msvc fixes

This commit is contained in:
2025-11-11 19:16:07 -05:00
parent 0f5dae7ef8
commit 3f666ab18a
10 changed files with 56 additions and 56 deletions

View File

@@ -115,12 +115,12 @@ namespace anm2ed
glDeleteBuffers(1, &rectVBO);
}
bool Canvas::is_valid()
bool Canvas::is_valid() const
{
return fbo != 0;
}
void Canvas::framebuffer_set()
void Canvas::framebuffer_set() const
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@@ -153,7 +153,7 @@ namespace anm2ed
framebuffer_resize_check();
}
mat4 Canvas::transform_get(float zoom, vec2 pan)
mat4 Canvas::transform_get(float zoom, vec2 pan) const
{
auto zoomFactor = math::percent_to_unit(zoom);
auto projection = glm::ortho(0.0f, (float)size.x, 0.0f, (float)size.y, -1.0f, 1.0f);
@@ -165,7 +165,7 @@ namespace anm2ed
return projection * view;
}
void Canvas::axes_render(Shader& shader, float zoom, vec2 pan, vec4 color)
void Canvas::axes_render(Shader& shader, float zoom, vec2 pan, vec4 color) const
{
auto originNDC = transform_get(zoom, pan) * vec4(0.0f, 0.0f, 0.0f, 1.0f);
originNDC /= originNDC.w;
@@ -187,7 +187,7 @@ namespace anm2ed
glUseProgram(0);
}
void Canvas::grid_render(Shader& shader, float zoom, vec2 pan, ivec2 size, ivec2 offset, vec4 color)
void Canvas::grid_render(Shader& shader, float zoom, vec2 pan, ivec2 size, ivec2 offset, vec4 color) const
{
auto transform = glm::inverse(transform_get(zoom, pan));
@@ -206,7 +206,7 @@ namespace anm2ed
}
void Canvas::texture_render(Shader& shader, GLuint& texture, mat4& transform, vec4 tint, vec3 colorOffset,
float* vertices)
float* vertices) const
{
glUseProgram(shader.id);
@@ -232,7 +232,7 @@ namespace anm2ed
}
void Canvas::rect_render(Shader& shader, const mat4& transform, const mat4& model, vec4 color, float dashLength,
float dashGap, float dashOffset)
float dashGap, float dashOffset) const
{
glUseProgram(shader.id);
@@ -267,28 +267,28 @@ namespace anm2ed
glUseProgram(0);
}
void Canvas::viewport_set()
void Canvas::viewport_set() const
{
glViewport(0, 0, size.x, size.y);
}
void Canvas::clear(vec4& color)
void Canvas::clear(const vec4& color) const
{
glClearColor(color.r, color.g, color.b, color.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Canvas::bind()
void Canvas::bind() const
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void Canvas::unbind()
void Canvas::unbind() const
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
std::vector<unsigned char> Canvas::pixels_get()
std::vector<unsigned char> Canvas::pixels_get() const
{
auto count = size.x * size.y * texture::CHANNELS;
std::vector<unsigned char> pixels(count);
@@ -303,7 +303,7 @@ namespace anm2ed
return pixels;
}
void Canvas::zoom_set(float& zoom, vec2& pan, vec2 focus, float step)
void Canvas::zoom_set(float& zoom, vec2& pan, vec2 focus, float step) const
{
auto zoomFactor = math::percent_to_unit(zoom);
float newZoom = glm::clamp(math::round_nearest_multiple(zoom + step, step), ZOOM_MIN, ZOOM_MAX);
@@ -315,7 +315,7 @@ namespace anm2ed
}
}
vec4 Canvas::pixel_read(vec2 position, vec2 framebufferSize)
vec4 Canvas::pixel_read(vec2 position, vec2 framebufferSize) const
{
uint8_t rgba[4]{};
@@ -328,13 +328,13 @@ namespace anm2ed
math::uint8_to_float(rgba[3]));
}
vec2 Canvas::position_translate(float& zoom, vec2& pan, vec2 position)
vec2 Canvas::position_translate(float& zoom, vec2& pan, vec2 position) const
{
auto zoomFactor = math::percent_to_unit(zoom);
return (position - pan - (size * 0.5f)) / zoomFactor;
}
void Canvas::set_to_rect(float& zoom, vec2& pan, vec4 rect)
void Canvas::set_to_rect(float& zoom, vec2& pan, vec4 rect) const
{
if (rect != vec4(-1.0f) && (rect.z > 0 && rect.w > 0))
{
@@ -348,4 +348,4 @@ namespace anm2ed
pan = -rectCenter * fitScale;
}
}
}
}