diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 88 |
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); |