diff mbox

[Branch,~glmark2-dev/glmark2/trunk] Rev 36: Whitespace fixes.

Message ID 20110721123632.17019.38487.launchpad@loganberry.canonical.com
State Accepted
Headers show

Commit Message

Alexandros Frantzis July 21, 2011, 12:36 p.m. UTC
------------------------------------------------------------
revno: 36
committer: Alexandros Frantzis <alf82@freemail.gr>
timestamp: Fri 2010-07-09 17:21:56 +0300
message:
  Whitespace fixes.
modified:
  main.cpp
  scene.h
  scenetexture.cpp
  screen.cpp
  texture.cpp


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diff mbox

Patch

=== modified file 'main.cpp'
--- main.cpp	2010-07-09 12:11:52 +0000
+++ main.cpp	2010-07-09 14:21:56 +0000
@@ -9,7 +9,7 @@ 
     int running = 1;
     unsigned current_scene = 0;
     Screen screen;
-   
+
     printf("===================================================\n");
     printf("    GLMark 08\n");
     printf("===================================================\n");
@@ -71,14 +71,14 @@ 
                 running = false;
         }
 
-        
+
         screen.update();
     }
-    
+
     unsigned score = 0;
     for (unsigned i = 0; i < num_scenes; i++)
         score += scene[i]->calculate_score();
-    
+
     printf("===================================================\n");
     printf("Your GLMark08 Score is %u  ^_^\n", score);
     printf("===================================================\n");

=== modified file 'scene.h'
--- scene.h	2010-07-09 13:36:15 +0000
+++ scene.h	2010-07-09 14:21:56 +0000
@@ -21,10 +21,10 @@ 
     virtual void start();
     virtual void update();
     virtual void draw();
-    
+
     unsigned calculate_score();
     bool is_running();
-    
+
 protected:
     unsigned mPartsQty;         // How many parts for the scene
     unsigned mCurrentPart;      // The current part being rendered
@@ -33,7 +33,7 @@ 
     double mLastTime, mCurrentTime, mDt;
     unsigned mCurrentFrame;
     bool mRunning;
-    
+
     unsigned *mAverageFPS;      // Average FPS per part
     float *mScoreScale;
 
@@ -52,7 +52,7 @@ 
     void start();
     void update();
     void draw();
-    
+
     ~SceneBuild();
 
 protected:
@@ -72,9 +72,9 @@ 
     void start();
     void update();
     void draw();
-    
+
     ~SceneTexture();
-    
+
 protected:
     Shader mShader;
 
@@ -93,9 +93,9 @@ 
     void start();
     void update();
     void draw();
-    
+
     ~SceneShading();
-    
+
 protected:
     Shader mShader[2];
 

=== modified file 'scenetexture.cpp'
--- scenetexture.cpp	2010-07-09 13:36:15 +0000
+++ scenetexture.cpp	2010-07-09 14:21:56 +0000
@@ -10,41 +10,41 @@ 
 int SceneTexture::load()
 {
     Model model;
-    
+
     if(!model.load_3ds(GLMARK_DATA_PATH"data/models/cube.3ds"))
         return 0;
-    
+
     if(!load_texture(GLMARK_DATA_PATH"data/textures/crate-base.bmp", mTexture))
         return 0;
-    
+
     model.calculate_normals();
     model.convert_to_mesh(&mCubeMesh);
     mCubeMesh.build_vbo();
 
     mShader.load(GLMARK_DATA_PATH"data/shaders/light-basic.vert",
                  GLMARK_DATA_PATH"data/shaders/light-basic-tex.frag");
-    
+
     mRotationSpeed = Vector3f(36.0f, 36.0f, 36.0f);
-    
+
     mRunning = false;
-    
+
     mPartsQty = 3;
     mPartDuration = new double[mPartsQty];
     mAverageFPS = new unsigned[mPartsQty];
     mScoreScale = new float[mPartsQty];
-    
+
     mScoreScale[0] = 0.471f;
     mScoreScale[1] = 0.533f;
     mScoreScale[2] = 0.405f;
-    
+
     mPartDuration[0] = 10.0;
     mPartDuration[1] = 10.0;
     mPartDuration[2] = 10.0;
-    
+
     memset(mAverageFPS, 0, mPartsQty * sizeof(*mAverageFPS));
 
