diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-28 09:03:24 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-28 09:03:24 +0400 |
commit | 07065b27b8b37316004f40896f436d26e066f25f (patch) | |
tree | 19713fa864612e094f21a881e9816a8e1bf42b7b /source/gameengine/Rasterizer | |
parent | c9f677d24d9600d9ba07f1b258c49455bc348554 (diff) |
style cleanup
Diffstat (limited to 'source/gameengine/Rasterizer')
3 files changed, 13 insertions, 13 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index aa3a8efe540..95a2dc59c5e 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -217,7 +217,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex) } /* send depth texture to glsl program if it needs */ - if (texflag[passindex] & 0x1){ + if (texflag[passindex] & 0x1) { uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture"); glActiveTextureARB(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texname[1]); @@ -229,7 +229,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex) } /* send luminance texture to glsl program if it needs */ - if (texflag[passindex] & 0x2){ + if (texflag[passindex] & 0x2) { uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture"); glActiveTextureARB(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, texname[2]); @@ -296,7 +296,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - if (depth){ + if (depth) { glGenTextures(1, (GLuint*)&texname[1]); glBindTexture(GL_TEXTURE_2D, texname[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight, @@ -309,7 +309,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } - if (luminance){ + if (luminance) { glGenTextures(1, (GLuint*)&texname[2]); glBindTexture(GL_TEXTURE_2D, texname[2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight, @@ -384,7 +384,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) for (passindex =0; passindex<MAX_RENDER_PASS; passindex++) { - if (m_filters[passindex] && m_enabled[passindex]){ + if (m_filters[passindex] && m_enabled[passindex]) { num_filters ++; if (texflag[passindex] & 0x1) need_depth = true; @@ -414,13 +414,13 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) need_tex_update = false; } - if (need_depth){ + if (need_depth) { glActiveTextureARB(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texname[1]); glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, texturewidth,textureheight, 0); } - if (need_luminance){ + if (need_luminance) { glActiveTextureARB(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, texname[2]); glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0); diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp index 5f47a4bd53e..1cd110f8cc6 100644 --- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp +++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp @@ -43,7 +43,7 @@ ComputeDefaultFrustum( const short sensor_fit, const float design_aspect_ratio, RAS_FrameFrustum & frustum -){ +) { float halfSize; float sizeX; float sizeY; @@ -130,7 +130,7 @@ ComputeBestFitViewRect( const RAS_Rect &availableViewport, const float design_aspect_ratio, RAS_Rect &viewport -){ +) { // try and honour the aspect ratio when setting the // drawable area. If we don't do this we are liable // to get a lot of distortion in the rendered image. @@ -165,7 +165,7 @@ ComputeViewport( const RAS_FrameSettings &settings, const RAS_Rect &availableViewport, RAS_Rect &viewport -){ +) { RAS_FrameSettings::RAS_FrameType type = settings.FrameType(); const int winx = availableViewport.GetWidth(); @@ -224,7 +224,7 @@ ComputeFrustum( const float camnear, const float camfar, RAS_FrameFrustum &frustum -){ +) { RAS_FrameSettings::RAS_FrameType type = settings.FrameType(); diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index b0c7b643f47..d1713462224 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -988,7 +988,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( float frustfar, float focallength, bool -){ +) { MT_Matrix4x4 result; double mat[16]; @@ -1037,7 +1037,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix( float top, float frustnear, float frustfar -){ +) { MT_Matrix4x4 result; double mat[16]; |