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-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp24
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp22
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp30
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h30
-rw-r--r--source/gameengine/Rasterizer/RAS_ICanvas.h64
-rw-r--r--source/gameengine/Rasterizer/RAS_ILightObject.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp10
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h14
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h22
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp40
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.h14
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp40
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h6
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp38
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h14
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.h6
-rw-r--r--source/gameengine/Rasterizer/RAS_Rect.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.h14
-rw-r--r--source/gameengine/Rasterizer/RAS_texmatrix.cpp12
28 files changed, 216 insertions, 216 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index f379e2eb486..2749752bc6c 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -92,7 +92,7 @@ void RAS_2DFilterManager::PrintShaderErrors(unsigned int shader, const char *tas
if (errorprinted)
return;
-
+
errorprinted= true;
glGetInfoLogARB(shader, sizeof(log), &length, log);
@@ -130,7 +130,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
PrintShaderErrors(fShader, "compile", shadersource);
goto fail;
}
-
+
program = glCreateProgramObjectARB();
glAttachObjectARB(program, fShader);
@@ -141,7 +141,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
PrintShaderErrors(fShader, "link", shadersource);
goto fail;
}
-
+
glValidateProgramARB(program);
glGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success);
if (!success) {
@@ -255,7 +255,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
glUniform1iARB(uniformLoc, 2);
}
}
-
+
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_TextureCoordinateOffset");
if (uniformLoc != -1)
{
@@ -316,7 +316,7 @@ void RAS_2DFilterManager::FreeTextures()
void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
{
FreeTextures();
-
+
glGenTextures(1, (GLuint*)&texname[0]);
glBindTexture(GL_TEXTURE_2D, texname[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGBA,
@@ -374,7 +374,7 @@ void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas)
GLfloat xInc = 1.0f / (GLfloat)texturewidth;
GLfloat yInc = 1.0f / (GLfloat)textureheight;
-
+
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
@@ -395,7 +395,7 @@ void RAS_2DFilterManager::UpdateCanvasTextureCoord(const int viewport[4])
*/
canvascoord[0] = (GLfloat) viewport[0] / -viewport[2];
canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2];
-
+
canvascoord[2] = (GLfloat) viewport[1] / -viewport[3];
canvascoord[3] = (GLfloat)(textureheight - viewport[1]) / viewport[3];
}
@@ -435,7 +435,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
UpdateCanvasTextureCoord(viewport);
need_tex_update = true;
}
-
+
if (need_tex_update)
{
SetupTextures(need_depth, need_luminance);
@@ -447,7 +447,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glBindTexture(GL_TEXTURE_2D, texname[1]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, viewport[0], viewport[1], viewport[2], viewport[3], 0);
}
-
+
if (need_luminance) {
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
@@ -458,7 +458,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glActiveTextureARB(GL_TEXTURE0);
// We do this to make side-by-side stereo rendering work correctly with 2D filters. It would probably be nicer to just set the viewport,
- // but it can be easier for writing shaders to have the coordinates for the whole screen instead of just part of the screen.
+ // but it can be easier for writing shaders to have the coordinates for the whole screen instead of just part of the screen.
RAS_Rect scissor_rect = canvas->GetDisplayArea();
glScissor(scissor_rect.GetLeft() + viewport[0],
@@ -470,7 +470,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
// in case the previous material was wire
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// if the last rendered face had alpha add it would messes with the color of the plane we apply 2DFilter to
- glDisable(GL_BLEND);
+ glDisable(GL_BLEND);
// fix for [#34523] alpha buffer is now available for all OSs
glDisable(GL_ALPHA_TEST);
@@ -540,7 +540,7 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game
texflag[pass] = 0;
return;
}
-
+
if (mode == RAS_2DFILTER_CUSTOMFILTER)
{
if (m_filters[pass])
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
index bb727fe3b29..a57acc633c9 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
@@ -55,12 +55,12 @@ private:
void UpdateOffsetMatrix(RAS_ICanvas* canvas);
void UpdateCanvasTextureCoord(const int viewport[4]);
-
+
float canvascoord[4];
float textureoffsets[18];
/* float view[4]; */ /* UNUSED */
/* texname[0] contains render to texture, texname[1] contains depth texture, texname[2] contains luminance texture*/
- unsigned int texname[3];
+ unsigned int texname[3];
int texturewidth;
int textureheight;
/* int numberoffilters; */ /* UNUSED */
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index deca7cbed9f..547c6ec7097 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -97,7 +97,7 @@ RAS_BucketManager::~RAS_BucketManager()
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
delete(*it);
-
+
m_SolidBuckets.clear();
m_AlphaBuckets.clear();
}
@@ -130,7 +130,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
slots[i++].set(ms, bucket, pnorm);
}
}
-
+
if (alpha)
sort(slots.begin(), slots.end(), backtofront());
else
@@ -149,7 +149,7 @@ void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
-
+
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rasty->SetClientObject(sit->m_ms->m_clientObj);
@@ -201,7 +201,7 @@ void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_
}
#endif
}
-
+
/* this code draws meshes order front-to-back instead to reduce overdraw.
