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Fix/sonar reliability security (#205)
* fix(sonar): addressing reliability/security issues * fix(sonar): addressing reliability/security issues * fix(sonar): addressing reliability/security issues * fix(sonar): addressing last reliability/security issues * fix(sonar): addressing last reliability/security issues * fix(sonar): addressing last reliability/security issues * refactor(sonar): imgui update * refactor(sonar): hasChar revert
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@@ -216,7 +216,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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// Generate hemisphere kernel (z > 0 = toward surface normal)
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std::uniform_real_distribution<float> rnd(0.0f, 1.0f);
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std::default_random_engine gen(42); // fixed seed for consistency
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std::default_random_engine gen(42); // NOSONAR fixed seed on purpose, SSAO kernel has to be identical every run
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for (int i = 0; i < 32; i++) {
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glm::vec3 s(rnd(gen)*2.0f-1.0f, rnd(gen)*2.0f-1.0f, rnd(gen));
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s = glm::normalize(s) * rnd(gen);
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@@ -1532,7 +1532,7 @@ glm::mat4 opengl33_renderer::perspective_projection_raw(float fovy, float aspect
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{
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if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
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{
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const float f = 1.0f / tan(fovy / 2.0f);
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const float f = 1.0f / std::tan(fovy / 2.0f);
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// when clip_control available, use projection matrix with 1..0 Z range and infinite zfar
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return glm::mat4( //
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