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
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@@ -3,25 +3,22 @@
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#include "tgaimage.h"
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#include "geometry.h"
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Matrix viewport(int x, int y, int w, int h);
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Matrix projection(float coeff=0.f); // coeff = -1/c
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Matrix projection(float coeff = 0.f); // coeff = -1/c
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Matrix lookat(Vec3f eye, Vec3f center, Vec3f up);
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struct IShader {
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float m_nearPlane;
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struct IShader
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{
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float m_nearPlane;
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float m_farPlane;
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virtual ~IShader();
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virtual Vec4f vertex(int iface, int nthvert) = 0;
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virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
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virtual ~IShader();
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virtual Vec4f vertex(int iface, int nthvert) = 0;
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virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
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};
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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void triangleClipped(mat<4,3,float> &clippedPts, mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangleClipped(mat<4,3,float> &clippedPts, mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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#endif //__OUR_GL_H__
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void triangle(mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix &viewPortMatrix);
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void triangle(mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int *segmentationMaskBuffer, const Matrix &viewPortMatrix, int objectIndex);
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void triangleClipped(mat<4, 3, float> &clippedPts, mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix &viewPortMatrix);
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void triangleClipped(mat<4, 3, float> &clippedPts, mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int *segmentationMaskBuffer, const Matrix &viewPortMatrix, int objectIndex);
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#endif //__OUR_GL_H__
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