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

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