osb/source/application/StarRenderer.cpp
Kai Blaschke 431a9c00a5
Fixed a huge amount of Clang warnings
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.

99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.

Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.

Most remaining warnings are now unused parameters.
2024-02-19 16:55:19 +01:00

90 lines
3.7 KiB
C++

#include "StarRenderer.hpp"
namespace Star {
EnumMap<TextureAddressing> const TextureAddressingNames{
{TextureAddressing::Clamp, "Clamp"},
{TextureAddressing::Wrap, "Wrap"}
};
EnumMap<TextureFiltering> const TextureFilteringNames{
{TextureFiltering::Nearest, "Nearest"},
{TextureFiltering::Linear, "Linear"}
};
RenderQuad::RenderQuad(Vec2F posA, Vec2F posB, Vec2F posC, Vec2F posD, Vec4B color, float param1) : texture() {
a = { posA, { 0, 0 }, color, param1 };
b = { posB, { 0, 0 }, color, param1 };
c = { posC, { 0, 0 }, color, param1 };
d = { posD, { 0, 0 }, color, param1 };
}
RenderQuad::RenderQuad(TexturePtr tex, Vec2F minPosition, float textureScale, Vec4B color, float param1) : texture(std::move(tex)) {
Vec2F size = Vec2F(texture->size());
a = { minPosition, { 0, 0 }, color, param1};
b = { { (minPosition[0] + size[0] * textureScale), minPosition[1] }, { size[0], 0 }, color, param1 };
c = { { (minPosition[0] + size[0] * textureScale), (minPosition[1] + size[1] * textureScale) }, size, color, param1 };
d = { { minPosition[0], (minPosition[1] + size[1] * textureScale) }, { 0, size[1] }, color, param1 };
}
RenderQuad::RenderQuad(TexturePtr tex, RectF const& screenCoords, Vec4B color, float param1) : texture(std::move(tex)) {
Vec2F size = Vec2F(texture->size());
a = { screenCoords.min(), { 0, 0 }, color, param1 };
b = { { screenCoords.xMax(), screenCoords.yMin(), }, { size[0], 0.f }, color, param1 };
c = { screenCoords.max(), size, color, param1};
d = { { screenCoords.xMin(), screenCoords.yMax(), }, { 0.f, size[1] }, color, param1 };
}
RenderQuad::RenderQuad(TexturePtr tex, Vec2F posA, Vec2F uvA, Vec2F posB, Vec2F uvB, Vec2F posC, Vec2F uvC, Vec2F posD, Vec2F uvD, Vec4B color, float param1) : texture(std::move(tex)) {
a = { posA, uvA, color, param1 };
b = { posB, uvB, color, param1 };
c = { posC, uvC, color, param1 };
d = { posD, uvD, color, param1 };
}
RenderQuad::RenderQuad(TexturePtr tex, RenderVertex vA, RenderVertex vB, RenderVertex vC, RenderVertex vD)
: texture(std::move(tex)), a(std::move(vA)), b(std::move(vB)), c(std::move(vC)), d(std::move(vD)) {}
RenderQuad::RenderQuad(RectF const& rect, Vec4B color, float param1)
: a{ rect.min(), {}, color, param1 }
, b{ { rect.xMax(), rect.yMin()}, {}, color, param1 }
, c{ rect.max(), {}, color, param1 }
, d{ { rect.xMin() ,rect.yMax() }, {}, color, param1 } {};
RenderPoly::RenderPoly(List<Vec2F> const& verts, Vec4B color, float param1) {
vertexes.reserve(verts.size());
for (Vec2F const& v : verts)
vertexes.append({ v, { 0, 0 }, color, param1 });
}
RenderTriangle::RenderTriangle(Vec2F posA, Vec2F posB, Vec2F posC, Vec4B color, float param1) : texture() {
a = { posA, { 0, 0 }, color, param1 };
b = { posB, { 0, 0 }, color, param1 };
c = { posC, { 0, 0 }, color, param1 };
}
RenderTriangle::RenderTriangle(TexturePtr tex, Vec2F posA, Vec2F uvA, Vec2F posB, Vec2F uvB, Vec2F posC, Vec2F uvC, Vec4B color, float param1) : texture(std::move(tex)) {
a = { posA, uvA, color, param1 };
b = { posB, uvB, color, param1 };
c = { posC, uvC, color, param1 };
}
RenderQuad renderTexturedRect(TexturePtr texture, Vec2F minPosition, float textureScale, Vec4B color, float param1) {
return RenderQuad(std::move(texture), minPosition, textureScale, color, param1);
}
RenderQuad renderTexturedRect(TexturePtr texture, RectF const& screenCoords, Vec4B color, float param1) {
return RenderQuad(std::move(texture), screenCoords, color, param1);
}
RenderQuad renderFlatRect(RectF const& rect, Vec4B color, float param1) {
return RenderQuad(rect, color, param1);
}
RenderPoly renderFlatPoly(PolyF const& poly, Vec4B color, float param1) {
return RenderPoly(poly.vertexes(), color, param1);
}
}