feat: clang tidy corrections
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12
src/main.cpp
12
src/main.cpp
@ -73,8 +73,8 @@ int main() {
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glm::mat4 model(1.f);
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glm::mat4 projection = glm::perspective(
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(float)M_PI_2,
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(float)screenWidth / (float)screenHeight,
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static_cast<float>(M_PI_2),
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static_cast<float>(screenWidth) / static_cast<float>(screenHeight),
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0.01f,
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100.0f
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);
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@ -99,7 +99,7 @@ int main() {
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bool quit = false;
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while (!quit) {
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Uint64 currentTicks = SDL_GetTicks();
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float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
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float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
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lastTicks = currentTicks;
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@ -133,7 +133,7 @@ int main() {
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}
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float mouseXRel, mouseYRel;
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Uint32 mouseState = SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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float sensitivity = 0.1f; // tweak as needed
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yaw += mouseXRel * sensitivity;
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@ -182,8 +182,6 @@ int main() {
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}
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}
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// std::cout << "angle = " << angle << std::endl;
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -225,7 +223,7 @@ int main() {
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Uint64 elapsed = currentTicks - startTicks;
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if (elapsed >= 1000) { // one second passed
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double fps = (double)frameCount / (elapsed / 1000.0);
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double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
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std::cout << "FPS: " << fps << std::endl;
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frameCount = 0;
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startTicks = currentTicks;
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