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https://github.com/MaSzyna-EU07/maszyna.git
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* refactor(sonar): use override instead of redundant virtual (cpp:S3471) * refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659) * refactor(sonar): drop redundant lambda return types (cpp:S3574) * refactor(sonar): prefer using over typedef (cpp:S5416) * refactor(sonar): use =default for trivial special members (cpp:S3490) * refactor(sonar): use nullptr literal (cpp:S4962) * refactor(sonar): remove redundant access specifiers (cpp:S3539) * refactor(sonar): remove redundant casts (cpp:S1905) * refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997) * refactor(sonar): construct elements in place with emplace_back (cpp:S6003) * refactor(sonar): make narrowing conversions explicit (cpp:S5276) * refactor(sonar): mark unused parameters (cpp:S1172) Unused names are commented out; parameters used only on some platforms are marked [[maybe_unused]]. * refactor(sonar): declare non-mutating member functions const (cpp:S5817) Virtual functions are left untouched so overrides keep matching. * refactor(sonar): merge collapsible nested if statements (cpp:S1066) Comments that preceded the inner if are kept above the merged statement. * refactor(sonar): scope single-use variables in if init-statements (cpp:S6004) * fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235) * refactor(sonar): use try_emplace for map insertion (cpp:S6030) * refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827) * refactor(sonar): remove redundant parentheses (cpp:S1110) * refactor(sonar): document intentionally empty functions (cpp:S1186) * refactor(sonar): remove dead stores (cpp:S1854) Side effects (e.g. LISTLINE++) are kept. * refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068) * refactor(sonar): use structured bindings for pair access (cpp:S6005) * refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566) * refactor(sonar): split chained assignments (cpp:S1121) * refactor(sonar): add default cases to switch statements (cpp:S3562) * refactor(sonar): use std::size for array lengths (cpp:S7127) * refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197) * refactor(sonar): access static members through the class (cpp:S2209) * refactor(sonar): add braces around nested if-else (cpp:S5261) * refactor(sonar): avoid side effects inside typeid operands (cpp:S5279) * refactor(sonar): drop top-level const from by-value return types (cpp:S5951) * refactor(sonar): declare variables separately from their type definitions (cpp:S3646) * refactor(sonar): declare loop counters in the for statement (cpp:S5955) * refactor(sonar): rely on class template argument deduction (cpp:S6012) * refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952) * refactor(sonar): rename locals that shadow outer declarations (cpp:S1117) Only local variables and definition parameters are renamed; shadowing struct fields and enumerators in headers are left for a separate change. * refactor(sonar): reduce enum qualification with using enum (cpp:S6177) Applied only where no unqualified name in the block could be captured by the introduced enumerators. * refactor(sonar): mark converting constructors explicit (cpp:S1709) sound_source and the gl::object conversion operators stay implicit; they are relied upon by copy-list-initialisation and GL calls. * refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230) * refactor(sonar): make read-only local references and pointers const (cpp:S5350) * refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995) TTrain command handlers keep their signature, it is fixed by the handler table. * refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238) Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and virtual overrides are left unchanged. * refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045) std::unordered_map instances and map types exposed in headers used by other modules are left as they are. * fix(sonar): do not use UI text as a printf format string (cpp:S5281) Text lines containing '%' would otherwise be interpreted as format specifiers by ImGui::TextColored. * refactor(sonar): use std::bind_front for callbacks (cpp:S5995) * refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859) * refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009) The Windows messaging helpers keep std::string, they need c_str(). * refactor(sonar): make read-only global tables const (cpp:S5421) Mutable global state (flags, timers, singletons) is left as is. * refactor(sonar): replace single-case switch statements with if (cpp:S1301) * refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945) * refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945) Arrays that are class members or part of headers are left unchanged. * fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872) 'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)', i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag. * refactor(sonar): assorted small fixes - empty() instead of size() comparisons (cpp:S1155) - member initialisers in declaration order (cpp:S3229) - no redundant c_str() when a std::string is accepted (cpp:S7121) - contains() on associative containers (cpp:S6171) - const reference instead of a copying range-for (cpp:S6032) - starts_with() for prefix checks (cpp:S6178) - no std::move on temporaries (cpp:S5274) - has_value() on std::optional (cpp:S7172) - bool literals for bool members (cpp:S5820) - inline only on the definition (cpp:S3548) - explicit base access specifier (cpp:S5965) - explicit element access instead of dereferencing an array (cpp:S7116) - rely on the C++20 rewritten operator!= (cpp:S6186) * refactor(sonar): more small fixes - std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495); output verified identical, negative hex values keep the unsigned form - remove an empty compound statement (cpp:S108) - drop an always-false unsigned < 0 branch (cpp:S1768) - explicit lambda capture (cpp:S3608) - std::make_unique (cpp:S5950) * chore: strip stray carriage returns left in TTrain constructor comments * fix: keep quantize() in its own value type The S5276 change cast the result of the generic quantize<Type_>() to unsigned int, which truncated float/double callers (shadow angle slider, editor rotation snapping, AI speed control steps) and broke negative values. * fix(sonar): use integer loop counters in segment sampling (cpp:S2193) * refactor(sonar): clean up issues reported on PR 209 - remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854) - unnamed unused parameter (cpp:S1172) - single-use declarations moved into if init-statements (cpp:S6004) - auto for casted initialisers (cpp:S5827) - const references and pointers where nothing is modified (cpp:S5350) - rename structured bindings shadowed by inner declarations (cpp:S1117)
256 lines
9.4 KiB
C++
256 lines
9.4 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <stack>
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#include <vector>
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// encapsulation of the fixed pipeline opengl matrix stack
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class opengl_matrices {
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// types:
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class opengl_stack {
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public:
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// constructors:
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opengl_stack() {
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// reserve generously up front: the matrix stack is pushed/popped once
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// per submodel during scene traversal, and std::deque (the previous
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// backing store) allocated a fresh heap block on every push for a
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// 64-byte glm::mat4. A reserved vector never reallocates within this
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// depth, so push/pop become allocation-free and references returned
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// by data() stay valid across pushes, exactly as before.
