Applied default Visual Studio formatting to most files. This is a quick fix for the tabs vs spaces issue that messes up the formatting in any editor (esp. Linux) which handles tabs/spaces differently to Visual Studio. Some parts of the formatting look a bit worse but overall it should be better (or at least more consistent).
I didn't apply the changes to a few macro-heavy files as Visual Studio removes all indentation from macros, whereas the indentation can be handy to see nesting.
This commit is contained in:
@ -47,14 +47,14 @@ void createSphereInVolume(RawVolume<uint8_t>& volData, float fRadius)
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for (int x = 0; x < volData.getWidth(); x++)
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{
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//Store our current position as a vector...
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Vector3DFloat v3dCurrentPos(x,y,z);
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Vector3DFloat v3dCurrentPos(x, y, z);
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//And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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uint8_t uVoxelValue = 0;
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//If the current voxel is less than 'radius' units from the center then we make it solid.
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if(fDistToCenter <= fRadius)
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if (fDistToCenter <= fRadius)
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{
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//Our new voxel value
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uVoxelValue = 255;
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@ -47,14 +47,14 @@ void createSphereInVolume(RawVolume<uint8_t>& volData, float fRadius)
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for (int x = 0; x < volData.getWidth(); x++)
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{
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//Store our current position as a vector...
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Vector3DFloat v3dCurrentPos(x,y,z);
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Vector3DFloat v3dCurrentPos(x, y, z);
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//And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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uint8_t uVoxelValue = 0;
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//If the current voxel is less than 'radius' units from the center then we make it solid.
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if(fDistToCenter <= fRadius)
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if (fDistToCenter <= fRadius)
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{
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//Our new voxel value
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uVoxelValue = 255;
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@ -41,15 +41,15 @@ void createSphereInVolume(RawVolume<MaterialDensityPair88>& volData, float fRadi
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for (int x = 0; x < volData.getWidth(); x++)
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{
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//Store our current position as a vector...
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Vector3DInt32 v3dCurrentPos(x,y,z);
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Vector3DInt32 v3dCurrentPos(x, y, z);
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//And compute how far the current position is from the center of the volume
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double fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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//If the current voxel is less than 'radius' units from the center
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//then we make it solid, otherwise we make it empty space.
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if(fDistToCenter <= fRadius)
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if (fDistToCenter <= fRadius)
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{
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volData.setVoxel(x,y,z, MaterialDensityPair88(uValue, uValue > 0 ? MaterialDensityPair88::getMaxDensity() : MaterialDensityPair88::getMinDensity()));
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volData.setVoxel(x, y, z, MaterialDensityPair88(uValue, uValue > 0 ? MaterialDensityPair88::getMaxDensity() : MaterialDensityPair88::getMinDensity()));
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}
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}
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}
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@ -65,9 +65,9 @@ void createCubeInVolume(RawVolume<MaterialDensityPair88>& volData, Vector3DInt32
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{
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for (int y = lowerCorner.getY(); y <= upperCorner.getY(); y++)
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{
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for (int x = lowerCorner.getX() ; x <= upperCorner.getX(); x++)
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for (int x = lowerCorner.getX(); x <= upperCorner.getX(); x++)
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{
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volData.setVoxel(x,y,z, MaterialDensityPair88(uValue, uValue > 0 ? maxDen : minDen));
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volData.setVoxel(x, y, z, MaterialDensityPair88(uValue, uValue > 0 ? maxDen : minDen));
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}
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}
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}
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@ -36,18 +36,18 @@ float Perlin::noise1(float arg)
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vec[0] = arg;
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if (mStart)
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{
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srand(mSeed);
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{
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srand(mSeed);
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mStart = false;
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init();
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}
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setup(0, bx0,bx1, rx0,rx1);
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setup(0, bx0, bx1, rx0, rx1);
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sx = s_curve(rx0);
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u = rx0 * g1[ p[ bx0 ] ];
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v = rx1 * g1[ p[ bx1 ] ];
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u = rx0 * g1[p[bx0]];
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v = rx1 * g1[p[bx1]];
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return lerp(sx, u, v);
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}
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@ -59,14 +59,14 @@ float Perlin::noise2(float vec[2])
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int i, j;
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if (mStart)
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{
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srand(mSeed);
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{
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srand(mSeed);
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mStart = false;
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init();
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}
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setup(0,bx0,bx1,rx0,rx1);
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setup(1,by0,by1,ry0,ry1);
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setup(0, bx0, bx1, rx0, rx1);
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setup(1, by0, by1, ry0, ry1);
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i = p[bx0];
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j = p[bx1];
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@ -79,18 +79,18 @@ float Perlin::noise2(float vec[2])
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sx = s_curve(rx0);
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sy = s_curve(ry0);
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#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
