Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -9,9 +9,9 @@ enum
B3_GL_POINTS
};
enum
enum
{
B3_DEFAULT_RENDERMODE=1,
B3_DEFAULT_RENDERMODE = 1,
//B3_WIREFRAME_RENDERMODE,
B3_CREATE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE,
@@ -20,120 +20,117 @@ enum
B3_USE_PROJECTIVE_TEXTURE_RENDERMODE,
};
struct GfxVertexFormat0
{
float x,y,z,w;
float unused0,unused1,unused2,unused3;
float u,v;
float x, y, z, w;
float unused0, unused1, unused2, unused3;
float u, v;
};
struct GfxVertexFormat1
{
float x,y,z,w;
float nx,ny,nz;
float u,v;
float x, y, z, w;
float nx, ny, nz;
float u, v;
};
struct CommonRenderInterface
{
virtual ~CommonRenderInterface() {}
virtual void init()=0;
virtual void updateCamera(int upAxis)=0;
virtual void init() = 0;
virtual void updateCamera(int upAxis) = 0;
virtual void removeAllInstances() = 0;
virtual void removeGraphicsInstance(int instanceUid) = 0;
virtual const CommonCameraInterface* getActiveCamera() const =0;
virtual CommonCameraInterface* getActiveCamera()=0;
virtual void setActiveCamera(CommonCameraInterface* cam)=0;
virtual const CommonCameraInterface* getActiveCamera() const = 0;
virtual CommonCameraInterface* getActiveCamera() = 0;
virtual void setActiveCamera(CommonCameraInterface* cam) = 0;
virtual void setLightPosition(const float lightPos[3]) = 0;
virtual void setLightPosition(const double lightPos[3]) = 0;
virtual void setProjectiveTextureMatrices(const float viewMatrix[16], const float projectionMatrix[16]){};
virtual void setProjectiveTexture(bool useProjectiveTexture){};
virtual void renderScene()=0;
virtual void renderSceneInternal(int renderMode=B3_DEFAULT_RENDERMODE){};
virtual void renderScene() = 0;
virtual void renderSceneInternal(int renderMode = B3_DEFAULT_RENDERMODE){};
virtual int getScreenWidth() = 0;
virtual int getScreenHeight() = 0;
virtual void resize(int width, int height) = 0;
virtual void resize(int width, int height) = 0;
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)=0;
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)=0;
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)=0;
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) = 0;
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling) = 0;
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize) = 0;
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) = 0;
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
virtual void drawPoint(const float* position, const float color[4], float pointDrawSize)=0;
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize)=0;
virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex=-1, int vertexLayout=0)=0;
virtual void drawPoint(const float* position, const float color[4], float pointDrawSize) = 0;
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize) = 0;
virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex = -1, int vertexLayout = 0) = 0;
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)=0;
virtual void updateShape(int shapeIndex, const float* vertices)=0;
virtual int registerTexture(const unsigned char* texels, int width, int height, bool flipPixelsY=true)=0;
virtual void updateTexture(int textureIndex, const unsigned char* texels, bool flipPixelsY=true)=0;
virtual void activateTexture(int textureIndex)=0;
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType = B3_GL_TRIANGLES, int textureIndex = -1) = 0;
virtual void updateShape(int shapeIndex, const float* vertices) = 0;
virtual int registerTexture(const unsigned char* texels, int width, int height, bool flipPixelsY = true) = 0;
virtual void updateTexture(int textureIndex, const unsigned char* texels, bool flipPixelsY = true) = 0;
virtual void activateTexture(int textureIndex) = 0;
