chore: add clang-format and pre-commit configuration

This commit is contained in:
2026-04-28 09:22:55 +08:00
parent dc3be5a4bc
commit 611a795481
62 changed files with 2166 additions and 2134 deletions

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@@ -1,30 +1,23 @@
#include <Cubed/tools/cubed_random.hpp>
#include <Cubed/tools/log.hpp>
#include "Cubed/tools/cubed_random.hpp"
#include "Cubed/tools/log.hpp"
namespace Cubed {
Random::Random() {
}
Random::Random() {}
bool Random::random_bool(double probability) {
std::bernoulli_distribution dist(probability);
return dist(m_engine);
}
std::mt19937& Random::engine() {
return m_engine;
}
std::mt19937& Random::engine() { return m_engine; }
unsigned Random::seed() {
return m_seed;
}
unsigned Random::seed() { return m_seed; }
void Random::init(unsigned seed) {
m_seed = seed;
m_engine.seed(seed);
}
}
} // namespace Cubed

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@@ -1,14 +1,14 @@
#include <Cubed/tools/font.hpp>
#include <Cubed/constants.hpp>
#include <Cubed/shader.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
#include "Cubed/tools/font.hpp"
#include "Cubed/constants.hpp"
#include "Cubed/shader.hpp"
#include "Cubed/tools/log.hpp"
#include "Cubed/tools/shader_tools.hpp"
namespace fs = std::filesystem;
namespace Cubed {
Font::Font() {
if (FT_Init_FreeType(&m_ft)) {
@@ -18,12 +18,12 @@ Font::Font() {
Logger::error("FREETYPE: Failed to load font");
}
FT_Set_Pixel_Sizes(m_face, 0, 48);
FT_Set_Pixel_Sizes(m_face, 0, 48);
setup_font_character();
}
Font::~Font() {
FT_Done_Face(m_face);
FT_Done_FreeType(m_ft);
glDeleteTextures(1, &m_text_texture);
@@ -31,54 +31,35 @@ Font::~Font() {
void Font::load_character(char8_t c) {
if (FT_Load_Char(m_face, c, FT_LOAD_RENDER)) {
Logger::error("FREETYTPE: Failed to load Glyph");
return;
}
const auto& width = m_face->glyph->bitmap.width;
const auto& height = m_face->glyph->bitmap.rows;
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
glTexSubImage3D(
GL_TEXTURE_2D_ARRAY,
0,
0,
0,
static_cast<int>(c),
width,
height,
1,
GL_RED,
GL_UNSIGNED_BYTE,
m_face->glyph->bitmap.buffer
);
Logger::error("FREETYTPE: Failed to load Glyph");
return;
}
const auto& width = m_face->glyph->bitmap.width;
const auto& height = m_face->glyph->bitmap.rows;
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, static_cast<int>(c), width,
height, 1, GL_RED, GL_UNSIGNED_BYTE,
m_face->glyph->bitmap.buffer);
Character character = {
glm::vec2{0.0f, 0.0f},
glm::vec2{static_cast<float>(width) / m_texture_width, static_cast<float>(height) / m_texture_height},
glm::ivec2(m_face->glyph->bitmap.width, m_face->glyph->bitmap.rows),
glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
static_cast<GLuint>(m_face->glyph->advance.x)
};
Character character = {
glm::vec2{0.0f, 0.0f},
glm::vec2{static_cast<float>(width) / m_texture_width,
static_cast<float>(height) / m_texture_height},
glm::ivec2(m_face->glyph->bitmap.width, m_face->glyph->bitmap.rows),
glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
static_cast<GLuint>(m_face->glyph->advance.x)};
m_characters.insert({c, std::move(character)});
m_characters.insert({c, std::move(character)});
}
void Font::setup_font_character() {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &m_text_texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
glTexImage3D(
GL_TEXTURE_2D_ARRAY,
0,
GL_RED,
m_texture_width,
m_texture_height,
MAX_CHARACTER,
0,
GL_RED,
GL_UNSIGNED_BYTE,
nullptr
);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RED, m_texture_width,
m_texture_height, MAX_CHARACTER, 0, GL_RED, GL_UNSIGNED_BYTE,
nullptr);
for (char8_t c = 0; c < 128; c++) {
load_character(c);
@@ -88,12 +69,13 @@ void Font::setup_font_character() {
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
