=== modified file 'src/matrix.cpp'
@@ -20,9 +20,9 @@
*/
#include "matrix.h"
-/**
+/**
* Multiply arrays representing 4x4 matrices in column-major order.
- *
+ *
* The result is stored in the first matrix.
*
* @param m the first matrix
@@ -46,11 +46,11 @@
memcpy(m, &tmp, sizeof tmp);
}
-/**
+/**
* Multiply this matrix with another.
*
* @param pM the matrix to multiply with.
- *
+ *
* @return reference to this matrix (multiplied)
*/
Matrix4f &Matrix4f::operator*=(const Matrix4f &pM)
@@ -60,14 +60,14 @@
return *this;
}
-/**
+/**
* Rotates a matrix.
- *
+ *
* @param angle the angle to rotate
* @param x the x component of the rotation axis
* @param y the y component of the rotation axis
* @param z the z component of the rotation axis
- *
+ *
* @return reference to the matrix
*/
Matrix4f &Matrix4f::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
@@ -78,7 +78,7 @@
GLfloat r[16] = {
x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
- x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
+ x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
0, 0, 0, 1
};
@@ -88,13 +88,13 @@
return *this;
}
-/**
+/**
* Translates a matrix.
- *
+ *
* @param x the x component of the translation
* @param y the y component of the translation
* @param z the z component of the translation
- *
+ *
* @return reference to the matrix
*/
Matrix4f &Matrix4f::translate(GLfloat x, GLfloat y, GLfloat z)
@@ -106,9 +106,9 @@
return *this;
}
-/**
+/**
* Transposes a matrix.
- *
+ *
* @return reference to the matrix
*/
Matrix4f &Matrix4f::transpose()
@@ -209,7 +209,7 @@
return *this;
}
-/**
+/**
* Creates an empty matrix.
*
* All matrix components are 0.0 expect the lower right
@@ -221,9 +221,9 @@
m[15] = 1.0;
}
-/**
+/**
* Copy constructor.
- *
+ *
* @param mat the matrix to copy the contents of.
*/
Matrix4f::Matrix4f(Matrix4f &mat)
@@ -231,9 +231,9 @@
memcpy(m, mat.m, sizeof(m));
}
-/**
+/**
* Creates a matrix with specified values in the diagonal.
- *
+ *
* The lower right value is initialized to 1.0.
*
* @param x the x component of the diagonal
@@ -249,7 +249,7 @@
m[15] = 1.0;
}
-/**
+/**
* Displays a matrix.
*
* @param str string to display before matrix
=== modified file 'src/mesh.cpp'
@@ -32,7 +32,7 @@
{
u = pU; v = pV;
}
-
+
Mesh::Mesh()
{
mPolygonQty = 0;
@@ -60,13 +60,13 @@
float minor_radius = 0.4;
unsigned i, j;
unsigned k = 0;
-
+
Vector3f a, b, c, d, n;
mMode = GL_TRIANGLES;
mVertexQty = wraps_qty * per_wrap_qty * 6;
mVertex = new Vertex[mVertexQty];
-
+
for(i = 0; i < wraps_qty; i++)
for(j = 0; j < per_wrap_qty; j++)
{
@@ -77,7 +77,7 @@
a.x = (float)sin(theta) * r;
a.y = minor_radius * (float)sin(phi);
a.z = (float)cos(theta) * r;
-
+
theta = 2 * M_PI * (i + wrap_frac + 1) / (float)wraps_qty;
b.x = (float)sin(theta) * r;
b.y = minor_radius * (float)sin(phi);
@@ -103,8 +103,8 @@
n = normal(a, b, c);
mVertex[k].n = n; mVertex[k].v = b; k++;
mVertex[k].n = n; mVertex[k].v = c; k++;
- mVertex[k].n = n; mVertex[k].v = d; k++;
- }
+ mVertex[k].n = n; mVertex[k].v = d; k++;
+ }
}
void Mesh::render_array()
=== modified file 'src/mesh.h'
@@ -33,7 +33,7 @@
{
public:
GLfloat u, v;
-
+
Texel();
Texel(GLfloat pU, GLfloat pV);
};
@@ -59,10 +59,10 @@
GLuint mVBOVertices; // Vertex VBO name
GLuint mVBONormals; // Texture coordinate VBO name
GLuint mVBOTexCoords; // Texture coordinate VBO name
-
+
Mesh(); // Default Constructor, should set pointers to null
~Mesh();
-
+
void make_cube();
void make_torus();
void render_array();
=== modified file 'src/model.cpp'
@@ -166,7 +166,7 @@
break;
//----------------- EDIT3DS -----------------
