style: apply code-style cleanup (explicit types, this-qualification, switch expressions)

This commit is contained in:
2026-05-28 13:29:13 +02:00
parent 8e3195ca37
commit 70c986529b
9 changed files with 110 additions and 102 deletions

View File

@@ -8,8 +8,8 @@ public sealed class Camera
public Vector3 Position { get; private set; }
public float Yaw { get; private set; } = -90f; // degrees; -90 looks down -Z
public float Pitch { get; private set; } = 0f; // degrees
public float Fov { get; set; } = 60f; // degrees
public float Pitch { get; private set; } // degrees
public float Fov { get; set; } = 60f; // degrees
public float AspectRatio { get; set; }
public Vector3 Front { get; private set; } = -Vector3.UnitZ;
@@ -18,37 +18,37 @@ public sealed class Camera
public Camera(Vector3 position, float aspectRatio)
{
Position = position;
AspectRatio = aspectRatio;
UpdateVectors();
this.Position = position;
this.AspectRatio = aspectRatio;
this.UpdateVectors();
}
public void Move(Vector3 delta) => Position += delta;
public void Move(Vector3 delta) => this.Position += delta;
public void AddRotation(float yawDelta, float pitchDelta)
{
Yaw += yawDelta;
Pitch = MathHelper.Clamp(Pitch + pitchDelta, -89f, 89f);
UpdateVectors();
this.Yaw += yawDelta;
this.Pitch = MathHelper.Clamp(this.Pitch + pitchDelta, -89f, 89f);
this.UpdateVectors();
}
public Matrix4 GetViewMatrix() => Matrix4.LookAt(Position, Position + Front, Up);
public Matrix4 GetViewMatrix() => Matrix4.LookAt(this.Position, this.Position + this.Front, this.Up);
public Matrix4 GetProjectionMatrix() =>
Matrix4.CreatePerspectiveFieldOfView(
MathHelper.DegreesToRadians(Fov), AspectRatio, 0.1f, 100f);
MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, 0.1f, 100f);
private void UpdateVectors()
{
float yaw = MathHelper.DegreesToRadians(Yaw);
float pitch = MathHelper.DegreesToRadians(Pitch);
float yaw = MathHelper.DegreesToRadians(this.Yaw);
float pitch = MathHelper.DegreesToRadians(this.Pitch);
Front = Vector3.Normalize(new Vector3(
this.Front = Vector3.Normalize(new Vector3(
MathF.Cos(yaw) * MathF.Cos(pitch),
MathF.Sin(pitch),
MathF.Sin(yaw) * MathF.Cos(pitch)));
Right = Vector3.Normalize(Vector3.Cross(Front, WorldUp));
Up = Vector3.Normalize(Vector3.Cross(Right, Front));
this.Right = Vector3.Normalize(Vector3.Cross(this.Front, Camera.WorldUp));
this.Up = Vector3.Normalize(Vector3.Cross(this.Right, this.Front));
}
}

View File

@@ -12,14 +12,14 @@ public sealed class ChunkRenderer : IDisposable
public ChunkRenderer(float[] vertices)
{
_vertexCount = vertices.Length / FloatsPerVertex;
int stride = FloatsPerVertex * sizeof(float);
this._vertexCount = vertices.Length / ChunkRenderer.FloatsPerVertex;
int stride = ChunkRenderer.FloatsPerVertex * sizeof(float);
_vao = GL.GenVertexArray();
GL.BindVertexArray(_vao);
this._vao = GL.GenVertexArray();
GL.BindVertexArray(this._vao);
_vbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo);
this._vbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, this._vbo);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
// location 0: position (vec3) at offset 0
@@ -39,14 +39,14 @@ public sealed class ChunkRenderer : IDisposable
public void Draw()
{
GL.BindVertexArray(_vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, _vertexCount);
GL.BindVertexArray(this._vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, this._vertexCount);
GL.BindVertexArray(0);
}
public void Dispose()
{
GL.DeleteBuffer(_vbo);
GL.DeleteVertexArray(_vao);
GL.DeleteBuffer(this._vbo);
GL.DeleteVertexArray(this._vao);
}
}

View File

@@ -10,38 +10,38 @@ public sealed class Shader : IDisposable
public Shader(string vertexPath, string fragmentPath)
{
int vertex = CompileFromFile(ShaderType.VertexShader, vertexPath);
int fragment = CompileFromFile(ShaderType.FragmentShader, fragmentPath);
int vertex = Shader.CompileFromFile(ShaderType.VertexShader, vertexPath);
int fragment = Shader.CompileFromFile(ShaderType.FragmentShader, fragmentPath);
_handle = GL.CreateProgram();
GL.AttachShader(_handle, vertex);
GL.AttachShader(_handle, fragment);
GL.LinkProgram(_handle);
this._handle = GL.CreateProgram();
GL.AttachShader(this._handle, vertex);
GL.AttachShader(this._handle, fragment);
GL.LinkProgram(this._handle);
GL.GetProgram(_handle, GetProgramParameterName.LinkStatus, out int linked);
GL.GetProgram(this._handle, GetProgramParameterName.LinkStatus, out int linked);
if (linked == 0)
throw new InvalidOperationException($"Program link failed: {GL.GetProgramInfoLog(_handle)}");
throw new InvalidOperationException($"Program link failed: {GL.GetProgramInfoLog(this._handle)}");
GL.DetachShader(_handle, vertex);
GL.DetachShader(_handle, fragment);
GL.DetachShader(this._handle, vertex);
GL.DetachShader(this._handle, fragment);
GL.DeleteShader(vertex);
GL.DeleteShader(fragment);
}
public void Use() => GL.UseProgram(_handle);
public void Use() => GL.UseProgram(this._handle);
public void SetMatrix4(string name, Matrix4 value) =>
GL.UniformMatrix4(Location(name), true, ref value);
GL.UniformMatrix4(this.Location(name), true, ref value);
public void SetInt(string name, int value) =>
GL.Uniform1(Location(name), value);
GL.Uniform1(this.Location(name), value);
private int Location(string name)
{
if (!_uniforms.TryGetValue(name, out int location))
if (!this._uniforms.TryGetValue(name, out int location))
{
location = GL.GetUniformLocation(_handle, name);
_uniforms[name] = location;
location = GL.GetUniformLocation(this._handle, name);
this._uniforms[name] = location;
}
return location;
}
@@ -60,5 +60,5 @@ public sealed class Shader : IDisposable
return shader;
}
public void Dispose() => GL.DeleteProgram(_handle);
public void Dispose() => GL.DeleteProgram(this._handle);
}

View File

@@ -9,8 +9,8 @@ public sealed class Texture : IDisposable
public Texture(string path)
{
_handle = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _handle);
this._handle = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, this._handle);
StbImage.stbi_set_flip_vertically_on_load(1);
using FileStream stream = File.OpenRead(path);
@@ -28,8 +28,8 @@ public sealed class Texture : IDisposable
public void Use(TextureUnit unit = TextureUnit.Texture0)
{
GL.ActiveTexture(unit);
GL.BindTexture(TextureTarget.Texture2D, _handle);
GL.BindTexture(TextureTarget.Texture2D, this._handle);
}
public void Dispose() => GL.DeleteTexture(_handle);
public void Dispose() => GL.DeleteTexture(this._handle);
}