* it turned out slower due to much material state switching, a more clever
* algorithm might do better. */
@@ -248,7 +248,7 @@ void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRast
}
}
}
-
+
rasty->SetClientObject(NULL);
}
@@ -262,11 +262,11 @@ RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, b
for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
-
+
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
-
+
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
@@ -274,14 +274,14 @@ RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, b
m_AlphaBuckets.push_back(bucket);
else
m_SolidBuckets.push_back(bucket);
-
+
return bucket;
}
void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
{
BucketList::iterator bit;
-
+
distance = 10.0f;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
@@ -305,7 +305,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
}
}
}
-
+
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
@@ -328,7 +328,7 @@ void RAS_BucketManager::ReleaseMaterials(RAS_IPolyMaterial * mat)
(*bit)->GetPolyMaterial()->ReleaseMaterial();
}
}
-
+
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
(*bit)->GetPolyMaterial()->ReleaseMaterial();
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.h b/source/gameengine/Rasterizer/RAS_BucketManager.h
index 5ed212ebee0..dead4c619bd 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.h
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.h
@@ -44,7 +44,7 @@ public:
private:
BucketList m_SolidBuckets;
BucketList m_AlphaBuckets;
-
+
struct sortedmeshslot;
struct backtofront;
struct fronttoback;
@@ -57,7 +57,7 @@ public:
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial *material, bool &bucketCreated);
void OptimizeBuckets(MT_Scalar distance);
-
+
void ReleaseDisplayLists(RAS_IPolyMaterial *material = NULL);
void ReleaseMaterials(RAS_IPolyMaterial *material = NULL);
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index 8b0ec22fde3..6e7c5f1b326 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -149,18 +149,18 @@ ComputeBestFitViewRect(
const float design_aspect_ratio,
RAS_Rect &viewport
) {
- // try and honour the aspect ratio when setting the
+ // 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.
-
+
int width = availableViewport.GetWidth();
int height = availableViewport.GetHeight();
float window_aspect = float(width)/float(height);
if (window_aspect < design_aspect_ratio) {
- int v_height = (int)(width / design_aspect_ratio);
- int left_over = (height - v_height) / 2;
-
+ int v_height = (int)(width / design_aspect_ratio);
+ int left_over = (height - v_height) / 2;
+
viewport.SetLeft(availableViewport.GetLeft());
viewport.SetBottom(availableViewport.GetBottom() + left_over);
viewport.SetRight(availableViewport.GetLeft() + width);
@@ -168,7 +168,7 @@ ComputeBestFitViewRect(
} else {
int v_width = (int)(height * design_aspect_ratio);
- int left_over = (width - v_width) / 2;
+ int left_over = (width - v_width) / 2;
viewport.SetLeft(availableViewport.GetLeft() + left_over);
viewport.SetBottom(availableViewport.GetBottom());
@@ -195,7 +195,7 @@ ComputeViewport(
float design_aspect_ratio = float(1);
if (design_height == float(0)) {
- // well this is ill defined
+ // well this is ill defined
// lets just scale the thing
type = RAS_FrameSettings::e_frame_scale;
@@ -223,7 +223,7 @@ ComputeViewport(
design_aspect_ratio,
viewport
);
-
+
break;
}
default :
@@ -254,14 +254,14 @@ ComputeFrustum(
float design_aspect_ratio = float(1);
if (design_height == float(0)) {
- // well this is ill defined
+ // well this is ill defined
// lets just scale the thing
type = RAS_FrameSettings::e_frame_scale;
} else {
design_aspect_ratio = design_width/design_height;
}
-
+
ComputeDefaultFrustum(
camnear,
camfar,
@@ -317,7 +317,7 @@ ComputeFrustum(
frustum.x2 *= x_scale;
frustum.y1 *= y_scale;
frustum.y2 *= y_scale;
-
+
break;
}
case RAS_FrameSettings::e_frame_scale :
@@ -350,14 +350,14 @@ RAS_FramingManager::
float design_aspect_ratio = float(1);
if (design_height == float(0)) {
- // well this is ill defined
+ // well this is ill defined
// lets just scale the thing
type = RAS_FrameSettings::e_frame_scale;
} else {
design_aspect_ratio = design_width/design_height;
}
-
+
ComputeDefaultOrtho(
camnear,
camfar,
@@ -411,7 +411,7 @@ RAS_FramingManager::
frustum.x2 *= x_scale;
frustum.y1 *= y_scale;
frustum.y2 *= y_scale;
-
+
break;
}
case RAS_FrameSettings::e_frame_scale :
@@ -419,7 +419,7 @@ RAS_FramingManager::
default :
break;
}
-
+
}
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index cb86a7a4484..3fb488a5af6 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -43,27 +43,27 @@ class RAS_Rect;
* This is a value type describing the framing used
* by a particular scene in the game engine.
* Each KX_Scene contains a RAS_FrameSetting describing
- * how the frustum and viewport are to be modified
+ * how the frustum and viewport are to be modified
* depending on the canvas size.
*
* e_frame_scale means that the viewport is set to the current
- * canvas size. If the view frustum aspect ratio is different
+ * canvas size. If the view frustum aspect ratio is different
* to the canvas aspect this will lead to stretching.
*
- * e_frame_extend means that the best fit viewport will be
+ * e_frame_extend means that the best fit viewport will be
* computed based upon the design aspect ratio
- * and the view frustum will be adjusted so that
+ * and the view frustum will be adjusted so that
* more of the scene is visible.
*
* e_frame_bars means that the best fit viewport will be
* be computed based upon the design aspect ratio.
*/
-class RAS_FrameSettings
+class RAS_FrameSettings
{
public :
/**
- * enum defining the policy to use
+ * enum defining the policy to use
* in each axis.
