JANITORIAL: formating code

This commit is contained in:
Pawel Kolodziejski 2014-07-14 09:33:37 +02:00
parent 6df761e70e
commit b80dea5a90
2 changed files with 48 additions and 56 deletions

View File

@ -536,7 +536,7 @@ void GfxOpenGL::startActorDraw(const Actor *actor) {
float right = 1;
float top = right * 0.75;
float div = 6.0f;
glFrustum(-right/div, right/div, -top/div, top/div, 1.0f/div, 3276.8f);
glFrustum(-right / div, right / div, -top / div, top / div, 1.0f / div, 3276.8f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(1.0, 1.0, -1.0);
@ -1048,7 +1048,6 @@ void GfxOpenGL::createBitmap(BitmapData *bitmap) {
}
void GfxOpenGL::drawBitmap(const Bitmap *bitmap, int dx, int dy, uint32 layer) {
// The PS2 version of EMI uses a TGA for it's splash-screen
// avoid using the TIL-code below for that, by checking
// numImages here:
@ -1277,7 +1276,6 @@ void GfxOpenGL::createFont(Font *font) {
}
if (i != 0 && i % charsWide == 0)
++row;
}
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

View File

@ -36,7 +36,6 @@
* all copies or substantial portions of the Software.
*/
#if defined(WIN32)
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
@ -141,7 +140,6 @@ struct ShadowUserData {
uint32 _numTriangles;
};
Math::Matrix4 makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up) {
Math::Vector3d f = (interest - pos).getNormalized();
Math::Vector3d u = up.getNormalized();
@ -149,18 +147,18 @@ Math::Matrix4 makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& in
u = Math::Vector3d::crossProduct(s, f);
Math::Matrix4 look;
look(0,0) = s.x();
look(1,0) = s.y();
look(2,0) = s.z();
look(0,1) = u.x();
look(1,1) = u.y();
look(2,1) = u.z();
look(0,2) = -f.x();
look(1,2) = -f.y();
look(2,2) = -f.z();
look(3,0) = -Math::Vector3d::dotProduct(s, pos);
look(3,1) = -Math::Vector3d::dotProduct(u, pos);
look(3,2) = Math::Vector3d::dotProduct(f, pos);
look(0, 0) = s.x();
look(1, 0) = s.y();
look(2, 0) = s.z();
look(0, 1) = u.x();
look(1, 1) = u.y();
look(2, 1) = u.z();
look(0, 2) = -f.x();
look(1, 2) = -f.y();
look(2, 2) = -f.z();
look(3, 0) = -Math::Vector3d::dotProduct(s, pos);
look(3, 1) = -Math::Vector3d::dotProduct(u, pos);
look(3, 2) = Math::Vector3d::dotProduct(f, pos);
look.transpose();
@ -424,14 +422,14 @@ void GfxOpenGLS::setupCamera(float fov, float nclip, float fclip, float roll) {
float bottom = -right * 0.75;
Math::Matrix4 proj;
proj(0,0) = (2.0f * nclip) / (right - left);
proj(1,1) = (2.0f * nclip) / (top - bottom);
proj(2,0) = (right + left) / (right - left);
proj(2,1) = (top + bottom) / (top - bottom);
proj(2,2) = -(fclip + nclip) / (fclip - nclip);
proj(2,3) = -1.0f;
proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip);
proj(3,3) = 0.0f;
proj(0, 0) = (2.0f * nclip) / (right - left);
proj(1, 1) = (2.0f * nclip) / (top - bottom);
proj(2, 0) = (right + left) / (right - left);
proj(2, 1) = (top + bottom) / (top - bottom);
proj(2, 2) = -(fclip + nclip) / (fclip - nclip);
proj(2, 3) = -1.0f;
proj(3, 2) = -(2.0f * fclip * nclip) / (fclip - nclip);
proj(3, 3) = 0.0f;
_projMatrix = proj;
}
@ -445,15 +443,15 @@ void GfxOpenGLS::positionCamera(const Math::Vector3d &pos, const Math::Vector3d
