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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-29 01:07:28 +01:00

refactor: change typedef, nullptr, scoped_lock and others

This commit is contained in:
jerrrrycho
2026-09-27 19:31:00 +02:00
parent 8fbb482350
commit b8c9724ca3
42 changed files with 186 additions and 186 deletions

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@@ -36,7 +36,7 @@ public:
update();
// types
typedef std::vector<light_record> lightrecord_array;
using lightrecord_array = std::vector<light_record>;
// members
lightrecord_array data;

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@@ -41,7 +41,7 @@ private:
bool is_good{ false }; // true if local content of the chunk matches the data on the opengl end
};
typedef std::vector<chunk_record> chunkrecord_sequence;
using chunkrecord_sequence = std::vector<chunk_record>;
// methods:
// create() subclass details

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@@ -36,7 +36,7 @@ opengl33_precipitation::create( int const Tesselation ) {
std::uint16_t index = 0;
// auto const radius { 25.f }; // cylinder radius
std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
std::vector radii { 25.f, 10.f, 5.f, 1.f };
for( auto radius : radii ) {
for( int i = 0; i <= latitudes; ++i ) {

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@@ -61,7 +61,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE );
glDebugMessageControl( GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 0, nullptr, GL_FALSE );
glDebugMessageCallback( ErrorCallback, 0 );
glDebugMessageCallback( ErrorCallback, nullptr );
}
if (!Init_caps())

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@@ -252,7 +252,7 @@ class opengl33_renderer : public gfx_renderer {
viewport_config *m_current_viewport = nullptr;
typedef std::vector<opengl33_light> opengllight_array;
using opengllight_array = std::vector<opengl33_light>;
// methods
std::unique_ptr<gl::program> make_shader(std::string v, std::string f);

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@@ -90,7 +90,7 @@ private:
};
enum stack_mode { gl_modelview = 0, gl_projection = 1, gl_texture = 2 };
typedef std::vector<opengl_stack> openglstack_array;
using openglstack_array = std::vector<opengl_stack>;
public:
// constructors:

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@@ -39,7 +39,7 @@ opengl_precipitation::create( int const Tesselation ) {
std::uint16_t index = 0;
// auto const radius { 25.f }; // cylinder radius
std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
std::vector radii { 25.f, 10.f, 5.f, 1.f };
for( auto radius : radii ) {
for( int i = 0; i <= latitudes; ++i ) {

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@@ -128,7 +128,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
// texture
::glGenTextures( 1, &m_picktexture );
::glBindTexture( GL_TEXTURE_2D, m_picktexture );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
@@ -163,7 +163,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glGenTextures( 1, &m_shadowtexture );
::glBindTexture( GL_TEXTURE_2D, m_shadowtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
@@ -178,7 +178,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glGenTextures( 1, &m_shadowdebugtexture );
::glBindTexture( GL_TEXTURE_2D, m_shadowdebugtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
@@ -216,7 +216,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glGenTextures( 1, &m_cabshadowtexture );
::glBindTexture( GL_TEXTURE_2D, m_cabshadowtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
@@ -231,7 +231,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glGenTextures( 1, &m_cabshadowdebugtexture );
::glBindTexture( GL_TEXTURE_2D, m_cabshadowdebugtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
@@ -270,7 +270,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture );
// allocate space
for( GLuint faceindex = GL_TEXTURE_CUBE_MAP_POSITIVE_X; faceindex < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++faceindex ) {
::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
}
// setup parameters
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

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@@ -184,7 +184,7 @@ private:
bool reflections { false };
};
typedef std::vector<opengl_light> opengllight_array;
using opengllight_array = std::vector<opengl_light>;
// methods
void