From a6cbf3d35bcd30fe10d8a0bfbbb0ada985ea32f9 Mon Sep 17 00:00:00 2001 From: "Arthur Brainville (Ybalrid)" Date: Sun, 18 Feb 2018 20:24:57 +0100 Subject: [PATCH] Applyind clang-format on main.cc. Included gltf-loader Signed-off by: Arthur Brainville (Ybalrid) --- examples/raytrace/main.cc | 318 +++++++++++++++++++------------------- 1 file changed, 160 insertions(+), 158 deletions(-) diff --git a/examples/raytrace/main.cc b/examples/raytrace/main.cc index 5aea00b..9a80282 100644 --- a/examples/raytrace/main.cc +++ b/examples/raytrace/main.cc @@ -55,10 +55,10 @@ THE SOFTWARE. #include #include #include +#include +#include #include #include -#include -#include #include // C++11 #include // C++11 @@ -72,22 +72,23 @@ THE SOFTWARE. #if defined(_MSC_VER) #pragma warning(push) -#pragma warning(disable: 4201) +#pragma warning(disable : 4201) #endif -#include "glm/mat4x4.hpp" -#include "glm/gtc/quaternion.hpp" #include "glm/gtc/matrix_transform.hpp" +#include "glm/gtc/quaternion.hpp" #include "glm/gtc/type_ptr.hpp" +#include "glm/mat4x4.hpp" #if defined(_MSC_VER) #pragma warning(pop) #endif +#include "gltf-loader.h" #include "nanosg.h" +#include "obj-loader.h" #include "render-config.h" #include "render.h" -#include "obj-loader.h" #include "trackball.h" #ifdef WIN32 @@ -96,13 +97,14 @@ THE SOFTWARE. #endif #endif -b3gDefaultOpenGLWindow* window = 0; +b3gDefaultOpenGLWindow *window = 0; int gWidth = 512; int gHeight = 512; int gMousePosX = -1, gMousePosY = -1; bool gMouseLeftDown = false; -//FIX issue when max passes is done - no modes is switched. pass must be set to 0 when mode is changed +// FIX issue when max passes is done - no modes is switched. pass must be set to +// 0 when mode is changed int gShowBufferMode_prv = SHOW_BUFFER_COLOR; int gShowBufferMode = SHOW_BUFFER_COLOR; @@ -125,8 +127,7 @@ std::atomic gSceneDirty; example::RenderConfig gRenderConfig; std::mutex gMutex; -struct RenderLayer -{ +struct RenderLayer { std::vector displayRGBA; // Accumurated image. std::vector rgba; std::vector auxRGBA; // Auxiliary buffer @@ -140,14 +141,12 @@ struct RenderLayer RenderLayer gRenderLayer; -struct Camera -{ +struct Camera { glm::mat4 view; glm::mat4 projection; }; -struct ManipConfig -{ +struct ManipConfig { glm::vec3 snapTranslation; glm::vec3 snapRotation; glm::vec3 snapScale; @@ -198,12 +197,12 @@ void RenderThread() { // gRenderCancel may be set to true in main loop. // Render() will repeatedly check this flag inside the rendering loop. - bool ret = - example::Renderer::Render(&gRenderLayer.rgba.at(0), &gRenderLayer.auxRGBA.at(0), &gRenderLayer.sampleCounts.at(0), - gCurrQuat, gScene, gAsset, gRenderConfig, gRenderCancel - , - gShowBufferMode //added mode passing - ); + bool ret = example::Renderer::Render( + &gRenderLayer.rgba.at(0), &gRenderLayer.auxRGBA.at(0), + &gRenderLayer.sampleCounts.at(0), gCurrQuat, gScene, gAsset, + gRenderConfig, gRenderCancel, + gShowBufferMode // added mode passing + ); if (ret) { std::lock_guard guard(gMutex); @@ -219,16 +218,18 @@ void RenderThread() { } } -void InitRender(example::RenderConfig* rc) { +void InitRender(example::RenderConfig *rc) { rc->pass = 0; rc->max_passes = 128; gRenderLayer.sampleCounts.resize(rc->width * rc->height); - std::fill(gRenderLayer.sampleCounts.begin(), gRenderLayer.sampleCounts.end(), 0.0); + std::fill(gRenderLayer.sampleCounts.begin(), gRenderLayer.sampleCounts.end(), + 0.0); gRenderLayer.displayRGBA.resize(rc->width * rc->height * 4); - std::fill(gRenderLayer.displayRGBA.begin(), gRenderLayer.displayRGBA.end(), 0.0); + std::fill(gRenderLayer.displayRGBA.begin(), gRenderLayer.displayRGBA.end(), + 0.0); gRenderLayer.rgba.resize(rc->width * rc->height * 4); std::fill(gRenderLayer.rgba.begin(), gRenderLayer.rgba.end(), 0.0); @@ -237,19 +238,23 @@ void InitRender(example::RenderConfig* rc) { std::fill(gRenderLayer.auxRGBA.begin(), gRenderLayer.auxRGBA.end(), 0.0); gRenderLayer.normalRGBA.resize(rc->width * rc->height * 4); - std::fill(gRenderLayer.normalRGBA.begin(), gRenderLayer.normalRGBA.end(), 0.0); + std::fill(gRenderLayer.normalRGBA.begin(), gRenderLayer.normalRGBA.end(), + 0.0); gRenderLayer.positionRGBA.resize(rc->width * rc->height * 4); - std::fill(gRenderLayer.positionRGBA.begin(), gRenderLayer.positionRGBA.end(), 0.0); + std::fill(gRenderLayer.positionRGBA.begin(), gRenderLayer.positionRGBA.end(), + 0.0); gRenderLayer.depthRGBA.resize(rc->width * rc->height * 4); std::fill(gRenderLayer.depthRGBA.begin(), gRenderLayer.depthRGBA.end(), 0.0); gRenderLayer.texCoordRGBA.resize(rc->width * rc->height * 4); - std::fill(gRenderLayer.texCoordRGBA.begin(), gRenderLayer.texCoordRGBA.end(), 0.0); + std::fill(gRenderLayer.texCoordRGBA.begin(), gRenderLayer.texCoordRGBA.end(), + 0.0); gRenderLayer.varyCoordRGBA.resize(rc->width * rc->height * 4); - std::fill(gRenderLayer.varyCoordRGBA.begin(), gRenderLayer.varyCoordRGBA.end(), 0.0); + std::fill(gRenderLayer.varyCoordRGBA.begin(), + gRenderLayer.varyCoordRGBA.end(), 0.0); rc->normalImage = &gRenderLayer.normalRGBA.at(0); rc->positionImage = &gRenderLayer.positionRGBA.at(0); @@ -268,19 +273,18 @@ void checkErrors(std::string desc) { } } +static int CreateDisplayTextureGL(const float *data, int width, int height, + int components) { + GLuint id; + glGenTextures(1, &id); -static int CreateDisplayTextureGL(const float *data, int width, - int height, int components) { - GLuint id; - glGenTextures(1, &id); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - + glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - + GLenum format = GL_RGBA; if (components == 1) { format = GL_LUMINANCE; @@ -290,15 +294,15 @@ static int CreateDisplayTextureGL(const float *data, int width, format = GL_RGB; } else if (components == 4) { format = GL_RGBA; - } else { - assert(0); // "Invalid components" - } - - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, - GL_FLOAT, data); - + } else { + assert(0); // "Invalid components" + } + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, GL_FLOAT, + data); + glBindTexture(GL_TEXTURE_2D, last_texture); - + return static_cast(id); } @@ -312,8 +316,10 @@ void keyboardCallback(int keycode, int state) { // reset. trackball(gCurrQuat, 0.0f, 0.0f, 0.0f, 0.0f); // clear buffer. - memset(gRenderLayer.rgba.data(), 0, sizeof(float) * gRenderConfig.width * gRenderConfig.height * 4); - memset(gRenderLayer.sampleCounts.data(), 0, sizeof(int) * gRenderConfig.width * gRenderConfig.height); + memset(gRenderLayer.rgba.data(), 0, + sizeof(float) * gRenderConfig.width * gRenderConfig.height * 4); + memset(gRenderLayer.sampleCounts.data(), 0, + sizeof(int) * gRenderConfig.width * gRenderConfig.height); } else if (keycode == 9) { gTabPressed = (state == 1); } else if (keycode == B3G_SHIFT) { @@ -330,7 +336,6 @@ void keyboardCallback(int keycode, int state) { } void mouseMoveCallback(float x, float y) { - if (gMouseLeftDown) { if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) { } else { @@ -371,7 +376,7 @@ void mouseButtonCallback(int button, int state, float x, float y) { (void)y; ImGui_ImplBtGui_SetMouseButtonState(button, (state == 1)); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO &io = ImGui::GetIO(); if (io.WantCaptureMouse || io.WantCaptureKeyboard) { return; } @@ -395,7 +400,7 @@ void mouseButtonCallback(int button, int state, float