From d9a1ffe56d0beb9cdd048d0e83f7d0177b31411a Mon Sep 17 00:00:00 2001 From: Tomi Valkeinen Date: Wed, 7 Oct 2020 08:58:35 +0300 Subject: Bulk format of all files --- kmscube/esTransform.cpp | 110 +++++++++++++++++++++--------------------------- 1 file changed, 48 insertions(+), 62 deletions(-) (limited to 'kmscube/esTransform.cpp') diff --git a/kmscube/esTransform.cpp b/kmscube/esTransform.cpp index 899c038..daa28ac 100644 --- a/kmscube/esTransform.cpp +++ b/kmscube/esTransform.cpp @@ -46,8 +46,7 @@ #define PI 3.1415926535897932384626433832795f -void -esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz) +void esScale(ESMatrix* result, GLfloat sx, GLfloat sy, GLfloat sz) { result->m[0][0] *= sx; result->m[0][1] *= sx; @@ -65,8 +64,7 @@ esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz) result->m[2][3] *= sz; } -void -esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz) +void esTranslate(ESMatrix* result, GLfloat tx, GLfloat ty, GLfloat tz) { result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz); result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz); @@ -74,16 +72,14 @@ esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz) result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz); } -void -esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) +void esRotate(ESMatrix* result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { GLfloat sinAngle, cosAngle; GLfloat mag = sqrtf(x * x + y * y + z * z); - sinAngle = sinf ( angle * PI / 180.0f ); - cosAngle = cosf ( angle * PI / 180.0f ); - if ( mag > 0.0f ) - { + sinAngle = sinf(angle * PI / 180.0f); + cosAngle = cosf(angle * PI / 180.0f); + if (mag > 0.0f) { GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs; GLfloat oneMinusCos; ESMatrix rotMat; @@ -123,20 +119,19 @@ esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) rotMat.m[3][2] = 0.0F; rotMat.m[3][3] = 1.0F; - esMatrixMultiply( result, &rotMat, result ); + esMatrixMultiply(result, &rotMat, result); } } -void -esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ) +void esFrustum(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ) { - float deltaX = right - left; - float deltaY = top - bottom; - float deltaZ = farZ - nearZ; - ESMatrix frust; + float deltaX = right - left; + float deltaY = top - bottom; + float deltaZ = farZ - nearZ; + ESMatrix frust; - if ( (nearZ <= 0.0f) || (farZ <= 0.0f) || - (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) ) + if ((nearZ <= 0.0f) || (farZ <= 0.0f) || + (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f)) return; frust.m[0][0] = 2.0f * nearZ / deltaX; @@ -156,27 +151,24 @@ esFrustum(ESMatrix *result, float left, float right, float bottom, float top, fl esMatrixMultiply(result, &frust, result); } - -void -esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ) +void esPerspective(ESMatrix* result, float fovy, float aspect, float nearZ, float farZ) { GLfloat frustumW, frustumH; - frustumH = tanf( fovy / 360.0f * PI ) * nearZ; + frustumH = tanf(fovy / 360.0f * PI) * nearZ; frustumW = frustumH * aspect; - esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ ); + esFrustum(result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ); } -void -esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ) +void esOrtho(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ) { - float deltaX = right - left; - float deltaY = top - bottom; - float deltaZ = farZ - nearZ; - ESMatrix ortho; + float deltaX = right - left; + float deltaY = top - bottom; + float deltaZ = farZ - nearZ; + ESMatrix ortho; - if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) ) + if ((deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f)) return; esMatrixLoadIdentity(&ortho); @@ -190,41 +182,36 @@ esOrtho(ESMatrix *result, float left, float right, float bottom, float top, floa esMatrixMultiply(result, &ortho, result); } - -void -esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB) +void esMatrixMultiply(ESMatrix* result, ESMatrix* srcA, ESMatrix* srcB) { - ESMatrix tmp; - int i; - - for (i=0; i<4; i++) - { - tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) + - (srcA->m[i][1] * srcB->m[1][0]) + - (srcA->m[i][2] * srcB->m[2][0]) + - (srcA->m[i][3] * srcB->m[3][0]) ; - - tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) + - (srcA->m[i][1] * srcB->m[1][1]) + - (srcA->m[i][2] * srcB->m[2][1]) + - (srcA->m[i][3] * srcB->m[3][1]) ; - - tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) + - (srcA->m[i][1] * srcB->m[1][2]) + - (srcA->m[i][2] * srcB->m[2][2]) + - (srcA->m[i][3] * srcB->m[3][2]) ; - - tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) + - (srcA->m[i][1] * srcB->m[1][3]) + - (srcA->m[i][2] * srcB->m[2][3]) + - (srcA->m[i][3] * srcB->m[3][3]) ; + ESMatrix tmp; + int i; + + for (i = 0; i < 4; i++) { + tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) + + (srcA->m[i][1] * srcB->m[1][0]) + + (srcA->m[i][2] * srcB->m[2][0]) + + (srcA->m[i][3] * srcB->m[3][0]); + + tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) + + (srcA->m[i][1] * srcB->m[1][1]) + + (srcA->m[i][2] * srcB->m[2][1]) + + (srcA->m[i][3] * srcB->m[3][1]); + + tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) + + (srcA->m[i][1] * srcB->m[1][2]) + + (srcA->m[i][2] * srcB->m[2][2]) + + (srcA->m[i][3] * srcB->m[3][2]); + + tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) + + (srcA->m[i][1] * srcB->m[1][3]) + + (srcA->m[i][2] * srcB->m[2][3]) + + (srcA->m[i][3] * srcB->m[3][3]); } memcpy(result, &tmp, sizeof(ESMatrix)); } - -void -esMatrixLoadIdentity(ESMatrix *result) +void esMatrixLoadIdentity(ESMatrix* result) { memset(result, 0x0, sizeof(ESMatrix)); result->m[0][0] = 1.0f; @@ -232,4 +219,3 @@ esMatrixLoadIdentity(ESMatrix *result) result->m[2][2] = 1.0f; result->m[3][3] = 1.0f; } - -- cgit v1.2.3