_currentQuat = Math::Quaternion(interest.x(), interest.y(), interest.z(), roll);
Math::Matrix4 invertZ;
invertZ(2,2) = -1.0f;
invertZ(2, 2) = -1.0f;
Math::Matrix4 viewMatrix = _currentQuat.toMatrix();
viewMatrix.transpose();
Math::Matrix4 camPos;
camPos(0,3) = -_currentPos.x();
camPos(1,3) = -_currentPos.y();
camPos(2,3) = -_currentPos.z();
camPos(0, 3) = -_currentPos.x();
camPos(1, 3) = -_currentPos.y();
camPos(2, 3) = -_currentPos.z();
_viewMatrix = invertZ * viewMatrix * camPos;
_mvpMatrix = projMatrix * _viewMatrix;
@ -491,13 +489,13 @@ Math::Matrix4 GfxOpenGLS::getModelView() {
return _mvpMatrix;
}
}
Math::Matrix4 GfxOpenGLS::getProjection() {
Math::Matrix4 proj = _projMatrix;
proj.transpose();
return proj;
}
void GfxOpenGLS::clearScreen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@ -510,7 +508,6 @@ void GfxOpenGLS::flipBuffer() {
g_system->updateScreen();
}
void GfxOpenGLS::getBoundingBoxPos(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) {
}
@ -800,12 +797,10 @@ void GfxOpenGLS::getShadowColor(byte *r, byte *g, byte *b) {
*b = _shadowColorB;
}
void GfxOpenGLS::set3DMode() {
}
void GfxOpenGLS::translateViewpointStart() {
_matrixStack.push(_matrixStack.top());
}
@ -901,7 +896,7 @@ void GfxOpenGLS::drawSprite(const Sprite *sprite) {
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// FIXME: depth test does not work yet because final z coordinates
// for Sprites and actor textures are inconsistently calculated
if (sprite->_writeDepth || _currentActor->isInOverworld()) {
@ -917,8 +912,8 @@ void GfxOpenGLS::drawSprite(const Sprite *sprite) {
Math::Matrix4 extraMatrix;
extraMatrix.setPosition(sprite->_pos);
extraMatrix(0,0) = sprite->_width;
extraMatrix(1,1) = sprite->_height;
extraMatrix(0, 0) = sprite->_width;
extraMatrix(1, 1) = sprite->_height;
extraMatrix = extraMatrix * rotateMatrix;
extraMatrix.transpose();
@ -945,7 +940,6 @@ void GfxOpenGLS::drawSprite(const Sprite *sprite) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void GfxOpenGLS::enableLights() {
_lightsEnabled = true;
}
@ -1059,7 +1053,7 @@ void GfxOpenGLS::createTexture(Texture *texture, const char *data, const CMap *c
format = GL_BGRA;
internalFormat = GL_RGBA;
#endif
} else { // The only other colorFormat we load right now is BGR
} else { // The only other colorFormat we load right now is BGR
#ifdef USE_GLES2
format = GL_RGB;
internalFormat = GL_RGB;
@ -1072,7 +1066,7 @@ void GfxOpenGLS::createTexture(Texture *texture, const char *data, const CMap *c
GLuint *textures = (GLuint *)texture->_texture;
glBindTexture(GL_TEXTURE_2D, textures[0]);
//Remove darkened lines in EMI intro
// Remove darkened lines in EMI intro
if (g_grim->getGameType() == GType_MONKEY4 && clamp) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@ -1198,7 +1192,6 @@ void GfxOpenGLS::createBitmap(BitmapData *bitmap) {
}
}
void GfxOpenGLS::drawBitmap(const Bitmap *bitmap, int dx, int dy, uint32 layer) {
if (g_grim->getGameType() == GType_MONKEY4 && bitmap->_data->_numImages > 1) {
BitmapData *data = bitmap->_data;
@ -1376,8 +1369,8 @@ void GfxOpenGLS::createFont(Font *font) {