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m_stack.reserve( 256 );
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m_stack.emplace_back( 1.f ); }
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// methods:
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glm::mat4 const &
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data() const {
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return m_stack.back(); }
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void
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push_matrix() {
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glm::mat4 const top { m_stack.back() };
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m_stack.emplace_back( top ); }
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void
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pop_matrix( bool const Upload = true ) {
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if( m_stack.size() > 1 ) {
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m_stack.pop_back();
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if( Upload ) { upload(); } } }
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void
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load_identity( bool const Upload = true ) {
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m_stack.back() = glm::mat4( 1.f );
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if( Upload ) { upload(); } }
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void
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load_matrix( glm::mat4 const &Matrix, bool const Upload = true ) {
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m_stack.back() = Matrix;
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if( Upload ) { upload(); } }
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void
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rotate( float const Angle, glm::vec3 const &Axis, bool const Upload = true ) {
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m_stack.back() = glm::rotate( m_stack.back(), Angle, Axis );
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if( Upload ) { upload(); } }
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void
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translate( glm::vec3 const &Translation, bool const Upload = true ) {
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m_stack.back() = glm::translate( m_stack.back(), Translation );
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if( Upload ) { upload(); } }
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void
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scale( glm::vec3 const &Scale, bool const Upload = true ) {
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m_stack.back() = glm::scale( m_stack.back(), Scale );
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if( Upload ) { upload(); } }
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void
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multiply( glm::mat4 const &Matrix, bool const Upload = true ) {
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m_stack.back() *= Matrix;
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if( Upload ) { upload(); } }
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void
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ortho( float const Left, float const Right, float const Bottom, float const Top, float const Znear, float const Zfar, bool const Upload = true ) {
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m_stack.back() *= glm::ortho( Left, Right, Bottom, Top, Znear, Zfar );
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if( Upload ) { upload(); } }
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void
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perspective( float const Fovy, float const Aspect, float const Znear, float const Zfar, bool const Upload = true ) {
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m_stack.back() *= glm::perspective( Fovy, Aspect, Znear, Zfar );
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if( Upload ) { upload(); } }
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void
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look_at( glm::vec3 const &Eye, glm::vec3 const &Center, glm::vec3 const &Up, bool const Upload = true ) {
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m_stack.back() *= glm::lookAt( Eye, Center, Up );
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if( Upload ) { upload(); } }
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private:
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// methods:
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void
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upload() { ::glLoadMatrixf( glm::value_ptr( m_stack.back() ) ); }
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// members:
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std::vector<glm::mat4> m_stack;
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};
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enum stack_mode { gl_modelview = 0, gl_projection = 1, gl_texture = 2 };
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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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opengl_matrices() {
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m_stacks.emplace_back(); // modelview
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m_stacks.emplace_back(); // projection
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m_stacks.emplace_back(); // texture
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}
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// methods:
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bool &
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upload() {
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return m_upload; }
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void
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mode( GLuint const Mode ) {
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switch( Mode ) {
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case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
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case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
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case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
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default: { break; } }
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if( m_upload ) {::glMatrixMode( Mode ); } }
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glm::mat4 const &
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data( GLuint const Mode = -1 ) const {
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switch( Mode ) {
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case GL_MODELVIEW: { return m_stacks[ stack_mode::gl_modelview ].data(); }
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case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
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case GL_TEXTURE: { return m_stacks[ stack_mode::gl_texture ].data(); }
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default: { return m_stacks[ m_mode ].data(); } } }
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float const *
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data_array( GLuint const Mode = -1 ) const {
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return glm::value_ptr( data( Mode ) ); }
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void
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push_matrix() { m_stacks[ m_mode ].push_matrix(); }
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void
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pop_matrix() { m_stacks[ m_mode ].pop_matrix( m_upload ); }
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void
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load_identity() { m_stacks[ m_mode ].load_identity( m_upload ); }
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void
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load_matrix( glm::mat4 const &Matrix ) { m_stacks[ m_mode ].load_matrix( Matrix, m_upload ); }
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template <typename Type_>
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void
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load_matrix( Type_ const *Matrix ) { load_matrix( glm::make_mat4( Matrix ) ); }
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template <typename Type_>
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void
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rotate( Type_ const Angle, Type_ const X, Type_ const Y, Type_ const Z ) {
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m_stacks[ m_mode ].rotate(
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static_cast<float>(glm::radians(Angle)),