     mCurrentPart = 0;
-    
+
     return 1;
 }
 
@@ -60,7 +60,7 @@ 
     GLfloat lightDiffuse[] = {0.8f, 0.8f, 0.8f, 1.0f};
     GLfloat lightPosition[] = {20.0f, 20.0f, 10.0f, 1.0f};
     GLfloat materialColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
-    
+
     mShader.use();
 
     // Load lighting and material uniforms
@@ -82,25 +82,24 @@ 
     mCurrentTime = SDL_GetTicks() / 1000.0;
     mDt = mCurrentTime - mLastTime;
     mLastTime = mCurrentTime;
-    
+
     mElapsedTime = mCurrentTime - mStartTime;
-    
+
     if(mElapsedTime >= mPartDuration[mCurrentPart])
     {
         mAverageFPS[mCurrentPart] = mCurrentFrame / mElapsedTime;
-        
-        switch(mCurrentPart)
-        {
-        case 0:
-            printf("Texture filtering\n");
-            printf("    Nearest                       FPS: %u\n",  mAverageFPS[mCurrentPart]);
-            break;
-        case 1:
-            printf("    Linear                        FPS: %u\n",  mAverageFPS[mCurrentPart]);
-            break;
-        case 2:
-            printf("    Mipmapped                     FPS: %u\n",  mAverageFPS[mCurrentPart]);
-            break;
+
+        switch(mCurrentPart) {
+            case 0:
+                printf("Texture filtering\n");
+                printf("    Nearest                       FPS: %u\n",  mAverageFPS[mCurrentPart]);
+                break;
+            case 1:
+                printf("    Linear                        FPS: %u\n",  mAverageFPS[mCurrentPart]);
+                break;
+            case 2:
+                printf("    Mipmapped                     FPS: %u\n",  mAverageFPS[mCurrentPart]);
+                break;
         }
         mCurrentPart++;
         if(mCurrentPart >= mPartsQty)
@@ -108,9 +107,9 @@ 
         else
             start();
     }
-    
+
     mRotation += mRotationSpeed * mDt;
-    
+
     mCurrentFrame++;
 }
 

=== modified file 'screen.cpp'
--- screen.cpp	2010-07-09 14:14:04 +0000
+++ screen.cpp	2010-07-09 14:21:56 +0000
@@ -38,7 +38,7 @@ 
     }
 
     if(mFullScreen)
-    mFlags = SDL_OPENGL | SDL_FULLSCREEN;
+        mFlags = SDL_OPENGL | SDL_FULLSCREEN;
 
     mInfo = SDL_GetVideoInfo();
 

=== modified file 'texture.cpp'
--- texture.cpp	2010-07-09 14:15:21 +0000
+++ texture.cpp	2010-07-09 14:21:56 +0000
@@ -36,22 +36,22 @@ 
 
         // Create Nearest Filtered Texture
         glBindTexture(GL_TEXTURE_2D, pTexture[0]);
-        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
-        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         glTexImage2D(GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
                      texture_format, GL_UNSIGNED_BYTE, surface->pixels);
 
         // Create Linear Filtered Texture
         glBindTexture(GL_TEXTURE_2D, pTexture[1]);
-        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
         glTexImage2D(GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
                      texture_format, GL_UNSIGNED_BYTE, surface->pixels);
 
         // Create trilinear filtered mipmapped texture
         glBindTexture(GL_TEXTURE_2D, pTexture[2]);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
         glTexImage2D(GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
                      texture_format, GL_UNSIGNED_BYTE, surface->pixels);
         glGenerateMipmap(GL_TEXTURE_2D);