x, float y) { } void resizeCallback(float width, float height) { - //GLfloat h = (GLfloat)height / (GLfloat)width; + // GLfloat h = (GLfloat)height / (GLfloat)width; GLfloat xmax, znear, zfar; znear = 1.0f; @@ -491,31 +496,31 @@ void UpdateDisplayTextureGL(GLint tex_id, int width, int height) { disp.resize(width * height * 4); { for (size_t y = 0; y < height; y++) { - memcpy(&disp[4 * (y * width)], &buf[4 * ((height - y - 1) * width)], sizeof(float) * 4 * width); + memcpy(&disp[4 * (y * width)], &buf[4 * ((height - y - 1) * width)], + sizeof(float) * 4 * width); } - } glBindTexture(GL_TEXTURE_2D, tex_id); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, disp.data()); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, + disp.data()); glBindTexture(GL_TEXTURE_2D, 0); - //glRasterPos2i(-1, -1); - //glDrawPixels(width, height, GL_RGBA, GL_FLOAT, + // glRasterPos2i(-1, -1); + // glDrawPixels(width, height, GL_RGBA, GL_FLOAT, // static_cast(&buf.at(0))); } -void EditTransform(const ManipConfig &config, const Camera& camera, glm::mat4& matrix) -{ +void EditTransform(const ManipConfig &config, const Camera &camera, + glm::mat4 &matrix) { static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE); static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD); - if (ImGui::IsKeyPressed(90)) - mCurrentGizmoOperation = ImGuizmo::TRANSLATE; - if (ImGui::IsKeyPressed(69)) - mCurrentGizmoOperation = ImGuizmo::ROTATE; - if (ImGui::IsKeyPressed(82)) // r Key + if (ImGui::IsKeyPressed(90)) mCurrentGizmoOperation = ImGuizmo::TRANSLATE; + if (ImGui::IsKeyPressed(69)) mCurrentGizmoOperation = ImGuizmo::ROTATE; + if (ImGui::IsKeyPressed(82)) // r Key mCurrentGizmoOperation = ImGuizmo::SCALE; - if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) + if (ImGui::RadioButton("Translate", + mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) mCurrentGizmoOperation = ImGuizmo::TRANSLATE; ImGui::SameLine(); if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE)) @@ -524,14 +529,15 @@ void EditTransform(const ManipConfig &config, const Camera& camera, glm::mat4& m if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE)) mCurrentGizmoOperation = ImGuizmo::SCALE; float matrixTranslation[3], matrixRotation[3], matrixScale[3]; - ImGuizmo::DecomposeMatrixToComponents(&matrix[0][0], matrixTranslation, matrixRotation, matrixScale); + ImGuizmo::DecomposeMatrixToComponents(&matrix[0][0], matrixTranslation, + matrixRotation, matrixScale); ImGui::InputFloat3("Tr", matrixTranslation, 3); ImGui::InputFloat3("Rt", matrixRotation, 3); ImGui::InputFloat3("Sc", matrixScale, 3); - ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, &matrix[0][0]); + ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, + matrixScale, &matrix[0][0]); - if (mCurrentGizmoOperation != ImGuizmo::SCALE) - { + if (mCurrentGizmoOperation != ImGuizmo::SCALE) { if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL)) mCurrentGizmoMode = ImGuizmo::LOCAL; ImGui::SameLine(); @@ -539,33 +545,32 @@ void EditTransform(const ManipConfig &config, const Camera& camera, glm::mat4& m mCurrentGizmoMode = ImGuizmo::WORLD; } static bool useSnap(false); - if (ImGui::IsKeyPressed(83)) - useSnap = !useSnap; + if (ImGui::IsKeyPressed(83)) useSnap = !useSnap; ImGui::Checkbox("", &useSnap); ImGui::SameLine(); glm::vec3 snap; - switch (mCurrentGizmoOperation) - { - case ImGuizmo::TRANSLATE: - snap = config.snapTranslation; - ImGui::InputFloat3("Snap", &snap.x); - break; - case ImGuizmo::ROTATE: - snap = config.snapRotation; - ImGui::InputFloat("Angle Snap", &snap.x); - break; - case ImGuizmo::SCALE: - snap = config.snapScale; - ImGui::InputFloat("Scale