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@@ -12,16 +12,16 @@
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#include <imgui_impl_opengl3.h>
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#endif
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#include "Helper.h"
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#include "Controller.h"
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#include "VertexArray.h"
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#include "Texture.h"
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#include "Model.h"
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#include "Entity.h"
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#include "World.h"
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#include "Widget.h"
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#include "Screen.h"
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#include "Helper.h"
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#include "JsonParser.h"
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#include "Model.h"
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#include "Screen.h"
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#include "Texture.h"
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#include "VertexArray.h"
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#include "Widget.h"
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#include "World.h"
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Controller::Controller()
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{
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@@ -33,7 +33,8 @@ Controller::Controller()
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JsonParser shaderParser("data/shaderPrograms.json");
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shaderPrograms = shaderParser.getShaderPrograms();
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pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), getShaderProgramByName("postProcessingProgram"));
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pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(),
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getShaderProgramByName("postProcessingProgram"));
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menu = new Menu(pp_framebuffer, getShaderProgramByName("menuProgram"));
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@@ -119,7 +120,7 @@ void Controller::run()
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getShaderProgramByName("lightProgram")->unbind();
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// --- Render and buffer swap ---
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// Calc shadows
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static bool drawShadows = false;
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static bool firstRun = true;
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@@ -128,13 +129,14 @@ void Controller::run()
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getShaderProgramByName("defaultProgram")->unbind();
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if (drawShadows || firstRun) {
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firstRun = false;
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world->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"), getShaderProgramByName("pointShadowDepthProgram"));
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world->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"),
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getShaderProgramByName("pointShadowDepthProgram"));
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto activeScreen = menu->getActiveScreen();
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if(activeScreen) {
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if (activeScreen) {
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activeScreen->draw();
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} else {
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pp_framebuffer->bind();
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@@ -150,7 +152,8 @@ void Controller::run()
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pp_framebuffer->render();
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#ifdef _DEBUG
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renderImGui(world, &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
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renderImGui(world, &lightColor, &rotateEntity, &rotateLightSource,
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getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
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#endif
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}
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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@@ -168,7 +171,7 @@ void Controller::run()
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if (gameWindow->getMouseIsCatched()) {
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camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDelta());
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}
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menu->writeWindowActions(gameEventHandler->getWindowActionRegister());
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gameWindow->handleWindowActionRegister(gameEventHandler->getWindowActionRegister());
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@@ -210,10 +213,10 @@ void Controller::updateExposure(ShaderProgram *shaderProgram)
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shaderProgram->unbind();
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}
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ShaderProgram* Controller::getShaderProgramByName(const std::string& name)
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ShaderProgram *Controller::getShaderProgramByName(const std::string &name)
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{
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for (auto it = shaderPrograms.begin(); it != shaderPrograms.end(); it++) {
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if((*it)->getUniqueName() == name) {
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if ((*it)->getUniqueName() == name) {
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return *it;
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}
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}
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@@ -221,10 +224,10 @@ ShaderProgram* Controller::getShaderProgramByName(const std::string& name)
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return nullptr;
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}
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ShaderProgram* Controller::getShaderProgramByName(std::vector<ShaderProgram*> shaderPrograms, const std::string& name)
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ShaderProgram *Controller::getShaderProgramByName(std::vector<ShaderProgram *> shaderPrograms, const std::string &name)
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{
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for (auto it = shaderPrograms.begin(); it != shaderPrograms.end(); it++) {
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if((*it)->getUniqueName() == name) {
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if ((*it)->getUniqueName() == name) {
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return *it;
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}
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}
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@@ -238,13 +241,13 @@ void Controller::setMaxFps(uint16_t fps)
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}
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#ifdef _DEBUG
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void Controller::renderImGui(World *world, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows)
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void Controller::renderImGui(World *world, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource,
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ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows)
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// render your GUI
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ImGui::Begin("Debug Utils");
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ImGui::Text("Object");
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@@ -283,8 +286,8 @@ void Controller::renderImGui(World *world, glm::vec3 *lightColor, bool *rotateEn
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ImGui::Checkbox("Draw Shadows", drawShadows);
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ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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1000.0 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / ImGui::GetIO().Framerate,
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ImGui::GetIO().Framerate);
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ImGui::End();
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