Fixed the god-awful indentation

This commit is contained in:
mathusummut
2018-05-06 00:01:36 +02:00
parent 643e3820f5
commit 35b7b1f1a6
459 changed files with 204893 additions and 217545 deletions

View File

@@ -13,8 +13,8 @@
#define _SHADER_G3DVIEWER_RENDERER_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#include <winsock2.h>
#include <winsock.h>
#endif
#include "model_renderer.h"
@@ -45,122 +45,134 @@ using Shared::Graphics::Texture;
using namespace Shared::Graphics;
namespace Shared{ namespace G3dViewer{
namespace Shared {
namespace G3dViewer {
// ===============================================
// class MeshCallbackTeamColor
// ===============================================
// ===============================================
// class MeshCallbackTeamColor
// ===============================================
class MeshCallbackTeamColor: public MeshCallback{
private:
const Texture *teamTexture;
class MeshCallbackTeamColor : public MeshCallback {
private:
const Texture *teamTexture;
public:
MeshCallbackTeamColor() : MeshCallback() {
teamTexture = NULL;
}
void setTeamTexture(const Texture *teamTexture) {
this->teamTexture = teamTexture;
}
virtual void execute(const Mesh *mesh);
};
// ===============================
// class Renderer
// ===============================
class Renderer : public RendererInterface {
public:
static int windowX;
static int windowY;
static int windowW;
static int windowH;
public:
enum PlayerColor {
pcRed,
pcBlue,
pcGreen,
pcYellow,
pcWhite,
pcCyan,
pcOrange,
pcMagenta
};
private:
bool wireframe;
bool normals;
bool grid;
int width;
int height;
ModelRenderer *modelRenderer;
TextureManager *textureManager;
ParticleRenderer *particleRenderer;
ParticleManager *particleManager;
ModelManager *modelManager;
Texture2D *customTextureRed;
Texture2D *customTextureBlue;
Texture2D *customTextureGreen;
Texture2D *customTextureYellow;
Texture2D *customTextureWhite;
Texture2D *customTextureCyan;
Texture2D *customTextureOrange;
Texture2D *customTextureMagenta;
MeshCallbackTeamColor meshCallbackTeamColor;
float red;
float green;
float blue;
float alpha;
Renderer();
void checkGlCaps();
void checkExtension(const string &extension, const string &msg);
public:
virtual ~Renderer();
static Renderer *getInstance();
void init();
void reset(int w, int h, PlayerColor playerColor);
void transform(float rotX, float rotY, float zoom);
void renderGrid();
bool getNormals() const {
return normals;
}
bool getWireframe() const {
return wireframe;
}
bool getGrid() const {
return grid;
}
void toggleNormals();
void toggleWireframe();
void toggleGrid();
void renderTheModel(Model *model, float f);
void manageParticleSystem(ParticleSystem *particleSystem);
void updateParticleManager();
void renderParticleManager();
Texture2D *getPlayerColorTexture(PlayerColor playerColor);
Texture2D * getNewTexture2D();
Model *newModel(ResourceScope rs, const string &path, bool deletePixMapAfterLoad = false, std::map<string, vector<pair<string, string> > > *loadedFileList = NULL, string *sourceLoader = NULL);
void endModel(ResourceScope rs, Model *model);
Texture2D *newTexture2D(ResourceScope rs) {
return getNewTexture2D();
}
void initTextureManager();
void initModelManager();
void end();
void setBackgroundColor(float red, float green, float blue);
void setAlphaColor(float alpha);
void saveScreen(const string &path, std::pair<int, int> *overrideSize);
bool hasActiveParticleSystem(ParticleSystem::ParticleSystemType typeName) const;
};
public:
MeshCallbackTeamColor() : MeshCallback() {
teamTexture = NULL;
}
void setTeamTexture(const Texture *teamTexture) {this->teamTexture= teamTexture;}
virtual void execute(const Mesh *mesh);
};
// ===============================
// class Renderer
// ===============================
class Renderer : public RendererInterface {
public:
static int windowX;
static int windowY;
static int windowW;
static int windowH;
public:
enum PlayerColor{
pcRed,
pcBlue,
pcGreen,
pcYellow,
pcWhite,
pcCyan,
pcOrange,
pcMagenta
};
private:
bool wireframe;
bool normals;
bool grid;
int width;
int height;
ModelRenderer *modelRenderer;
TextureManager *textureManager;
ParticleRenderer *particleRenderer;
ParticleManager *particleManager;
ModelManager *modelManager;
Texture2D *customTextureRed;
Texture2D *customTextureBlue;
Texture2D *customTextureGreen;
Texture2D *customTextureYellow;
Texture2D *customTextureWhite;
Texture2D *customTextureCyan;
Texture2D *customTextureOrange;
Texture2D *customTextureMagenta;
MeshCallbackTeamColor meshCallbackTeamColor;
float red;
float green;
float blue;
float alpha;
Renderer();
void checkGlCaps();
void checkExtension(const string &extension, const string &msg);
public:
virtual ~Renderer();
static Renderer *getInstance();
void init();
void reset(int w, int h, PlayerColor playerColor);
void transform(float rotX, float rotY, float zoom);
void renderGrid();
bool getNormals() const {return normals;}
bool getWireframe() const {return wireframe;}
bool getGrid() const {return grid;}
void toggleNormals();
void toggleWireframe();
void toggleGrid();
void renderTheModel(Model *model, float f);
void manageParticleSystem(ParticleSystem *particleSystem);
void updateParticleManager();
void renderParticleManager();
Texture2D *getPlayerColorTexture(PlayerColor playerColor);
Texture2D * getNewTexture2D();
Model *newModel(ResourceScope rs,const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL, string *sourceLoader=NULL);
void endModel(ResourceScope rs,Model *model);
Texture2D *newTexture2D(ResourceScope rs) { return getNewTexture2D(); }
void initTextureManager();
void initModelManager();
void end();
void setBackgroundColor(float red, float green, float blue);
void setAlphaColor(float alpha);
void saveScreen(const string &path,std::pair<int,int> *overrideSize);
bool hasActiveParticleSystem(ParticleSystem::ParticleSystemType typeName) const;
};
}}//end namespace
}//end namespace
#endif