std::vector<Vertex2D> Font::vertices(const std::string &text, float x, float y, float scale) {
std::vector<Vertex2D> Font::vertices(const std::string& text, float x, float y,
float scale) {
static Font font;
std::vector<Vertex2D> vertices;
for (char8_t c : text) {
@@ -109,26 +91,27 @@ std::vector<Vertex2D> Font::vertices(const std::string &text, float x, float y,
float w = ch.size.x * scale;
float h = ch.size.y * scale;
vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y, static_cast<float>(c));
vertices.emplace_back(xpos, ypos, ch.uv_min.x, ch.uv_min.y, static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y, static_cast<float>(c));
vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y, static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y, static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos + h, ch.uv_max.x, ch.uv_max.y, static_cast<float>(c));
vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y,
static_cast<float>(c));
vertices.emplace_back(xpos, ypos, ch.uv_min.x, ch.uv_min.y,
static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y,
static_cast<float>(c));
vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y,
static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y,
static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos + h, ch.uv_max.x, ch.uv_max.y,
static_cast<float>(c));
x += (ch.advance >> 6) * scale;
}
return vertices;
}
GLuint Font::text_texture() {
return m_text_texture;
}
GLuint Font::text_texture() { return m_text_texture; }
const std::string& Font::font_path() {
return m_font_path;
}
const std::string& Font::font_path() { return m_font_path; }
}
} // namespace Cubed

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@@ -1,38 +1,42 @@
#include <Cubed/tools/math_tools.hpp>
#include "Cubed/tools/math_tools.hpp"
#include <glm/gtc/type_ptr.hpp>
namespace Cubed {
namespace Math {
void extract_frustum_planes(const glm::mat4& mvp_matrix, std::vector<glm::vec4>& planes) {
if (planes.size() != 6) {
planes.resize(6);
}
const float* m = glm::value_ptr(mvp_matrix);
// left plane
planes[0] = glm::vec4(m[3] + m[0], m[7] + m[4], m[11] + m[8], m[15] + m[12]);
// right plane
planes[1] = glm::vec4(m[3] - m[0], m[7] - m[4], m[11] - m[8], m[15] - m[12]);
// bottom plane
planes[2] = glm::vec4(m[3] + m[1], m[7] + m[5], m[11] + m[9], m[15] + m[13]);
// top plane
planes[3] = glm::vec4(m[3] - m[1], m[7] - m[5], m[11] - m[9], m[15] - m[13]);
// near plane
planes[4] = glm::vec4(m[3] + m[2], m[7] + m[6], m[11] + m[10], m[15] + m[14]);
// far plane
planes[5] = glm::vec4(m[3] - m[2], m[7] - m[6], m[11] - m[10], m[15] - m[14]);
for (auto& p : planes) {
p = glm::normalize(p);
}
void extract_frustum_planes(const glm::mat4& mvp_matrix,
std::vector<glm::vec4>& planes) {
if (planes.size() != 6) {
planes.resize(6);
}
const float* m = glm::value_ptr(mvp_matrix);
// left plane
planes[0] =
glm::vec4(m[3] + m[0], m[7] + m[4], m[11] + m[8], m[15] + m[12]);
// right plane
planes[1] =
glm::vec4(m[3] - m[0], m[7] - m[4], m[11] - m[8], m[15] - m[12]);
// bottom plane
planes[2] =
glm::vec4(m[3] + m[1], m[7] + m[5], m[11] + m[9], m[15] + m[13]);
// top plane
planes[3] =
glm::vec4(m[3] - m[1], m[7] - m[5], m[11] - m[9], m[15] - m[13]);
// near plane
planes[4] =
glm::vec4(m[3] + m[2], m[7] + m[6], m[11] + m[10], m[15] + m[14]);
// far plane
planes[5] =
glm::vec4(m[3] - m[2], m[7] - m[6], m[11] - m[10], m[15] - m[14]);
for (auto& p : planes) {
p = glm::normalize(p);
}
}
} // namespace Math
}
} // namespace Cubed

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@@ -1,15 +1,15 @@
#include <Cubed/tools/perlin_noise.hpp>
#include "Cubed/tools/perlin_noise.hpp"
#include "Cubed/config.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <Cubed/config.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/cubed_random.hpp>
#include <algorithm>
#include <numeric>
