]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Graphic/Stereo.cpp
Applied clang-format on all files
[lugaru.git] / Source / Graphic / Stereo.cpp
index 66938e2b711031be26495dcac1e17d64a37f8335..6bcf775fa4d785facc51239d1e8bc47158576c2d 100644 (file)
@@ -30,123 +30,121 @@ bool CanInitStereo(StereoMode mode)
     GLint stencilbits = 0;
 
     switch (mode) {
-    case stereoNone:
-    case stereoAnaglyph:
-        return true;
-        break;
-    case stereoHorizontalInterlaced:
-    case stereoVerticalInterlaced:
-        glGetIntegerv(GL_STENCIL_BITS, &stencilbits);
-        if ( stencilbits < 1 ) {
-            fprintf(stderr, "Failed to get a stencil buffer, interlaced stereo not available.\n");
+        case stereoNone:
+        case stereoAnaglyph:
+            return true;
+            break;
+        case stereoHorizontalInterlaced:
+        case stereoVerticalInterlaced:
+            glGetIntegerv(GL_STENCIL_BITS, &stencilbits);
+            if (stencilbits < 1) {
+                fprintf(stderr, "Failed to get a stencil buffer, interlaced stereo not available.\n");
+                return false;
+            } else {
+                fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits);
+            }
+            return true;
+            break;
+        default:
             return false;
-        } else {
-            fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits);
-        }
-        return true;
-        break;
-    default:
-        return false;
     }
-
 }
 
 void InitStereo(StereoMode mode)
 {
     switch (mode) {
-    default:
-    case stereoNone:
-    case stereoAnaglyph:
-        glDisable(GL_STENCIL_TEST);
-        return;
-    case stereoHorizontalInterlaced:
-    case stereoVerticalInterlaced:
-        fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
-
-        // Setup stencil buffer
-        glDisable( GL_DEPTH_TEST);
-        glDisable(GL_CULL_FACE);
-        glDisable(GL_LIGHTING);
-        glDisable(GL_TEXTURE_2D);
-
-        glEnable( GL_STENCIL_TEST);
-        glClearStencil(0);
-        glClear(  GL_STENCIL_BUFFER_BIT );
-        glStencilFunc(GL_ALWAYS, 0x1, 0x1);
-        glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-
-        // Setup viewport
-        glViewport(0, 0, kContextWidth, kContextHeight);
-        glMatrixMode(GL_PROJECTION);
-        glPushMatrix();
-        glLoadIdentity();
-        glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
-        glMatrixMode(GL_MODELVIEW);
-        glPushMatrix();
-        glLoadIdentity();
-        glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
-        glDisable(GL_LINE_SMOOTH);
-
-        // Add 0.5 to the coordinates, because OpenGL considers a pixel should be
-        // turned on when a line passes through the center of it.
-        if ( mode == stereoHorizontalInterlaced ) {
-            for (int y = 0; y < kContextHeight; y += 2) {
-                glBegin(GL_LINES);
-                glVertex3f(0.5, y + 0.5, 0);
-                glVertex3f(kContextWidth + 0.5, y + 0.5, 0);
-                glEnd();
+        default:
+        case stereoNone:
+        case stereoAnaglyph:
+            glDisable(GL_STENCIL_TEST);
+            return;
+        case stereoHorizontalInterlaced:
+        case stereoVerticalInterlaced:
+            fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
+
+            // Setup stencil buffer
+            glDisable(GL_DEPTH_TEST);
+            glDisable(GL_CULL_FACE);
+            glDisable(GL_LIGHTING);
+            glDisable(GL_TEXTURE_2D);
+
+            glEnable(GL_STENCIL_TEST);
+            glClearStencil(0);
+            glClear(GL_STENCIL_BUFFER_BIT);
+            glStencilFunc(GL_ALWAYS, 0x1, 0x1);
+            glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+            // Setup viewport
+            glViewport(0, 0, kContextWidth, kContextHeight);
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
+            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+            glDisable(GL_LINE_SMOOTH);
+
+            // Add 0.5 to the coordinates, because OpenGL considers a pixel should be
+            // turned on when a line passes through the center of it.
+            if (mode == stereoHorizontalInterlaced) {
+                for (int y = 0; y < kContextHeight; y += 2) {
+                    glBegin(GL_LINES);
+                    glVertex3f(0.5, y + 0.5, 0);
+                    glVertex3f(kContextWidth + 0.5, y + 0.5, 0);
+                    glEnd();
+                }
+            } else {
+                for (int x = 0; x < kContextWidth; x += 2) {
+                    glBegin(GL_LINES);
+                    glVertex3f(x + 0.5, 0.5, 0);
+                    glVertex3f(x + 0.5, kContextHeight + 0.5, 0);
+                    glEnd();
+                }
             }
-        } else {
-            for (int x = 0; x < kContextWidth; x += 2) {
-                glBegin(GL_LINES);
-                glVertex3f(x + 0.5, 0.5, 0);
-                glVertex3f(x + 0.5, kContextHeight + 0.5, 0);
-                glEnd();
-            }
-        }
 
-        glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
+            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 
-        glPopMatrix();
-        glMatrixMode(GL_PROJECTION);
-        glPopMatrix();
+            glPopMatrix();
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
 
-        glStencilFunc(GL_NOTEQUAL, 0x01, 0x01);
-        glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-        glEnable( GL_DEPTH_TEST);
-        glEnable(GL_CULL_FACE);
-        glEnable(GL_LIGHTING);
-        glEnable(GL_TEXTURE_2D);
+            glStencilFunc(GL_NOTEQUAL, 0x01, 0x01);
+            glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+            glEnable(GL_DEPTH_TEST);
+            glEnable(GL_CULL_FACE);
+            glEnable(GL_LIGHTING);
+            glEnable(GL_TEXTURE_2D);
     }
-
 }
 
 const std::string StereoModeName(StereoMode mode)
 {
     switch (mode) {
-    case stereoNone:
-        return "None";
-        break;
-    case stereoAnaglyph:
-        return "Anaglyph";
-        break;
-    case stereoHorizontalInterlaced:
-        return "Horizontal interlacing";
-        break;
-    case stereoVerticalInterlaced:
-        return "Vertical interlacing";
-        break;
-    case stereoHorizontalSplit:
-        return "Horizontal split";
-        break;
-    case stereoVerticalSplit:
-        return "Vertical split";
-        break;
-    case stereoOpenGL:
-        return "OpenGL";
-        break;
-    default:
-        return "(error)";
-        break;
+        case stereoNone:
+            return "None";
+            break;
+        case stereoAnaglyph:
+            return "Anaglyph";
+            break;
+        case stereoHorizontalInterlaced:
+            return "Horizontal interlacing";
+            break;
+        case stereoVerticalInterlaced:
+            return "Vertical interlacing";
+            break;
+        case stereoHorizontalSplit:
+            return "Horizontal split";
+            break;
+        case stereoVerticalSplit:
+            return "Vertical split";
+            break;
+        case stereoOpenGL:
+            return "OpenGL";
+            break;
+        default:
+            return "(error)";
+            break;
     }
 }