more code cleanup
All checks were successful
studiorailgun/Renderer/pipeline/head This commit looks good

This commit is contained in:
austin 2025-05-18 23:48:28 -04:00
parent ae2dd048a6
commit ac6bddea1f
2 changed files with 14 additions and 14 deletions

View File

@ -13,12 +13,12 @@ public class OpenGLContext {
/** /**
* The maximum number of textures supported * The maximum number of textures supported
*/ */
int maxTextureImageUnits = 0; private int maxTextureImageUnits = 0;
/** /**
* The maximum texture size * The maximum texture size
*/ */
int maxTextureSize = 0; private int maxTextureSize = 0;
/** /**
* Constructor * Constructor

View File

@ -29,7 +29,7 @@ public class OpenGLState {
/** /**
* the max texture allowed by the current environment * the max texture allowed by the current environment
*/ */
int MAX_TEXTURE_WIDTH; private int MAX_TEXTURE_WIDTH;
/** /**
* the current viewport dimensions * the current viewport dimensions
@ -39,58 +39,58 @@ public class OpenGLState {
/** /**
* whether depth test is enabled or not * whether depth test is enabled or not
*/ */
boolean depthTest; private boolean depthTest;
/** /**
* the current depth function * the current depth function
*/ */
int depthFunction; private int depthFunction;
/** /**
* whether to blend or not * whether to blend or not
*/ */
boolean blendTest; private boolean blendTest;
/** /**
* the current blend func * the current blend func
* map is (texture unit) -> [sfactor,dfactor] * map is (texture unit) -> [sfactor,dfactor]
*/ */
Map<Integer,int[]> blendFuncMap; private Map<Integer,int[]> blendFuncMap;
/** /**
* the key that contains the value of glBlendFunc (which would affect all buffers) * the key that contains the value of glBlendFunc (which would affect all buffers)
*/ */
static final int ALL_BUFFERS_KEY = -1; private static final int ALL_BUFFERS_KEY = -1;
/** /**
* the currently active texture * the currently active texture
*/ */
int activeTexture; private int activeTexture;
/** /**
* Currently bound framebuffer type * Currently bound framebuffer type
*/ */
int framebufferType; private int framebufferType;
/** /**
* Pointer for currently bound framebuffer * Pointer for currently bound framebuffer
*/ */
int framebufferPointer; private int framebufferPointer;
/** /**
* active shader * active shader
*/ */
Shader activeShader; private Shader activeShader;
/** /**
* map of texture units and their corresponding texture pointers * map of texture units and their corresponding texture pointers
*/ */
Map<Integer,Integer> unitToPointerMap; private Map<Integer,Integer> unitToPointerMap;
/** /**
* A map of index -> uniform buffer bound to that index * A map of index -> uniform buffer bound to that index
*/ */
Map<Integer,UniformBlockBinding> indexBlockMap; private Map<Integer,UniformBlockBinding> indexBlockMap;
/** /**