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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 00:09:19 +02:00

reformat: remove redundant qualifiers

This commit is contained in:
jerrrrycho
2026-07-04 05:34:23 +02:00
parent 20e7a99516
commit cf9fb07800
98 changed files with 2290 additions and 2290 deletions

View File

@@ -85,7 +85,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
Global.DayLight.diffuse[1] = 242.0f / 255.0f;
Global.DayLight.diffuse[2] = 231.0f / 255.0f;
Global.DayLight.is_directional = true;
m_sunlight.id = opengl33_renderer::sunlight;
m_sunlight.id = sunlight;
// create dynamic light pool
for (int idx = 0; idx < Global.DynamicLightCount; ++idx)
@@ -1254,16 +1254,16 @@ bool opengl33_renderer::Render_interior( bool const Alpha ) {
glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.pass_camera.position() };
float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) };
dynamics.emplace_back( squaredistance, dynamic );
dynamic = dynamic->Next( coupling::permanent );
dynamic = dynamic->Next( permanent );
}
// draw also interiors of permanently coupled vehicles in front, if there's any
dynamic = simulation::Train->Dynamic()->Prev( coupling::permanent );
dynamic = simulation::Train->Dynamic()->Prev( permanent );
while( dynamic != nullptr ) {
glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.pass_camera.position() };
float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) };
dynamics.emplace_back( squaredistance, dynamic );
dynamic = dynamic->Prev( coupling::permanent );
dynamic = dynamic->Prev( permanent );
}
if( Alpha ) {
std::sort(
@@ -1360,11 +1360,11 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c
auto const position { glm::dvec3 {
0.f,
Dynamic->MoverParameters->Couplers[ End ].adapter_height,
( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } };
( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == front ? 1 : -1 ) } };
auto const angle { glm::vec3{
0,
( End == end::front ? 0 : 180 ),
( End == front ? 0 : 180 ),
0 } };
if( Alpha ) {
@@ -3449,8 +3449,8 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
Render( attachment, Dynamic->Material(), squaredistance );
}
// optional coupling adapters
Render_coupler_adapter( Dynamic, squaredistance, end::front );
Render_coupler_adapter( Dynamic, squaredistance, end::rear );
Render_coupler_adapter( Dynamic, squaredistance, front );
Render_coupler_adapter( Dynamic, squaredistance, rear );
// post-render cleanup
if (Dynamic->fShade > 0.0f)
@@ -3475,8 +3475,8 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
Render( attachment, Dynamic->Material(), squaredistance );
}
// optional coupling adapters
Render_coupler_adapter( Dynamic, squaredistance, end::front );
Render_coupler_adapter( Dynamic, squaredistance, end::rear );
Render_coupler_adapter( Dynamic, squaredistance, front );
Render_coupler_adapter( Dynamic, squaredistance, rear );
if( Dynamic->mdLoad ) {
// renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
@@ -4489,8 +4489,8 @@ bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic)
Render_Alpha( attachment, Dynamic->Material(), squaredistance );
}
// optional coupling adapters
Render_coupler_adapter( Dynamic, squaredistance, end::front, true );
Render_coupler_adapter( Dynamic, squaredistance, end::rear, true );
Render_coupler_adapter( Dynamic, squaredistance, front, true );
Render_coupler_adapter( Dynamic, squaredistance, rear, true );
if( Dynamic->mdLoad ) {
// renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
@@ -5423,7 +5423,7 @@ std::unique_ptr<gfx_renderer> opengl33_renderer::create_func()
return std::unique_ptr<gfx_renderer>(new opengl33_renderer());
}
bool opengl33_renderer::renderer_register = gfx_renderer_factory::get_instance()->register_backend("modern", opengl33_renderer::create_func);
bool opengl33_renderer::renderer_register = gfx_renderer_factory::get_instance()->register_backend("modern", create_func);
bool opengl33_renderer::opengl33_imgui_renderer::Init()
{