Introduce usage of clang-format to format vulkan.hpp and the other sources.

This commit is contained in:
asuessenbach
2020-04-12 21:49:12 +02:00
parent ce9fd81bd9
commit f5e59484a6
68 changed files with 56064 additions and 35586 deletions

View File

@@ -28,18 +28,18 @@ namespace vk
// MATH functions
//
template <typename T>
bool isZero(const T& _a)
bool isZero( const T & _a )
{
return fabs(_a) < std::numeric_limits<T>::epsilon();
return fabs( _a ) < std::numeric_limits<T>::epsilon();
}
template <typename T>
bool isOne(const T& _a)
bool isOne( const T & _a )
{
return areEqual(_a, (T)1);
return areEqual( _a, (T)1 );
}
inline float sign(float s)
inline float sign( float s )
{
return (s < 0.f) ? -1.f : 1.f;
return ( s < 0.f ) ? -1.f : 1.f;
}
CameraManipulator::CameraManipulator()
@@ -47,17 +47,17 @@ namespace vk
update();
}
glm::vec3 const& CameraManipulator::getCameraPosition() const
glm::vec3 const & CameraManipulator::getCameraPosition() const
{
return m_cameraPosition;
}
glm::vec3 const& CameraManipulator::getCenterPosition() const
glm::vec3 const & CameraManipulator::getCenterPosition() const
{
return m_centerPosition;
}
glm::mat4 const& CameraManipulator::getMatrix() const
glm::mat4 const & CameraManipulator::getMatrix() const
{
return m_matrix;
}
@@ -67,7 +67,7 @@ namespace vk
return m_mode;
}
glm::ivec2 const& CameraManipulator::getMousePosition() const
glm::ivec2 const & CameraManipulator::getMousePosition() const
{
return m_mousePosition;
}
@@ -82,31 +82,33 @@ namespace vk
return m_speed;
}
glm::vec3 const& CameraManipulator::getUpVector() const
glm::vec3 const & CameraManipulator::getUpVector() const
{
return m_upVector;
}
glm::u32vec2 const& CameraManipulator::getWindowSize() const
glm::u32vec2 const & CameraManipulator::getWindowSize() const
{
return m_windowSize;
}
CameraManipulator::Action CameraManipulator::mouseMove(glm::ivec2 const& position, MouseButton mouseButton, ModifierFlags & modifiers)
CameraManipulator::Action
CameraManipulator::mouseMove( glm::ivec2 const & position, MouseButton mouseButton, ModifierFlags & modifiers )
{
Action curAction = Action::None;
switch (mouseButton)
switch ( mouseButton )
{
case MouseButton::Left:
if (((modifiers & ModifierFlagBits::Ctrl) && (modifiers & ModifierFlagBits::Shift)) || (modifiers & ModifierFlagBits::Alt))
if ( ( ( modifiers & ModifierFlagBits::Ctrl ) && ( modifiers & ModifierFlagBits::Shift ) ) ||
( modifiers & ModifierFlagBits::Alt ) )
{
curAction = m_mode == Mode::Examine ? Action::LookAround : Action::Orbit;
}
else if (modifiers & ModifierFlagBits::Shift)
else if ( modifiers & ModifierFlagBits::Shift )
{
curAction = Action::Dolly;
}
else if (modifiers & ModifierFlagBits::Ctrl)
else if ( modifiers & ModifierFlagBits::Ctrl )
{
curAction = Action::Pan;
}
@@ -115,89 +117,86 @@ namespace vk
curAction = m_mode == Mode::Examine ? Action::Orbit : Action::LookAround;
}
break;
case MouseButton::Middle:
curAction = Action::Pan;
break;
case MouseButton::Right:
curAction = Action::Dolly;
break;
default:
assert(false);
case MouseButton::Middle: curAction = Action::Pan; break;
case MouseButton::Right: curAction = Action::Dolly; break;
default: assert( false );
}
assert(curAction != Action::None);
motion(position, curAction);
assert( curAction != Action::None );
motion( position, curAction );
return curAction;
}
void CameraManipulator::setLookat(const glm::vec3& cameraPosition, const glm::vec3& centerPosition, const glm::vec3& upVector)
void CameraManipulator::setLookat( const glm::vec3 & cameraPosition,
const glm::vec3 & centerPosition,
const glm::vec3 & upVector )
{
m_cameraPosition = cameraPosition;
