From 0e348944b101565ed7235c9184b6660812ca08f9 Mon Sep 17 00:00:00 2001 From: Jack Christensen Date: Tue, 13 Aug 2024 18:09:49 -0400 Subject: [PATCH] Make some indentations concistent --- include/Uniforms.h | 84 +++++++++++++++---------------- include/scene.h | 50 +++++++++---------- shaders/fragment.glsl | 56 ++++++++++----------- source/main.cpp | 112 +++++++++++++++++++++--------------------- 4 files changed, 151 insertions(+), 151 deletions(-) diff --git a/include/Uniforms.h b/include/Uniforms.h index 1cc2552..4762dde 100644 --- a/include/Uniforms.h +++ b/include/Uniforms.h @@ -5,53 +5,53 @@ namespace Uniforms { - void Init(); - void BufferSceneData(); + void Init(); + void BufferSceneData(); - //This structure mirrors the uniform block declared in the shader - struct SceneUniforms - { - glm::mat4 PV; //camera projection * view matrix - glm::vec4 eye_w = glm::vec4(0.0f, 0.0f, 3.0f, 1.0f); //world-space eye position - }; + //This structure mirrors the uniform block declared in the shader + struct SceneUniforms + { + glm::mat4 PV; //camera projection * view matrix + glm::vec4 eye_w = glm::vec4(0.0f, 0.0f, 3.0f, 1.0f); //world-space eye position + }; - struct LightUniforms - { - glm::vec4 La = glm::vec4(0.5f, 0.5f, 0.55f, 1.0f); //ambient light color - glm::vec4 Ld = glm::vec4(0.5f, 0.5f, 0.25f, 1.0f); //diffuse light color - glm::vec4 Ls = glm::vec4(0.3f); //specular light color - glm::vec4 light_w = glm::vec4(0.0f, 1.2, 1.0f, 1.0f); //world-space light position - }; + struct LightUniforms + { + glm::vec4 La = glm::vec4(0.5f, 0.5f, 0.55f, 1.0f); //ambient light color + glm::vec4 Ld = glm::vec4(0.5f, 0.5f, 0.25f, 1.0f); //diffuse light color + glm::vec4 Ls = glm::vec4(0.3f); //specular light color + glm::vec4 light_w = glm::vec4(0.0f, 1.2, 1.0f, 1.0f); //world-space light position + }; - struct MaterialUniforms - { - glm::vec4 ka = glm::vec4(1.0f); //ambient material color - glm::vec4 kd = glm::vec4(1.0f); //diffuse material color - glm::vec4 ks = glm::vec4(1.0f); //specular material color - float shininess = 20.0f; //specular exponent - }; + struct MaterialUniforms + { + glm::vec4 ka = glm::vec4(1.0f); //ambient material color + glm::vec4 kd = glm::vec4(1.0f); //diffuse material color + glm::vec4 ks = glm::vec4(1.0f); //specular material color + float shininess = 20.0f; //specular exponent + }; - extern SceneUniforms SceneData; - extern LightUniforms LightData; - extern MaterialUniforms MaterialData; + extern SceneUniforms SceneData; + extern LightUniforms LightData; + extern MaterialUniforms MaterialData; - //IDs for the buffer objects holding the uniform block data - extern GLuint scene_ubo; - extern GLuint light_ubo; - extern GLuint material_ubo; + //IDs for the buffer objects holding the uniform block data + extern GLuint scene_ubo; + extern GLuint light_ubo; + extern GLuint material_ubo; - namespace UboBinding - { - //These values come from the binding value specified in the shader block layout - extern int scene; - extern int light; - extern int material; - }; + namespace UboBinding + { + //These values come from the binding value specified in the shader block layout + extern int scene; + extern int light; + extern int material; + }; - //Locations for the uniforms which are not in uniform blocks - namespace UniformLocs - { - extern int M; //model matrix - extern int time; - }; + //Locations for the uniforms which are not in uniform blocks + namespace UniformLocs + { + extern int M; //model matrix + extern int time; + }; }; diff --git a/include/scene.h b/include/scene.h index 24bb610..ef275b4 100644 --- a/include/scene.h +++ b/include/scene.h @@ -7,37 +7,37 @@ #include "fbo.h" class Scene { - public: - Scene(int width, int height); - ~Scene(); + public: + Scene(int width, int height); + ~Scene(); - void Init(); - void Display(GLFWwindow* window); - void DrawGui(GLFWwindow* window); - void Idle(); - void ReloadShader(); + void Init(); + void Display(GLFWwindow* window); + void DrawGui(GLFWwindow* window); + void