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

@@ -13,19 +13,15 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#include "../CommonInterfaces/CommonExampleInterface.h"
#include "../CommonInterfaces/CommonGUIHelperInterface.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
#include "LinearMath/btTransform.h"
#include "LinearMath/btHashMap.h"
#include "../TinyRenderer/TinyRenderer.h"
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include <stdio.h>
@@ -33,129 +29,123 @@ subject to the following restrictions:
class SW_And_OpenGLGuiHelper : public OpenGLGuiHelper
{
btHashMap<btHashInt,TinyRenderObjectData*> m_swRenderObjects;
btHashMap<btHashInt,int> m_swInstances;
btHashMap<btHashInt, TinyRenderObjectData*> m_swRenderObjects;
btHashMap<btHashInt, int> m_swInstances;
int m_swWidth;
int m_swHeight;
TGAImage m_rgbColorBuffer;
b3AlignedObjectArray<float> m_depthBuffer;
int m_textureHandle;
unsigned char* m_image;
unsigned char* m_image;
GLPrimitiveRenderer* m_primRenderer;
public:
SW_And_OpenGLGuiHelper (CommonGraphicsApp* glApp, bool useOpenGL2, int swWidth, int swHeight, GLPrimitiveRenderer* primRenderer)
:OpenGLGuiHelper(glApp,useOpenGL2),
m_swWidth(swWidth),
m_swHeight(swHeight),
m_rgbColorBuffer(swWidth,swHeight,TGAImage::RGB),
m_primRenderer(primRenderer)
{
m_depthBuffer.resize(swWidth*swHeight);
SW_And_OpenGLGuiHelper(CommonGraphicsApp* glApp, bool useOpenGL2, int swWidth, int swHeight, GLPrimitiveRenderer* primRenderer)
: OpenGLGuiHelper(glApp, useOpenGL2),
m_swWidth(swWidth),
m_swHeight(swHeight),
m_rgbColorBuffer(swWidth, swHeight, TGAImage::RGB),
m_primRenderer(primRenderer)
{
m_depthBuffer.resize(swWidth * swHeight);
CommonRenderInterface* render = getRenderInterface();
m_image=new unsigned char[m_swWidth*m_swHeight*4];
m_image = new unsigned char[m_swWidth * m_swHeight * 4];
m_textureHandle = render->registerTexture(m_image, m_swWidth, m_swHeight);
}
m_textureHandle = render->registerTexture(m_image,m_swWidth,m_swHeight);
}
void clearBuffers(TGAColor& clearColor)
{
for(int y=0;y<m_swHeight;++y)
for (int y = 0; y < m_swHeight; ++y)
{
for(int x=0;x<m_swWidth;++x)
for (int x = 0; x < m_swWidth; ++x)
{
m_rgbColorBuffer.set(x,y,clearColor);
m_depthBuffer[x+y*m_swWidth] = -1e30f;
m_rgbColorBuffer.set(x, y, clearColor);
m_depthBuffer[x + y * m_swWidth] = -1e30f;
}
}
}
const TGAImage& getFrameBuffer() const
{
return m_rgbColorBuffer;
}
virtual ~SW_And_OpenGLGuiHelper()
{
for (int i=0;i<m_swRenderObjects.size();i++)
{
TinyRenderObjectData** d = m_swRenderObjects[i];
if (d && *d)
{
delete *d;
}
}
}
virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj,const btVector3& color)
virtual ~SW_And_OpenGLGuiHelper()
{
OpenGLGuiHelper::createCollisionObjectGraphicsObject(obj,color);
for (int i = 0; i < m_swRenderObjects.size(); i++)
{
TinyRenderObjectData** d = m_swRenderObjects[i];
if (d && *d)
{
delete *d;
}
}
}
virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj, const btVector3& color)
{
OpenGLGuiHelper::createCollisionObjectGraphicsObject(obj, color);
int colIndex = obj->getUserIndex();
int shapeIndex = obj->getCollisionShape()->getUserIndex();
if (colIndex>=0 && shapeIndex>=0)
{
m_swInstances.insert(colIndex,shapeIndex);
}
}
virtual int registerTexture(const unsigned char* texels, int width, int height)
if (colIndex >= 0 && shapeIndex >= 0)
{
m_swInstances.insert(colIndex, shapeIndex);
}
}
virtual int registerTexture(const unsigned char* texels, int width, int height)