*/
enum RAS_FrameType {
@@ -71,7 +71,7 @@ public :
e_frame_extend,
e_frame_bars
};
-
+
/**
* Constructor
*/
@@ -82,7 +82,7 @@ public :
float bar_g,
float bar_b,
unsigned int design_aspect_width,
- unsigned int design_aspect_height
+ unsigned int design_aspect_height
):
m_frame_type(frame_type),
m_bar_r(bar_r),
@@ -121,13 +121,13 @@ public :
) {
m_frame_type = type;
};
-
+
float
BarRed(
) const {
return m_bar_r;
};
-
+
float
BarGreen(
) const {
@@ -165,7 +165,7 @@ private :
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_FrameSettings")
#endif
-};
+};
struct RAS_FrameFrustum
{
@@ -193,8 +193,8 @@ enum RAS_SensorFit
/**
* \section RAS_FramingManager
* This class helps to compute a view frustum
- * and a viewport rectangle given the
- * above settings and a description of the
+ * and a viewport rectangle given the
+ * above settings and a description of the
* current canvas dimensions.
*
* You do not have to instantiate this class
@@ -219,10 +219,10 @@ public :
RAS_Rect &viewport
);
-
+
/**
* compute a frustum given a valid viewport,
- * RAS_FrameSettings, canvas description
+ * RAS_FrameSettings, canvas description
* and camera description
*/
diff --git a/source/gameengine/Rasterizer/RAS_ICanvas.h b/source/gameengine/Rasterizer/RAS_ICanvas.h
index 91cc13c8f85..2c67f454df1 100644
--- a/source/gameengine/Rasterizer/RAS_ICanvas.h
+++ b/source/gameengine/Rasterizer/RAS_ICanvas.h
@@ -62,18 +62,18 @@ public:
RAS_ICanvas();
virtual ~RAS_ICanvas();
- virtual
- void
+ virtual
+ void
Init(
) = 0;
- virtual
- void
+ virtual
+ void
BeginFrame(
)=0;
- virtual
- void
+ virtual
+ void
EndFrame(
)=0;
@@ -86,8 +86,8 @@ public:
*
*/
- virtual
- bool
+ virtual
+ bool
BeginDraw(
)=0;
@@ -95,18 +95,18 @@ public:
* Unitializes the canvas for drawing.
*/
- virtual
- void
+ virtual
+ void
EndDraw(
)=0;
/// probably needs some arguments for PS2 in future
- virtual
- void
+ virtual
+ void
SwapBuffers(
)=0;
-
+
virtual
void
SetSwapInterval(
@@ -118,15 +118,15 @@ public:
GetSwapInterval(
int& intervalOut
)=0;
-
- virtual
- void
+
+ virtual
+ void
ClearBuffer(
int type
)=0;
- virtual
- void
+ virtual
+ void
ClearColor(
float r,
float g,
@@ -134,13 +134,13 @@ public:
float a
)=0;
- virtual
- int
+ virtual
+ int
GetWidth(
) const = 0;
- virtual
- int
+ virtual
+ int
GetHeight(
) const = 0;
@@ -183,7 +183,7 @@ public:
) = 0;
/**
- * Set the visible view-port
+ * Set the visible view-port
*/
virtual
@@ -212,14 +212,14 @@ public:
const int*
GetViewPort() = 0;
- virtual
- void
+ virtual
+ void
SetMouseState(
RAS_MouseState mousestate
)=0;
- virtual
- void
+ virtual
+ void
SetMousePosition(
int x,
int y
@@ -232,8 +232,8 @@ public:
return m_mousestate;
}
- virtual
- void
+ virtual
+ void
MakeScreenShot(
const char* filename
)=0;
@@ -241,7 +241,7 @@ public:
virtual void GetDisplayDimensions(int &width, int &height) = 0;
virtual
- void
+ void
ResizeWindow(
int width,
int height
@@ -257,8 +257,8 @@ public:
bool
GetFullScreen()=0;
-
-
+
+
protected:
RAS_MouseState m_mousestate;
int m_frame; /// frame number for screenshots.
diff --git a/source/gameengine/Rasterizer/RAS_ILightObject.h b/source/gameengine/Rasterizer/RAS_ILightObject.h
index a3d55c925d6..2ff4ec7da01 100644
--- a/source/gameengine/Rasterizer/RAS_ILightObject.h
+++ b/source/gameengine/Rasterizer/RAS_ILightObject.h
@@ -54,7 +54,7 @@ public:
int m_layer;
void *m_scene;
void *m_light;
-
+
float m_energy;
float m_distance;
float m_shadowclipstart;
@@ -74,7 +74,7 @@ public:
float m_spotblend;
LightType m_type;
-
+
bool m_nodiffuse;
bool m_nospecular;
bool m_glsl;
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 2a736aa7deb..cfe239a2e09 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -35,7 +35,7 @@
#include "DNA_material_types.h"
-void RAS_IPolyMaterial::Initialize(
+void RAS_IPolyMaterial::Initialize(
const STR_String& texname,
const STR_String& matname,
int materialindex,
@@ -69,7 +69,7 @@ void RAS_IPolyMaterial::Initialize(
m_drawingmode = ConvertFaceMode(game, image);
}
-RAS_IPolyMaterial::RAS_IPolyMaterial()
+RAS_IPolyMaterial::RAS_IPolyMaterial()
: m_texturename("__Dummy_Texture_Name__"),
m_materialname("__Dummy_Material_Name__"),
m_tile(0),
@@ -180,7 +180,7 @@ bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
{
if (Equals(rhs))
return false;
-
+
return m_polymatid < rhs.m_polymatid;
}
@@ -205,7 +205,7 @@ int RAS_IPolyMaterial::GetDrawingMode() const
}
const STR_String& RAS_IPolyMaterial::GetMaterialName() const
-{
+{
return m_materialname;
}
@@ -273,7 +273,7 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
else {
dolights = m_light;
}
-
+
return dolights;
}
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index a34f7a9b390..70d48fce48c 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -74,7 +74,7 @@ class RAS_IPolyMaterial
//todo: remove these variables from this interface/protocol class
protected:
STR_HashedString m_texturename;
- STR_HashedString m_materialname; //also needed for touchsensor
+ STR_HashedString m_materialname; //also needed for touchsensor
int m_tile;
int m_tilexrep,m_tileyrep;
int m_drawingmode;
@@ -83,7 +83,7 @@ protected:
bool m_zsort;
bool m_light;
int m_materialindex;
-
+
unsigned int m_polymatid;
static unsigned int m_newpolymatid;
@@ -95,7 +95,7 @@ public:
float m_shininess;
MT_Vector3 m_specular;
float m_specularity;
-
+
/** Used to store caching information for materials. */
typedef void* TCachingInfo;
@@ -131,7 +131,7 @@ public:
struct GameSettings* game);
virtual ~RAS_IPolyMaterial() {}
-
+
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
@@ -146,9 +146,9 @@ public:
* \param rasty The rasterizer in which the material should be active.