Idle(); + void ReloadShader(); - int window_width; - int window_height; + int window_width; + int window_height; - private: - void InitBuffers(); - void InitShaders(); + private: + void InitBuffers(); + void InitShaders(); - FBO fbo_; - GLuint shader_program_; - GLuint vao_; - float angle_; - float scale_; - float aspect_; - float near_z_; - float far_z_; - float fov_; + FBO fbo_; + GLuint shader_program_; + GLuint vao_; + float angle_; + float scale_; + float aspect_; + float near_z_; + float far_z_; + float fov_; - glm::mat4 view_matrix_; - glm::mat4 projection_matrix_; + glm::mat4 view_matrix_; + glm::mat4 projection_matrix_; - void UpdateCamera(); + void UpdateCamera(); }; #endif // SCENE_H_ \ No newline at end of file diff --git a/shaders/fragment.glsl b/shaders/fragment.glsl index d1cdd11..3a80bde 100644 --- a/shaders/fragment.glsl +++ b/shaders/fragment.glsl @@ -4,56 +4,56 @@ layout(location = 1) uniform float time; layout(std140, binding = 0) uniform SceneUniforms { - mat4 PV; //camera projection * view matrix - vec4 eye_w; //world-space eye position + mat4 PV; //camera projection * view matrix + vec4 eye_w; //world-space eye position }; layout(std140, binding = 1) uniform LightUniforms { - vec4 La; //ambient light color - vec4 Ld; //diffuse light color - vec4 Ls; //specular light color - vec4 light_w; //world-space light position + vec4 La; //ambient light color + vec4 Ld; //diffuse light color + vec4 Ls; //specular light color + vec4 light_w; //world-space light position }; layout(std140, binding = 2) uniform MaterialUniforms { - vec4 ka; //ambient material color - vec4 kd; //diffuse material color - vec4 ks; //specular material color - float shininess; //specular exponent + vec4 ka; //ambient material color + vec4 kd; //diffuse material color + vec4 ks; //specular material color + float shininess; //specular exponent }; in VertexData { - vec2 tex_coord; - vec3 pw; //world-space vertex position - vec3 nw; //world-space normal vector + vec2 tex_coord; + vec3 pw; //world-space vertex position + vec3 nw; //world-space normal vector } inData; //block is named 'inData' out vec4 fragcolor; //the output color for this fragment void main(void) { - //Compute per-fragment Phong lighting - // vec4 ktex = texture(diffuse_tex, inData.tex_coord); - - // vec4 ambient_term = ka*ktex*La; + //Compute per-fragment Phong lighting + // vec4 ktex = texture(diffuse_tex, inData.tex_coord); + + // vec4 ambient_term = ka*ktex*La; - // const float eps = 1e-8; //small value to avoid division by 0 - // float d = distance(light_w.xyz, inData.pw.xyz); - // float atten = 1.0/(d*d+eps); //d-squared attenuation + // const float eps = 1e-8; //small value to avoid division by 0 + // float d = distance(light_w.xyz, inData.pw.xyz); + // float atten = 1.0/(d*d+eps); //d-squared attenuation - // vec3 nw = normalize(inData.nw); //world-space unit normal vector - // vec3 lw = normalize(light_w.xyz - inData.pw.xyz); //world-space unit light vector - // vec4 diffuse_term = atten*kd*ktex*Ld*max(0.0, dot(nw, lw)); + // vec3 nw = normalize(inData.nw); //world-space unit normal vector + // vec3 lw = normalize(light_w.xyz - inData.pw.xyz); //world-space unit light vector + // vec4 diffuse_term = atten*kd*ktex*Ld*max(0.0, dot(nw, lw)); - // vec3 vw = normalize(eye_w.xyz - inData.pw.xyz); //world-space unit view vector - // vec3 rw = reflect(-lw, nw); //world-space unit reflection vector + // vec3 vw = normalize(eye_w.xyz - inData.pw.xyz); //world-space unit view vector + // vec3 rw = reflect(-lw, nw); //world-space unit reflection vector - // vec4 specular_term = atten*ks*Ls*pow(max(0.0, dot(rw, vw)), shininess); + // vec4 specular_term = atten*ks*Ls*pow(max(0.0, dot(rw, vw)), shininess); - // fragcolor = ambient_term + diffuse_term + specular_term; - fragcolor = vec4(1.0, 0.0, 0.0, 1.0); + // fragcolor = ambient_term + diffuse_term + specular_term; + fragcolor = vec4(1.0, 0.0, 0.0, 1.0); } diff --git a/source/main.cpp