}
if (i != 0 && i % charsWide == 0)
++row;
}
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -1404,6 +1397,7 @@ void GfxOpenGLS::createTextObject(TextObject *text) {
const FontUserData *userData = (const FontUserData *)font->getUserData();
if (!userData)
error("Could not get font userdata");
float sizeW = float(userData->size) / _gameWidth;
float sizeH = float(userData->size) / _gameHeight;
const Common::String *lines = text->getLines();
@ -1414,8 +1408,8 @@ void GfxOpenGLS::createTextObject(TextObject *text) {
numCharacters += lines[j].size();
}
float * bufData = new float[numCharacters * 16];
float * cur = bufData;
float *bufData = new float[numCharacters * 16];
float *cur = bufData;
for (int j = 0; j < numLines; ++j) {
const Common::String &line = lines[j];
@ -1568,7 +1562,6 @@ void GfxOpenGLS::dimRegion(int xin, int yReal, int w, int h, float level) {
h = (int)(h * _scaleH);
int yin = _screenHeight - yReal - h;
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
@ -1652,6 +1645,7 @@ void GfxOpenGLS::irisAroundRegion(int x1, int y1, int x2, int y2) {
void GfxOpenGLS::drawEmergString(int x, int y, const char *text, const Color &fgColor) {
if (!*text)
return;
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, _emergTexture);
@ -1681,15 +1675,15 @@ void GfxOpenGLS::loadEmergFont() {
int blockcol = c & 0xf;
for (int row = 0; row < 13; ++row) {
int base = 128 * (16 * blockrow + row) + 8 * blockcol;
uint8 val = Font::emerFont[c-32][row];
atlas[base+0] = (val & 0x80) ? 255 : 0;
atlas[base+1] = (val & 0x40) ? 255 : 0;
atlas[base+2] = (val & 0x20) ? 255 : 0;
atlas[base+3] = (val & 0x10) ? 255 : 0;
atlas[base+4] = (val & 0x08) ? 255 : 0;
atlas[base+5] = (val & 0x04) ? 255 : 0;
atlas[base+6] = (val & 0x02) ? 255 : 0;
atlas[base+7] = (val & 0x01) ? 255 : 0;
uint8 val = Font::emerFont[c - 32][row];
atlas[base + 0] = (val & 0x80) ? 255 : 0;
atlas[base + 1] = (val & 0x40) ? 255 : 0;
atlas[base + 2] = (val & 0x20) ? 255 : 0;
atlas[base + 3] = (val & 0x10) ? 255 : 0;
atlas[base + 4] = (val & 0x08) ? 255 : 0;
atlas[base + 5] = (val & 0x04) ? 255 : 0;
atlas[base + 6] = (val & 0x02) ? 255 : 0;
atlas[base + 7] = (val & 0x01) ? 255 : 0;
}
}
@ -1736,7 +1730,7 @@ void GfxOpenGLS::drawGenericPrimitive(const float *vertices, uint32 numVertices,
glDrawArrays(GL_LINES, 0, 4);
break;
default:
/* Impossible */
// Impossible
break;
}
@ -1865,7 +1859,7 @@ void GfxOpenGLS::renderZBitmaps(bool render) {
void GfxOpenGLS::createSpecialtyTextures() {
//make a buffer big enough to hold any of the textures
char *buffer = new char[256*256*4];
char *buffer = new char[256 * 256 * 4];
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
_specialty[0].create(buffer, 256, 256);
@ -1937,7 +1931,7 @@ void GfxOpenGLS::createMesh(Mesh *mesh) {
for (int j = 2; j < face->getNumVertices(); ++j) {
meshInfo.push_back(GrimVertex(VERT(0), TEXVERT(0), NORMAL(0)));
meshInfo.push_back(GrimVertex(VERT(j-1), TEXVERT(j-1), NORMAL(j-1)));
meshInfo.push_back(GrimVertex(VERT(j - 1), TEXVERT(j - 1), NORMAL(j - 1)));
meshInfo.push_back(GrimVertex(VERT(j), TEXVERT(j), NORMAL(j)));
}