* \param cachingInfo The information about the material used to speed up rasterizing.
*/
- virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
- {
- return false;
+ virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
+ {
+ return false;
}
virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index dc92408915b..783c216e3c5 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -64,7 +64,7 @@ typedef vector<KX_VertexArray *> vecVertexArray;
typedef vector<KX_IndexArray *> vecIndexArrays;
/**
- * 3D rendering device context interface.
+ * 3D rendering device context interface.
*/
class RAS_IRasterizer
{
@@ -275,7 +275,7 @@ public:
* SwapBuffers swaps the back buffer with the front buffer.
*/
virtual void SwapBuffers() = 0;
-
+
// Drawing Functions
/**
* IndexPrimitives: Renders primitives from mesh slot.
@@ -286,7 +286,7 @@ public:
* IndexPrimitives_3DText will render text into the polygons.
*/
virtual void IndexPrimitives_3DText(class RAS_MeshSlot &ms, class RAS_IPolyMaterial *polymat) = 0;
-
+
virtual void SetProjectionMatrix(MT_CmMatrix4x4 &mat) = 0;
/* This one should become our final version, methinks. */
@@ -316,7 +316,7 @@ public:
virtual void EnableFog(bool enable) = 0;
virtual void SetBackColor(float color[3]) = 0;
-
+
/**
* \param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
@@ -374,7 +374,7 @@ public:
* Sets the specular color component of the lighting equation.
*/
virtual void SetSpecularity(float specX, float specY, float specZ, float specval) = 0;
-
+
/**
* Sets the specular exponent component of the lighting equation.
*/
@@ -387,9 +387,9 @@ public:
/**
* Sets the emissive color component of the lighting equation.
- */
+ */
virtual void SetEmissive(float eX, float eY, float eZ, float e) = 0;
-
+
virtual void SetAmbientColor(float color[3]) = 0;
virtual void SetAmbient(float factor) = 0;
@@ -397,12 +397,12 @@ public:
* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
*/
virtual void SetPolygonOffset(float mult, float add) = 0;
-
+
virtual void DrawDebugLine(SCA_IScene *scene, const MT_Vector3 &from, const MT_Vector3 &to, const MT_Vector3& color) = 0;
virtual void DrawDebugCircle(SCA_IScene *scene, const MT_Vector3 &center, const MT_Scalar radius,
const MT_Vector3 &color, const MT_Vector3 &normal, int nsector) = 0;
virtual void FlushDebugShapes(SCA_IScene *scene) = 0;
-
+
virtual void SetTexCoordNum(int num) = 0;
virtual void SetAttribNum(int num) = 0;
virtual void SetTexCoord(TexCoGen coords, int unit) = 0;
@@ -413,10 +413,10 @@ public:
virtual bool QueryLists() { return false; }
virtual bool QueryArrays() { return false; }
-
+
virtual void EnableMotionBlur(float motionblurvalue) = 0;
virtual void DisableMotionBlur() = 0;
-
+
virtual float GetMotionBlurValue() = 0;
virtual int GetMotionBlurState() = 0;
virtual void SetMotionBlurState(int newstate) = 0;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 9cd8f77adfd..0de9af50872 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -117,7 +117,7 @@ RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) : SG_QList()
m_endindex = slot.m_endindex;
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
- // don't copy display arrays for now because it breaks python
+ // don't copy display arrays for now because it breaks python
// access to vertices, but we'll need a solution if we want to
// join display arrays for reducing draw calls.
