Complete reformatting of the code following the KDE Frameworks formatting style

This commit is contained in:
2020-10-16 11:50:41 +02:00
parent 5b8060d9b8
commit 23e5f549ca
29 changed files with 694 additions and 579 deletions

View File

@@ -25,55 +25,59 @@
#include "Entity.h"
#include "World.h"
Controller::Controller() {
if(!glfwInit()) exit(-1);
Controller::Controller()
{
if (!glfwInit()) {
exit(-1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifndef _DEBUG
#ifndef _DEBUG
glfwWindowHint(GLFW_MAXIMIZED, GL_TRUE);
#endif
#endif
gameWindow = new Window();
gameEventHandler = new EventHandler(gameWindow->getGLFWwindow());
camera = new Camera(90.0f, gameWindow->getWindowAspectRatio());
#ifdef _DEBUG
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwSetErrorCallback(error_callback);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO(); (void)io;
ImGuiIO &io = ImGui::GetIO();
(void)io;
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(gameWindow->getGLFWwindow(), true);
ImGui_ImplOpenGL3_Init("#version 150");
// Setup Dear ImGui style
ImGui::StyleColorsDark();
#endif
#endif
}
Controller::~Controller() {
#ifdef _DEBUG
Controller::~Controller()
{
#ifdef _DEBUG
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
#endif
#endif
delete gameWindow;
delete gameEventHandler;
delete camera;
delete pp_framebuffer;
glfwTerminate();
}
void Controller::run() {
void Controller::run()
{
glClearColor(0.0015f, 0.0015f, 0.0015f, 1.0f);
ShaderProgram shaderProgram("res/shaders/basic.vert", "res/shaders/basic.frag");
@@ -86,21 +90,10 @@ void Controller::run() {
updateExposure(&postProcessingProgram);
//Model model_backpack("res/models/backpack.ffo");
//Model model_plant("res/models/plant.ffo");
//Model model_container("res/models/container.ffo");
Model model_cube("res/models/cube.ffo");
Model model_dragon("res/models/dragon.ffo");
Model model_ground("res/models/wood_floor.ffo");
//Model model_moon("res/models/moon.ffo");
//Model model_hut("res/models/hut.ffo");
//Model model_sphere("res/models/sphere.ffo");
//Entity backpack(&model_backpack, &shaderProgram);
//Entity sphere(&model_sphere, &shaderProgram);
//Entity container(&model_container, &shaderProgram);
//Entity hut(&model_hut, &shaderProgram);
//Entity moon(&model_moon, &shaderProgram);
//Entity plant(&model_plant, &shaderProgram);
Entity dragon(&model_dragon, &shaderProgram);
Entity ground(&model_ground, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
@@ -118,25 +111,25 @@ void Controller::run() {
world.addEntity(dragon);
world.addEntity(lightSource);
world.addEntity(ground);
camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
pp_framebuffer = new Framebuffer(INIT_WINDOW_WIDTH, INIT_WINDOW_HEIGHT, &postProcessingProgram);
// This is the game loop
while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
// Timing
while (!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
// --- Timing ---
limit_framerate();
// Update game
// ...
// --- Update game ---
static bool rotateLightSource = false, rotateEntity = false;
if(rotateLightSource) {
if (rotateLightSource) {
float radius = 4.0;
glm::vec3 newPos = glm::vec3(-cos(glfwGetTime()*0.5), 0.5f, sin(glfwGetTime()*0.5)) * radius;
glm::vec3 newPos = glm::vec3(-cos(glfwGetTime() * 0.5), 0.5f, sin(glfwGetTime() * 0.5)) * radius;
world.getEntities()->operator[](1).setPosition(newPos);
}
if(rotateEntity) {
if (rotateEntity) {
world.getEntities()->operator[](0).rotate(glm::vec3(0.0f, 1.0f, 0.0f), 0.2f * deltaTime);
}
static glm::vec3 lightColor = glm::vec3(1.f);
@@ -147,7 +140,7 @@ void Controller::run() {
lightProgram.setUniform("v_lightColor", lightColor * 100.0f);
lightProgram.unbind();
// Render and buffer swap
// --- Render and buffer swap ---
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Calc shadows
@@ -155,8 +148,9 @@ void Controller::run() {
shaderProgram.bind();
shaderProgram.setUniform("b_drawShadows", (int)drawShadows);
shaderProgram.unbind();
if(drawShadows)
if (drawShadows) {
world.calculateShadows(&directionalShadowDepthProgram, &pointShadowDepthProgram);
}
pp_framebuffer->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -172,42 +166,44 @@ void Controller::run() {
pp_framebuffer->unbind();
pp_framebuffer->render();
#ifdef _DEBUG
#ifdef _DEBUG
renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, &postProcessingProgram, &intensity, &drawShadows);
#endif
#endif
glfwSwapBuffers(gameWindow->getGLFWwindow());
// Update window size
if(gameWindow->checkWindowWasResized())
updateWindowSize(&postProcessingProgram);
// Check events, handle input
// Update window size
if (gameWindow->checkWindowWasResized()) {
updateWindowSize(&postProcessingProgram);
}
// --- Check events, handle input ---
gameEventHandler->handleEvents();
camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
if(gameWindow->getMouseIsCatched())
if (gameWindow->getMouseIsCatched()) {
camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDelta());
}
gameWindow->handleActionRegister(gameEventHandler->getWindowActionRegister());
}
}
void Controller::limit_framerate() {
void Controller::limit_framerate()
{
static double startingTime = 0.0;
static double lastTime = 0.0;
lastTime = glfwGetTime() - startingTime;
double frameTime = 1/(double)MAX_FPS;
if(frameTime > lastTime) {
#ifdef __linux__
double frameTime = 1 / (double)MAX_FPS;
if (frameTime > lastTime) {
#ifdef __linux__
usleep((frameTime - lastTime) * 1000000);
#endif
#ifdef _WIN32
#endif
#ifdef _WIN32
Sleep((frameTime - lastTime) * 1000);
#endif
#endif
}
deltaTime = glfwGetTime() - startingTime;
@@ -216,12 +212,14 @@ void Controller::limit_framerate() {
}
// GLFW error function
void Controller::error_callback(int error, const char* description) {
void Controller::error_callback(int error, const char *description)
{
(void)error;
fprintf(stderr, "Error: %s\n", description);
}
void Controller::updateWindowSize(ShaderProgram *pp_program) {
void Controller::updateWindowSize(ShaderProgram *pp_program)
{
camera->updateAspectRatio(gameWindow->getWindowAspectRatio());
gameEventHandler->setFirstMouseInput(1);
@@ -229,14 +227,16 @@ void Controller::updateWindowSize(ShaderProgram *pp_program) {
pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), pp_program);
}
void Controller::updateExposure(ShaderProgram *shaderProgram) {
void Controller::updateExposure(ShaderProgram *shaderProgram)
{
shaderProgram->bind();
shaderProgram->setUniform("u_exposure", exposure);
shaderProgram->unbind();
}
#ifdef _DEBUG
void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows) {
void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows)
{
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
@@ -254,7 +254,9 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
ImGui::Checkbox("Rotate Object", rotateEntity);
entites->operator[](0).setPosition(glm::vec3(translation[0], translation[1], translation[2]));
if(!*rotateEntity) entites->operator[](0).setRotation(glm::vec3(0.f,1.0f,0.f), rotation);
if (!*rotateEntity) {
entites->operator[](0).setRotation(glm::vec3(0.f, 1.0f, 0.f), rotation);
}
entites->operator[](0).setScale(scale);
// color picker
@@ -281,12 +283,11 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
1000.0 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
}
#endif