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#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
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q = g2[b00];
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u = at2(rx0,ry0);
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u = at2(rx0, ry0);
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q = g2[b10];
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v = at2(rx1,ry0);
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v = at2(rx1, ry0);
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a = lerp(sx, u, v);
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q = g2[b01];
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u = at2(rx0,ry1);
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u = at2(rx0, ry1);
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q = g2[b11];
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v = at2(rx1,ry1);
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v = at2(rx1, ry1);
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b = lerp(sx, u, v);
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return lerp(sy, a, b);
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@ -103,46 +103,46 @@ float Perlin::noise3(float vec[3])
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int i, j;
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if (mStart)
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{
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srand(mSeed);
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{
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srand(mSeed);
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mStart = false;
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init();
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}
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setup(0, bx0,bx1, rx0,rx1);
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setup(1, by0,by1, ry0,ry1);
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setup(2, bz0,bz1, rz0,rz1);
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setup(0, bx0, bx1, rx0, rx1);
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setup(1, by0, by1, ry0, ry1);
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setup(2, bz0, bz1, rz0, rz1);
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i = p[ bx0 ];
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j = p[ bx1 ];
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i = p[bx0];
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j = p[bx1];
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b00 = p[ i + by0 ];
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b10 = p[ j + by0 ];
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b01 = p[ i + by1 ];
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b11 = p[ j + by1 ];
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b00 = p[i + by0];
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b10 = p[j + by0];
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b01 = p[i + by1];
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b11 = p[j + by1];
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t = s_curve(rx0);
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t = s_curve(rx0);
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sy = s_curve(ry0);
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sz = s_curve(rz0);
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#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
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#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
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q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
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q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
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q = g3[b00 + bz0]; u = at3(rx0, ry0, rz0);
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q = g3[b10 + bz0]; v = at3(rx1, ry0, rz0);
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a = lerp(t, u, v);
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q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
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q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
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q = g3[b01 + bz0]; u = at3(rx0, ry1, rz0);
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q = g3[b11 + bz0]; v = at3(rx1, ry1, rz0);
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b = lerp(t, u, v);
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c = lerp(sy, a, b);
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q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
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q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
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q = g3[b00 + bz1]; u = at3(rx0, ry0, rz1);
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q = g3[b10 + bz1]; v = at3(rx1, ry0, rz1);
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a = lerp(t, u, v);
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q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
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q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
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q = g3[b01 + bz1]; u = at3(rx0, ry1, rz1);
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q = g3[b11 + bz1]; v = at3(rx1, ry1, rz1);
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b = lerp(t, u, v);
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d = lerp(sy, a, b);
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@ -155,7 +155,7 @@ void Perlin::normalize2(float v[2])
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float s;
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s = (float)sqrt(v[0] * v[0] + v[1] * v[1]);
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s = 1.0f/s;
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s = 1.0f / s;
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v[0] = v[0] * s;
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v[1] = v[1] * s;
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}
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@ -165,7 +165,7 @@ void Perlin::normalize3(float v[3])
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float s;
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s = (float)sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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s = 1.0f/s;
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s = 1.0f / s;
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v[0] = v[0] * s;
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v[1] = v[1] * s;
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@ -176,32 +176,32 @@ void Perlin::init(void)
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{
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int i, j, k;
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for (i = 0 ; i < B ; i++)
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{
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for (i = 0; i < B; i++)
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{
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p[i] = i;
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g1[i] = (float)((rand() % (B + B)) - B) / B;
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for (j = 0 ; j < 2 ; j++)
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for (j = 0; j < 2; j++)
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g2[i][j] = (float)((rand() % (B + B)) - B) / B;
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normalize2(g2[i]);
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for (j = 0 ; j < 3 ; j++)
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for (j = 0; j < 3; j++)
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g3[i][j] = (float)((rand() % (B + B)) - B) / B;
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normalize3(g3[i]);
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}
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while (--i)
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{
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{
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k = p[i];
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p[i] = p[j = rand() % B];
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p[j] = k;
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}
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for (i = 0 ; i < B + 2 ; i++)