virtual void replaceTexture(int shapeIndex, int textureIndex){};
virtual void removeTexture(int textureIndex) = 0;
virtual void setPlaneReflectionShapeIndex(int index) {}
virtual int getShapeIndexFromInstance(int srcIndex) {return -1;}
virtual int getShapeIndexFromInstance(int srcIndex) { return -1; }
virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex)=0;
virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex) = 0;
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)=0;
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)=0;
virtual void writeSingleInstanceColorToCPU(const float* color, int srcIndex)=0;
virtual void writeSingleInstanceColorToCPU(const double* color, int srcIndex)=0;
virtual void writeSingleInstanceScaleToCPU(const float* scale, int srcIndex)=0;
virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex)=0;
virtual void writeSingleInstanceSpecularColorToCPU(const double* specular, int srcIndex)=0;
virtual void writeSingleInstanceSpecularColorToCPU(const float* specular, int srcIndex)=0;
virtual int getTotalNumInstances() const = 0;
virtual void writeTransforms()=0;
virtual void clearZBuffer()=0;
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex) = 0;
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex) = 0;
virtual void writeSingleInstanceColorToCPU(const float* color, int srcIndex) = 0;
virtual void writeSingleInstanceColorToCPU(const double* color, int srcIndex) = 0;
virtual void writeSingleInstanceScaleToCPU(const float* scale, int srcIndex) = 0;
virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex) = 0;
virtual void writeSingleInstanceSpecularColorToCPU(const double* specular, int srcIndex) = 0;
virtual void writeSingleInstanceSpecularColorToCPU(const float* specular, int srcIndex) = 0;
virtual int getTotalNumInstances() const = 0;
virtual void writeTransforms() = 0;
virtual void clearZBuffer() = 0;
//This is internal access to OpenGL3+ features, mainly used for OpenCL-OpenGL interop
//Only the GLInstancingRenderer supports it, just return 0 otherwise.
virtual struct GLInstanceRendererInternalData* getInternalData()=0;
virtual struct GLInstanceRendererInternalData* getInternalData() = 0;
};
template <typename T>
inline int projectWorldCoordToScreen(T objx, T objy, T objz,
const T modelMatrix[16],
const T projMatrix[16],
const int viewport[4],
T *winx, T *winy, T *winz)
const T modelMatrix[16],
const T projMatrix[16],
const int viewport[4],
T* winx, T* winy, T* winz)
{
int i;
T in2[4];
T tmp[4];
in2[0]=objx;
in2[1]=objy;
in2[2]=objz;
in2[3]=T(1.0);
in2[0] = objx;
in2[1] = objy;
in2[2] = objz;
in2[3] = T(1.0);
for (i=0; i<4; i++)
for (i = 0; i < 4; i++)
{
tmp[i] = in2[0] * modelMatrix[0*4+i] + in2[1] * modelMatrix[1*4+i] +
in2[2] * modelMatrix[2*4+i] + in2[3] * modelMatrix[3*4+i];
tmp[i] = in2[0] * modelMatrix[0 * 4 + i] + in2[1] * modelMatrix[1 * 4 + i] +
in2[2] * modelMatrix[2 * 4 + i] + in2[3] * modelMatrix[3 * 4 + i];
}
T out[4];
for (i=0; i<4; i++)
for (i = 0; i < 4; i++)
{
out[i] = tmp[0] * projMatrix[0*4+i] + tmp[1] * projMatrix[1*4+i] + tmp[2] * projMatrix[2*4+i] + tmp[3] * projMatrix[3*4+i];
out[i] = tmp[0] * projMatrix[0 * 4 + i] + tmp[1] * projMatrix[1 * 4 + i] + tmp[2] * projMatrix[2 * 4 + i] + tmp[3] * projMatrix[3 * 4 + i];
}
if (out[3] == T(0.0))
if (out[3] == T(0.0))
return 0;
out[0] /= out[3];
out[1] /= out[3];
@@ -147,11 +144,10 @@ inline int projectWorldCoordToScreen(T objx, T objy, T objz,
out[0] = out[0] * viewport[2] + viewport[0];
out[1] = out[1] * viewport[3] + viewport[1];
*winx=out[0];
*winy=out[1];
*winz=out[2];
*winx = out[0];
*winy = out[1];
*winz = out[2];
return 1;
}
#endif//COMMON_RENDER_INTERFACE_H
#endif //COMMON_RENDER_INTERFACE_H