From b80dea5a90a46088afee3d3033045e59211b2ba4 Mon Sep 17 00:00:00 2001 From: Pawel Kolodziejski Date: Mon, 14 Jul 2014 09:33:37 +0200 Subject: [PATCH] JANITORIAL: formating code --- engines/grim/gfx_opengl.cpp | 4 +- engines/grim/gfx_opengl_shaders.cpp | 100 +++++++++++++--------------- 2 files changed, 48 insertions(+), 56 deletions(-) diff --git a/engines/grim/gfx_opengl.cpp b/engines/grim/gfx_opengl.cpp index 3ec8290ca4d..6bd6edacae3 100644 --- a/engines/grim/gfx_opengl.cpp +++ b/engines/grim/gfx_opengl.cpp @@ -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); diff --git a/engines/grim/gfx_opengl_shaders.cpp b/engines/grim/gfx_opengl_shaders.cpp index ec63b224edb..ba3096d527c 100644 --- a/engines/grim/gfx_opengl_shaders.cpp +++ b/engines/grim/gfx_opengl_shaders.cpp @@ -36,7 +36,6 @@ * all copies or substantial portions of the Software. */ - #if defined(WIN32) #include // 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))); }