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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp88
1 files changed, 44 insertions, 44 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 7e9e3d9156c..b0c7b643f47 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -323,7 +323,7 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
- if(m_drawingmode == KX_WIREFRAME)
+ if (m_drawingmode == KX_WIREFRAME)
glDisable(GL_CULL_FACE);
}
@@ -359,7 +359,7 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
void RAS_OpenGLRasterizer::FlushDebugShapes()
{
- if(!m_debugShapes.size())
+ if (!m_debugShapes.size())
return;
// DrawDebugLines
@@ -368,8 +368,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
light= glIsEnabled(GL_LIGHTING);
tex= glIsEnabled(GL_TEXTURE_2D);
- if(light) glDisable(GL_LIGHTING);
- if(tex) glDisable(GL_TEXTURE_2D);
+ if (light) glDisable(GL_LIGHTING);
+ if (tex) glDisable(GL_TEXTURE_2D);
//draw lines
glBegin(GL_LINES);
@@ -423,8 +423,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
glEnd();
}
- if(light) glEnable(GL_LIGHTING);
- if(tex) glEnable(GL_TEXTURE_2D);
+ if (light) glEnable(GL_LIGHTING);
+ if (tex) glEnable(GL_TEXTURE_2D);
m_debugShapes.clear();
}
@@ -513,7 +513,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
bool RAS_OpenGLRasterizer::Stereo()
{
- if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0
+ if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0
return true;
else
return false;
@@ -624,17 +624,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
else
glEnableClientState(GL_COLOR_ARRAY);
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
RAS_TexVert *vertex;
size_t i, j, numvert;
numvert = it.array->m_type;
- if(it.array->m_type == RAS_DisplayArray::LINE) {
+ if (it.array->m_type == RAS_DisplayArray::LINE) {
// line drawing, no text
glBegin(GL_LINES);
- for(i=0; i<it.totindex; i+=2)
+ for (i=0; i<it.totindex; i+=2)
{
vertex = &it.vertex[it.index[i]];
glVertex3fv(vertex->getXYZ());
@@ -647,12 +647,12 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
}
else {
// triangle and quad text drawing
- for(i=0; i<it.totindex; i+=numvert)
+ for (i=0; i<it.totindex; i+=numvert)
{
float v[4][3];
int glattrib, unit;
- for(j=0; j<numvert; j++) {
+ for (j=0; j<numvert; j++) {
vertex = &it.vertex[it.index[i+j]];
v[j][0] = vertex->getXYZ()[0];
@@ -662,9 +662,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
// find the right opengl attribute
glattrib = -1;
- if(GLEW_ARB_vertex_program)
- for(unit=0; unit<m_attrib_num; unit++)
- if(m_attrib[unit] == RAS_TEXCO_UV1)
+ if (GLEW_ARB_vertex_program)
+ for (unit=0; unit<m_attrib_num; unit++)
+ if (m_attrib[unit] == RAS_TEXCO_UV1)
glattrib = unit;
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
@@ -681,28 +681,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
{
m_texco_num = num;
- if(m_texco_num > RAS_MAX_TEXCO)
+ if (m_texco_num > RAS_MAX_TEXCO)
m_texco_num = RAS_MAX_TEXCO;
}
void RAS_OpenGLRasterizer::SetAttribNum(int num)
{
m_attrib_num = num;
- if(m_attrib_num > RAS_MAX_ATTRIB)
+ if (m_attrib_num > RAS_MAX_ATTRIB)
m_attrib_num = RAS_MAX_ATTRIB;
}
void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
{
// this changes from material to material
- if(unit < RAS_MAX_TEXCO)
+ if (unit < RAS_MAX_TEXCO)
m_texco[unit] = coords;
}
void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit)
{
// this changes from material to material
- if(unit < RAS_MAX_ATTRIB)
+ if (unit < RAS_MAX_ATTRIB)
m_attrib[unit] = coords;
}
@@ -710,9 +710,9 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
{
int unit;
- if(GLEW_ARB_multitexture) {
- for(unit=0; unit<m_texco_num; unit++) {
- if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
+ if (GLEW_ARB_multitexture) {
+ for (unit=0; unit<m_texco_num; unit++) {
+ if (tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
continue;
}
@@ -739,8 +739,8 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
}
}
- if(GLEW_ARB_vertex_program) {
- for(unit=0; unit<m_attrib_num; unit++) {
+ 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:
@@ -901,17 +901,17 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
return;
}
// iterate over display arrays, each containing an index + vertex array
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
RAS_TexVert *vertex;
size_t i, j, numvert;
numvert = it.array->m_type;
- if(it.array->m_type == RAS_DisplayArray::LINE) {
+ if (it.array->m_type == RAS_DisplayArray::LINE) {
// line drawing
glBegin(GL_LINES);
- for(i=0; i<it.totindex; i+=2)
+ for (i=0; i<it.totindex; i+=2)
{
vertex = &it.vertex[it.index[i]];
glVertex3fv(vertex->getXYZ());
@@ -924,26 +924,26 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
}
else {
// triangle and quad drawing
- if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
glBegin(GL_TRIANGLES);
else
glBegin(GL_QUADS);
- for(i=0; i<it.totindex; i+=numvert)
+ for (i=0; i<it.totindex; i+=numvert)
{
- if(obcolor)
+ if (obcolor)
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
- for(j=0; j<numvert; j++) {
+ for (j=0; j<numvert; j++) {
vertex = &it.vertex[it.index[i+j]];
- if(!wireframe) {
- if(!obcolor)
+ if (!wireframe) {
+ if (!obcolor)
glColor4ubv((const GLubyte *)(vertex->getRGBA()));
glNormal3fv(vertex->getNormal());
- if(multi)
+ if (multi)
TexCoord(*vertex);
else
glTexCoord2fv(vertex->getUV1());
@@ -993,7 +993,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
double mat[16];
// correction for stereo
- if(Stereo())
+ if (Stereo())
{
float near_div_focallength;
float offset;
@@ -1062,7 +1062,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
m_viewmatrix = mat;
// correction for stereo
- if(Stereo() && perspective)
+ if (Stereo() && perspective)
{
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
@@ -1192,7 +1192,7 @@ void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
{
/* don't just set m_motionblur to 1, but check if it is 0 so
* we don't reset a motion blur that is already enabled */
- if(m_motionblur == 0)
+ if (m_motionblur == 0)
m_motionblur = 1;
m_motionblurvalue = motionblurvalue;
}
@@ -1207,26 +1207,26 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
{
GPU_set_material_alpha_blend(alphablend);
/*
- if(alphablend == m_last_alphablend)
+ if (alphablend == m_last_alphablend)
return;
- if(alphablend == GPU_BLEND_SOLID) {
+ if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(alphablend == GPU_BLEND_ADD) {
+ else if (alphablend == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
- else if(alphablend == GPU_BLEND_ALPHA) {
+ else if (alphablend == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
- else if(alphablend == GPU_BLEND_CLIP) {
+ else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
@@ -1238,10 +1238,10 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
{
- if(m_last_frontface == ccw)
+ if (m_last_frontface == ccw)
return;
- if(ccw)
+ if (ccw)
glFrontFace(GL_CCW);
else
glFrontFace(GL_CW);