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glm::vec3(
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static_cast<float>( X ),
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static_cast<float>( Y ),
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static_cast<float>( Z ) ),
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m_upload ); }
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template <typename Type_>
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void
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translate( Type_ const X, Type_ const Y, Type_ const Z ) {
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m_stacks[ m_mode ].translate(
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glm::vec3(
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static_cast<float>( X ),
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static_cast<float>( Y ),
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static_cast<float>( Z ) ),
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m_upload ); }
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template <typename Type_>
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void
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scale( Type_ const X, Type_ const Y, Type_ const Z ) {
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m_stacks[ m_mode ].scale(
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glm::vec3(
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static_cast<float>( X ),
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static_cast<float>( Y ),
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static_cast<float>( Z ) ),
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m_upload ); }
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template <typename Type_>
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void
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multiply( Type_ const *Matrix ) {
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m_stacks[ m_mode ].multiply(
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glm::make_mat4( Matrix ),
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m_upload ); }
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template <typename Type_>
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void
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ortho( Type_ const Left, Type_ const Right, Type_ const Bottom, Type_ const Top, Type_ const Znear, Type_ const Zfar ) {
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m_stacks[ m_mode ].ortho(
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static_cast<float>( Left ),
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static_cast<float>( Right ),
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static_cast<float>( Bottom ),
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static_cast<float>( Top ),
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static_cast<float>( Znear ),
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static_cast<float>( Zfar ),
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m_upload ); }
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template <typename Type_>
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void
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perspective( Type_ const Fovy, Type_ const Aspect, Type_ const Znear, Type_ const Zfar ) {
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m_stacks[ m_mode ].perspective(
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static_cast<float>( glm::radians( Fovy ) ),
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static_cast<float>( Aspect ),
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static_cast<float>( Znear ),
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static_cast<float>( Zfar ),
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m_upload ); }
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template <typename Type_>
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void
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look_at( Type_ const Eyex, Type_ const Eyey, Type_ const Eyez, Type_ const Centerx, Type_ const Centery, Type_ const Centerz, Type_ const Upx, Type_ const Upy, Type_ const Upz ) {
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m_stacks[ m_mode ].look_at(
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glm::vec3(
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static_cast<float>( Eyex ),
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static_cast<float>( Eyey ),
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static_cast<float>( Eyez ) ),
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glm::vec3(
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static_cast<float>( Centerx ),
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static_cast<float>( Centery ),
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static_cast<float>( Centerz ) ),
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glm::vec3(
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static_cast<float>( Upx ),
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static_cast<float>( Upy ),
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static_cast<float>( Upz ) ),
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m_upload ); }
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private:
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// members:
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stack_mode m_mode{ stack_mode::gl_projection };
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openglstack_array m_stacks;
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bool m_upload { true };
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};
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extern opengl_matrices OpenGLMatrices;
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// NOTE: standard opengl calls re-definitions
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#undef glMatrixMode
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#undef glPushMatrix
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#undef glPopMatrix
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#undef glLoadIdentity
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#undef glLoadMatrixf
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#undef glLoadMatrixd
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#undef glRotated
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#undef glRotatef
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#undef glTranslated
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#undef glTranslatef
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#undef glScaled
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#undef glScalef
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#undef glMultMatrixd
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#undef glMultMatrixf
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#undef glOrtho
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#undef gluPerspective
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#undef gluLookAt
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#define glMatrixMode OpenGLMatrices.mode
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#define glPushMatrix OpenGLMatrices.push_matrix
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#define glPopMatrix OpenGLMatrices.pop_matrix
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#define glLoadIdentity OpenGLMatrices.load_identity
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#define glLoadMatrixf OpenGLMatrices.load_matrix
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#define glLoadMatrixd OpenGLMatrices.load_matrix
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#define glRotated OpenGLMatrices.rotate
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#define glRotatef OpenGLMatrices.rotate
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#define glTranslated OpenGLMatrices.translate
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#define glTranslatef OpenGLMatrices.translate
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#define glScaled OpenGLMatrices.scale
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#define glScalef OpenGLMatrices.scale
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#define glMultMatrixd OpenGLMatrices.multiply
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#define glMultMatrixf OpenGLMatrices.multiply
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#define glOrtho OpenGLMatrices.ortho
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#define gluPerspective OpenGLMatrices.perspective
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#define gluLookAt OpenGLMatrices.look_at
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//---------------------------------------------------------------------------
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