//*it = new RAS_DisplayArray(**it);
@@ -215,7 +215,7 @@ void RAS_MeshSlot::SetDisplayArray(int numverts)
{
RAS_DisplayArrayList::iterator it;
RAS_DisplayArray *darray = NULL;
-
+
for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
darray = *it;
@@ -247,7 +247,7 @@ void RAS_MeshSlot::SetDisplayArray(int numverts)
darray->m_type = RAS_DisplayArray::TRIANGLE;
else if (numverts == 4)
darray->m_type = RAS_DisplayArray::QUAD;
-
+
m_endarray = m_displayArrays.size()-1;
m_endvertex = 0;
m_endindex = 0;
@@ -265,7 +265,7 @@ int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv)
{
RAS_DisplayArray *darray;
int offset;
-
+
darray = m_currentArray;
darray->m_vertex.push_back(tv);
offset = darray->m_vertex.size()-1;
@@ -366,7 +366,7 @@ bool RAS_MeshSlot::Equals(RAS_MeshSlot *target)
return false;
if (m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor))
return false;
-
+
return true;
}
@@ -382,7 +382,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
if (!Equals(target))
return false;
-
+
MT_Vector3 co(&m_OpenGLMatrix[12]);
MT_Vector3 targetco(&target->m_OpenGLMatrix[12]);
@@ -394,7 +394,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
targetmat.invert();
MT_Matrix4x4 transform = targetmat*mat;
-
+
// m_mesh, clientobj
m_joinSlot = target;
m_joinInvTransform = transform;
@@ -407,7 +407,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
for (begin(mit); !end(mit); next(mit))
for (i=mit.startvertex; i<mit.endvertex; i++)
mit.vertex[i].Transform(transform, ntransform);
-
+
/* We know we'll need a list at least this big, reserve in advance */
target->m_displayArrays.reserve(target->m_displayArrays.size() + m_displayArrays.size());
@@ -426,7 +426,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
target->m_DisplayList->Release();
target->m_DisplayList = NULL;
}
-
+
return true;
#if 0
return false;
@@ -517,9 +517,9 @@ bool RAS_MeshSlot::IsCulled()
struct RAS_MaterialBucket::less
{
- bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
- {
- return *x->GetPolyMaterial() < *y->GetPolyMaterial();
+ bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
+ {
+ return *x->GetPolyMaterial() < *y->GetPolyMaterial();
}
};
@@ -535,7 +535,7 @@ RAS_MaterialBucket::~RAS_MaterialBucket()
}
RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
-{
+{
return m_material;
}
@@ -554,7 +554,7 @@ RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts)
RAS_MeshSlot *ms;
m_meshSlots.push_back(RAS_MeshSlot());
-
+
ms = &m_meshSlots.back();
ms->init(this, numverts);
@@ -564,7 +564,7 @@ RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts)
RAS_MeshSlot* RAS_MaterialBucket::CopyMesh(RAS_MeshSlot *ms)
{
m_meshSlots.push_back(RAS_MeshSlot(*ms));
-
+
return &m_meshSlots.back();
}
@@ -593,7 +593,7 @@ list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd()
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty)
{
bool uselights;
-
+
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows())
return false;
@@ -602,10 +602,10 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
if (!rasty->SetMaterial(*m_material))
return false;
-
+
uselights= m_material->UsesLighting(rasty);
rasty->ProcessLighting(uselights, cameratrans);
-
+
return true;
}
@@ -619,7 +619,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
ms.m_mesh->SetMeshModified(true);
// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
}
-
+
if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
@@ -665,7 +665,7 @@ void RAS_MaterialBucket::Optimize(MT_Scalar distance)
/* TODO: still have to check before this works correct:
* - lightlayer, frontface, text, billboard
* - make it work with physics */
-
+
#if 0
list<RAS_MeshSlot>::iterator it;
list<RAS_MeshSlot>::iterator jt;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
index 75cc382c78c..8ea80d883cf 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
@@ -62,7 +62,7 @@ protected:
public:
KX_ListSlot() { m_refcount = 1; }
virtual ~KX_ListSlot() {}
- virtual int Release() {
+ virtual int Release() {
if (--m_refcount > 0)
return m_refcount;
delete this;
@@ -92,7 +92,7 @@ public:
/* LINE currently isn't used */
enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
//RAS_MeshSlot *m_origSlot;
-
+
/* Number of RAS_MeshSlot using this array */
int m_users;
@@ -146,7 +146,7 @@ public:
RAS_MeshSlot();
RAS_MeshSlot(const RAS_MeshSlot& slot);
virtual ~RAS_MeshSlot();
-
+
void init(RAS_MaterialBucket *bucket, int numverts);
struct iterator {
@@ -218,7 +218,7 @@ class RAS_MaterialBucket
public:
RAS_MaterialBucket(RAS_IPolyMaterial* mat);
virtual ~RAS_MaterialBucket();
-
+
/* Bucket Sorting */
struct less;
typedef set<RAS_MaterialBucket*, less> Set;
@@ -227,11 +227,11 @@ public:
RAS_IPolyMaterial* GetPolyMaterial() const;
bool IsAlpha() const;
bool IsZSort() const;
-
+
/* Rendering */
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty);
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_MeshSlot &ms);
-
+
/* Mesh Slot Access */
list<RAS_MeshSlot>::iterator msBegin();
list<RAS_MeshSlot>::iterator msEnd();
@@ -257,7 +257,7 @@ private:
list<RAS_MeshSlot> m_meshSlots; // all the mesh slots
RAS_IPolyMaterial* m_material;
SG_DList m_activeMeshSlotsHead; // only those which must be rendered
-
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_MaterialBucket")
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 4360464ed32..f39af70cf71 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -49,7 +49,7 @@ struct RAS_MeshObject::polygonSlot
{
float m_z;
int m_index[4];
-
+
polygonSlot() {}
/* pnorm is the normal from the plane equation that the distance from is
@@ -79,7 +79,7 @@ struct RAS_MeshObject::polygonSlot
indexarray[offset+i] = m_index[i];
}
};
-
+
struct RAS_MeshObject::backtofront
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
@@ -147,12 +147,12 @@ int RAS_MeshObject::NumMaterials()
}
const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
-{
+{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
if (mmat)
return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
-
+
return s_emptyname;
}
@@ -182,8 +182,8 @@ RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
return m_Polygons[num];
}
-
-
+
+
list<RAS_MeshMaterial>::iterator GetFirstMaterial();
list<RAS_MeshMaterial>::iterator GetLastMaterial();
@@ -216,9 +216,9 @@ STR_String& RAS_MeshObject::GetName()
const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
-{
+{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
-
+
if (mmat)
return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
@@ -321,7 +321,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
RAS_DisplayArray *darray;
RAS_MeshSlot *slot;
int offset;
-
+
mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial());
slot = mmat->m_baseslot;
darray = slot->CurrentDisplayArray();
@@ -373,7 +373,7 @@ int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
slot = mmat->m_baseslot;
for (slot->begin(it); !slot->end(it); slot->next(it))
len += it.endvertex - it.startvertex;
-
+
return len;
}
@@ -390,7 +390,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
if (!mmat)
return NULL;
-
+
slot = mmat->m_baseslot;
len = 0;
for (slot->begin(it); !slot->end(it); slot->next(it)) {
@@ -399,7 +399,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
else
return &it.vertex[index - len];
}
-
+
return NULL;
}
@@ -416,22 +416,22 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer*
list<RAS_MeshMaterial>::iterator mit;
for (it = m_materials.begin();it!=m_materials.end();++it) {
- /* always copy from the base slot, which is never removed
+ /* always copy from the base slot, which is never removed
* since new objects can be created with the same mesh data */
if (deformer && !deformer->UseVertexArray())
{
- // HACK!