- // Description: 3D Editor chunk, objects layout info
+ // Description: 3D Editor chunk, objects layout info
// Chunk ID: 3d3d (hex)
// Chunk Lenght: 0 + sub chunks
//-------------------------------------------
@@ -235,7 +235,7 @@
//------------- TRI_MAPPINGCOORS ------------
// Description: Vertices list
// Chunk ID: 4140 (hex)
- // Chunk Lenght: 1 x unsigned short (number of mapping points)
+ // Chunk Lenght: 1 x unsigned short (number of mapping points)
// + 2 x float (mapping coordinates) x (number of mapping points)
// + sub chunks
//-------------------------------------------
=== modified file 'src/scene.cpp'
@@ -34,7 +34,7 @@
mDt = 0;
mCurrentFrame = 0;
mRunning = false;
-
+
mAverageFPS = 0;
mScoreScale = 0;
=== modified file 'src/scenebuild.cpp'
@@ -29,23 +29,23 @@
int SceneBuild::load()
{
Model model;
-
+
if(!model.load_3ds(GLMARK_DATA_PATH"/models/horse.3ds"))
return 0;
-
+
model.calculate_normals();
model.convert_to_mesh(&mMesh);
-
+
mMesh.build_vbo();
-
+
mShader.load(GLMARK_DATA_PATH"/shaders/light-basic.vert",
GLMARK_DATA_PATH"/shaders/light-basic.frag");
mRotationSpeed = 36.0f;
mRotation = 0.0;
-
+
mRunning = false;
-
+
mPartsQty = 2;
mPartDuration = new double[mPartsQty];
mAverageFPS = new unsigned[mPartsQty];
@@ -58,9 +58,9 @@
mPartDuration[1] = 10.0;
memset(mAverageFPS, 0, mPartsQty * sizeof(*mAverageFPS));
-
+
mCurrentPart = 0;
-
+
return 1;
}
@@ -98,13 +98,13 @@
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:
@@ -121,9 +121,9 @@
else
start();
}
-
+
mRotation += mRotationSpeed * mDt;
-
+
mCurrentFrame++;
}
@@ -154,5 +154,5 @@
case 1:
mMesh.render_vbo();
break;
- }
+ }
}
=== modified file 'src/sceneshading.cpp'
@@ -30,15 +30,15 @@
int SceneShading::load()
{
Model model;
-
+
if(!model.load_3ds(GLMARK_DATA_PATH"/models/cat.3ds"))
return 0;
-
+
model.calculate_normals();
model.convert_to_mesh(&mMesh);
-
+
mMesh.build_vbo();
-
+
mShader[0].load(GLMARK_DATA_PATH"/shaders/light-basic.vert",
GLMARK_DATA_PATH"/shaders/light-basic.frag");
mShader[1].load(GLMARK_DATA_PATH"/shaders/light-advanced.vert",
@@ -46,9 +46,9 @@
mRotationSpeed = 36.0f;
mRotation = 0.0f;
-
+
mRunning = false;
-
+
mPartsQty = 2;
mPartDuration = new double[mPartsQty];
mAverageFPS = new unsigned[mPartsQty];
@@ -56,14 +56,14 @@
mScoreScale[0] = 1.0f / mPartsQty;
mScoreScale[1] = 1.0f / mPartsQty;
-
+
mPartDuration[0] = 10.0;
mPartDuration[1] = 10.0;
memset(mAverageFPS, 0, mPartsQty * sizeof(*mAverageFPS));
-
+
mCurrentPart = 0;
-
+
return 1;
}
@@ -120,13 +120,13 @@
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("Shading\n");
@@ -144,9 +144,9 @@
else
start();
}
-
+
mRotation += mRotationSpeed * mDt;
-
+
mCurrentFrame++;
}
=== modified file 'src/screen-sdl-glesv2.cpp'
@@ -29,19 +29,19 @@
mInitSuccess = 0;
if (SDL_GLES_Init(SDL_GLES_VERSION_2_0) < 0) {
- fprintf(stderr, "[ Fail ] - GLES initialization failed: %s\n", SDL_GetError());
+ fprintf(stderr, "[ Fail ] - GLES initialization failed: %s\n", SDL_GetError());
}
SDL_GLES_Context *context;
context = SDL_GLES_CreateContext();
if (context == NULL) {
- fprintf(stderr, "[ Fail ] - GLES create context: %s\n", SDL_GetError());
- return;
+ fprintf(stderr, "[ Fail ] - GLES create context: %s\n", SDL_GetError());
+ return;
}
if (SDL_GLES_MakeCurrent(context) != 0) {
- fprintf(stderr, "[ Fail ] - GLES make context current: %s\n", SDL_GetError());
- return;
+ fprintf(stderr, "[ Fail ] - GLES make context current: %s\n", SDL_GetError());
+ return;
}
#ifdef _DEBUG
@@ -89,7 +89,7 @@
void ScreenSDLGLESv2::update()
{
- SDL_GLES_SwapBuffers();
+ SDL_GLES_SwapBuffers();
}
void ScreenSDLGLESv2::print_info()