style: switch to east const across the codebase

- const T* -> T const* in all headers and implementations
- const T& -> T const& for copy constructor/operator= deletes
- update AGENTS.md to document east const convention
This commit is contained in:
2026-05-05 22:10:00 +02:00
parent 3f098faa88
commit 9114eaabc6
10 changed files with 25 additions and 24 deletions
+1
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@@ -42,6 +42,7 @@ to the custom scripts instead of system-installed packages.
- **4-space indentation** - **4-space indentation**
- **No semicolons after closing braces** for namespaces/classes - **No semicolons after closing braces** for namespaces/classes
- `auto` for obvious types (e.g. `auto main(...) -> int`) - `auto` for obvious types (e.g. `auto main(...) -> int`)
- **East const** (e.g. `char const*` not `const char*`)
- `<>` includes only for system headers (std, OS, etc.) - `<>` includes only for system headers (std, OS, etc.)
- `""` includes for third-party dependencies (e.g. `fmt`, `nlohmann/json`) - `""` includes for third-party dependencies (e.g. `fmt`, `nlohmann/json`)
- **Naming:** `snake_case` for variables, functions, and classes - **Naming:** `snake_case` for variables, functions, and classes
+2 -2
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@@ -45,7 +45,7 @@ auto buffer::unbind() const -> void {
glBindBuffer(static_cast<GLenum>(m_type), 0); glBindBuffer(static_cast<GLenum>(m_type), 0);
} }
auto buffer::upload(const void* data, size_t size) -> void { auto buffer::upload(void const* data, size_t size) -> void {
bind(); bind();
glBufferData(static_cast<GLenum>(m_type), size, data, GL_STATIC_DRAW); glBufferData(static_cast<GLenum>(m_type), size, data, GL_STATIC_DRAW);
unbind(); unbind();
@@ -55,7 +55,7 @@ auto buffer::upload(std::vector<uint8_t> data) -> void {
upload(data.data(), data.size()); upload(data.data(), data.size());
} }
auto buffer::upload_dynamic(const void* data, size_t size) -> void { auto buffer::upload_dynamic(void const* data, size_t size) -> void {
bind(); bind();
glBufferData(static_cast<GLenum>(m_type), size, data, GL_DYNAMIC_DRAW); glBufferData(static_cast<GLenum>(m_type), size, data, GL_DYNAMIC_DRAW);
unbind(); unbind();
+4 -4
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@@ -23,17 +23,17 @@ public:
explicit buffer(buffer_type type); explicit buffer(buffer_type type);
~buffer(); ~buffer();
buffer(const buffer&) = delete; buffer(buffer const&) = delete;
buffer& operator=(const buffer&) = delete; buffer& operator=(buffer const&) = delete;
buffer(buffer&& other) noexcept; buffer(buffer&& other) noexcept;
buffer& operator=(buffer&& other) noexcept; buffer& operator=(buffer&& other) noexcept;
auto bind() const -> void; auto bind() const -> void;
auto unbind() const -> void; auto unbind() const -> void;
auto upload(const void* data, size_t size) -> void; auto upload(void const* data, size_t size) -> void;
auto upload(std::vector<uint8_t> data) -> void; auto upload(std::vector<uint8_t> data) -> void;
auto upload_dynamic(const void* data, size_t size) -> void; auto upload_dynamic(void const* data, size_t size) -> void;
auto id() const -> GLuint; auto id() const -> GLuint;
auto valid() const -> bool; auto valid() const -> bool;
}; };
+4 -4
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@@ -33,10 +33,10 @@ auto context::setup_gl() -> bool {
auto context::print_info() -> void { auto context::print_info() -> void {
fmt::print("OpenGL Info:\n"); fmt::print("OpenGL Info:\n");
fmt::print(" vendor | {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_VENDOR)))); fmt::print(" vendor | {}\n", std::string_view(reinterpret_cast<char const*>(glGetString(GL_VENDOR))));
fmt::print(" renderer| {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_RENDERER)))); fmt::print(" renderer| {}\n", std::string_view(reinterpret_cast<char const*>(glGetString(GL_RENDERER))));
fmt::print(" version | {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_VERSION)))); fmt::print(" version | {}\n", std::string_view(reinterpret_cast<char const*>(glGetString(GL_VERSION))));
fmt::print(" glsl | {}\n", std::string_view(reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)))); fmt::print(" glsl | {}\n", std::string_view(reinterpret_cast<char const*>(glGetString(GL_SHADING_LANGUAGE_VERSION))));
fmt::print("\n"); fmt::print("\n");
} }
+2 -2
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@@ -31,7 +31,7 @@ shader& shader::operator=(shader&& other) noexcept {