{
return -1;
}
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureId)
{
int shapeIndex = OpenGLGuiHelper::registerGraphicsShape(vertices,numvertices,indices,numIndices,primitiveType, textureId);
if (shapeIndex>=0)
{
TinyRenderObjectData* swObj = new TinyRenderObjectData(m_rgbColorBuffer,m_depthBuffer);
float rgbaColor[4] = {1,1,1,1};
swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureId)
{
int shapeIndex = OpenGLGuiHelper::registerGraphicsShape(vertices, numvertices, indices, numIndices, primitiveType, textureId);
if (shapeIndex >= 0)
{
TinyRenderObjectData* swObj = new TinyRenderObjectData(m_rgbColorBuffer, m_depthBuffer);
float rgbaColor[4] = {1, 1, 1, 1};
swObj->registerMeshShape(vertices, numvertices, indices, numIndices, rgbaColor);
//swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices);
m_swRenderObjects.insert(shapeIndex,swObj);
}
return shapeIndex;
}
m_swRenderObjects.insert(shapeIndex, swObj);
}
return shapeIndex;
}
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
{
int instanceId = OpenGLGuiHelper::registerGraphicsInstance(shapeIndex,position,quaternion,color,scaling);
return instanceId ;
int instanceId = OpenGLGuiHelper::registerGraphicsInstance(shapeIndex, position, quaternion, color, scaling);
return instanceId;
}
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
{
OpenGLGuiHelper::createCollisionShapeGraphicsObject(collisionShape);
OpenGLGuiHelper::createCollisionShapeGraphicsObject(collisionShape);
}
virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)
{
OpenGLGuiHelper::syncPhysicsToGraphics(rbWorld);
OpenGLGuiHelper::syncPhysicsToGraphics(rbWorld);
}
virtual void render(const btDiscreteDynamicsWorld* rbWorld)
{
OpenGLGuiHelper::render(rbWorld);
OpenGLGuiHelper::render(rbWorld);
//clear the color buffer
TGAColor clearColor;
clearColor.bgra[0] = 255;
clearColor.bgra[1] = 255;
clearColor.bgra[2] = 255;
clearColor.bgra[3] = 255;
clearBuffers(clearColor);
ATTRIBUTE_ALIGNED16(btScalar modelMat[16]);
ATTRIBUTE_ALIGNED16(btScalar modelMat[16]);
ATTRIBUTE_ALIGNED16(float viewMat[16]);
ATTRIBUTE_ALIGNED16(float projMat[16]);
@@ -163,32 +153,32 @@ public:
render->getActiveCamera()->getCameraProjectionMatrix(projMat);
render->getActiveCamera()->getCameraViewMatrix(viewMat);
btVector3 lightDirWorld(-5,200,-40);
switch (1)//app->getUpAxis())
btVector3 lightDirWorld(-5, 200, -40);
switch (1) //app->getUpAxis())
{
case 1:
lightDirWorld = btVector3(-50.f,100,30);
break;
case 2:
lightDirWorld = btVector3(-50.f,30,100);
case 1:
lightDirWorld = btVector3(-50.f, 100, 30);
break;
default:{}
case 2:
lightDirWorld = btVector3(-50.f, 30, 100);
break;
default:
{
}
};
lightDirWorld.normalize();
for (int i=0;i<rbWorld->getNumCollisionObjects();i++)
for (int i = 0; i < rbWorld->getNumCollisionObjects(); i++)
{
btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
int colObjIndex = colObj->getUserIndex();
int shapeIndex = colObj->getCollisionShape()->getUserIndex();
if (colObjIndex>=0 && shapeIndex>=0)
if (colObjIndex >= 0 && shapeIndex >= 0)
{
TinyRenderObjectData* renderObj = 0;
int* cptr = m_swInstances[colObjIndex];
if (cptr)
{
@@ -200,94 +190,84 @@ public:
//sync the object transform
const btTransform& tr = colObj->getWorldTransform();
tr.getOpenGLMatrix(modelMat);
for (int i=0;i<4;i++)
for (int i = 0; i < 4; i++)
{
for (int j=0;j<4;j++)
for (int j = 0; j < 4; j++)
{
renderObj->m_projectionMatrix[i][j] = projMat[i+4*j];
