refactor: format code

This commit is contained in:
2021-09-19 17:33:16 +02:00
parent 52a143769e
commit 0856ca47ca
71 changed files with 1102 additions and 1110 deletions

View File

@@ -14,18 +14,18 @@
using namespace gl;
namespace td{
namespace render{
namespace td {
namespace render {
Renderer::Renderer(){
Renderer::Renderer() {
}
Renderer::~Renderer(){
Renderer::~Renderer() {
}
void Renderer::updateIsometricView(){
void Renderer::updateIsometricView() {
float isometricEased = utils::easeInOutExpo(m_IsometricShade);
m_WorldShader->start();
m_WorldShader->setIsometricView(isometricEased);
@@ -33,7 +33,7 @@ void Renderer::updateIsometricView(){
m_EntityShader->setIsometricView(isometricEased);
}
void Renderer::initShader(){
void Renderer::initShader() {
m_WorldShader = std::make_unique<WorldShader>();
m_WorldShader->loadShader();
m_EntityShader = std::make_unique<EntityShader>();
@@ -42,23 +42,23 @@ void Renderer::initShader(){
updateIsometricView();
}
bool Renderer::init(){
bool Renderer::init() {
glbinding::Binding::initialize();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
initShader();
return true;
}
void Renderer::renderVAO(const GL::VertexArray& vao){
void Renderer::renderVAO(const GL::VertexArray& vao) {
m_WorldShader->start();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vao.getVertexCount());
vao.unbind();
}
void Renderer::renderModel(const Model& model){
void Renderer::renderModel(const Model& model) {
m_EntityShader->start();
m_EntityShader->setModelPos(model.positon);
model.vao->bind();
@@ -66,13 +66,13 @@ void Renderer::renderModel(const Model& model){
model.vao->unbind();
}
void Renderer::updateIsometricFade(){
void Renderer::updateIsometricFade() {
static std::uint64_t lastTime = utils::getTime();
if(m_IsometricShade != (float) m_IsometricView){
float step = (float) (utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if(m_IsometricShade < m_IsometricView){
if (m_IsometricShade != (float)m_IsometricView) {
float step = (float)(utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if (m_IsometricShade < m_IsometricView) {
m_IsometricShade += step;
}else{
} else {
m_IsometricShade -= step;
}
m_IsometricShade = std::min(m_IsometricShade, 1.0f);
@@ -82,13 +82,13 @@ void Renderer::updateIsometricFade(){
lastTime = utils::getTime();
}
void Renderer::prepare(){
void Renderer::prepare() {
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
updateIsometricFade();
}
void Renderer::resize(int width, int height){
void Renderer::resize(int width, int height) {
m_WorldShader->start();
m_WorldShader->setAspectRatio((float)width / height);
m_EntityShader->start();
@@ -96,20 +96,20 @@ void Renderer::resize(int width, int height){
glViewport(0, 0, width, height);
}
void Renderer::setZoom(float zoom){
void Renderer::setZoom(float zoom) {
m_WorldShader->start();
m_WorldShader->setZoom(zoom);
m_EntityShader->start();
m_EntityShader->setZoom(zoom);
}
void Renderer::setCamMovement(const glm::vec2& mov){
void Renderer::setCamMovement(const glm::vec2& mov) {
m_CamPos.x += mov.x * (1 - m_IsometricView) + (0.5 * mov.x - mov.y) * m_IsometricView;
m_CamPos.y += -mov.y * (1 - m_IsometricView) + (-0.5 * mov.x - mov.y) * m_IsometricView;
setCamPos(m_CamPos);
}
void Renderer::setCamPos(const glm::vec2& newPos){
void Renderer::setCamPos(const glm::vec2& newPos) {
m_CamPos = newPos;
m_WorldShader->start();
m_WorldShader->setCamPos(newPos);
@@ -117,11 +117,11 @@ void Renderer::setCamPos(const glm::vec2& newPos){
m_EntityShader->setCamPos(newPos);
}
void Renderer::setIsometricView(bool isometric){
void Renderer::setIsometricView(bool isometric) {
m_IsometricView = isometric;
}
glm::vec2 Renderer::getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight){
glm::vec2 Renderer::getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight) {
float isometricEased = utils::easeInOutExpo(m_IsometricShade);
float relativeX = (cursorPos.x / windowWidth * 2) - 1;
@@ -133,7 +133,7 @@ glm::vec2 Renderer::getCursorWorldPos(const glm::vec2& cursorPos, float aspectRa
float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
return {worldX, worldY};
return { worldX, worldY };
}