b/source/main.cpp index 3889708..d531799 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -46,95 +46,95 @@ const int kTargetFps = 60; const auto kFrameDuration = std::chrono::milliseconds(1000 / kTargetFps); bool InitializeGlfw() { - if (!glfwInit()) { - std::cerr << "Failed to initialize GLFW" << std::endl; - return false; - } - return true; + if (!glfwInit()) { + std::cerr << "Failed to initialize GLFW" << std::endl; + return false; + } + return true; } GLFWwindow* CreateGlfwWindow() { #ifdef _DEBUG - glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); + glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); #endif - GLFWwindow* window = glfwCreateWindow(kInitWindowWidth, kInitWindowHeight, "TerraVisor", nullptr, nullptr); - if (!window) { - std::cerr << "Failed to create GLFW window" << std::endl; - glfwTerminate(); - return nullptr; - } + GLFWwindow* window = glfwCreateWindow(kInitWindowWidth, kInitWindowHeight, "TerraVisor", nullptr, nullptr); + if (!window) { + std::cerr << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return nullptr; + } - glfwMakeContextCurrent(window); - return window; + glfwMakeContextCurrent(window); + return window; } bool InitializeGlew() { - glewExperimental = GL_TRUE; - if (glewInit() != GLEW_OK) { - std::cerr << "Failed to initialize GLEW" << std::endl; - return false; - } - return true; + glewExperimental = GL_TRUE; + if (glewInit() != GLEW_OK) { + std::cerr << "Failed to initialize GLEW" << std::endl; + return false; + } + return true; } void InitializeImGui(GLFWwindow* window) { - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGui_ImplGlfw_InitForOpenGL(window, true); - ImGui_ImplOpenGL3_Init("#version 150"); + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL3_Init("#version 150"); } void CleanupImGui() { - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); } void MainLoop(GLFWwindow* window, Scene& scene) { - auto last_frame_time = std::chrono::high_resolution_clock::now(); + auto last_frame_time = std::chrono::high_resolution_clock::now(); - while (!glfwWindowShouldClose(window)) { - auto frame_start = std::chrono::high_resolution_clock::now(); + while (!glfwWindowShouldClose(window)) { + auto frame_start = std::chrono::high_resolution_clock::now(); - scene.Idle(); - scene.Display(window); - - glfwPollEvents(); + scene.Idle(); + scene.Display(window); + + glfwPollEvents(); - auto frame_end = std::chrono::high_resolution_clock::now(); - auto frame_duration = frame_end - frame_start; + auto frame_end = std::chrono::high_resolution_clock::now(); + auto frame_duration = frame_end - frame_start; - if (frame_duration < kFrameDuration) { - std::this_thread::sleep_for(kFrameDuration - frame_duration); + if (frame_duration < kFrameDuration) { + std::this_thread::sleep_for(kFrameDuration - frame_duration); + } + + auto current_frame_time = std::chrono::high_resolution_clock::now(); + auto actual_frame_duration = std::chrono::duration_cast(current_frame_time - last_frame_time).count(); + + last_frame_time = current_frame_time; } - - auto current_frame_time = std::chrono::high_resolution_clock::now(); - auto actual_frame_duration = std::chrono::duration_cast(current_frame_time - last_frame_time).count(); - - last_frame_time = current_frame_time; - } } } // namespace int main() { - if (!InitializeGlfw()) return -1; + if (!InitializeGlfw()) return -1; - GLFWwindow* window = CreateGlfwWindow(); - if (!window) return -1; + GLFWwindow* window = CreateGlfwWindow(); + if (!window) return -1; - if (!InitializeGlew()) return -1; + if (!InitializeGlew()) return -1; - Scene scene(kInitWindowWidth, kInitWindowHeight); - scene.Init(); - InitializeImGui(window); + Scene scene(kInitWindowWidth, kInitWindowHeight); + scene.Init(); + InitializeImGui(window); - MainLoop(window, scene); + MainLoop(window, scene); - CleanupImGui(); - glfwDestroyWindow(window); - glfwTerminate(); + CleanupImGui(); + glfwDestroyWindow(window); + glfwTerminate(); - return 0; + return 0; }