m_centerPosition = centerPosition;
m_upVector = upVector;
m_cameraPosition = cameraPosition;
m_centerPosition = centerPosition;
m_upVector = upVector;
update();
}
void CameraManipulator::setMode(Mode mode)
void CameraManipulator::setMode( Mode mode )
{
m_mode = mode;
}
void CameraManipulator::setMousePosition(glm::ivec2 const& position)
void CameraManipulator::setMousePosition( glm::ivec2 const & position )
{
m_mousePosition = position;
}
void CameraManipulator::setRoll(float roll)
void CameraManipulator::setRoll( float roll )
{
m_roll = roll;
update();
}
void CameraManipulator::setSpeed(float speed)
void CameraManipulator::setSpeed( float speed )
{
m_speed = speed;
}
void CameraManipulator::setWindowSize(glm::ivec2 const& size)
void CameraManipulator::setWindowSize( glm::ivec2 const & size )
{
m_windowSize = size;
}
void CameraManipulator::wheel(int value)
void CameraManipulator::wheel( int value )
{
float fValue = static_cast<float>(value);
float dx = (fValue * abs(fValue)) / static_cast<float>(m_windowSize[0]);
float fValue = static_cast<float>( value );
float dx = ( fValue * abs( fValue ) ) / static_cast<float>( m_windowSize[0] );
glm::vec3 z = m_cameraPosition - m_centerPosition;
float length = z.length() * 0.1f;
length = length < 0.001f ? 0.001f : length;
glm::vec3 z = m_cameraPosition - m_centerPosition;
float length = z.length() * 0.1f;
length = length < 0.001f ? 0.001f : length;
dx *= m_speed;
dolly(glm::vec2(dx, dx));
dolly( glm::vec2( dx, dx ) );
update();
}
void CameraManipulator::dolly(glm::vec2 const& delta)
void CameraManipulator::dolly( glm::vec2 const & delta )
{
glm::vec3 z = m_centerPosition - m_cameraPosition;
float length = glm::length(z);
float length = glm::length( z );
// We are at the point of interest, and don't know any direction, so do nothing!
if(isZero(length))
if ( isZero( length ) )
{
return;
}
// Use the larger movement.
float dd;
if(m_mode != Mode::Examine)
if ( m_mode != Mode::Examine )
{
dd = -delta[1];
}
else
{
dd = fabs(delta[0]) > fabs(delta[1]) ? delta[0] : -delta[1];
dd = fabs( delta[0] ) > fabs( delta[1] ) ? delta[0] : -delta[1];
}
float factor = m_speed * dd / length;
@@ -208,7 +207,7 @@ namespace vk
factor *= length;
// Don't move to or through the point of interest.
if (1.0f <= factor)
if ( 1.0f <= factor )
{
return;
}
@@ -216,9 +215,9 @@ namespace vk
z *= factor;
// Not going up
if(m_mode == Mode::Walk)
if ( m_mode == Mode::Walk )
{
if(m_upVector.y > m_upVector.z)
if ( m_upVector.y > m_upVector.z )
{
z.y = 0;
}
@@ -231,42 +230,39 @@ namespace vk
m_cameraPosition += z;
// In fly mode, the interest moves with us.
if(m_mode != Mode::Examine)
if ( m_mode != Mode::Examine )
{
m_centerPosition += z;
}
}
void CameraManipulator::motion(glm::ivec2 const& position, Action action)
void CameraManipulator::motion( glm::ivec2 const & position, Action action )
{
glm::vec2 delta(float(position[0] - m_mousePosition[0]) / float(m_windowSize[0]), float(position[1] - m_mousePosition[1]) / float(m_windowSize[1]));
glm::vec2 delta( float( position[0] - m_mousePosition[0] ) / float( m_windowSize[0] ),
float( position[1] - m_mousePosition[1] ) / float( m_windowSize[1] ) );
switch(action)
switch ( action )
{
case Action::Orbit:
if(m_mode == Mode::Trackball)
if ( m_mode == Mode::Trackball )
{
orbit(delta, true); // trackball(position);
orbit( delta, true ); // trackball(position);
}
else
{
orbit(delta, false);
orbit( delta, false );
}
break;
case Action::Dolly:
dolly(delta);
break;
case Action::Pan:
pan(delta);
break;
case Action::Dolly: dolly( delta ); break;
case Action::Pan: pan( delta ); break;
case Action::LookAround:
if(m_mode == Mode::Trackball)