+ // HACK!
// this deformer doesn't use vertex array => derive mesh
// we must keep only the mesh slots that have unique material id
// this is to match the derived mesh drawing function
// Need a better solution in the future: scan the derive mesh and create vertex array
RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
- if (curmat->GetFlag() & RAS_BLENDERGLSL)
+ if (curmat->GetFlag() & RAS_BLENDERGLSL)
{
for (mit = m_materials.begin(); mit != it; ++mit)
{
RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
- if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
+ if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
mat->GetMaterialIndex() == curmat->GetMaterialIndex())
// no need to convert current mesh slot
break;
@@ -451,7 +451,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer*
void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
{
list<RAS_MeshMaterial>::iterator it;
-
+
for (it = m_materials.begin();it!=m_materials.end();++it) {
RAS_MeshSlot **msp = it->m_slots[clientobj];
@@ -485,7 +485,7 @@ void RAS_MeshObject::EndConversion()
//void RAS_MeshObject::Transform(const MT_Transform& trans)
//{
//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
-
+
// for (int i=0;i<m_Polygons.size();i++)
// {
// m_Polygons[i]->Transform(trans);
@@ -508,7 +508,7 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor
// Limitations: sorting is quite simple, and handles many
// cases wrong, partially due to polygons being sorted per
// bucket.
- //
+ //
// a) mixed triangles/quads are sorted wrong
// b) mixed materials are sorted wrong
// c) more than 65k faces are sorted wrong
@@ -569,5 +569,5 @@ void RAS_MeshObject::SchedulePolygons(int drawingmode)
{
m_bModified = false;
m_bMeshModified = true;
- }
+ }
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index a6f1a1cafc6..ac643f52f06 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -107,7 +107,7 @@ public:
Mesh* GetMesh() { return m_mesh; }
/* mesh construction */
-
+
virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
virtual void AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
@@ -127,7 +127,7 @@ public:
int NumPolygons();
RAS_Polygon* GetPolygon(int num) const;
-
+
/* buckets */
virtual void AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
@@ -137,7 +137,7 @@ public:
/* colors */
void DebugColor(unsigned int abgr);
void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
-
+
/* polygon sorting by Z for alpha */
void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
index 932d5b16fed..b2ac1008de1 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
@@ -37,7 +37,7 @@ uniform sampler2D bgl_RenderedTexture;
void main(void)
{
- vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
+ vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, texcolor.a);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
index 16b4e71dfdb..1aad0ddea6b 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
@@ -37,7 +37,7 @@ uniform sampler2D bgl_RenderedTexture;
void main(void)
{
- vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
+ vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray * vec3(1.2, 1.0, 0.8), texcolor.a);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index 71c8cfe745f..3afb94413bc 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -89,7 +89,7 @@ void RAS_ListSlot::DrawList()
}
if (m_list != 0)
glNewList((GLuint)m_list, GL_COMPILE);
-
+
m_flag |= LIST_BEGIN;
return;
}
@@ -127,7 +127,7 @@ RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool lock, RAS_STORA
{
}
-RAS_ListRasterizer::~RAS_ListRasterizer()
+RAS_ListRasterizer::~RAS_ListRasterizer()
{
ReleaseAlloc();
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index 69e859f06d9..ff0e7516fc8 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -180,7 +180,7 @@ bool RAS_OpenGLLight::HasShadowBuffer()
int RAS_OpenGLLight::GetShadowBindCode()
{
GPULamp *lamp;
-
+
if ((lamp = GetGPULamp()))
return GPU_lamp_shadow_bind_code(lamp);
return -1;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 5eed9b3b8f8..fa24395a74e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -29,10 +29,10 @@
* \ingroup bgerastogl
*/
-
+
#include <math.h>
#include <stdlib.h>
-
+
#include "RAS_OpenGLRasterizer.h"
#include "GPU_glew.h"
@@ -116,7 +116,7 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, RAS_STORAGE_TYPE
{
m_viewmatrix.setIdentity();
m_viewinvmatrix.setIdentity();
-
+
for (int i = 0; i < 32; i++)
{
left_eye_vinterlace_mask[i] = 0x55555555;
@@ -256,13 +256,13 @@ void RAS_OpenGLRasterizer::Exit()
glDepthMask (GL_TRUE);
glDepthFunc(GL_LEQUAL);
glBlendFunc(GL_ONE, GL_ZERO);
-
+
glDisable(GL_POLYGON_STIPPLE);
-
+
glDisable(GL_LIGHTING);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
-
+
EndFrame();
}
@@ -302,7 +302,7 @@ bool RAS_OpenGLRasterizer::BeginFrame(double time)
m_lastauxinfo = NULL;
m_lastlighting = true; /* force disable in DisableOpenGLLights() */
DisableOpenGLLights();
-
+
return true;
}
@@ -441,7 +441,7 @@ void RAS_OpenGLRasterizer::SetRenderArea()
area.SetLeft(0);
area.SetBottom(m_2DCanvas->GetHeight() -
int(m_2DCanvas->GetHeight() - m_noOfScanlines) / 2);
-
+
area.SetRight(int(m_2DCanvas->GetWidth()));
area.SetTop(int(m_2DCanvas->GetHeight()));
m_2DCanvas->SetDisplayArea(&area);
@@ -463,7 +463,7 @@ void RAS_OpenGLRasterizer::SetRenderArea()
