Added const qualifiers.

This commit is contained in:
Leonardo Zide
2020-03-22 20:18:52 -07:00
parent 66bed1a8f0
commit 7275c4256d
17 changed files with 226 additions and 226 deletions
+16 -16
View File
@@ -102,7 +102,7 @@ void lcContext::CreateShaderPrograms()
" LC_SHADER_PRECISION float Diffuse = min(abs(dot(Normal, LightDirection)) * 0.6 + 0.65, 1.0);\n"
};
const char* VertexShaders[static_cast<int>(lcMaterialType::Count)] =
const char* const VertexShaders[static_cast<int>(lcMaterialType::Count)] =
{
":/resources/shaders/unlit_color_vs.glsl", // UnlitColor
":/resources/shaders/unlit_texture_modulate_vs.glsl", // UnlitTextureModulate
@@ -113,7 +113,7 @@ void lcContext::CreateShaderPrograms()
":/resources/shaders/fakelit_texture_decal_vs.glsl" // FakeLitTextureDecal
};
const char* FragmentShaders[static_cast<int>(lcMaterialType::Count)] =
const char* const FragmentShaders[static_cast<int>(lcMaterialType::Count)] =
{
":/resources/shaders/unlit_color_ps.glsl", // UnlitColor
":/resources/shaders/unlit_texture_modulate_ps.glsl", // UnlitTextureModulate
@@ -124,7 +124,7 @@ void lcContext::CreateShaderPrograms()
":/resources/shaders/fakelit_texture_decal_ps.glsl" // FakeLitTextureDecal
};
auto LoadShader = [ShaderPrefix](const char* FileName, GLuint ShaderType) -> GLuint
const auto LoadShader = [ShaderPrefix](const char* FileName, GLuint ShaderType) -> GLuint
{
QResource Resource(FileName);
@@ -141,7 +141,7 @@ void lcContext::CreateShaderPrograms()
Data = ShaderPrefix + Data;
const char* Source = Data.constData();
GLuint Shader = glCreateShader(ShaderType);
const GLuint Shader = glCreateShader(ShaderType);
glShaderSource(Shader, 1, &Source, nullptr);
glCompileShader(Shader);
@@ -167,8 +167,8 @@ void lcContext::CreateShaderPrograms()
for (int MaterialType = 0; MaterialType < static_cast<int>(lcMaterialType::Count); MaterialType++)
{
GLuint VertexShader = LoadShader(VertexShaders[MaterialType], GL_VERTEX_SHADER);
GLuint FragmentShader = LoadShader(FragmentShaders[MaterialType], GL_FRAGMENT_SHADER);
const GLuint VertexShader = LoadShader(VertexShaders[MaterialType], GL_VERTEX_SHADER);
const GLuint FragmentShader = LoadShader(FragmentShaders[MaterialType], GL_FRAGMENT_SHADER);
GLuint Program = glCreateProgram();
@@ -505,7 +505,7 @@ void lcContext::SetColorIndex(int ColorIndex)
void lcContext::SetColorIndexTinted(int ColorIndex, lcInterfaceColor InterfaceColor, float Weight)
{
lcVector3 Color(gColorList[ColorIndex].Value * Weight + gInterfaceColors[InterfaceColor] * (1.0f - Weight));
const lcVector3 Color(gColorList[ColorIndex].Value * Weight + gInterfaceColors[InterfaceColor] * (1.0f - Weight));
SetColor(lcVector4(Color, gColorList[ColorIndex].Value.w));
}
@@ -686,7 +686,7 @@ void lcContext::GetRenderFramebufferImage(const std::pair<lcFramebuffer, lcFrame
{
const int Width = RenderFramebuffer.first.mWidth;
const int Height = RenderFramebuffer.first.mHeight;
GLuint SavedFramebuffer = mFramebufferObject;
const GLuint SavedFramebuffer = mFramebufferObject;
if (RenderFramebuffer.second.IsValid())
{
@@ -866,7 +866,7 @@ void lcContext::SetVertexBuffer(lcVertexBuffer VertexBuffer)
{
if (gSupportsVertexBufferObject)
{
GLuint VertexBufferObject = VertexBuffer.Object;
const GLuint VertexBufferObject = VertexBuffer.Object;
mVertexBufferPointer = nullptr;
if (VertexBufferObject != mVertexBufferObject)
@@ -897,7 +897,7 @@ void lcContext::SetVertexBufferPointer(const void* VertexBuffer)
void lcContext::SetVertexFormatPosition(int PositionSize)
{
int VertexSize = PositionSize * sizeof(float);
const int VertexSize = PositionSize * sizeof(float);
char* VertexBufferPointer = mVertexBufferPointer;
if (gSupportsShaderObjects)
@@ -956,7 +956,7 @@ void lcContext::SetVertexFormatPosition(int PositionSize)
void lcContext::SetVertexFormat(int BufferOffset, int PositionSize, int NormalSize, int TexCoordSize, int ColorSize, bool EnableNormals)
{
int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float) + NormalSize * sizeof(quint32);
const int VertexSize = (PositionSize + TexCoordSize + ColorSize) * sizeof(float) + NormalSize * sizeof(quint32);
char* VertexBufferPointer = mVertexBufferPointer + BufferOffset;
if (gSupportsShaderObjects)
@@ -1100,7 +1100,7 @@ void lcContext::SetIndexBuffer(lcIndexBuffer IndexBuffer)
{
if (gSupportsVertexBufferObject)
{
GLuint IndexBufferObject = IndexBuffer.Object;
const GLuint IndexBufferObject = IndexBuffer.Object;
mIndexBufferPointer = nullptr;
if (IndexBufferObject != mIndexBufferObject)
@@ -1128,12 +1128,12 @@ void lcContext::SetIndexBufferPointer(const void* IndexBuffer)
void lcContext::BindMesh(const lcMesh* Mesh)
{
lcPiecesLibrary* Library = lcGetPiecesLibrary();
const lcPiecesLibrary* const Library = lcGetPiecesLibrary();
if (Mesh->mVertexCacheOffset != -1)
{
GLuint VertexBufferObject = Library->mVertexBuffer.Object;
GLuint IndexBufferObject = Library->mIndexBuffer.Object;
const GLuint VertexBufferObject = Library->mVertexBuffer.Object;
const GLuint IndexBufferObject = Library->mIndexBuffer.Object;
if (VertexBufferObject != mVertexBufferObject)
{
@@ -1192,7 +1192,7 @@ void lcContext::FlushState()
if (mViewMatrixDirty)
{
lcMatrix44 InverseViewMatrix = lcMatrix44AffineInverse(mViewMatrix);
const lcMatrix44 InverseViewMatrix = lcMatrix44AffineInverse(mViewMatrix);
lcVector3 ViewPosition = lcMul30(-mViewMatrix.GetTranslation(), InverseViewMatrix);
if (Program.LightPositionLocation != -1)