if ( m_mode == Mode::Trackball )
{
trackball(position);
trackball( position );
}
else
{
orbit(glm::vec2(delta[0], -delta[1]), true);
orbit( glm::vec2( delta[0], -delta[1] ), true );
}
break;
}
@@ -276,43 +272,43 @@ namespace vk
m_mousePosition = position;
}
void CameraManipulator::orbit(glm::vec2 const& delta, bool invert)
void CameraManipulator::orbit( glm::vec2 const & delta, bool invert )
{
if(isZero(delta[0]) && isZero(delta[1]))
if ( isZero( delta[0] ) && isZero( delta[1] ) )
{
return;
}
// Full width will do a full turn
float dx = delta[0] * float(glm::two_pi<float>());
float dy = delta[1] * float(glm::two_pi<float>());
float dx = delta[0] * float( glm::two_pi<float>() );
float dy = delta[1] * float( glm::two_pi<float>() );
// Get the camera
glm::vec3 origin(invert ? m_cameraPosition : m_centerPosition);
glm::vec3 position(invert ? m_centerPosition : m_cameraPosition);
glm::vec3 origin( invert ? m_cameraPosition : m_centerPosition );
glm::vec3 position( invert ? m_centerPosition : m_cameraPosition );
// Get the length of sight
glm::vec3 centerToEye(position - origin);
float radius = glm::length(centerToEye);
centerToEye = glm::normalize(centerToEye);
glm::vec3 centerToEye( position - origin );
float radius = glm::length( centerToEye );
centerToEye = glm::normalize( centerToEye );
// Find the rotation around the UP axis (Y)
glm::vec3 zAxis(centerToEye);
glm::mat4 yRotation = glm::rotate(-dx, m_upVector);
glm::vec3 zAxis( centerToEye );
glm::mat4 yRotation = glm::rotate( -dx, m_upVector );
// Apply the (Y) rotation to the eye-center vector
glm::vec4 tmpVector = yRotation * glm::vec4(centerToEye.x, centerToEye.y, centerToEye.z, 0.0f);
centerToEye = glm::vec3(tmpVector.x, tmpVector.y, tmpVector.z);
glm::vec4 tmpVector = yRotation * glm::vec4( centerToEye.x, centerToEye.y, centerToEye.z, 0.0f );
centerToEye = glm::vec3( tmpVector.x, tmpVector.y, tmpVector.z );
// Find the rotation around the X vector: cross between eye-center and up (X)
glm::vec3 xAxis = glm::cross(m_upVector, zAxis);
xAxis = glm::normalize(xAxis);
glm::mat4 xRotation = glm::rotate(-dy, xAxis);
glm::vec3 xAxis = glm::cross( m_upVector, zAxis );
xAxis = glm::normalize( xAxis );
glm::mat4 xRotation = glm::rotate( -dy, xAxis );
// Apply the (X) rotation to the eye-center vector
tmpVector = xRotation * glm::vec4(centerToEye.x, centerToEye.y, centerToEye.z, 0);
glm::vec3 rotatedVector(tmpVector.x, tmpVector.y, tmpVector.z);
if(sign(rotatedVector.x) == sign(centerToEye.x))
tmpVector = xRotation * glm::vec4( centerToEye.x, centerToEye.y, centerToEye.z, 0 );
glm::vec3 rotatedVector( tmpVector.x, tmpVector.y, tmpVector.z );
if ( sign( rotatedVector.x ) == sign( centerToEye.x ) )
{
centerToEye = rotatedVector;
}
@@ -323,7 +319,7 @@ namespace vk
// Finding the new position
glm::vec3 newPosition = centerToEye + origin;
if(!invert)
if ( !invert )
{
m_cameraPosition = newPosition; // Normal: change the position of the camera
}
@@ -333,17 +329,17 @@ namespace vk
}
}
void CameraManipulator::pan(glm::vec2 const& delta)
void CameraManipulator::pan( glm::vec2 const & delta )
{
glm::vec3 z(m_cameraPosition - m_centerPosition);
float length = static_cast<float>(glm::length(z)) / 0.785f; // 45 degrees
z = glm::normalize(z);
glm::vec3 x = glm::normalize(glm::cross(m_upVector, z));
glm::vec3 y = glm::normalize(glm::cross(z, x));
glm::vec3 z( m_cameraPosition - m_centerPosition );
float length = static_cast<float>( glm::length( z ) ) / 0.785f; // 45 degrees
z = glm::normalize( z );
glm::vec3 x = glm::normalize( glm::cross( m_upVector, z ) );
glm::vec3 y = glm::normalize( glm::cross( z, x ) );
x *= -delta[0] * length;