area.SetLeft(0);
area.SetBottom(m_2DCanvas->GetHeight() -
m_2DCanvas->GetHeight() / 2);
-
+
area.SetRight(m_2DCanvas->GetWidth());
area.SetTop(m_2DCanvas->GetHeight());
m_2DCanvas->SetDisplayArea(&area);
@@ -509,7 +509,7 @@ void RAS_OpenGLRasterizer::SetRenderArea()
break;
}
}
-
+
void RAS_OpenGLRasterizer::SetStereoMode(const StereoMode stereomode)
{
m_stereomode = stereomode;
@@ -646,7 +646,7 @@ const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat)
-{
+{
bool obcolor = ms.m_bObjectColor;
MT_Vector4& rgba = ms.m_RGBAcolor;
RAS_MeshSlot::iterator it;
@@ -664,7 +664,7 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
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) {
@@ -875,7 +875,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float frustnear,
float frustfar,
float focallength,
- bool
+ bool
) {
MT_Matrix4x4 result;
float mat[16];
@@ -912,11 +912,11 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
top *= 2.0f;
}
}
-
+
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left, right, bottom, top, frustnear, frustfar);
-
+
glGetFloatv(GL_PROJECTION_MATRIX, mat);
result.setValue(mat);
@@ -938,7 +938,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(left, right, bottom, top, frustnear, frustfar);
-
+
glGetFloatv(GL_PROJECTION_MATRIX, mat);
result.setValue(mat);
@@ -947,7 +947,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
// next arguments probably contain redundant info, for later...
-void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
+void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
const MT_Matrix3x3 & camOrientMat3x3,
const MT_Point3 & pos,
const MT_Vector3 &scale,
@@ -1131,7 +1131,7 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
glAlphaFunc(GL_GREATER, 0.0f);
}
else if (alphablend == GPU_BLEND_CLIP) {
- glDisable(GL_BLEND);
+ glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
@@ -1152,7 +1152,7 @@ void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
glFrontFace(GL_CCW);
else
glFrontFace(GL_CW);
-
+
m_last_frontface = ccw;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 9561e207dba..b288c3c5d8f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -79,7 +79,7 @@ struct OglDebugShape
class RAS_OpenGLRasterizer : public RAS_IRasterizer
{
RAS_ICanvas *m_2DCanvas;
-
+
/* fogging vars */
bool m_fogenabled;
@@ -87,7 +87,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_greenback;
float m_blueback;
float m_alphaback;
-
+
float m_ambr;
float m_ambg;
float m_ambb;
@@ -200,7 +200,7 @@ public:
virtual const MT_Point3& GetCameraPosition();
virtual bool GetCameraOrtho();
-
+
virtual void SetFog(short type, float start, float dist, float intensity, float color[3]);
virtual void EnableFog(bool enable);
virtual void DisplayFog();
@@ -215,7 +215,7 @@ public:
virtual MT_Matrix4x4 GetFrustumMatrix(
float left, float right, float bottom, float top,
- float frustnear, float frustfar,
+ float frustnear, float frustfar,
float focallength, bool perspective);
virtual MT_Matrix4x4 GetOrthoMatrix(
float left, float right, float bottom, float top,
@@ -268,7 +268,7 @@ public:
const MT_Matrix4x4 &GetViewMatrix() const;
const MT_Matrix4x4 &GetViewInvMatrix() const;
-
+
virtual void EnableMotionBlur(float motionblurvalue);
virtual void DisableMotionBlur();
virtual float GetMotionBlurValue() { return m_motionblurvalue; }
@@ -279,13 +279,13 @@ public:
m_motionblur = 0;
else if (newstate > 2)
m_motionblur = 2;
- else
+ else
m_motionblur = newstate;
}
virtual void SetAlphaBlend(int alphablend);
virtual void SetFrontFace(bool ccw);
-
+
virtual void SetAnisotropicFiltering(short level);
virtual short GetAnisotropicFiltering();
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
index f980116f5f8..b8900121d69 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
@@ -111,7 +111,7 @@ void RAS_StorageVA::IndexPrimitives(class RAS_MeshSlot& ms)
// here the actual drawing takes places
glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
-
+
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (!wireframe) {
@@ -192,7 +192,7 @@ void RAS_StorageVA::EnableTextures(bool enable)
texco_num = *m_texco_num;
attrib = m_attrib;
attrib_num = *m_attrib_num;
-
+
memcpy(m_last_texco, m_texco, sizeof(RAS_IRasterizer::TexCoGen)*(*m_texco_num));
m_last_texco_num = *m_texco_num;
memcpy(m_last_attrib, m_attrib, sizeof(RAS_IRasterizer::TexCoGen)*(*m_attrib_num));
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp
index 3274ded4406..4ed9b20f325 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.cpp
+++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp
@@ -78,7 +78,7 @@ void RAS_Polygon::SetEdgeCode(int edgecode)
m_edgecode = edgecode;
}*/
-
+
bool RAS_Polygon::IsVisible()
{
return (m_polyflags & VISIBLE) != 0;
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h
index 597e80ffdfb..8606eb34081 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.h
+++ b/source/gameengine/Rasterizer/RAS_Polygon.h
@@ -57,7 +57,7 @@ class RAS_Polygon
unsigned char m_edgecode;
unsigned char m_polyflags;
#endif
-
+
public:
enum {
VISIBLE = 1,
@@ -67,7 +67,7 @@ public:
RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray* darray, int numvert);
virtual ~RAS_Polygon() {};
-
+
int VertexCount();
RAS_TexVert* GetVertex(int i);
@@ -78,7 +78,7 @@ public:
// - Not used yet!
