Code Cleanup (#2191)

* constexpr const -> constexpr
* const char* -> std::string_view
This commit is contained in:
Alexander Bock
2022-07-25 15:57:45 +02:00
committed by GitHub
parent ea1f4bbf40
commit 9cc4c595a8
267 changed files with 1425 additions and 1565 deletions

View File

@@ -49,31 +49,32 @@
#include <vector>
namespace {
constexpr const char* _loggerCat = "FramebufferRenderer";
constexpr std::string_view _loggerCat = "FramebufferRenderer";
constexpr const glm::vec4 PosBufferClearVal = { 1e32, 1e32, 1e32, 1.f };
constexpr glm::vec4 PosBufferClearVal = { 1e32, 1e32, 1e32, 1.f };
constexpr const std::array<const char*, 9> HDRUniformNames = {
constexpr std::array<const char*, 9> HDRUniformNames = {
"hdrFeedingTexture", "blackoutFactor", "hdrExposure", "gamma",
"Hue", "Saturation", "Value", "Viewport", "Resolution"
};
constexpr const std::array<const char*, 4> FXAAUniformNames = {
constexpr std::array<const char*, 4> FXAAUniformNames = {
"renderedTexture", "inverseScreenSize", "Viewport", "Resolution"
};
constexpr const std::array<const char*, 4> DownscaledVolumeUniformNames = {
constexpr std::array<const char*, 4> DownscaledVolumeUniformNames = {
"downscaledRenderedVolume", "downscaledRenderedVolumeDepth", "viewport",
"resolution"
};
constexpr const char* ExitFragmentShaderPath =
constexpr std::string_view ExitFragmentShaderPath =
"${SHADERS}/framebuffer/exitframebuffer.frag";
constexpr const char* RaycastFragmentShaderPath =
constexpr std::string_view RaycastFragmentShaderPath =
"${SHADERS}/framebuffer/raycastframebuffer.frag";
constexpr const char* GetEntryInsidePath = "${SHADERS}/framebuffer/inside.glsl";
constexpr const char* GetEntryOutsidePath = "${SHADERS}/framebuffer/outside.glsl";
constexpr const char* RenderFragmentShaderPath =
constexpr std::string_view GetEntryInsidePath = "${SHADERS}/framebuffer/inside.glsl";
constexpr std::string_view GetEntryOutsidePath =
"${SHADERS}/framebuffer/outside.glsl";
constexpr std::string_view RenderFragmentShaderPath =
"${SHADERS}/framebuffer/renderframebuffer.frag";
const GLenum ColorAttachmentArray[4] = {
@@ -511,7 +512,7 @@ void FramebufferRenderer::updateDownscaleTextures() {
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
constexpr const float VolumeBorderColor[] = { 0.f, 0.f, 0.f, 1.f };
constexpr float VolumeBorderColor[] = { 0.f, 0.f, 0.f, 1.f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, VolumeBorderColor);
glBindTexture(GL_TEXTURE_2D, _downscaleVolumeRendering.depthbuffer);