mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 11:09:19 +02:00
reformat: functions can be made static
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@@ -18,7 +18,7 @@ struct opengl33_light : public basic_light {
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float factor;
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void apply_intensity(float Factor = 1.0f);
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void apply_angle();
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static void apply_angle();
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opengl33_light &operator=(basic_light const &Right) {
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basic_light::operator=(Right);
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@@ -254,15 +254,15 @@ class opengl33_renderer : public gfx_renderer {
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typedef std::vector<opengl33_light> opengllight_array;
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// methods
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std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
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static std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
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bool Init_caps();
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void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode Mode, float Znear = 0.f, float Zfar = 1.f, bool Ignoredebug = false);
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void setup_matrices();
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void setup_drawing(bool Alpha = false);
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void setup_shadow_unbind_map();
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static void setup_shadow_unbind_map();
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void setup_shadow_bind_map();
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void setup_shadow_color( glm::vec4 const &Shadowcolor );
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void setup_env_map(gl::cubemap *tex);
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static void setup_env_map(gl::cubemap *tex);
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void setup_environment_light(TEnvironmentType Environment = e_flat);
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void setup_sunlight_intensity( float Factor = 1.f);
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// runs jobs needed to generate graphics for specified render pass
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@@ -310,8 +310,8 @@ class opengl33_renderer : public gfx_renderer {
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float Squaredistance);
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void Render_Alpha(TSubModel *Submodel);
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void Update_Lights(light_array &Lights);
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glm::vec3 pick_color(std::size_t Index);
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std::size_t pick_index(glm::ivec3 const &Color);
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static glm::vec3 pick_color(std::size_t Index);
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static std::size_t pick_index(glm::ivec3 const &Color);
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bool init_viewport(viewport_config &vp);
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@@ -394,10 +394,10 @@ class opengl33_renderer : public gfx_renderer {
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double m_precipitationrotation;
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glm::mat4 perspective_projection_raw(float fovy, float aspect, float znear, float zfar);
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glm::mat4 perspective_projection(const viewport_proj_config &c, float n, float f, glm::mat4 &frustum);
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glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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static glm::mat4 perspective_projection_raw(float fovy, float aspect, float znear, float zfar);
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static glm::mat4 perspective_projection(const viewport_proj_config &c, float n, float f, glm::mat4 &frustum);
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static glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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static glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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std::vector<std::function<void(TSubModel const *, glm::vec2)>> m_control_pick_requests;
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std::vector<std::function<void(scene::basic_node *)>> m_node_pick_requests;
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@@ -273,9 +273,9 @@ private:
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Update_Lights( light_array &Lights );
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bool
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Init_caps();
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glm::vec3
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static glm::vec3
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pick_color( std::size_t Index );
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std::size_t
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static std::size_t
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pick_index( glm::ivec3 const &Color );
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// members
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