Snap", &snap.x); - break; + switch (mCurrentGizmoOperation) { + case ImGuizmo::TRANSLATE: + snap = config.snapTranslation; + ImGui::InputFloat3("Snap", &snap.x); + break; + case ImGuizmo::ROTATE: + snap = config.snapRotation; + ImGui::InputFloat("Angle Snap", &snap.x); + break; + case ImGuizmo::SCALE: + snap = config.snapScale; + ImGui::InputFloat("Scale Snap", &snap.x); + break; } - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO &io = ImGui::GetIO(); ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y); - ImGuizmo::Manipulate(&camera.view[0][0], &camera.projection[0][0], mCurrentGizmoOperation, mCurrentGizmoMode, &matrix[0][0], NULL, useSnap ? &snap.x : NULL); + ImGuizmo::Manipulate(&camera.view[0][0], &camera.projection[0][0], + mCurrentGizmoOperation, mCurrentGizmoMode, &matrix[0][0], + NULL, useSnap ? &snap.x : NULL); } -void DrawMesh(const example::Mesh *mesh) -{ +void DrawMesh(const example::Mesh *mesh) { // TODO(LTE): Use vertex array or use display list. glBegin(GL_TRIANGLES); @@ -579,20 +584,17 @@ void DrawMesh(const example::Mesh *mesh) glNormal3f(mesh->facevarying_normals[9 * i + 0], mesh->facevarying_normals[9 * i + 1], mesh->facevarying_normals[9 * i + 2]); - glVertex3f(mesh->vertices[3 * f0 + 0], - mesh->vertices[3 * f0 + 1], + glVertex3f(mesh->vertices[3 * f0 + 0], mesh->vertices[3 * f0 + 1], mesh->vertices[3 * f0 + 2]); glNormal3f(mesh->facevarying_normals[9 * i + 3], mesh->facevarying_normals[9 * i + 4], mesh->facevarying_normals[9 * i + 5]); - glVertex3f(mesh->vertices[3 * f1 + 0], - mesh->vertices[3 * f1 + 1], + glVertex3f(mesh->vertices[3 * f1 + 0], mesh->vertices[3 * f1 + 1], mesh->vertices[3 * f1 + 2]); glNormal3f(mesh->facevarying_normals[9 * i + 6], mesh->facevarying_normals[9 * i + 7], mesh->facevarying_normals[9 * i + 8]); - glVertex3f(mesh->vertices[3 * f2 + 0], - mesh->vertices[3 * f2 + 1], + glVertex3f(mesh->vertices[3 * f2 + 0], mesh->vertices[3 * f2 + 1], mesh->vertices[3 * f2 + 2]); } @@ -602,23 +604,19 @@ void DrawMesh(const example::Mesh *mesh) unsigned int f1 = mesh->faces[3 * i + 1]; unsigned int f2 = mesh->faces[3 * i + 2]; - glVertex3f(mesh->vertices[3 * f0 + 0], - mesh->vertices[3 * f0 + 1], + glVertex3f(mesh->vertices[3 * f0 + 0], mesh->vertices[3 * f0 + 1], mesh->vertices[3 * f0 + 2]); - glVertex3f(mesh->vertices[3 * f1 + 0], - mesh->vertices[3 * f1 + 1], + glVertex3f(mesh->vertices[3 * f1 + 0], mesh->vertices[3 * f1 + 1], mesh->vertices[3 * f1 + 2]); - glVertex3f(mesh->vertices[3 * f2 + 0], - mesh->vertices[3 * f2 + 1], + glVertex3f(mesh->vertices[3 * f2 + 0], mesh->vertices[3 * f2 + 1], mesh->vertices[3 * f2 + 2]); } } - glEnd(); + glEnd(); } -void DrawNode(const nanosg::Node > &node) -{ +void DrawNode(const nanosg::Node > &node) { glPushMatrix(); glMultMatrixf(node.GetLocalXformPtr()); @@ -634,8 +632,8 @@ void DrawNode(const nanosg::Node > &node) } // Draw scene with OpenGL -void DrawScene(const nanosg::Scene > &scene, const Camera &camera) -{ +void DrawScene(const nanosg::Scene > &scene, + const Camera &camera) { glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); @@ -649,11 +647,12 @@ void DrawScene(const nanosg::Scene > &scene, const C const float light_diffuse[4] = {0.5f, 0.5f, 0.5f, 1.0f}; glLightfv(GL_LIGHT0, GL_POSITION, &light0_pos[0]); - glLightfv(GL_LIGHT0, GL_DIFFUSE, &light_diffuse[0]); + glLightfv(GL_LIGHT0, GL_DIFFUSE, &light_diffuse[0]); glLightfv(GL_LIGHT1, GL_POSITION, &light1_pos[0]); - glLightfv(GL_LIGHT1, GL_DIFFUSE, &light_diffuse[0]); + glLightfv(GL_LIGHT1, GL_DIFFUSE, &light_diffuse[0]); - const std::vector > > &root_nodes = scene.GetNodes(); + const std::vector > > &root_nodes = + scene.GetNodes(); glMatrixMode(GL_PROJECTION); glPushMatrix(); @@ -675,15 +674,12 @@ void DrawScene(const nanosg::Scene > &scene, const C glDisable(GL_LIGHT1); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); - } -void BuildSceneItems( - std::vector *display_names, - std::vector *names, - const nanosg::Node > &node, - int indent) -{ +void BuildSceneItems(std::vector *display_names, + std::vector *names, + const nanosg::Node > &node, + int indent) { if (node.GetName().empty()) { // Skip a node with empty name. return; @@ -699,17 +695,16 @@ void BuildSceneItems( display_names->push_back(display_name); names->push_back(node.GetName()); - + for (size_t i = 0; i < node.GetChildren().size(); i++) { BuildSceneItems(display_names, names, node.GetChildren()[i], indent + 1); } - } -//tigra: add default material - example::Material default_material; +// tigra: add default material +example::Material default_material; -int main(int argc, char** argv) { +int main(int argc, char **argv) { std::string config_filename = "config.json"; if (argc > 1) { @@ -731,19 +726,21 @@ int main(int argc, char** argv) { std::vector > meshes; std::vector materials; std::vector textures; - - //tigra: set default material to 95% white diffuse - default_material.diffuse[0] = 0.95f; - default_material.diffuse[1] = 0.95f; - default_material.diffuse[2] = 0.95f; - - default_material.specular[0] = 0; - default_material.specular[1] = 0; - default_material.specular[2] = 0; - bool ret = LoadObj(gRenderConfig.obj_filename, gRenderConfig.scene_scale, &meshes, &materials, &textures); + // tigra: set default material to 95% white diffuse + default_material.diffuse[0] = 0.95f; + default_material.diffuse[1] = 0.95f; + default_material.diffuse[2] = 0.95f; + + default_material.specular[0] = 0; + default_material.specular[1] = 0; + default_material.specular[2] = 0; + + bool ret = LoadObj(gRenderConfig.obj_filename, gRenderConfig.scene_scale, + &meshes, &materials, &textures); if (!ret) { - std::cerr << "Failed to load .obj [ " << gRenderConfig.obj_filename << " ]" << std::endl; + std::cerr << "Failed to load .obj [ " << gRenderConfig.obj_filename + << " ]" << std::endl; return -1; } @@ -757,12 +754,12 @@ int main(int argc, char** argv) { } for (size_t n = 0; n < gAsset.meshes.size(); n++) { - nanosg::Node > node(&gAsset.meshes[n]); node.SetName(meshes[n].name); - node.SetLocalXform(meshes[n].pivot_xform); // Use mesh's pivot transform as node's local transform. + node.SetLocalXform(meshes[n].pivot_xform); // Use mesh's pivot transform + // as node's local transform. gNodes.push_back(node); - + gScene.AddNode(node); } @@ -774,11 +771,12 @@ int main(int argc, char** argv) { float bmin[3], bmax[3]; gScene.GetBoundingBox(bmin, bmax); printf(" # of nodes : %d\n", int(gNodes.size())); - printf(" Scene Bmin : %f, %f, %f\n", bmin[0], bmin[1], bmin[2]); - printf(" Scene Bmax : %f, %f, %f\n", bmax[0], bmax[1], bmax[2]); - + printf(" Scene Bmin : %f, %f, %f\n", bmin[0], bmin[1], + bmin[2]); + printf(" Scene Bmax : %f, %f, %f\n", bmax[0], bmax[1], + bmax[2]); } - + std::vector imgui_node_names; std::vector display_node_names; std::vector node_names; @@ -786,13 +784,14 @@ int main(int argc, char** argv) { { for (size_t i = 0; i < gScene.GetNodes().size(); i++) { - BuildSceneItems(&display_node_names, &node_names, gScene.GetNodes()[i], /* indent */0); + BuildSceneItems(&display_node_names, &node_names, gScene.GetNodes()[i], + /* indent */ 0); } // List of strings for imgui. // Assume nodes in the scene does not change. for (size_t i = 0; i < display_node_names.size(); i++) { - //std::cout << "name : " << display_node_names[i] << std::endl; + // std::cout << "name : " << display_node_names[i] << std::endl; imgui_node_names.push_back(display_node_names[i].c_str()); } @@ -801,13 +800,13 @@ int main(int argc, char** argv) { nanosg::Node > *node; if (gScene.FindNode(node_names[i], &node)) { - //std::cout << "id : " << i << ", name : " << node_names[i] << std::endl; + // std::cout << "id : " << i << ", name : " << node_names[i] << + // std::endl; node_map[i] = node; } } } - window = new b3gDefaultOpenGLWindow; b3gWindowConstructionInfo ci; #ifdef USE_OPENGL2 @@ -849,9 +848,9 @@ int main(int argc, char** argv) { ImGui_ImplBtGui_Init(window); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO &io = ImGui::GetIO(); io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("./DroidSans.ttf", 15.0f); + // io.Fonts->AddFontFromFileTTF("./DroidSans.ttf", 15.0f); glm::mat4 projection(1.0f); glm::mat4 view(1.0f); @@ -874,7 +873,7 @@ int main(int argc, char** argv) { ImGuizmo::BeginFrame(); ImGuizmo::Enable(true); - //ImGuiIO &io = ImGui::GetIO(); + // ImGuiIO &io = ImGui::GetIO(); ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y); ImGui::Begin("UI"); @@ -920,36 +919,35 @@ int main(int argc, char** argv) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); checkErrors("clear"); - - //fix max passes issue - if(gShowBufferMode_prv!=gShowBufferMode) - { - gRenderConfig.pass = 0; - gShowBufferMode_prv = gShowBufferMode; - } + // fix max passes issue + if (gShowBufferMode_prv != gShowBufferMode) { + gRenderConfig.pass = 0; + gShowBufferMode_prv = gShowBufferMode; + } // Render display window { static GLint gl_texid = -1; if (gl_texid < 0) { - gl_texid = CreateDisplayTextureGL(NULL, gRenderConfig.width, gRenderConfig.height, 4); + gl_texid = CreateDisplayTextureGL(NULL, gRenderConfig.width, + gRenderConfig.height, 4); } // Refresh texture until rendering finishes. if (gRenderConfig.pass < gRenderConfig.max_passes) { // FIXME(LTE): Do not update GL texture frequently. - UpdateDisplayTextureGL(gl_texid, gRenderConfig.width, gRenderConfig.height); + UpdateDisplayTextureGL(gl_texid, gRenderConfig.width, + gRenderConfig.height); } ImGui::Begin("Render"); - ImTextureID tex_id = reinterpret_cast( - static_cast(gl_texid)); + ImTextureID tex_id = + reinterpret_cast(static_cast(gl_texid)); ImGui::Image(tex_id, ImVec2(256, 256), ImVec2(0, 0), - ImVec2(1, 1));// Setup camera and draw imguizomo + ImVec2(1, 1)); // Setup camera and draw imguizomo ImGui::End(); - } // scene graph tree @@ -958,7 +956,8 @@ int main(int argc, char** argv) { { ImGui::Begin("Scene"); - ImGui::ListBox("Node list", &node_selected, imgui_node_names.data(), imgui_node_names.size(), 16); + ImGui::ListBox("Node list", &node_selected, imgui_node_names.data(), + imgui_node_names.size(), 16); node_matrix = glm::make_mat4(node_map[node_selected]->GetLocalXformPtr()); ImGui::End(); @@ -984,11 +983,14 @@ int main(int argc, char** argv) { up[2] = gRenderConfig.up[2]; // NOTE(LTE): w, then (x,y,z) for glm::quat. - glm::quat rot = glm::quat(gCurrQuat[3], gCurrQuat[0], gCurrQuat[1], gCurrQuat[2]); + glm::quat rot = + glm::quat(gCurrQuat[3], gCurrQuat[0], gCurrQuat[1], gCurrQuat[2]); glm::mat4 rm = glm::mat4_cast(rot); view = glm::lookAt(eye, lookat, up) * glm::inverse(glm::mat4_cast(rot)); - projection = glm::perspective (45.0f, float(window->getWidth()) / float(window->getHeight()), 0.01f, 1000.0f); + projection = glm::perspective( + 45.0f, float(window->getWidth()) / float(window->getHeight()), 0.01f, + 1000.0f); camera.view = view; camera.projection = projection; @@ -1001,7 +1003,7 @@ int main(int argc, char** argv) { node_map[node_selected]->SetLocalXform(mat); checkErrors("edit_transform"); - + ImGui::End(); }