Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -62,91 +62,91 @@ namespace OpenVRUtil
U32 convertOpenVRButtonToTorqueButton(uint32_t vrButton);
/// Converts a point to OVR coords
inline Point3F convertPointToOVR(const Point3F &point)
{
return Point3F(-point.x, -point.z, point.y);
}
/// Converts a point to OVR coords
inline Point3F convertPointToOVR(const Point3F &point)
{
return Point3F(-point.x, -point.z, point.y);
}
/// Converts a point from OVR coords
inline Point3F convertPointFromOVR(const Point3F &point)
{
return Point3F(-point.x, point.z, -point.y);
}
/// Converts a point from OVR coords
inline Point3F convertPointFromOVR(const Point3F &point)
{
return Point3F(-point.x, point.z, -point.y);
}
// Converts a point from OVR coords, from an input float array
inline Point3F convertPointFromOVR(const vr::HmdVector3_t& v)
{
return Point3F(-v.v[0], v.v[2], -v.v[1]);
}
// Converts a point from OVR coords, from an input float array
inline Point3F convertPointFromOVR(const vr::HmdVector3_t& v)
{
return Point3F(-v.v[0], v.v[2], -v.v[1]);
}
};
template<int TEXSIZE> class VRTextureSet
{
public:
static const int TextureCount = TEXSIZE;
GFXTexHandle mTextures[TEXSIZE];
U32 mIndex;
static const int TextureCount = TEXSIZE;
GFXTexHandle mTextures[TEXSIZE];
U32 mIndex;
VRTextureSet() : mIndex(0)
{
}
VRTextureSet() : mIndex(0)
{
}
void init(U32 width, U32 height, GFXFormat fmt, GFXTextureProfile *profile, const String &desc)
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i].set(width, height, fmt, profile, desc);
}
}
void init(U32 width, U32 height, GFXFormat fmt, GFXTextureProfile *profile, const String &desc)
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i].set(width, height, fmt, profile, desc);
}
}
void clear()
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i] = NULL;
}
}
void clear()
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i] = NULL;
}
}
void advance()
{
mIndex = (mIndex + 1) % TextureCount;
}
void advance()
{
mIndex = (mIndex + 1) % TextureCount;
}
GFXTexHandle& getTextureHandle()
{
return mTextures[mIndex];
}
GFXTexHandle& getTextureHandle()
{
return mTextures[mIndex];
}
};
/// Simple class to handle rendering native OpenVR model data
class OpenVRRenderModel
{
public:
typedef GFXVertexPNT VertexType;
GFXVertexBufferHandle<VertexType> mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
BaseMatInstance* mMaterialInstance; ///< Material to use for rendering. NOTE:
Box3F mLocalBox;
typedef GFXVertexPNT VertexType;
GFXVertexBufferHandle<VertexType> mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
BaseMatInstance* mMaterialInstance; ///< Material to use for rendering. NOTE:
Box3F mLocalBox;
OpenVRRenderModel() : mMaterialInstance(NULL)
{
}
OpenVRRenderModel() : mMaterialInstance(NULL)
{
}
~OpenVRRenderModel()
{
SAFE_DELETE(mMaterialInstance);
}
~OpenVRRenderModel()
{
SAFE_DELETE(mMaterialInstance);
}
Box3F getWorldBox(MatrixF &mat)
{
Box3F ret = mLocalBox;
mat.mul(ret);
return ret;
}
Box3F getWorldBox(MatrixF &mat)
{
Box3F ret = mLocalBox;
mat.mul(ret);
return ret;
}
bool init(const vr::RenderModel_t & vrModel, StringTableEntry materialName);
void draw(SceneRenderState *state, MeshRenderInst* renderInstance);
bool init(const vr::RenderModel_t & vrModel, StringTableEntry materialName);
void draw(SceneRenderState *state, MeshRenderInst* renderInstance);
};
struct OpenVRRenderState
@ -196,21 +196,21 @@ public:
struct LoadedRenderModel
{
StringTableEntry name;
vr::RenderModel_t *vrModel;
OpenVRRenderModel *model;
vr::EVRRenderModelError modelError;
S32 textureId;
bool loadedTexture;
StringTableEntry name;
vr::RenderModel_t *vrModel;
OpenVRRenderModel *model;
vr::EVRRenderModelError modelError;
S32 textureId;
bool loadedTexture;
};
struct LoadedRenderTexture
{
U32 vrTextureId;
vr::RenderModel_TextureMap_t *vrTexture;
GFXTextureObject *texture;
NamedTexTarget *targetTexture;
vr::EVRRenderModelError textureError;
U32 vrTextureId;
vr::RenderModel_TextureMap_t *vrTexture;
GFXTextureObject *texture;
NamedTexTarget *targetTexture;
vr::EVRRenderModelError textureError;
};
OpenVRProvider();
@ -283,21 +283,21 @@ public:
IDevicePose getTrackedDevicePose(U32 idx);
/// }
/// @name Overlay registration
/// {
void registerOverlay(OpenVROverlay* overlay);
void unregisterOverlay(OpenVROverlay* overlay);
/// }
/// @name Overlay registration
/// {
void registerOverlay(OpenVROverlay* overlay);
void unregisterOverlay(OpenVROverlay* overlay);
/// }
/// @name Model loading
/// {
const S32 preloadRenderModel(StringTableEntry name);
const S32 preloadRenderModelTexture(U32 index);
bool getRenderModel(S32 idx, OpenVRRenderModel **ret, bool &failed);
bool getRenderModelTexture(S32 idx, GFXTextureObject **outTex, bool &failed);
bool getRenderModelTextureName(S32 idx, String &outName);
void resetRenderModels();
/// }
/// @name Model loading
/// {
const S32 preloadRenderModel(StringTableEntry name);
const S32 preloadRenderModelTexture(U32 index);
bool getRenderModel(S32 idx, OpenVRRenderModel **ret, bool &failed);
bool getRenderModelTexture(S32 idx, GFXTextureObject **outTex, bool &failed);
bool getRenderModelTextureName(S32 idx, String &outName);
void resetRenderModels();
/// }
/// @name Console API
@ -338,17 +338,17 @@ public:
vr::ETrackingUniverseOrigin mTrackingSpace;
Vector<OpenVROverlay*> mOverlays;
Vector<OpenVROverlay*> mOverlays;
VREventSignal mVREventSignal;
Namespace *mOpenVRNS;
VREventSignal mVREventSignal;
Namespace *mOpenVRNS;
Vector<LoadedRenderModel> mLoadedModels;
Vector<LoadedRenderTexture> mLoadedTextures;
Map<StringTableEntry, S32> mLoadedModelLookup;
Map<U32, S32> mLoadedTextureLookup;
Vector<LoadedRenderModel> mLoadedModels;
Vector<LoadedRenderTexture> mLoadedTextures;
Map<StringTableEntry, S32> mLoadedModelLookup;
Map<U32, S32> mLoadedTextureLookup;
Map<U32, S32> mDeviceEventMap;
Map<U32, S32> mDeviceEventMap;
/// }
GuiCanvas* mDrawCanvas;