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mirror of https://github.com/TomHarte/CLK.git synced 2024-12-26 09:29:45 +00:00

Reaches for conceptual const correctness.

This commit is contained in:
Thomas Harte 2018-11-23 22:33:28 -05:00
parent dc4b5cc37d
commit a5a3769a0f
4 changed files with 23 additions and 23 deletions

View File

@ -81,7 +81,7 @@ Shader::~Shader() {
glDeleteProgram(shader_program_);
}
void Shader::bind() {
void Shader::bind() const {
// if(bound_shader != this) {
glUseProgram(shader_program_);
// bound_shader = this;
@ -94,11 +94,11 @@ void Shader::unbind() {
glUseProgram(0);
}
GLint Shader::get_attrib_location(const std::string &name) {
GLint Shader::get_attrib_location(const std::string &name) const {
return glGetAttribLocation(shader_program_, name.c_str());
}
GLint Shader::get_uniform_location(const std::string &name) {
GLint Shader::get_uniform_location(const std::string &name) const {
return glGetUniformLocation(shader_program_, name.c_str());
}
@ -259,7 +259,7 @@ void Shader::enqueue_function(std::function<void(void)> function) {
enqueued_functions_.push_back(function);
}
void Shader::flush_functions() {
void Shader::flush_functions() const {
std::lock_guard<std::mutex> function_guard(function_mutex_);
for(std::function<void(void)> function : enqueued_functions_) {
function();

View File

@ -54,7 +54,7 @@ public:
Subsequently performs all work queued up for the next bind irrespective of whether a @c glUseProgram call occurred.
*/
void bind();
void bind() const;
/*!
Unbinds the current instance of Shader, if one is bound.
@ -66,14 +66,14 @@ public:
@param name The name of the attribute to locate.
@returns The location of the requested attribute.
*/
GLint get_attrib_location(const std::string &name);
GLint get_attrib_location(const std::string &name) const;
/*!
Performs a @c glGetUniformLocation call.
@param name The name of the uniform to locate.
@returns The location of the requested uniform.
*/
GLint get_uniform_location(const std::string &name);
GLint get_uniform_location(const std::string &name) const;
/*!
Shorthand for an appropriate sequence of:
@ -112,9 +112,9 @@ private:
GLuint compile_shader(const std::string &source, GLenum type);
GLuint shader_program_;
void flush_functions();
std::vector<std::function<void(void)>> enqueued_functions_;
std::mutex function_mutex_;
void flush_functions() const;
mutable std::vector<std::function<void(void)>> enqueued_functions_;
mutable std::mutex function_mutex_;
protected:
void enqueue_function(std::function<void(void)> function);

View File

@ -65,12 +65,12 @@ void TextureTarget::bind_framebuffer() {
glViewport(0, 0, width_, height_);
}
void TextureTarget::bind_texture() {
void TextureTarget::bind_texture() const {
glActiveTexture(texture_unit_);
glBindTexture(GL_TEXTURE_2D, texture_);
}
void TextureTarget::draw(float aspect_ratio, float colour_threshold) {
void TextureTarget::draw(float aspect_ratio, float colour_threshold) const {
if(!pixel_shader_) {
const char *vertex_shader =
"#version 150\n"
@ -108,8 +108,8 @@ void TextureTarget::draw(float aspect_ratio, float colour_threshold) {
glBindVertexArray(drawing_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, drawing_array_buffer_);
GLint position_attribute = pixel_shader_->get_attrib_location("position");
GLint tex_coord_attribute = pixel_shader_->get_attrib_location("texCoord");
const GLint position_attribute = pixel_shader_->get_attrib_location("position");
const GLint tex_coord_attribute = pixel_shader_->get_attrib_location("texCoord");
glEnableVertexAttribArray(static_cast<GLuint>(position_attribute));
glEnableVertexAttribArray(static_cast<GLuint>(tex_coord_attribute));
@ -118,7 +118,7 @@ void TextureTarget::draw(float aspect_ratio, float colour_threshold) {
glVertexAttribPointer((GLuint)position_attribute, 2, GL_FLOAT, GL_FALSE, vertex_stride, (void *)0);
glVertexAttribPointer((GLuint)tex_coord_attribute, 2, GL_FLOAT, GL_FALSE, vertex_stride, (void *)(2 * sizeof(GLfloat)));
GLint texIDUniform = pixel_shader_->get_uniform_location("texID");
const GLint texIDUniform = pixel_shader_->get_uniform_location("texID");
glUniform1i(texIDUniform, static_cast<GLint>(texture_unit_ - GL_TEXTURE0));
threshold_uniform_ = pixel_shader_->get_uniform_location("threshold");

View File

@ -44,19 +44,19 @@ class TextureTarget {
/*!
Binds this target as a texture.
*/
void bind_texture();
void bind_texture() const;
/*!
@returns the width of the texture target.
*/
GLsizei get_width() {
GLsizei get_width() const {
return width_;
}
/*!
@returns the height of the texture target.
*/
GLsizei get_height() {
GLsizei get_height() const {
return height_;
}
@ -71,7 +71,7 @@ class TextureTarget {
0.5f being substituted elsewhere. This provides a way to ensure that the sort of
persistent low-value errors that can result from an IIR are hidden.
*/
void draw(float aspect_ratio, float colour_threshold = 0.0f);
void draw(float aspect_ratio, float colour_threshold = 0.0f) const;
enum {
ErrorFramebufferIncomplete
@ -83,11 +83,11 @@ class TextureTarget {
GLsizei expanded_width_ = 0, expanded_height_ = 0;
GLenum texture_unit_ = 0;
std::unique_ptr<Shader> pixel_shader_;
GLuint drawing_vertex_array_ = 0, drawing_array_buffer_ = 0;
float set_aspect_ratio_ = 0.0f;
mutable std::unique_ptr<Shader> pixel_shader_;
mutable GLuint drawing_vertex_array_ = 0, drawing_array_buffer_ = 0;
mutable float set_aspect_ratio_ = 0.0f;
GLint threshold_uniform_;
mutable GLint threshold_uniform_;
};
}