mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 09:09:19 +02:00
reformat: remove redundant qualifiers
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@@ -85,14 +85,14 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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// setup lighting
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) );
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::glEnable( GL_LIGHTING );
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::glEnable( opengl_renderer::sunlight );
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::glEnable( sunlight );
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// rgb value for 5780 kelvin
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Global.DayLight.diffuse[ 0 ] = 255.0f / 255.0f;
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Global.DayLight.diffuse[ 1 ] = 242.0f / 255.0f;
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Global.DayLight.diffuse[ 2 ] = 231.0f / 255.0f;
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Global.DayLight.is_directional = true;
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m_sunlight.id = opengl_renderer::sunlight;
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m_sunlight.id = sunlight;
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// ::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0f );
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// create dynamic light pool
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@@ -767,16 +767,16 @@ bool opengl_renderer::Render_interior( bool const Alpha ) {
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glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.camera.position() };
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float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) };
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dynamics.emplace_back( squaredistance, dynamic );
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dynamic = dynamic->Next( coupling::permanent );
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dynamic = dynamic->Next( permanent );
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}
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// draw also interiors of permanently coupled vehicles in front, if there's any
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dynamic = simulation::Train->Dynamic()->Prev( coupling::permanent );
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dynamic = simulation::Train->Dynamic()->Prev( permanent );
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while( dynamic != nullptr ) {
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glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.camera.position() };
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float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) };
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dynamics.emplace_back( squaredistance, dynamic );
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dynamic = dynamic->Prev( coupling::permanent );
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dynamic = dynamic->Prev( permanent );
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}
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if( Alpha ) {
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std::sort(
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@@ -869,9 +869,9 @@ bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float con
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auto const position { glm::dvec3 {
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0.f,
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Dynamic->MoverParameters->Couplers[ End ].adapter_height,
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( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } };
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( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == front ? 1 : -1 ) } };
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auto const angle{ glm::vec3{ 0, ( End == end::front ? 0 : 180 ), 0 } };
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auto const angle{ glm::vec3{ 0, ( End == front ? 0 : 180 ), 0 } };
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if( Alpha ) {
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Render_Alpha( Dynamic->m_coupleradapters[ End ], Dynamic->Material(), Squaredistance, position, angle );
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@@ -1203,7 +1203,7 @@ opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const
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}
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else {
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// ...otherwise fallback on static spherical image
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m_textures.bind( textureunit::helper, m_reflectiontexture );
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m_textures.bind( helper, m_reflectiontexture );
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::glEnable( GL_TEXTURE_2D );
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}
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}
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@@ -2509,8 +2509,8 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
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Render( attachment, Dynamic->Material(), squaredistance );
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}
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// optional coupling adapters
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Render_coupler_adapter( Dynamic, squaredistance, end::front );
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Render_coupler_adapter( Dynamic, squaredistance, end::rear );
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Render_coupler_adapter( Dynamic, squaredistance, front );
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Render_coupler_adapter( Dynamic, squaredistance, rear );
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// post-render cleanup
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m_renderspecular = false;
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if( Dynamic->fShade > 0.0f ) {
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@@ -2536,8 +2536,8 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
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Render( attachment, Dynamic->Material(), squaredistance );
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}
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// optional coupling adapters
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Render_coupler_adapter( Dynamic, squaredistance, end::front );
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Render_coupler_adapter( Dynamic, squaredistance, end::rear );
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Render_coupler_adapter( Dynamic, squaredistance, front );
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Render_coupler_adapter( Dynamic, squaredistance, rear );
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if( Dynamic->mdLoad ) {
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// renderowanie nieprzezroczystego ładunku
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Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
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@@ -3713,8 +3713,8 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
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Render_Alpha( attachment, Dynamic->Material(), squaredistance );
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}
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// optional coupling adapters
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Render_coupler_adapter( Dynamic, squaredistance, end::front, true );
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Render_coupler_adapter( Dynamic, squaredistance, end::rear, true );
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Render_coupler_adapter( Dynamic, squaredistance, front, true );
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Render_coupler_adapter( Dynamic, squaredistance, rear, true );
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if( Dynamic->mdLoad ) {
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// renderowanie nieprzezroczystego ładunku
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Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
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@@ -4522,7 +4522,7 @@ std::unique_ptr<gfx_renderer> opengl_renderer::create_func()
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return std::unique_ptr<gfx_renderer>(new opengl_renderer());
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}
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bool opengl_renderer::renderer_register = gfx_renderer_factory::get_instance()->register_backend("legacy", opengl_renderer::create_func);
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bool opengl_renderer::renderer_register = gfx_renderer_factory::get_instance()->register_backend("legacy", create_func);
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bool opengl_renderer::opengl_imgui_renderer::Init()
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{
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