GRIM: Use nullptr

Using clang-tidy modernize-use-nullptr
This commit is contained in:
Orgad Shaneh 2021-11-13 23:40:26 +02:00 committed by Filippos Karapetis
parent 3162ad4dfb
commit 415986010e
2 changed files with 31 additions and 31 deletions

View File

@ -211,7 +211,7 @@ GfxOpenGLS::GfxOpenGLS() {
_fov = -1.0;
_nclip = -1;
_fclip = -1;
_selectedTexture = NULL;
_selectedTexture = nullptr;
_emergTexture = 0;
_maxLights = 8;
_lights = new GLSLight[_maxLights];
@ -272,7 +272,7 @@ void GfxOpenGLS::setupZBuffer() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, format, nextHigher2((int)width), nextHigher2((int)height), 0, format, type, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, format, nextHigher2((int)width), nextHigher2((int)height), 0, format, type, nullptr);
glActiveTexture(GL_TEXTURE0);
_zBufTexCrop = Math::Vector2d(width / nextHigher2((int)width), height / nextHigher2((int)height));
@ -322,7 +322,7 @@ void GfxOpenGLS::setupPrimitives() {
_currentPrimitive = 0;
for (uint32 i = 0; i < numVBOs; ++i) {
glBindBuffer(GL_ARRAY_BUFFER, _primitiveVBOs[i]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
}
if (g_grim->getGameType() == GType_MONKEY4)
@ -330,7 +330,7 @@ void GfxOpenGLS::setupPrimitives() {
glGenBuffers(1, &_irisVBO);
glBindBuffer(GL_ARRAY_BUFFER, _irisVBO);
glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
_irisProgram->enableVertexAttribute("position", _irisVBO, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
@ -371,18 +371,18 @@ GLuint GfxOpenGLS::nextPrimitive() {
void GfxOpenGLS::setupShaders() {
bool isEMI = g_grim->getGameType() == GType_MONKEY4;
static const char* commonAttributes[] = {"position", "texcoord", NULL};
static const char* commonAttributes[] = {"position", "texcoord", nullptr};
_backgroundProgram = OpenGL::ShaderGL::fromFiles(isEMI ? "emi_background" : "grim_background", commonAttributes);
_smushProgram = OpenGL::ShaderGL::fromFiles("grim_smush", commonAttributes);
_textProgram = OpenGL::ShaderGL::fromFiles("grim_text", commonAttributes);
_emergProgram = OpenGL::ShaderGL::fromFiles("grim_emerg", commonAttributes);
static const char* actorAttributes[] = {"position", "texcoord", "color", "normal", NULL};
static const char* actorAttributes[] = {"position", "texcoord", "color", "normal", nullptr};
_actorProgram = OpenGL::ShaderGL::fromFiles(isEMI ? "emi_actor" : "grim_actor", actorAttributes);
_actorLightsProgram = OpenGL::ShaderGL::fromFiles(isEMI ? "emi_actorlights" : "grim_actorlights", actorAttributes);
_spriteProgram = OpenGL::ShaderGL::fromFiles(isEMI ? "emi_sprite" : "grim_actor", actorAttributes);
static const char* primAttributes[] = { "position", NULL };
static const char* primAttributes[] = { "position", nullptr };
_shadowPlaneProgram = OpenGL::ShaderGL::fromFiles("grim_shadowplane", primAttributes);
_primitiveProgram = OpenGL::ShaderGL::fromFiles("grim_primitive", primAttributes);
@ -401,7 +401,7 @@ void GfxOpenGLS::setupShaders() {
setupPrimitives();
if (!isEMI) {
_blastVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, 128 * 16 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
_blastVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, 128 * 16 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
}
}
@ -853,7 +853,7 @@ void GfxOpenGLS::startActorDraw(const Actor *actor) {
void GfxOpenGLS::finishActorDraw() {
_currentActor = NULL;
_currentActor = nullptr;
glDisable(GL_POLYGON_OFFSET_FILL);
if (g_grim->getGameType() == GType_MONKEY4) {
glDisable(GL_CULL_FACE);
@ -919,8 +919,8 @@ void GfxOpenGLS::drawShadowPlanes() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sud->_indicesVBO);
const uint32 attribPos = _shadowPlaneProgram->getAttribute("position")._idx;
glEnableVertexAttribArray(attribPos);
glVertexAttribPointer(attribPos, 3, GL_FLOAT, GL_TRUE, 3 * sizeof(float), 0);
glDrawElements(GL_TRIANGLES, 3 * sud->_numTriangles, GL_UNSIGNED_SHORT, 0);
glVertexAttribPointer(attribPos, 3, GL_FLOAT, GL_TRUE, 3 * sizeof(float), nullptr);
glDrawElements(GL_TRIANGLES, 3 * sud->_numTriangles, GL_UNSIGNED_SHORT, nullptr);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@ -1022,7 +1022,7 @@ void GfxOpenGLS::drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, face->_indicesEBO);
glDrawElements(GL_TRIANGLES, 3 * face->_faceLength, GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, 3 * face->_faceLength, GL_UNSIGNED_SHORT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
@ -1039,7 +1039,7 @@ void GfxOpenGLS::drawMesh(const Mesh *mesh) {
actorShader->use();
actorShader->setUniform("extraMatrix", _matrixStack.top());
const Material *curMaterial = NULL;
const Material *curMaterial = nullptr;
for (int i = 0; i < mesh->_numFaces;) {
const MeshFace *face = &mesh->_faces[i];
@ -1074,7 +1074,7 @@ void GfxOpenGLS::drawDimPlane() {
_dimPlaneProgram->setUniform1f("dim", _dimLevel);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