#include <random>
namespace Cubed {
void PerlinNoise::init(unsigned seed) {
p.resize(256);
std::iota(p.begin(), p.end(), 0);
@@ -41,27 +41,23 @@ float PerlinNoise::noise(float x, float y, float z) {
int ba = p[b] + iz;
int bb = p[b + 1] + iz;
float res = lerp (w,
lerp (v,
lerp(u, grad(p[aa], x, y, z), grad(p[ba], x - 1, y, z)),
lerp(u, grad(p[ab], x, y - 1, z), grad(p[bb], x - 1, y - 1, z))
),
float res = lerp(
w,
lerp(v, lerp(u, grad(p[aa], x, y, z), grad(p[ba], x - 1, y, z)),
lerp(u, grad(p[ab], x, y - 1, z), grad(p[bb], x - 1, y - 1, z))),
lerp(v,
lerp(u, grad(p[aa + 1], x, y, z - 1), grad(p[ba + 1], x - 1, y, z - 1)),
lerp(u, grad(p[ab + 1], x, y - 1, z - 1), grad(p[bb + 1 ], x - 1, y - 1, z - 1))
)
lerp(u, grad(p[aa + 1], x, y, z - 1),
grad(p[ba + 1], x - 1, y, z - 1)),
lerp(u, grad(p[ab + 1], x, y - 1, z - 1),
grad(p[bb + 1], x - 1, y - 1, z - 1)))
);
return (res + 1.0f) / 2.0f;
}
float PerlinNoise::fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
float PerlinNoise::fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
float PerlinNoise::lerp(float t, float a, float b) {
return a + t * (b - a);
}
float PerlinNoise::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise::grad(int hash, float x, float y, float z) {
int h = hash & 15;
@@ -83,4 +79,4 @@ void PerlinNoise::reload(unsigned seed) {
is_init = true;
}
}
} // namespace Cubed

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@@ -1,140 +1,138 @@
#include <fstream>
#include <filesystem>
#include "Cubed/tools/shader_tools.hpp"
#include <Cubed/config.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/shader_tools.hpp>
#include <Cubed/tools/log.hpp>
#include "Cubed/config.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include <filesystem>
#include <fstream>
namespace Cubed {
namespace fs = std::filesystem;
namespace Tools {
GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path) {
GLuint create_shader_program(const std::string& v_shader_path,
const std::string& f_shader_path) {
std::string v_shader_str = Tools::read_shader_source(ASSETS_PATH + v_shader_path);
std::string f_shader_str = Tools::read_shader_source(ASSETS_PATH + f_shader_path);
const char *v_shader_source = v_shader_str.c_str();
const char *f_shader_source = f_shader_str.c_str();
std::string v_shader_str =
Tools::read_shader_source(ASSETS_PATH + v_shader_path);
std::string f_shader_str =
Tools::read_shader_source(ASSETS_PATH + f_shader_path);
const char* v_shader_source = v_shader_str.c_str();
const char* f_shader_source = f_shader_str.c_str();
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
GLint vc, fc;
glShaderSource(v_shader, 1, &v_shader_source, NULL);
glShaderSource(f_shader, 1, &f_shader_source, NULL);
glCompileShader(v_shader);
Tools::check_opengl_error();
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
if (vc != 1) {
Logger::error("vertex compilation failed");
Tools::print_shader_log(v_shader);
ASSERT(0);
}
glCompileShader(f_shader);
Tools::check_opengl_error();
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
if (fc != 1) {
Logger::error("vertex compilation failed");
Tools::print_shader_log(f_shader);
ASSERT(0);
}
GLuint vf_program = glCreateProgram();
glAttachShader(vf_program, v_shader);
glAttachShader(vf_program, f_shader);
glLinkProgram(vf_program);
GLint linked;
Tools::check_opengl_error();
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
if (linked != 1) {
Logger::error("linking failed");
Tools::print_program_info(vf_program);
ASSERT(0);
}
glDeleteShader(v_shader);
glDeleteShader(f_shader);
return vf_program;
GLint vc, fc;
glShaderSource(v_shader, 1, &v_shader_source, NULL);
glShaderSource(f_shader, 1, &f_shader_source, NULL);
glCompileShader(v_shader);
Tools::check_opengl_error();
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
if (vc != 1) {
