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
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@@ -36,7 +36,7 @@ public:
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update();
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// types
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typedef std::vector<light_record> lightrecord_array;
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using lightrecord_array = std::vector<light_record>;
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// members
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lightrecord_array data;
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@@ -41,7 +41,7 @@ private:
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bool is_good{ false }; // true if local content of the chunk matches the data on the opengl end
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};
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typedef std::vector<chunk_record> chunkrecord_sequence;
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using chunkrecord_sequence = std::vector<chunk_record>;
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// methods:
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// create() subclass details
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@@ -36,7 +36,7 @@ opengl33_precipitation::create( int const Tesselation ) {
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std::uint16_t index = 0;
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// auto const radius { 25.f }; // cylinder radius
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std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
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std::vector radii { 25.f, 10.f, 5.f, 1.f };
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for( auto radius : radii ) {
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for( int i = 0; i <= latitudes; ++i ) {
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@@ -61,7 +61,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
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glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE );
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glDebugMessageControl( GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 0, nullptr, GL_FALSE );
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glDebugMessageCallback( ErrorCallback, 0 );
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glDebugMessageCallback( ErrorCallback, nullptr );
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}
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if (!Init_caps())
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@@ -252,7 +252,7 @@ class opengl33_renderer : public gfx_renderer {
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viewport_config *m_current_viewport = nullptr;
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typedef std::vector<opengl33_light> opengllight_array;
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using opengllight_array = std::vector<opengl33_light>;
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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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@@ -90,7 +90,7 @@ private:
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};
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enum stack_mode { gl_modelview = 0, gl_projection = 1, gl_texture = 2 };
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typedef std::vector<opengl_stack> openglstack_array;
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using openglstack_array = std::vector<opengl_stack>;
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public:
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// constructors:
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@@ -39,7 +39,7 @@ opengl_precipitation::create( int const Tesselation ) {
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std::uint16_t index = 0;
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// auto const radius { 25.f }; // cylinder radius
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std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
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std::vector radii { 25.f, 10.f, 5.f, 1.f };
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for( auto radius : radii ) {
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for( int i = 0; i <= latitudes; ++i ) {
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@@ -128,7 +128,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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// texture
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::glGenTextures( 1, &m_picktexture );
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::glBindTexture( GL_TEXTURE_2D, m_picktexture );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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@@ -163,7 +163,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glGenTextures( 1, &m_shadowtexture );
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::glBindTexture( GL_TEXTURE_2D, m_shadowtexture );
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// allocate memory
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr );
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// setup parameters
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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@@ -178,7 +178,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glGenTextures( 1, &m_shadowdebugtexture );
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::glBindTexture( GL_TEXTURE_2D, m_shadowdebugtexture );
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// allocate memory
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
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// setup parameters
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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@@ -216,7 +216,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glGenTextures( 1, &m_cabshadowtexture );
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::glBindTexture( GL_TEXTURE_2D, m_cabshadowtexture );
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// allocate memory
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr );
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// setup parameters
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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@@ -231,7 +231,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glGenTextures( 1, &m_cabshadowdebugtexture );
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::glBindTexture( GL_TEXTURE_2D, m_cabshadowdebugtexture );
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// allocate memory
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
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// setup parameters
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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@@ -270,7 +270,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture );
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// allocate space
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for( GLuint faceindex = GL_TEXTURE_CUBE_MAP_POSITIVE_X; faceindex < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++faceindex ) {
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::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr );
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}
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// setup parameters
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::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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@@ -184,7 +184,7 @@ private:
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bool reflections { false };
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};
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typedef std::vector<opengl_light> opengllight_array;
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using opengllight_array = std::vector<opengl_light>;
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// methods
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void
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