Revert "Indentation style changed to Horstmann"

This reverts commit f2259f712d.

Conflicts:

	src/GameWorld.cpp
	src/Systems/PhysicsSystem.cpp
This commit is contained in:
2014-04-12 01:48:15 +02:00
parent d7e65ff118
commit 3470a80f40
61 changed files with 697 additions and 354 deletions
+70 -35
View File
@@ -2,7 +2,8 @@
#include "Renderer.h"
Renderer::Renderer()
{ m_VSync = false;
{
m_VSync = false;
#ifdef DEBUG
m_DrawNormals = false;
m_DrawWireframe = false;
@@ -21,9 +22,11 @@ Renderer::Renderer()
}
void Renderer::Initialize()
{ // Initialize GLFW
{
// Initialize GLFW
if (!glfwInit())
{ LOG_ERROR("GLFW: Initialization failed");
{
LOG_ERROR("GLFW: Initialization failed");
exit(EXIT_FAILURE);
}
@@ -34,7 +37,8 @@ void Renderer::Initialize()
//glfwWindowHint(GLFW_SAMPLES, 16);
m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
if (!m_Window)
{ LOG_ERROR("GLFW: Failed to create window");
{
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(m_Window);
@@ -53,7 +57,8 @@ void Renderer::Initialize()
// Initialize GLEW
if (glewInit() != GLEW_OK)
{ LOG_ERROR("GLEW: Initialization failed");
{
LOG_ERROR("GLEW: Initialization failed");
exit(EXIT_FAILURE);
}
@@ -70,7 +75,8 @@ void Renderer::Initialize()
}
void Renderer::LoadContent()
{ auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
{
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
m_ShaderProgram.AddShader(standardVS);
@@ -112,7 +118,8 @@ void Renderer::LoadContent()
}
void Renderer::CreateShadowMap(int resolution)
{ glGenFramebuffers(1, &m_ShadowFrameBuffer);
{
glGenFramebuffers(1, &m_ShadowFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
// Depth texture
@@ -131,12 +138,14 @@ void Renderer::CreateShadowMap(int resolution)
glDrawBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{ LOG_ERROR("Framebuffer incomplete!");
{
LOG_ERROR("Framebuffer incomplete!");
return;
}
}
void Renderer::Draw(double dt)
{ glDisable(GL_BLEND);
{
glDisable(GL_BLEND);
DrawSkybox();
DrawShadowMap();
@@ -145,11 +154,13 @@ void Renderer::Draw(double dt)
#ifdef DEBUG
// Draw bounding boxes
if (m_DrawBounds)
{ glEnable(GL_BLEND);
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
for (auto tuple : AABBsToRender)
{ glm::mat4 modelMatrix;
{
glm::mat4 modelMatrix;
bool colliding;
std::tie(modelMatrix, colliding) = tuple;
// Model matrix
@@ -174,7 +185,8 @@ void Renderer::Draw(double dt)
}
void Renderer::DrawSkybox()
{ glBindFramebuffer(GL_FRAMEBUFFER, 0);
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -186,7 +198,8 @@ void Renderer::DrawSkybox()
}
void Renderer::DrawScene()
{ glBindFramebuffer(GL_FRAMEBUFFER, 0);
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -220,7 +233,8 @@ void Renderer::DrawScene()
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
if (m_DrawWireframe)
{ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
@@ -230,7 +244,8 @@ void Renderer::DrawScene()
glm::mat4 MVP;
glm::mat4 depthMVP;
for (auto tuple : ModelsToRender)
{ Model* model;
{
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
@@ -245,7 +260,8 @@ void Renderer::DrawScene()
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
{ glActiveTexture(GL_TEXTURE0);
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
@@ -254,7 +270,8 @@ void Renderer::DrawScene()
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals)
{ m_ShaderProgramNormals.Bind();
{
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels(m_ShaderProgramNormals);
}
@@ -262,7 +279,8 @@ void Renderer::DrawScene()
}
void Renderer::DrawShadowMap()
{ glEnable(GL_DEPTH_TEST);
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
@@ -283,7 +301,8 @@ void Renderer::DrawShadowMap()
m_ShaderProgramShadows.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
for (auto tuple : ModelsToRender)
{ Model* model;
{
Model* model;
glm::mat4 modelMatrix;
bool shadow;
std::tie(model, modelMatrix, std::ignore, shadow) = tuple;
@@ -295,13 +314,15 @@ void Renderer::DrawShadowMap()
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
{ glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
{
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
}
void Renderer::DrawDebugShadowMap()
{ glBindFramebuffer(GL_FRAMEBUFFER, 0);
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 400, 400);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -315,7 +336,8 @@ void Renderer::DrawDebugShadowMap()
}
void Renderer::DrawModels(ShaderProgram &shader)
{ /*glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
{
/*glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
for (auto tuple : ModelsToRender)
@@ -338,15 +360,18 @@ void Renderer::DrawModels(ShaderProgram &shader)
}
void Renderer::DrawText()
{ //DrawShitInTextForm
{
//DrawShitInTextForm
}
void Renderer::AddTextToDraw()
{ //Add to draw shit vector
{
//Add to draw shit vector
}
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster)
{ glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
{
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
// You can now use ModelMatrix to build the MVP matrix
ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix, visible, shadowCaster));
}
@@ -360,7 +385,8 @@ void Renderer::AddPointLightToDraw(
float _quadraticAttenuation,
float _spotExponent
)
{ Light_position.push_back(_position.x);
{
Light_position.push_back(_position.x);
Light_position.push_back(_position.y);
Light_position.push_back(_position.z);
Light_specular.push_back(_specular.x);
@@ -377,15 +403,18 @@ void Renderer::AddPointLightToDraw(
}
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
{ glm::mat4 model;
{
glm::mat4 model;
model *= glm::translate(origin);
model *= glm::scale(volumeVector);
AABBsToRender.push_back(std::make_tuple(model, colliding));
}
GLuint Renderer::CreateQuad()
{ float quadVertices[] =
{ -1.0f, -1.0f, 0.0f,
{
float quadVertices[] =
{
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
@@ -394,7 +423,8 @@ GLuint Renderer::CreateQuad()
1.0f, 1.0f, 0.0f,
};
float quadTexCoords[] =
{ 0.0f, 0.0f,
{
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
@@ -424,8 +454,10 @@ GLuint Renderer::CreateQuad()
}
GLuint Renderer::CreateAABB()
{ float vertices[] =
{ // Bottom
{
float vertices[] =
{
// Bottom
-1.0f, -1.0f, 1.0f, // 0
1.0f, -1.0f, 1.0f, // 1
1.0f, -1.0f, 1.0f, // 1
@@ -474,8 +506,10 @@ GLuint Renderer::CreateAABB()
}
GLuint Renderer::CreateSkybox()
{ glm::vec3 skyBoxVertices[] =
{ glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
{
glm::vec3 skyBoxVertices[] =
{
glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, -1.0f),
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
@@ -499,7 +533,8 @@ GLuint Renderer::CreateSkybox()
return vao;
}
void Renderer::ClearStuff()
{ AABBsToRender.clear();
{
AABBsToRender.clear();
ModelsToRender.clear();
Light_position.clear();
Light_specular.clear();