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'

This commit is contained in:
samcake 2018-05-23 15:08:48 -07:00
parent 55945b5454
commit cf58f31f3e
6 changed files with 11 additions and 11 deletions

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@ -649,7 +649,7 @@ private:
quint64 _lastFaceTrackerUpdate; quint64 _lastFaceTrackerUpdate;
render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) }; render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
render::EnginePointer _renderEngine{ new render::Engine() }; render::EnginePointer _renderEngine{ new render::RenderEngine() };
gpu::ContextPointer _gpuContext; // initialized during window creation gpu::ContextPointer _gpuContext; // initialized during window creation
mutable QMutex _renderArgsMutex{ QMutex::Recursive }; mutable QMutex _renderArgsMutex{ QMutex::Recursive };

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@ -36,11 +36,11 @@ public:
} }
}; };
Engine::Engine() : _Engine(EngineTask::JobModel::create("Engine"), std::make_shared<RenderContext>()) RenderEngine::RenderEngine() : Engine(EngineTask::JobModel::create("Engine"), std::make_shared<RenderContext>())
{ {
} }
void Engine::load() { void RenderEngine::load() {
auto config = getConfiguration(); auto config = getConfiguration();
const QString configFile= "config/render.json"; const QString configFile= "config/render.json";

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@ -82,11 +82,11 @@ namespace render {
// The render engine holds all render tasks, and is itself a render task. // The render engine holds all render tasks, and is itself a render task.
// State flows through tasks to jobs via the render and scene contexts - // State flows through tasks to jobs via the render and scene contexts -
// the engine should not be known from its jobs. // the engine should not be known from its jobs.
class Engine : public _Engine { class RenderEngine : public Engine {
public: public:
Engine(); RenderEngine();
~Engine() = default; ~RenderEngine() = default;
// Load any persisted settings, and set up the presets // Load any persisted settings, and set up the presets
// This should be run after adding all jobs, and before building ui // This should be run after adding all jobs, and before building ui
@ -100,7 +100,7 @@ namespace render {
protected: protected:
}; };
using EnginePointer = std::shared_ptr<Engine>; using EnginePointer = std::shared_ptr<RenderEngine>;
} }

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@ -21,7 +21,7 @@
namespace render { namespace render {
class Engine; class RenderEngine;
class Scene; class Scene;
// Transaction is the mechanism to make any change to the scene. // Transaction is the mechanism to make any change to the scene.
@ -236,7 +236,7 @@ protected:
StageMap _stages; StageMap _stages;
friend class Engine; friend class RenderEngine;
}; };
typedef std::shared_ptr<Scene> ScenePointer; typedef std::shared_ptr<Scene> ScenePointer;

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@ -406,7 +406,7 @@ protected:
template <class T> using PersistentConfig = task::PersistentConfig<T>; \ template <class T> using PersistentConfig = task::PersistentConfig<T>; \
using Job = task::Job<ContextType, TimeProfiler>; \ using Job = task::Job<ContextType, TimeProfiler>; \
using Task = task::Task<ContextType, TimeProfiler>; \ using Task = task::Task<ContextType, TimeProfiler>; \
using _Engine = task::Engine<ContextType, TimeProfiler>; \ using Engine = task::Engine<ContextType, TimeProfiler>; \
using Varying = task::Varying; \ using Varying = task::Varying; \
template < typename T0, typename T1 > using VaryingSet2 = task::VaryingSet2<T0, T1>; \ template < typename T0, typename T1 > using VaryingSet2 = task::VaryingSet2<T0, T1>; \
template < typename T0, typename T1, typename T2 > using VaryingSet3 = task::VaryingSet3<T0, T1, T2>; \ template < typename T0, typename T1, typename T2 > using VaryingSet3 = task::VaryingSet3<T0, T1, T2>; \

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@ -1107,7 +1107,7 @@ private:
} }
} }; } };
render::EnginePointer _renderEngine { new render::Engine() }; render::EnginePointer _renderEngine { new render::RenderEngine() };
render::ScenePointer _main3DScene { new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) }; render::ScenePointer _main3DScene { new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
QSize _size; QSize _size;
QSettings _settings; QSettings _settings;