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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 12:49:18 +02:00

reformat: remove redundant 'inline' specifier

This commit is contained in:
jerrrrycho
2026-07-04 05:58:21 +02:00
parent b4b6686320
commit 6e4d000ddb
85 changed files with 877 additions and 988 deletions

View File

@@ -49,8 +49,7 @@ class opengl33_renderer : public gfx_renderer {
Render() override;
void
SwapBuffers() override;
inline
float
float
Framerate() override { return m_framerate; }
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
@@ -58,13 +57,13 @@ class opengl33_renderer : public gfx_renderer {
gfx::geometrybank_handle
Create_Bank() override;
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int Type) override;
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int Type) override;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) override;
bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int Type, std::size_t Offset = 0) override;
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override;
bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int Type) override;
// provides direct access to index data of specfied chunk
gfx::index_array const &
Indices( gfx::geometry_handle const &Geometry ) const override;
@@ -76,27 +75,27 @@ class opengl33_renderer : public gfx_renderer {
UserData( gfx::geometry_handle const &Geometry ) const override;
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override;
Fetch_Material( std::string const &Filename, bool Loadnow = true ) override;
void
Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
Bind_Material( material_handle Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
IMaterial const *
Material( material_handle const Material ) const override;
Material( material_handle Material ) const override;
// shader methods
auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
// texture methods
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
Fetch_Texture( std::string const &Filename, bool Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
void
Bind_Texture( texture_handle const Texture ) override;
Bind_Texture( texture_handle Texture ) override;
void
Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
Bind_Texture( std::size_t Unit, texture_handle Texture ) override;
ITexture &
Texture( texture_handle const Texture ) override;
Texture( texture_handle Texture ) override;
ITexture const &
Texture( texture_handle const Texture ) const override;
Texture( texture_handle Texture ) const override;
// utility methods
void
Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override;
Pick_Control_Callback( std::function<void( TSubModel const *, glm::vec2 )> Callback ) override;
void
Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override;
TSubModel const *
@@ -113,7 +112,7 @@ class opengl33_renderer : public gfx_renderer {
Camera_Position() const override { return m_colorpass.pass_camera.position(); }
// maintenance methods
void
Update( double const Deltatime ) override;
Update( double Deltatime ) override;
bool
Debug_Ui_State(std::optional<bool>) override;
void
@@ -131,13 +130,13 @@ class opengl33_renderer : public gfx_renderer {
opengl_material & Material( material_handle const Material );
opengl_material & Material( material_handle Material );
opengl_material const & Material( TSubModel const * Submodel ) const;
// draws supplied geometry handles
void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
void Draw_Geometry(const gfx::geometrybank_handle &handle);
// material methods
void Bind_Material_Shadow(material_handle const Material);
void Bind_Material_Shadow(material_handle Material);
void Update_AnimModel(TAnimModel *model);
// members
@@ -257,24 +256,24 @@ class opengl33_renderer : public gfx_renderer {
// methods
std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
bool Init_caps();
void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false);
void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode Mode, float Znear = 0.f, float Zfar = 1.f, bool Ignoredebug = false);
void setup_matrices();
void setup_drawing(bool const Alpha = false);
void setup_drawing(bool Alpha = false);
void setup_shadow_unbind_map();
void setup_shadow_bind_map();
void setup_shadow_color( glm::vec4 const &Shadowcolor );
void setup_env_map(gl::cubemap *tex);
void setup_environment_light(TEnvironmentType const Environment = e_flat);
void setup_sunlight_intensity( float const Factor = 1.f);
void setup_environment_light(TEnvironmentType Environment = e_flat);
void setup_sunlight_intensity( float Factor = 1.f);
// runs jobs needed to generate graphics for specified render pass
void Render_pass(viewport_config &vp, rendermode const Mode);
void Render_pass(viewport_config &vp, rendermode Mode);
// creates dynamic environment cubemap
bool Render_reflections(viewport_config &vp);
bool Render(world_environment *Environment);
void Render(scene::basic_region *Region);
void Render(section_sequence::iterator First, section_sequence::iterator Last);
void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
void Render(scene::shape_node const &Shape, bool const Ignorerange);
void Render(scene::shape_node const &Shape, bool Ignorerange);
void Render(TAnimModel *Instance);
// batched render path for many TAnimModel instances that share the same TModel3d.
// Caller guarantees every instance has m_instanceable == true (no per-instance lights,
@@ -283,8 +282,8 @@ class opengl33_renderer : public gfx_renderer {
// instances counter. Instances are still individually frustum/distance culled.
void Render_Instanced( TModel3d *Model, std::vector<TAnimModel *> const &Instances );
bool Render(TDynamicObject *Dynamic);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
bool Render(TModel3d *Model, material_data const *Material, float Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
bool Render(TModel3d *Model, material_data const *Material, float Squaredistance);
void Render(TSubModel *Submodel);
void Render(TTrack *Track);
void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
@@ -293,10 +292,10 @@ class opengl33_renderer : public gfx_renderer {
// no-op if the track has no sleepermodel, Global.SleeperDistance is 0, or the camera is beyond
// Global.SleeperDistance from the track origin.
void Render_Sleepers( TTrack *Track );
bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false);
bool Render_interior( bool const Alpha = false );
bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
bool Render_cab(TDynamicObject const *Dynamic, float Lightlevel, bool Alpha = false);
bool Render_interior( bool Alpha = false );
bool Render_lowpoly( TDynamicObject *Dynamic, float Squaredistance, bool Setup, bool Alpha = false );
bool Render_coupler_adapter( TDynamicObject *Dynamic, float Squaredistance, int End, bool Alpha = false );
void Render(TMemCell *Memcell);
void Render_particles();
void Render_precipitation();
@@ -307,11 +306,11 @@ class opengl33_renderer : public gfx_renderer {
void Render_Alpha(TTraction *Traction);
void Render_Alpha(scene::lines_node const &Lines);
bool Render_Alpha(TDynamicObject *Dynamic);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float Squaredistance);
void Render_Alpha(TSubModel *Submodel);
void Update_Lights(light_array &Lights);
glm::vec3 pick_color(std::size_t const Index);
glm::vec3 pick_color(std::size_t Index);
std::size_t pick_index(glm::ivec3 const &Color);
bool init_viewport(viewport_config &vp);