Cleanup for coding style

Add strict mode to check_style_guide script
This commit is contained in:
Alexander Bock
2017-11-08 10:35:39 -06:00
parent d94408224c
commit b50b52d351
387 changed files with 1907 additions and 2132 deletions
@@ -85,14 +85,14 @@ ghoul::opengl::ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
// Now the shader program can be accessed
ghoul::opengl::ProgramObject* programObject = layeredShaderManager->programObject();
if (layeredShaderManager->updatedOnLastCall()) {
gpuLayerManager->bind(programObject, *_layerManager);
}
// Activate the shader program
programObject->activate();
gpuLayerManager->setValue(programObject, *_layerManager, tileIndex);
// The length of the skirts is proportional to its size
@@ -106,8 +106,8 @@ ghoul::opengl::ProgramObject* ChunkRenderer::getActivatedProgramWithTileData(
if (chunk.owner().debugProperties().showHeightResolution) {
programObject->setUniform("vertexResolution",
glm::vec2(_grid->xSegments(), _grid->ySegments()));
}
}
return programObject;
}
@@ -122,7 +122,7 @@ void ChunkRenderer::setCommonUniforms(ghoul::opengl::ProgramObject& programObjec
!_layerManager->layerGroup(layergroupid::NightLayers).activeLayers().empty();
const bool waterLayersActive =
!_layerManager->layerGroup(layergroupid::WaterMasks).activeLayers().empty();
if (nightLayersActive ||
waterLayersActive ||
chunk.owner().generalProperties().atmosphereEnabled ||
@@ -153,7 +153,7 @@ void ChunkRenderer::setCommonUniforms(ghoul::opengl::ProgramObject& programObjec
chunk.surfacePatch().getCorner(Quad::NORTH_WEST));
glm::dvec3 corner11 = chunk.owner().ellipsoid().cartesianSurfacePosition(
chunk.surfacePatch().getCorner(Quad::NORTH_EAST));
// This is an assumption that the height tile has a resolution of 64 * 64
// If it does not it will still produce "correct" normals. If the resolution is
// higher the shadows will be softer, if it is lower, pixels will be visible.
@@ -180,8 +180,7 @@ void ChunkRenderer::setCommonUniforms(ghoul::opengl::ProgramObject& programObjec
}
}
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data){
void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& data) {
ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
_globalLayerShaderManager,
_globalGpuLayerManager,
@@ -205,11 +204,11 @@ void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& da
programObject->setUniform("distanceScaleFactor", distanceScaleFactor);
programObject->setUniform("chunkLevel", chunk.tileIndex().level);
}
// Calculate other uniform variables needed for rendering
Geodetic2 swCorner = chunk.surfacePatch().getCorner(Quad::SOUTH_WEST);
auto patchSize = chunk.surfacePatch().size();
glm::dmat4 modelTransform = chunk.owner().modelTransform();
glm::dmat4 viewTransform = data.camera.combinedViewMatrix();
glm::mat4 modelViewTransform = glm::mat4(viewTransform * modelTransform);
@@ -232,7 +231,7 @@ void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& da
{
programObject->setUniform("modelViewTransform", modelViewTransform);
}
if (chunk.owner().generalProperties().useAccurateNormals &&
!_layerManager->layerGroup(layergroupid::HeightLayers).activeLayers().empty())
{
@@ -250,16 +249,15 @@ void ChunkRenderer::renderChunkGlobally(const Chunk& chunk, const RenderData& da
// render
_grid->geometry().drawUsingActiveProgram();
_globalGpuLayerManager->deactivate();
// disable shader
programObject->deactivate();
}
void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& data) {
ghoul::opengl::ProgramObject* programObject = getActivatedProgramWithTileData(
_localLayerShaderManager,
_localGpuLayerManager,
@@ -318,8 +316,6 @@ void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& dat
}
setCommonUniforms(*programObject, chunk, data);
// OpenGL rendering settings
glEnable(GL_DEPTH_TEST);
@@ -328,7 +324,7 @@ void ChunkRenderer::renderChunkLocally(const Chunk& chunk, const RenderData& dat
// render
_grid->geometry().drawUsingActiveProgram();
_localGpuLayerManager->deactivate();
// disable shader