@ -1135,7 +1135,7 @@ void GfxOpenGLS::drawSprite(const Sprite *sprite) {
_spriteProgram->setUniform("uniformColor", color);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
@ -1209,7 +1209,7 @@ void GfxOpenGLS::createTexture(Texture *texture, const uint8 *data, const CMap *
char *texdata = new char[texture->_width * texture->_height * 4];
char *texdatapos = texdata;
if (cmap != NULL) { // EMI doesn't have colour-maps
if (cmap != nullptr) { // EMI doesn't have colour-maps
int bytes = 4;
for (int y = 0; y < texture->_height; y++) {
for (int x = 0; x < texture->_width; x++) {
@ -1313,8 +1313,8 @@ void GfxOpenGLS::createBitmap(BitmapData *bitmap) {
bitmap->_texIds = textures;
glGenTextures(bitmap->_numTex * bitmap->_numImages, textures);
byte *texData = 0;
byte *texOut = 0;
byte *texData = nullptr;
byte *texOut = nullptr;
GLint format = GL_RGBA;
GLint type = GL_UNSIGNED_BYTE;
@ -1324,7 +1324,7 @@ void GfxOpenGLS::createBitmap(BitmapData *bitmap) {
for (int pic = 0; pic < bitmap->_numImages; pic++) {
if (bitmap->_format == 1 && bitmap->_bpp == 16 && bitmap->_colorFormat != BM_RGB1555) {
if (texData == 0)
if (texData == nullptr)
texData = new byte[bytes * bitmap->_width * bitmap->_height];
// Convert data to 32-bit RGBA format
byte *texDataPtr = texData;
@ -1360,7 +1360,7 @@ void GfxOpenGLS::createBitmap(BitmapData *bitmap) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, format, actualWidth, actualHeight, 0, format, type, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, format, actualWidth, actualHeight, 0, format, type, nullptr);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap->_width, bitmap->_height, format, type, texOut);
}
@ -1379,8 +1379,8 @@ void GfxOpenGLS::createBitmap(BitmapData *bitmap) {
}
} else {
bitmap->_numTex = 0;
bitmap->_texIds = NULL;
bitmap->_userData = NULL;
bitmap->_texIds = nullptr;
bitmap->_userData = nullptr;
}
}
@ -1436,7 +1436,7 @@ void GfxOpenGLS::drawBitmap(const Bitmap *bitmap, int dx, int dy, uint32 layer)
shader->setUniform("offsetXY", Math::Vector2d(float(dx) / _gameWidth, float(dy) / _gameHeight));
shader->setUniform("sizeWH", Math::Vector2d(width / _gameWidth, height / _gameHeight));
shader->setUniform("texcrop", Math::Vector2d(width / nextHigher2((int)width), height / nextHigher2((int)height)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
@ -1454,7 +1454,7 @@ void GfxOpenGLS::drawBitmap(const Bitmap *bitmap, int dx, int dy, uint32 layer)
void GfxOpenGLS::drawDepthBitmap(int x, int y, int w, int h, char *data) {
static int prevX = -1, prevY = -1;
static char *prevData = NULL;
static char *prevData = nullptr;
if (prevX == x && prevY == y && data == prevData)
return;
@ -1476,7 +1476,7 @@ void GfxOpenGLS::destroyBitmap(BitmapData *bitmap) {
if (textures) {
glDeleteTextures(bitmap->_numTex * bitmap->_numImages, textures);
delete[] textures;
bitmap->_texIds = 0;
bitmap->_texIds = nullptr;
}
OpenGL::ShaderGL *shader = (OpenGL::ShaderGL *)bitmap->_userData;
if (g_grim->getGameType() == GType_MONKEY4) {
@ -1667,7 +1667,7 @@ void GfxOpenGLS::drawTextObject(const TextObject *text) {
_textProgram->setUniform("color", colors);
glBindTexture(GL_TEXTURE_2D, td->texture);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
glDrawElements(GL_TRIANGLES, td->characters * 6, GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, td->characters * 6, GL_UNSIGNED_SHORT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
}
@ -1677,7 +1677,7 @@ void GfxOpenGLS::destroyTextObject(TextObject *text) {
if (!text->isBlastDraw()) {
glDeleteBuffers(1, &td->shader->getAttributeAt(0)._vbo);
}
text->setUserData(NULL);
text->setUserData(nullptr);
delete td->shader;
delete td;
@ -2005,7 +2005,7 @@ void GfxOpenGLS::prepareMovieFrame(Graphics::Surface* frame) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, frameFormat, nextHigher2(width), nextHigher2(height), 0, frameFormat, frameType, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, frameFormat, nextHigher2(width), nextHigher2(height), 0, frameFormat, frameType, nullptr);
glPixelStorei(GL_UNPACK_ALIGNMENT, frame->format.bytesPerPixel);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, frameFormat, frameType, bitmap);
@ -2027,7 +2027,7 @@ void GfxOpenGLS::drawMovieFrame(int offsetX, int offsetY) {
_smushProgram->setUniform("swizzle", _smushSwizzle);
glBindTexture(GL_TEXTURE_2D, _smushTexId);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
@ -2138,7 +2138,7 @@ void GfxOpenGLS::createMesh(Mesh *mesh) {
}
if (meshInfo.empty()) {
mesh->_userData = NULL;
mesh->_userData = nullptr;
return;
}

View File

@ -32,7 +32,7 @@ namespace Grim {
Overlay::Overlay(const Common::String &filename, Common::SeekableReadStream *data) :
_x(0), _y(0) {
_material = g_resourceloader->loadMaterial(filename, NULL, true);
_material = g_resourceloader->loadMaterial(filename, nullptr, true);
}
Overlay::~Overlay() {