Logger::error("vertex compilation failed");
Tools::print_shader_log(v_shader);
ASSERT(0);
}
void print_shader_log(GLuint shader) {
int len = 0;
int ch_written = 0;
char *log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetShaderInfoLog(shader, len, &ch_written, log);
Logger::info("Shader Info Log: {}", log);
free(log);
}
}
void print_program_info(int prog) {
int len = 0;
int ch_written = 0;
char *log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetProgramInfoLog(prog, len, &ch_written, log);
Logger::info("Program Info Log: {}", log);
free(log);
}
glCompileShader(f_shader);
Tools::check_opengl_error();
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
if (fc != 1) {
Logger::error("vertex compilation failed");
Tools::print_shader_log(f_shader);
ASSERT(0);
}
GLuint vf_program = glCreateProgram();
glAttachShader(vf_program, v_shader);
glAttachShader(vf_program, f_shader);
glLinkProgram(vf_program);
bool check_opengl_error() {
bool found_error = false;
int gl_err = glGetError();
while (gl_err != GL_NO_ERROR) {
Logger::error("glEorr: {}", gl_err);
found_error = true;
gl_err = glGetError();
}
return found_error;
GLint linked;
Tools::check_opengl_error();
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
if (linked != 1) {
Logger::error("linking failed");
Tools::print_program_info(vf_program);
ASSERT(0);
}
std::string read_shader_source(const std::string& file_path) {
std::string content;
std::ifstream file_stream(file_path, std::ios::in);
if (!file_stream.is_open()) {
Logger::error("{} not exist", file_path);
}
std::string line = "";
while (!file_stream.eof()) {
getline(file_stream, line);
content.append(line + "\n");
}
file_stream.close();
return content;
}
void delete_image_data(unsigned char* data) {
SOIL_free_image_data(data);
}
unsigned char* load_image_data(const std::string& tex_image_path) {
fs::path path = ASSETS_PATH + tex_image_path;
ASSERT_MSG(fs::is_regular_file(path), path.c_str());
unsigned char* data = nullptr;
int width, height, channels;
data = SOIL_load_image(path.string().c_str(), &width, &height, &channels, SOIL_LOAD_AUTO);
ASSERT_MSG(data, "Could not load texture" + path.string());
return data;
}
glDeleteShader(v_shader);
glDeleteShader(f_shader);
return vf_program;
}
}
void print_shader_log(GLuint shader) {
int len = 0;
int ch_written = 0;
char* log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetShaderInfoLog(shader, len, &ch_written, log);
Logger::info("Shader Info Log: {}", log);
free(log);
}
}
void print_program_info(int prog) {
int len = 0;
int ch_written = 0;
char* log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetProgramInfoLog(prog, len, &ch_written, log);
Logger::info("Program Info Log: {}", log);
free(log);
}
}
bool check_opengl_error() {
bool found_error = false;
int gl_err = glGetError();
while (gl_err != GL_NO_ERROR) {
Logger::error("glEorr: {}", gl_err);
found_error = true;
gl_err = glGetError();
}
return found_error;
}
std::string read_shader_source(const std::string& file_path) {
std::string content;
std::ifstream file_stream(file_path, std::ios::in);
if (!file_stream.is_open()) {
Logger::error("{} not exist", file_path);
}
std::string line = "";
while (!file_stream.eof()) {
getline(file_stream, line);
content.append(line + "\n");
}
file_stream.close();
return content;
}
void delete_image_data(unsigned char* data) { SOIL_free_image_data(data); }
unsigned char* load_image_data(const std::string& tex_image_path) {
fs::path path = ASSETS_PATH + tex_image_path;
ASSERT_MSG(fs::is_regular_file(path), path.c_str());
unsigned char* data = nullptr;
int width, height, channels;
data = SOIL_load_image(path.string().c_str(), &width, &height, &channels,
SOIL_LOAD_AUTO);
ASSERT_MSG(data, "Could not load texture" + path.string());
return data;
}
} // namespace Tools
} // namespace Cubed