y *= delta[1] * length;
if(m_mode == Mode::Fly)
if ( m_mode == Mode::Fly )
{
x = -x;
y = -y;
@@ -353,14 +349,14 @@ namespace vk
m_centerPosition += x + y;
}
double CameraManipulator::projectOntoTBSphere(const glm::vec2& p)
double CameraManipulator::projectOntoTBSphere( const glm::vec2 & p )
{
double z;
double d = length(p);
if(d < trackballSize * 0.70710678118654752440)
double d = length( p );
if ( d < trackballSize * 0.70710678118654752440 )
{
// inside sphere
z = sqrt(trackballSize * trackballSize - d * d);
z = sqrt( trackballSize * trackballSize - d * d );
}
else
{
@@ -372,57 +368,58 @@ namespace vk
return z;
}
void CameraManipulator::trackball(glm::ivec2 const& position)
void CameraManipulator::trackball( glm::ivec2 const & position )
{
glm::vec2 p0(2 * (m_mousePosition[0] - m_windowSize[0] / 2) / double(m_windowSize[0]),
2 * (m_windowSize[1] / 2 - m_mousePosition[1]) / double(m_windowSize[1]));
glm::vec2 p1(2 * (position[0] - m_windowSize[0] / 2) / double(m_windowSize[0]), 2 * (m_windowSize[1] / 2 - position[1]) / double(m_windowSize[1]));
glm::vec2 p0( 2 * ( m_mousePosition[0] - m_windowSize[0] / 2 ) / double( m_windowSize[0] ),
2 * ( m_windowSize[1] / 2 - m_mousePosition[1] ) / double( m_windowSize[1] ) );
glm::vec2 p1( 2 * ( position[0] - m_windowSize[0] / 2 ) / double( m_windowSize[0] ),
2 * ( m_windowSize[1] / 2 - position[1] ) / double( m_windowSize[1] ) );
// determine the z coordinate on the sphere
glm::vec3 pTB0(p0[0], p0[1], projectOntoTBSphere(p0));
glm::vec3 pTB1(p1[0], p1[1], projectOntoTBSphere(p1));
glm::vec3 pTB0( p0[0], p0[1], projectOntoTBSphere( p0 ) );
glm::vec3 pTB1( p1[0], p1[1], projectOntoTBSphere( p1 ) );
// calculate the rotation axis via cross product between p0 and p1
glm::vec3 axis = glm::cross(pTB0, pTB1);
axis = glm::normalize(axis);
glm::vec3 axis = glm::cross( pTB0, pTB1 );
axis = glm::normalize( axis );
// calculate the angle
float t = glm::length(pTB0 - pTB1) / (2.f * trackballSize);
float t = glm::length( pTB0 - pTB1 ) / ( 2.f * trackballSize );
// clamp between -1 and 1
if(t > 1.0f)
if ( t > 1.0f )
{
t = 1.0f;
}
else if(t < -1.0f)
else if ( t < -1.0f )
{
t = -1.0f;
}
float rad = 2.0f * asin(t);
float rad = 2.0f * asin( t );
{
glm::vec4 rot_axis = m_matrix * glm::vec4(axis, 0);
glm::mat4 rot_mat = glm::rotate(rad, glm::vec3(rot_axis.x, rot_axis.y, rot_axis.z));
glm::vec4 rot_axis = m_matrix * glm::vec4( axis, 0 );
glm::mat4 rot_mat = glm::rotate( rad, glm::vec3( rot_axis.x, rot_axis.y, rot_axis.z ) );
glm::vec3 pnt = m_cameraPosition - m_centerPosition;
glm::vec4 pnt2 = rot_mat * glm::vec4(pnt.x, pnt.y, pnt.z, 1);
m_cameraPosition = m_centerPosition + glm::vec3(pnt2.x, pnt2.y, pnt2.z);
glm::vec4 up2 = rot_mat * glm::vec4(m_upVector.x, m_upVector.y, m_upVector.z, 0);
m_upVector = glm::vec3(up2.x, up2.y, up2.z);
glm::vec3 pnt = m_cameraPosition - m_centerPosition;
glm::vec4 pnt2 = rot_mat * glm::vec4( pnt.x, pnt.y, pnt.z, 1 );
m_cameraPosition = m_centerPosition + glm::vec3( pnt2.x, pnt2.y, pnt2.z );
glm::vec4 up2 = rot_mat * glm::vec4( m_upVector.x, m_upVector.y, m_upVector.z, 0 );
m_upVector = glm::vec3( up2.x, up2.y, up2.z );
}
}
void CameraManipulator::update()
{
m_matrix = glm::lookAt(m_cameraPosition, m_centerPosition, m_upVector);
m_matrix = glm::lookAt( m_cameraPosition, m_centerPosition, m_upVector );
if(!isZero(m_roll))
if ( !isZero( m_roll ) )
{
glm::mat4 rot = glm::rotate(m_roll, glm::vec3(0, 0, 1));
glm::mat4 rot = glm::rotate( m_roll, glm::vec3( 0, 0, 1 ) );
m_matrix = m_matrix * rot;
}
}
} // namespace su
} // namespace su
} // namespace vk

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