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authorCampbell Barton <ideasman42@gmail.com>2012-10-21 11:58:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-21 11:58:38 +0400
commitd599b643b7a1882ea79851e334d7ed133f362bb3 (patch)
tree4e4640c1b2e7cc82d9db81dbd98a39777dcbce7c /source/gameengine/Rasterizer
parentf3ece5a108db0bdbefb4663ef4ebd9a7e039e263 (diff)
style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp3
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp9
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp91
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp10
6 files changed, 56 insertions, 63 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index 0ae8908e946..cf869e71945 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -153,8 +153,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
{
- switch(filtermode)
- {
+ switch (filtermode) {
case RAS_2DFILTER_BLUR:
return CreateShaderProgram(BlurFragmentShader);
case RAS_2DFILTER_SHARPEN:
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index 3c49d6e5289..b251fd6314c 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -129,7 +129,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
// remove the mesh slot form the list, it culls them automatically for next frame
- while((ms = bucket->GetNextActiveMeshSlot())) {
+ while ((ms = bucket->GetNextActiveMeshSlot())) {
slots[i++].set(ms, bucket, pnorm);
}
}
@@ -156,7 +156,7 @@ void RAS_BucketManager::RenderAlphaBuckets(
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
- while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
+ while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
// make this mesh slot culled automatically for next frame
@@ -179,8 +179,7 @@ void RAS_BucketManager::RenderSolidBuckets(
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
// remove the mesh slot form the list, it culls them automatically for next frame
- while((ms = bucket->GetNextActiveMeshSlot()))
- {
+ while ((ms = bucket->GetNextActiveMeshSlot())) {
rendertools->SetClientObject(rasty, ms->m_clientObj);
while (bucket->ActivateMaterial(cameratrans, rasty, rendertools))
bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *ms);
@@ -219,7 +218,7 @@ void RAS_BucketManager::RenderSolidBuckets(
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
- while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
+ while (sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
}
#endif
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 0cb6bc7439a..480cc742ec8 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -73,7 +73,7 @@ RAS_MeshSlot::~RAS_MeshSlot()
#ifdef USE_SPLIT
Split(true);
- while(m_joinedSlots.size())
+ while (m_joinedSlots.size())
m_joinedSlots.front()->Split(true);
#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index 1f411a09586..d74aa134779 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -124,7 +124,7 @@ void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
{
if (list->m_flag & LIST_DERIVEDMESH) {
RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();
- while(it != mDerivedMeshLists.end()) {
+ while (it != mDerivedMeshLists.end()) {
RAS_ListSlots *slots = it->second;
if (slots->size() > list->m_matnr && slots->at(list->m_matnr) == list) {
(*slots)[list->m_matnr] = NULL;
@@ -145,7 +145,7 @@ void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
}
} else {
RAS_ArrayLists::iterator it = mArrayLists.begin();
- while(it != mArrayLists.end()) {
+ while (it != mArrayLists.end()) {
if (it->second == list) {
mArrayLists.erase(it);
break;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index a0da1c79baa..9d87f0df047 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -447,8 +447,7 @@ void RAS_OpenGLRasterizer::SetRenderArea()
switch (m_stereomode)
{
case RAS_STEREO_ABOVEBELOW:
- switch(m_curreye)
- {
+ switch (m_curreye) {
case RAS_STEREO_LEFTEYE:
// upper half of window
area.SetLeft(0);
@@ -716,53 +715,53 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
continue;
}
- switch(m_texco[unit]) {
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
- break;
- case RAS_TEXCO_UV1:
- glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
- break;
- case RAS_TEXCO_NORM:
- glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
- break;
- case RAS_TEXTANGENT:
- glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
- break;
- case RAS_TEXCO_UV2:
- glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
- break;
- default:
- break;
+ switch (m_texco[unit]) {
+ case RAS_TEXCO_ORCO:
+ case RAS_TEXCO_GLOB:
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
+ break;
+ case RAS_TEXCO_UV1:
+ glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
+ break;
+ case RAS_TEXCO_NORM:
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getNormal());
+ break;
+ case RAS_TEXTANGENT:
+ glMultiTexCoord4fvARB(GL_TEXTURE0_ARB+unit, tv.getTangent());
+ break;
+ case RAS_TEXCO_UV2:
+ glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
+ break;
+ default:
+ break;
}
}
}
if (GLEW_ARB_vertex_program) {
for (unit=0; unit<m_attrib_num; unit++) {
- switch(m_attrib[unit]) {
- case RAS_TEXCO_ORCO:
- case RAS_TEXCO_GLOB:
- glVertexAttrib3fvARB(unit, tv.getXYZ());
- break;
- case RAS_TEXCO_UV1:
- glVertexAttrib2fvARB(unit, tv.getUV1());
- break;
- case RAS_TEXCO_NORM:
- glVertexAttrib3fvARB(unit, tv.getNormal());
- break;
- case RAS_TEXTANGENT:
- glVertexAttrib4fvARB(unit, tv.getTangent());
- break;
- case RAS_TEXCO_UV2:
- glVertexAttrib2fvARB(unit, tv.getUV2());
- break;
- case RAS_TEXCO_VCOL:
- glVertexAttrib4ubvARB(unit, tv.getRGBA());
- break;
- default:
- break;
+ switch (m_attrib[unit]) {
+ case RAS_TEXCO_ORCO:
+ case RAS_TEXCO_GLOB:
+ glVertexAttrib3fvARB(unit, tv.getXYZ());
+ break;
+ case RAS_TEXCO_UV1:
+ glVertexAttrib2fvARB(unit, tv.getUV1());
+ break;
+ case RAS_TEXCO_NORM:
+ glVertexAttrib3fvARB(unit, tv.getNormal());
+ break;
+ case RAS_TEXTANGENT:
+ glVertexAttrib4fvARB(unit, tv.getTangent());
+ break;
+ case RAS_TEXCO_UV2:
+ glVertexAttrib2fvARB(unit, tv.getUV2());
+ break;
+ case RAS_TEXCO_VCOL:
+ glVertexAttrib4ubvARB(unit, tv.getRGBA());
+ break;
+ default:
+ break;
}
}
}
@@ -1007,8 +1006,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
near_div_focallength = frustnear / m_focallength;
offset = 0.5f * m_eyeseparation * near_div_focallength;
- switch(m_curreye)
- {
+ switch (m_curreye) {
case RAS_STEREO_LEFTEYE:
left += offset;
right += offset;
@@ -1078,8 +1076,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
// vector between eyes
eyeline = viewDir.cross(viewupVec);
- switch(m_curreye)
- {
+ switch (m_curreye) {
case RAS_STEREO_LEFTEYE:
{
// translate to left by half the eye distance
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index a36229c35d1..076acb0d153 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -246,8 +246,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2());
continue;
}
- switch(m_texco[unit])
- {
+ switch (m_texco[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
@@ -274,7 +273,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
if (GLEW_ARB_vertex_program) {
for (unit=0; unit<m_attrib_num; unit++) {
- switch(m_attrib[unit]) {
+ switch (m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getXYZ());
@@ -330,8 +329,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
for (unit=0; unit<texco_num; unit++) {
glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
- switch(texco[unit])
- {
+ switch (texco[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
case RAS_TEXCO_UV1:
@@ -358,7 +356,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
if (GLEW_ARB_vertex_program) {
for (unit=0; unit<attrib_num; unit++) {
- switch(attrib[unit]) {
+ switch (attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
case RAS_TEXCO_UV1: