fixed spacing with VS17 CTRL + K, CTRL + F

This commit is contained in:
Niko 2019-02-10 23:53:44 -05:00
parent 43772d9466
commit 7b94f48aab

View File

@ -353,14 +353,14 @@ static u64 s_startTicks;
void readPNG(const char* path, char** data, int* size) void readPNG(const char* path, char** data, int* size)
{ {
FILE *fp = fopen ( path , "rb" ); FILE *fp = fopen(path, "rb");
fseek( fp , 0L , SEEK_END); fseek(fp, 0L, SEEK_END);
*size = ftell( fp ); *size = ftell(fp);
rewind( fp ); rewind(fp);
*data = (char*)calloc( 1, *size+1 ); *data = (char*)calloc(1, *size + 1);
fread( *data , *size, 1 , fp); fread(*data, *size, 1, fp);
fclose(fp); fclose(fp);
} }
@ -385,52 +385,52 @@ void readOBJ(const char* path)
{ {
if (sscanf(line, "v %f %f %f", &x[0], &x[1], &x[2]) == 3) if (sscanf(line, "v %f %f %f", &x[0], &x[1], &x[2]) == 3)
{ {
for(int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
verts.push_back(x[i]); verts.push_back(x[i]);
} }
if (sscanf(line, "vt %f %f", &x[0], &x[1]) == 2) if (sscanf(line, "vt %f %f", &x[0], &x[1]) == 2)
{ {
for(int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
uvs.push_back(x[i]); uvs.push_back(x[i]);
} }
if (sscanf(line, "vn %f %f %f", &x[0], &x[1], &x[2]) == 3) if (sscanf(line, "vn %f %f %f", &x[0], &x[1], &x[2]) == 3)
{ {
for(int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
norms.push_back(x[i]); norms.push_back(x[i]);
} }
if (sscanf(line, "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &y[0], &y[1], &y[2], &y[3], &y[4], &y[5], &y[6], &y[7], &y[8]) == 9) if (sscanf(line, "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &y[0], &y[1], &y[2], &y[3], &y[4], &y[5], &y[6], &y[7], &y[8]) == 9)
{ {
for(int i = 0; i < 9; i++) for (int i = 0; i < 9; i++)
faces.push_back(y[i]-1); faces.push_back(y[i] - 1);
} }
} }
int numFaces = faces.size()/9; int numFaces = faces.size() / 9;
gunNumVerts = numFaces*3; gunNumVerts = numFaces * 3;
gunList = new Vertex[gunNumVerts]; gunList = new Vertex[gunNumVerts];
for(int i = 0; i < (int)numFaces; i++) for (int i = 0; i < (int)numFaces; i++)
{ {
for(int j = 0; j < 3; j++) for (int j = 0; j < 3; j++)
{ {
Vertex v; Vertex v;
for(int k = 0; k < 3; k++) for (int k = 0; k < 3; k++)
v.position[k] = verts[ 3*faces[9*i+3*j+0] +k]; v.position[k] = verts[3 * faces[9 * i + 3 * j + 0] + k];
v.texcoord[0] = uvs[ 2*faces[9*i+3*j+1] +0]; v.texcoord[0] = uvs[2 * faces[9 * i + 3 * j + 1] + 0];
v.texcoord[1] = 1-uvs[ 2*faces[9*i+3*j+1] +1]; v.texcoord[1] = 1 - uvs[2 * faces[9 * i + 3 * j + 1] + 1];
for(int k = 0; k < 3; k++) for (int k = 0; k < 3; k++)
v.normal[k] = norms[ 3*faces[9*i+3*j+2] +k]; v.normal[k] = norms[3 * faces[9 * i + 3 * j + 2] + k];
gunList[3*i + j] = v; gunList[3 * i + j] = v;
} }
} }
@ -590,7 +590,7 @@ static void sceneInit()
// Uniforms // Uniforms
glUseProgram(s_program); glUseProgram(s_program);
auto projMtx = glm::perspective(40.0f*TAU/360.0f, 1280.0f/720.0f, 0.01f, 1000.0f); auto projMtx = glm::perspective(40.0f*TAU / 360.0f, 1280.0f / 720.0f, 0.01f, 1000.0f);
glUniformMatrix4fv(loc_projMtx, 1, GL_FALSE, glm::value_ptr(projMtx)); glUniformMatrix4fv(loc_projMtx, 1, GL_FALSE, glm::value_ptr(projMtx));
glUniform4f(loc_lightPos, 0.0f, 0.0f, 0.5f, 1.0f); glUniform4f(loc_lightPos, 0.0f, 0.0f, 0.5f, 1.0f);
glUniform3f(loc_ambient, 0.5f, 0.5f, 0.5f); glUniform3f(loc_ambient, 0.5f, 0.5f, 0.5f);
@ -612,18 +612,18 @@ static float getTime()
static void sceneUpdate() static void sceneUpdate()
{ {
glm::mat4 mdlvMtx{1.0}; glm::mat4 mdlvMtx{ 1.0 };
mdlvMtx = glm::translate(mdlvMtx, glm::vec3{0.0f, 0.0f, -2.0f}); mdlvMtx = glm::translate(mdlvMtx, glm::vec3{ 0.0f, 0.0f, -2.0f });
//mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f, glm::vec3{1.0f, 0.0f, 0.0f}); //mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f, glm::vec3{1.0f, 0.0f, 0.0f});
mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f / 2.0f, glm::vec3{0.0f, 1.0f, 0.0f}); mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f / 2.0f, glm::vec3{ 0.0f, 1.0f, 0.0f });
glUniformMatrix4fv(loc_mdlvMtx, 1, GL_FALSE, glm::value_ptr(mdlvMtx)); glUniformMatrix4fv(loc_mdlvMtx, 1, GL_FALSE, glm::value_ptr(mdlvMtx));
} }
static void sceneRender() static void sceneRender()
{ {
glClearColor(0x68/255.0f, 0xB0/255.0f, 0xD8/255.0f, 1.0f); glClearColor(0x68 / 255.0f, 0xB0 / 255.0f, 0xD8 / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw our textured cube // draw our textured cube