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Renaming the render::Engine to render::RenderEngine so the instancied Engine class coming from the task namesapce from which it derives, is just named 'Engine'
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55945b5454
commit
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6 changed files with 11 additions and 11 deletions
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@ -649,7 +649,7 @@ private:
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quint64 _lastFaceTrackerUpdate;
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quint64 _lastFaceTrackerUpdate;
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render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
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render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
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render::EnginePointer _renderEngine{ new render::Engine() };
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render::EnginePointer _renderEngine{ new render::RenderEngine() };
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gpu::ContextPointer _gpuContext; // initialized during window creation
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gpu::ContextPointer _gpuContext; // initialized during window creation
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mutable QMutex _renderArgsMutex{ QMutex::Recursive };
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mutable QMutex _renderArgsMutex{ QMutex::Recursive };
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@ -36,11 +36,11 @@ public:
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}
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}
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};
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};
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Engine::Engine() : _Engine(EngineTask::JobModel::create("Engine"), std::make_shared<RenderContext>())
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RenderEngine::RenderEngine() : Engine(EngineTask::JobModel::create("Engine"), std::make_shared<RenderContext>())
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{
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{
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}
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}
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void Engine::load() {
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void RenderEngine::load() {
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auto config = getConfiguration();
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auto config = getConfiguration();
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const QString configFile= "config/render.json";
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const QString configFile= "config/render.json";
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@ -82,11 +82,11 @@ namespace render {
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// The render engine holds all render tasks, and is itself a render task.
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// The render engine holds all render tasks, and is itself a render task.
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// State flows through tasks to jobs via the render and scene contexts -
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// State flows through tasks to jobs via the render and scene contexts -
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// the engine should not be known from its jobs.
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// the engine should not be known from its jobs.
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class Engine : public _Engine {
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class RenderEngine : public Engine {
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public:
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public:
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Engine();
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RenderEngine();
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~Engine() = default;
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~RenderEngine() = default;
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// Load any persisted settings, and set up the presets
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// Load any persisted settings, and set up the presets
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// This should be run after adding all jobs, and before building ui
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// This should be run after adding all jobs, and before building ui
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@ -100,7 +100,7 @@ namespace render {
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protected:
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protected:
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};
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};
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using EnginePointer = std::shared_ptr<Engine>;
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using EnginePointer = std::shared_ptr<RenderEngine>;
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}
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}
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@ -21,7 +21,7 @@
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namespace render {
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namespace render {
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class Engine;
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class RenderEngine;
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class Scene;
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class Scene;
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// Transaction is the mechanism to make any change to the scene.
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// Transaction is the mechanism to make any change to the scene.
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@ -236,7 +236,7 @@ protected:
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StageMap _stages;
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StageMap _stages;
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friend class Engine;
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friend class RenderEngine;
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};
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};
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typedef std::shared_ptr<Scene> ScenePointer;
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typedef std::shared_ptr<Scene> ScenePointer;
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@ -406,7 +406,7 @@ protected:
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template <class T> using PersistentConfig = task::PersistentConfig<T>; \
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template <class T> using PersistentConfig = task::PersistentConfig<T>; \
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using Job = task::Job<ContextType, TimeProfiler>; \
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using Job = task::Job<ContextType, TimeProfiler>; \
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using Task = task::Task<ContextType, TimeProfiler>; \
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using Task = task::Task<ContextType, TimeProfiler>; \
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using _Engine = task::Engine<ContextType, TimeProfiler>; \
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using Engine = task::Engine<ContextType, TimeProfiler>; \
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using Varying = task::Varying; \
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using Varying = task::Varying; \
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template < typename T0, typename T1 > using VaryingSet2 = task::VaryingSet2<T0, T1>; \
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template < typename T0, typename T1 > using VaryingSet2 = task::VaryingSet2<T0, T1>; \
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template < typename T0, typename T1, typename T2 > using VaryingSet3 = task::VaryingSet3<T0, T1, T2>; \
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template < typename T0, typename T1, typename T2 > using VaryingSet3 = task::VaryingSet3<T0, T1, T2>; \
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@ -1107,7 +1107,7 @@ private:
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}
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}
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} };
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} };
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render::EnginePointer _renderEngine { new render::Engine() };
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render::EnginePointer _renderEngine { new render::RenderEngine() };
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render::ScenePointer _main3DScene { new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
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render::ScenePointer _main3DScene { new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
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QSize _size;
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QSize _size;
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QSettings _settings;
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QSettings _settings;
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