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{
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for (i = 0; i < B + 2; i++)
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{
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p[B + i] = p[i];
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g1[B + i] = g1[i];
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for (j = 0 ; j < 2 ; j++)
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for (j = 0; j < 2; j++)
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g2[B + i][j] = g2[i][j];
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for (j = 0 ; j < 3 ; j++)
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for (j = 0; j < 3; j++)
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g3[B + i][j] = g3[i][j];
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}
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@ -210,19 +210,19 @@ void Perlin::init(void)
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float Perlin::perlin_noise_2D(float vec[2])
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{
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int terms = mOctaves;
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int terms = mOctaves;
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float result = 0.0f;
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float amp = mAmplitude;
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float amp = mAmplitude;
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vec[0]*=mFrequency;
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vec[1]*=mFrequency;
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vec[0] *= mFrequency;
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vec[1] *= mFrequency;
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for( int i=0; i<terms; i++ )
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for (int i = 0; i < terms; i++)
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{
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result += noise2(vec)*amp;
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vec[0] *= 2.0f;
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vec[1] *= 2.0f;
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amp*=0.5f;
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amp *= 0.5f;
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}
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@ -231,21 +231,21 @@ float Perlin::perlin_noise_2D(float vec[2])
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float Perlin::perlin_noise_3D(float vec[3])
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{
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int terms = mOctaves;
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int terms = mOctaves;
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float result = 0.0f;
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float amp = mAmplitude;
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float amp = mAmplitude;
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vec[0]*=mFrequency;
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vec[1]*=mFrequency;
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vec[2]*=mFrequency;
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vec[0] *= mFrequency;
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vec[1] *= mFrequency;
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vec[2] *= mFrequency;
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for( int i=0; i<terms; i++ )
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for (int i = 0; i < terms; i++)
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{
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result += noise3(vec)*amp;
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vec[0] *= 2.0f;
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vec[1] *= 2.0f;
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vec[2] *= 2.0f;
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amp*=0.5f;
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amp *= 0.5f;
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}
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@ -254,12 +254,12 @@ float Perlin::perlin_noise_3D(float vec[3])
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Perlin::Perlin(int octaves,float freq,float amp,int seed)
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Perlin::Perlin(int octaves, float freq, float amp, int seed)
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{
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mOctaves = octaves;
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mFrequency = freq;
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mAmplitude = amp;
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mSeed = seed;
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mStart = true;
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mOctaves = octaves;
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mFrequency = freq;
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mAmplitude = amp;
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mSeed = seed;
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mStart = true;
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}
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|
@ -53,29 +53,30 @@ public:
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virtual void pageIn(const PolyVox::Region& region, PagedVolume<MaterialDensityPair44>::Chunk* pChunk)
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{
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Perlin perlin(2,2,1,234);
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Perlin perlin(2, 2, 1, 234);
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for(int x = region.getLowerX(); x <= region.getUpperX(); x++)
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for (int x = region.getLowerX(); x <= region.getUpperX(); x++)
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{
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for(int y = region.getLowerY(); y <= region.getUpperY(); y++)
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for (int y = region.getLowerY(); y <= region.getUpperY(); y++)
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{
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float perlinVal = perlin.Get(x / static_cast<float>(255-1), y / static_cast<float>(255-1));
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float perlinVal = perlin.Get(x / static_cast<float>(255 - 1), y / static_cast<float>(255 - 1));
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perlinVal += 1.0f;
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perlinVal *= 0.5f;
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perlinVal *= 255;
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for(int z = region.getLowerZ(); z <= region.getUpperZ(); z++)
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for (int z = region.getLowerZ(); z <= region.getUpperZ(); z++)
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{
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MaterialDensityPair44 voxel;
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if(z < perlinVal)
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if (z < perlinVal)
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{
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const int xpos = 50;
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const int zpos = 100;
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if((x-xpos)*(x-xpos) + (z-zpos)*(z-zpos) < 200)
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if ((x - xpos)*(x - xpos) + (z - zpos)*(z - zpos) < 200)
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{
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// tunnel
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voxel.setMaterial(0);
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voxel.setDensity(MaterialDensityPair44::getMinDensity());
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} else
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}
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else
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{
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// solid
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voxel.setMaterial(245);
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@ -150,4 +151,4 @@ int main(int argc, char *argv[])
|
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|
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// Run the message pump.
