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:
David Williams
2015-12-26 23:11:27 +00:00
parent b3ca051878
commit e89a55d154
58 changed files with 1117 additions and 1114 deletions

View File

@ -10,13 +10,13 @@
////////////////////////////////////////////////////////////////////////////////
template <typename QOpenGLFunctionsType>
OpenGLWidget<QOpenGLFunctionsType>::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
:QGLWidget(parent)
{
}
template <typename QOpenGLFunctionsType>
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;
}
}