer.Renderer.draw(layers, l, pos, m, div);
l = LineTexLayer.Renderer.draw(l, m, pos, div, layers);
continue;
}
if (l.type == MESH) {
l = MeshLayer.Renderer.draw(pos, l, m);
l = MeshLayer.Renderer.draw(l, m, pos);
continue;
}
log.debug("invalid layer {}", l.type);
@ -122,7 +122,7 @@ public abstract class ElementRenderer extends LayerRenderer {
continue;
}
if (l.type == SYMBOL) {
l = TextureLayer.Renderer.draw(l, 1 / div, m);
l = TextureLayer.Renderer.draw(l, m, 1 / div);
continue;
}
log.debug("invalid layer {}", l.type);

View File

@ -628,8 +628,8 @@ public final class LineLayer extends RenderElement {
return true;
}
public static RenderElement draw(ElementLayers layers, RenderElement curLayer,
MapPosition pos, Matrices m, float scale) {
public static RenderElement draw(RenderElement curLayer, Matrices m,
MapPosition pos, float scale, ElementLayers layers) {
if (curLayer == null)
return null;

View File

@ -329,8 +329,8 @@ public final class LineTexLayer extends RenderElement {
private final static int STRIDE = 12;
private final static int LEN_OFFSET = 8;
public static RenderElement draw(ElementLayers layers, RenderElement curLayer,
MapPosition pos, Matrices m, float div) {
public static RenderElement draw(RenderElement curLayer, Matrices m,
MapPosition pos, float div, ElementLayers layers) {
// shader failed to compile
if (shader == 0)

View File

@ -119,8 +119,8 @@ public class MeshLayer extends RenderElement {
return true;
}
public static RenderElement draw(MapPosition pos, RenderElement l,
Matrices m) {
public static RenderElement draw(RenderElement l, Matrices m,
MapPosition pos) {
GLState.blend(true);

View File

@ -261,25 +261,25 @@ public final class PolygonLayer extends RenderElement {
/**
* draw polygon layers (unil layer.next is not polygon layer)
* using stencil buffer method
*
* @param pos
* used to fade layers accorind to 'fade'
* in layer.area.
* @param renderElement
* layer to draw (referencing vertices in current vbo)
* @param m
* current Matrices
* @param first
* pass true to clear stencil buffer region
* @param pos
* used to fade layers according to 'fade' in
* layer.area style
* @param div
* scale relative to 'base scale' of the tile
* @param clip
* @param first
* pass true to clear stencil buffer region
* @param clipMode
* clip to first quad in current vbo
*
* @return
* next layer
*/
public static RenderElement draw(MapPosition pos, RenderElement renderElement,
Matrices m, boolean first, float div, int clip) {
public static RenderElement draw(RenderElement renderElement, Matrices m,
MapPosition pos, float div, boolean first, int clipMode) {
GLState.test(false, true);
@ -305,7 +305,7 @@ public final class PolygonLayer extends RenderElement {
continue;
if (cur == start) {
drawStencilRegion(first, clip);
drawStencilRegion(first, clipMode);
first = false;
// op for stencil method polygon drawing
@ -329,9 +329,9 @@ public final class PolygonLayer extends RenderElement {
if (cur > 0)
fillPolygons(m, start, cur, zoom, scale, div);
if (clip > 0) {
if (clipMode > 0) {
if (first) {
drawStencilRegion(first, clip);
drawStencilRegion(first, clipMode);
// disable writes to stencil buffer
GL.glStencilMask(0x00);
// enable writes to color buffer
@ -364,7 +364,7 @@ public final class PolygonLayer extends RenderElement {
* @param first in the first run the clip region is set based on
* depth buffer and depth buffer is updated
*/
static void drawStencilRegion(boolean first, int mode) {
static void drawStencilRegion(boolean first, int clipMode) {
// disable drawing to color buffer
GL.glColorMask(false, false, false, false);
@ -382,7 +382,7 @@ public final class PolygonLayer extends RenderElement {
// with depth test (GL_LESS) this ensures to only
// draw where no other tile has drawn yet.
//GL.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
if (mode > 1) {
if (clipMode > 1) {
// test GL_LESS and write to depth buffer
GLState.test(true, true);
GL.glDepthMask(true);
@ -403,7 +403,7 @@ public final class PolygonLayer extends RenderElement {
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (first) {
if (mode > 1) {
if (clipMode > 1) {
// dont modify depth buffer
GL.glDepthMask(false);
// test only stencil

View File

@ -140,7 +140,7 @@ public abstract class TextureLayer extends RenderElement {
pool.init(0);
}
public static RenderElement draw(RenderElement l, float scale, Matrices m) {
public static RenderElement draw(RenderElement l, Matrices m, float scale) {
GLState.test(false, false);
GLState.blend(true);

View File

@ -473,25 +473,25 @@ public class TileRenderer extends LayerRenderer {
while (l != null) {
if (l.type == POLYGON) {
l = PolygonLayer.Renderer.draw(pos, l, m, !clipped, div, mode);
l = PolygonLayer.Renderer.draw(l, m, pos, div, !clipped, mode);
clipped = true;
continue;
}
if (!clipped) {
// draw stencil buffer clip region
PolygonLayer.Renderer.draw(pos, null, m, true, div, mode);
PolygonLayer.Renderer.draw(null, m, pos, div, true, mode);
clipped = true;
}
if (l.type == LINE) {
l = LineLayer.Renderer.draw(t.layers, l, pos, m, scale);
l = LineLayer.Renderer.draw(l, m, pos, scale, t.layers);
continue;
}
if (l.type == TEXLINE) {
l = LineTexLayer.Renderer.draw(t.layers, l, pos, m, div);
l = LineTexLayer.Renderer.draw(l, m, pos, div, t.layers);
continue;
}
if (l.type == MESH) {
l = MeshLayer.Renderer.draw(pos, l, m);
l = MeshLayer.Renderer.draw(l, m, pos);
continue;
}
// just in case
@ -501,7 +501,7 @@ public class TileRenderer extends LayerRenderer {
l = t.layers.getTextureLayers();
while (l != null) {
if (!clipped) {
PolygonLayer.Renderer.draw(pos, null, m, true, div, mode);
PolygonLayer.Renderer.draw(null, m, pos, div, true, mode);
clipped = true;
}
if (l.type == BITMAP) {