|
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return app.exec();
|
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}
|
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}
|
||||
|
@ -48,11 +48,11 @@ void createSphereInVolume(RawVolume<uint8_t>& volData, float fRadius)
|
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for (int x = 0; x < volData.getWidth(); x++)
|
||||
{
|
||||
//Store our current position as a vector...
|
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Vector3DFloat v3dCurrentPos(x,y,z);
|
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Vector3DFloat v3dCurrentPos(x, y, z);
|
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//And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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|
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if(fDistToCenter <= fRadius)
|
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if (fDistToCenter <= fRadius)
|
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{
|
||||
//Our new density value
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||||
uint8_t uDensity = std::numeric_limits<uint8_t>::max();
|
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|
@ -10,13 +10,13 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
template <typename QOpenGLFunctionsType>
|
||||
OpenGLWidget<QOpenGLFunctionsType>::OpenGLWidget(QWidget *parent)
|
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:QGLWidget(parent)
|
||||
:QGLWidget(parent)
|
||||
{
|
||||
}
|
||||
|
||||
template <typename QOpenGLFunctionsType>
|
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const QMatrix4x4& OpenGLWidget<QOpenGLFunctionsType>::viewMatrix()
|
||||
{
|
||||
{
|
||||
return mViewMatrix;
|
||||
}
|
||||
|
||||
@ -45,22 +45,22 @@ void OpenGLWidget<QOpenGLFunctionsType>::initializeGL()
|
||||
std::cerr << "Could not initialize OpenGL functions" << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
|
||||
//Print out some information about the OpenGL implementation.
|
||||
std::cout << "OpenGL Implementation Details:" << std::endl;
|
||||
if(this->glGetString(GL_VENDOR))
|
||||
std::cout << "\tGL_VENDOR: " << this->glGetString(GL_VENDOR) << std::endl;
|
||||
if(this->glGetString(GL_RENDERER))
|
||||
std::cout << "\tGL_RENDERER: " << this->glGetString(GL_RENDERER) << std::endl;
|
||||
if(this->glGetString(GL_VERSION))
|
||||
std::cout << "\tGL_VERSION: " << this->glGetString(GL_VERSION) << std::endl;
|
||||
if(this->glGetString(GL_SHADING_LANGUAGE_VERSION))
|
||||
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << this->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
|
||||
if (this->glGetString(GL_VENDOR))
|
||||
std::cout << "\tGL_VENDOR: " << this->glGetString(GL_VENDOR) << std::endl;
|
||||
if (this->glGetString(GL_RENDERER))
|
||||
std::cout << "\tGL_RENDERER: " << this->glGetString(GL_RENDERER) << std::endl;
|
||||
if (this->glGetString(GL_VERSION))
|
||||
std::cout << "\tGL_VERSION: " << this->glGetString(GL_VERSION) << std::endl;
|
||||
if (this->glGetString(GL_SHADING_LANGUAGE_VERSION))
|
||||
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << this->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
|
||||
|
||||
//Set up the clear colour
|
||||
this->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
this->glClearDepth(1.0f);
|
||||
|
||||
|
||||
this->glEnable(GL_DEPTH_TEST);
|
||||
this->glDepthMask(GL_TRUE);
|
||||
this->glDepthFunc(GL_LEQUAL);
|
||||
@ -81,11 +81,11 @@ void OpenGLWidget<QOpenGLFunctionsType>::resizeGL(int w, int h)
|
||||
{
|
||||
//Setup the viewport
|
||||
this->glViewport(0, 0, w, h);
|
||||
|
||||
|
||||
auto aspectRatio = w / (float)h;
|
||||
float zNear = 1.0;
|
||||
float zFar = 1000.0;
|
||||
|
||||
|
||||
mProjectionMatrix.setToIdentity();
|
||||
mProjectionMatrix.perspective(mCameraFOV, aspectRatio, zNear, zFar);
|
||||
}
|
||||
@ -145,12 +145,12 @@ void OpenGLWidget<QOpenGLFunctionsType>::paintGL()
|
||||
this->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
renderOneFrame();
|
||||
|
||||
|
||||
// Check for errors.
|
||||
GLenum errCode = this->glGetError();
|
||||
if(errCode != GL_NO_ERROR)
|
||||
if (errCode != GL_NO_ERROR)
|
||||
{
|
||||
std::cerr << "OpenGL Error: " << errCode << std::endl;
|
||||
std::cerr << "OpenGL Error: " << errCode << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user