return *this; return *this;
} }
auto shader::compile_vertex(const char* source) -> bool { auto shader::compile_vertex(char const* source) -> bool {
auto vert = glCreateShader(GL_VERTEX_SHADER); auto vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &source, nullptr); glShaderSource(vert, 1, &source, nullptr);
glCompileShader(vert); glCompileShader(vert);
@@ -55,7 +55,7 @@ auto shader::compile_vertex(const char* source) -> bool {
return true; return true;
} }
auto shader::compile_fragment(const char* source) -> bool { auto shader::compile_fragment(char const* source) -> bool {
auto frag = glCreateShader(GL_FRAGMENT_SHADER); auto frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &source, nullptr); glShaderSource(frag, 1, &source, nullptr);
glCompileShader(frag); glCompileShader(frag);
+4 -4
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@@ -13,14 +13,14 @@ public:
shader(); shader();
~shader(); ~shader();
shader(const shader&) = delete; shader(shader const&) = delete;
shader& operator=(const shader&) = delete; shader& operator=(shader const&) = delete;
shader(shader&& other) noexcept; shader(shader&& other) noexcept;
shader& operator=(shader&& other) noexcept; shader& operator=(shader&& other) noexcept;
auto compile_vertex(const char* source) -> bool; auto compile_vertex(char const* source) -> bool;
auto compile_fragment(const char* source) -> bool; auto compile_fragment(char const* source) -> bool;
auto link() -> bool; auto link() -> bool;
auto use() const -> void; auto use() const -> void;
auto unuse() const -> void; auto unuse() const -> void;
+1 -1
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@@ -46,7 +46,7 @@ auto texture::unbind() -> void {
glBindTexture(static_cast<GLenum>(m_target), 0); glBindTexture(static_cast<GLenum>(m_target), 0);
} }
auto texture::upload(const void* data, int width, int height, texture_format format, texture_type type) -> void { auto texture::upload(void const* data, int width, int height, texture_format format, texture_type type) -> void {
bind(); bind();
glTexImage2D(static_cast<GLenum>(m_target), 0, glTexImage2D(static_cast<GLenum>(m_target), 0,
static_cast<GLenum>(format), width, height, 0, static_cast<GLenum>(format), width, height, 0,
+3 -3
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@@ -38,15 +38,15 @@ public:
explicit texture(texture_target target); explicit texture(texture_target target);
~texture(); ~texture();
texture(const texture&) = delete; texture(texture const&) = delete;
texture& operator=(const texture&) = delete; texture& operator=(texture const&) = delete;
texture(texture&& other) noexcept; texture(texture&& other) noexcept;
texture& operator=(texture&& other) noexcept; texture& operator=(texture&& other) noexcept;
auto bind(GLuint unit = 0) -> void; auto bind(GLuint unit = 0) -> void;
auto unbind() -> void; auto unbind() -> void;
auto upload(const void* data, int width, int height, texture_format format, texture_type type) -> void; auto upload(void const* data, int width, int height, texture_format format, texture_type type) -> void;
auto set_filter(GLenum min_filter, GLenum mag_filter) -> void; auto set_filter(GLenum min_filter, GLenum mag_filter) -> void;
auto set_wrap(GLenum wrap_s, GLenum wrap_t) -> void; auto set_wrap(GLenum wrap_s, GLenum wrap_t) -> void;
auto generate_mipmaps() -> void; auto generate_mipmaps() -> void;
+2 -2
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@@ -11,8 +11,8 @@ public:
vao(); vao();
~vao(); ~vao();
vao(const vao&) = delete; vao(vao const&) = delete;
vao& operator=(const vao&) = delete; vao& operator=(vao const&) = delete;
vao(vao&& other) noexcept; vao(vao&& other) noexcept;
vao& operator=(vao&& other) noexcept; vao& operator=(vao&& other) noexcept;
+2 -2
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@@ -19,7 +19,7 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
// compile shader // compile shader
auto prog = cbt::opengl::shader(); auto prog = cbt::opengl::shader();
const char* vert_src = R"glsl( char const* vert_src = R"glsl(
#version 410 core #version 410 core
layout(location = 0) in vec3 a_pos; layout(location = 0) in vec3 a_pos;
layout(location = 1) in vec3 a_color; layout(location = 1) in vec3 a_color;
@@ -30,7 +30,7 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
} }
)glsl"; )glsl";
const char* frag_src = R"glsl( char const* frag_src = R"glsl(
#version 410 core #version 410 core
in vec3 v_color; in vec3 v_color;
out vec4 frag_color; out vec4 frag_color;