renderObj->m_modelMatrix[i][j] = modelMat[i+4*j];
renderObj->m_viewMatrix[i][j] = viewMat[i+4*j];
renderObj->m_projectionMatrix[i][j] = projMat[i + 4 * j];
renderObj->m_modelMatrix[i][j] = modelMat[i + 4 * j];
renderObj->m_viewMatrix[i][j] = viewMat[i + 4 * j];
}
}
renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
renderObj->m_lightDirWorld = lightDirWorld;
renderObj->m_lightAmbientCoeff = 0.6;
renderObj->m_lightDiffuseCoeff = 0.35;
renderObj->m_lightSpecularCoeff = 0.05;
renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
renderObj->m_lightDirWorld = lightDirWorld;
renderObj->m_lightAmbientCoeff = 0.6;
renderObj->m_lightDiffuseCoeff = 0.35;
renderObj->m_lightSpecularCoeff = 0.05;
TinyRenderer::renderObject(*renderObj);
}
}
}
}
for(int y=0;y<m_swHeight;++y)
for (int y = 0; y < m_swHeight; ++y)
{
unsigned char* pi=m_image+(y)*m_swWidth*3;
for(int x=0;x<m_swWidth;++x)
unsigned char* pi = m_image + (y)*m_swWidth * 3;
for (int x = 0; x < m_swWidth; ++x)
{
const TGAColor& color = getFrameBuffer().get(x,y);
const TGAColor& color = getFrameBuffer().get(x, y);
pi[0] = color.bgra[2];
pi[1] = color.bgra[1];
pi[2] = color.bgra[0];
pi+=3;
pi += 3;
}
}
render->activateTexture(m_textureHandle);
render->updateTexture(m_textureHandle,m_image);
static int counter=0;
counter++;
if ((counter&7)==0)
{
char filename[1024];
sprintf(filename,"framebuf%d.tga",counter);
getFrameBuffer().write_tga_file(filename,true);
}
float color[4] = {1,1,1,1};
m_primRenderer->drawTexturedRect(0,0,m_swWidth, m_swHeight,color,0,0,1,1,true);
render->activateTexture(m_textureHandle);
render->updateTexture(m_textureHandle, m_image);
static int counter = 0;
counter++;
if ((counter & 7) == 0)
{
char filename[1024];
sprintf(filename, "framebuf%d.tga", counter);
getFrameBuffer().write_tga_file(filename, true);
}
float color[4] = {1, 1, 1, 1};
m_primRenderer->drawTexturedRect(0, 0, m_swWidth, m_swHeight, color, 0, 0, 1, 1, true);
}
virtual void autogenerateGraphicsObjects(btDiscreteDynamicsWorld* rbWorld)
{
OpenGLGuiHelper::autogenerateGraphicsObjects(rbWorld);
}
virtual void autogenerateGraphicsObjects(btDiscreteDynamicsWorld* rbWorld)
{
OpenGLGuiHelper::autogenerateGraphicsObjects(rbWorld);
}
};
int main(int argc, char* argv[])
{
SimpleOpenGL3App* app = new SimpleOpenGL3App("Standalone Example (Software Renderer, TinyRenderer)",1024,768,true);
SimpleOpenGL3App* app = new SimpleOpenGL3App("Standalone Example (Software Renderer, TinyRenderer)", 1024, 768, true);
int textureWidth = 640;
int textureHeight = 480;
SW_And_OpenGLGuiHelper gui(app,false,textureWidth,textureHeight,app->m_primRenderer);
int textureHeight = 480;
SW_And_OpenGLGuiHelper gui(app, false, textureWidth, textureHeight, app->m_primRenderer);
CommonExampleOptions options(&gui);
CommonExampleInterface* example = StandaloneExampleCreateFunc(options);
CommonExampleInterface* example = StandaloneExampleCreateFunc(options);
example->initPhysics();
example->resetCamera();
do
{
app->m_instancingRenderer->init();
app->m_instancingRenderer->updateCamera(app->getUpAxis());
app->m_instancingRenderer->updateCamera(app->getUpAxis());
example->stepSimulation(1. / 60.);
example->stepSimulation(1./60.);
example->renderScene();
DrawGridData dg;
dg.upAxis = app->getUpAxis();
dg.upAxis = app->getUpAxis();
app->drawGrid(dg);
app->swapBuffer();
} while (!app->m_window->requestedExit());
@@ -297,5 +277,3 @@ int main(int argc, char* argv[])
delete app;
return 0;
}