/* int GetEdgeCode();
void SetEdgeCode(int edgecode); */
-
+
bool IsVisible();
void SetVisible(bool visible);
diff --git a/source/gameengine/Rasterizer/RAS_Rect.h b/source/gameengine/Rasterizer/RAS_Rect.h
index fc99c9159db..cd68b336b2a 100644
--- a/source/gameengine/Rasterizer/RAS_Rect.h
+++ b/source/gameengine/Rasterizer/RAS_Rect.h
@@ -36,7 +36,7 @@
#include "MEM_guardedalloc.h"
#endif
-/**
+/**
* \section interface class.
* RAS_Rect just encodes a simple rectangle.
* \note Should be part of a generic library
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp
index 2e176360d61..6b178edde93 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.cpp
+++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp
@@ -94,7 +94,7 @@ void RAS_TexVert::SetUV(int index, const float uv[2])
}
void RAS_TexVert::SetRGBA(const unsigned int rgba)
-{
+{
m_rgba = rgba;
}
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h
index 8d08549d97e..6704f52fe69 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.h
+++ b/source/gameengine/Rasterizer/RAS_TexVert.h
@@ -46,7 +46,7 @@ static MT_Point2 g_pt2;
class RAS_TexVert
{
-
+
float m_localxyz[3]; // 3*4 = 12
float m_uvs[8][2]; // 8*2*4=64 //8 = MAX_UNIT
unsigned int m_rgba; // 4
@@ -69,7 +69,7 @@ public:
short getFlag() const;
unsigned int getUnit() const;
-
+
RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
{}
RAS_TexVert(const MT_Point3& xyz,
@@ -85,19 +85,19 @@ public:
return m_uvs[unit];
};
- const float* getXYZ() const {
+ const float* getXYZ() const {
return m_localxyz;
};
-
+
const float* getNormal() const {
return m_normal;
}
-
+
short int getSoftBodyIndex() const
{
return m_softBodyIndex;
}
-
+
void setSoftBodyIndex(short int sbIndex)
{
m_softBodyIndex = sbIndex;
@@ -125,7 +125,7 @@ public:
void SetTangent(const MT_Vector3& tangent);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
-
+
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
diff --git a/source/gameengine/Rasterizer/RAS_texmatrix.cpp b/source/gameengine/Rasterizer/RAS_texmatrix.cpp
index d30a3d3a75d..acaec16851b 100644
--- a/source/gameengine/Rasterizer/RAS_texmatrix.cpp
+++ b/source/gameengine/Rasterizer/RAS_texmatrix.cpp
@@ -42,15 +42,15 @@ void RAS_CalcTexMatrix(RAS_TexVert p[3],MT_Point3& origin,MT_Vector3& udir,MT_Ve
normal.normalize();
// determine which coordinate we drop, ie. max coordinate in the normal
-
+
int ZCOORD = normal.closestAxis();
int XCOORD = (ZCOORD+1)%3;
int YCOORD = (ZCOORD+2)%3;
-
+
// ax+by+cz+d=0
MT_Scalar d = -p[0].xyz().dot(normal);
-
+
MT_Matrix3x3 mat3( p[0].getUV(0)[0],p[0].getUV(0)[1], 1,
p[1].getUV(0)[0],p[1].getUV(0)[1], 1,
@@ -64,7 +64,7 @@ void RAS_CalcTexMatrix(RAS_TexVert p[3],MT_Point3& origin,MT_Vector3& udir,MT_Ve
MT_Vector3 p123y(p[0].xyz()[YCOORD],p[1].xyz()[YCOORD],p[2].xyz()[YCOORD]);
MT_Vector3 resulty = mat3inv*p123y;
- // normal[ZCOORD] is not zero, because it's chosen to be maximal (absolute), and normal has length 1,
+ // normal[ZCOORD] is not zero, because it's chosen to be maximal (absolute), and normal has length 1,
// so at least on of the coords is <> 0
//droppedvalue udir.dot(normal) =0
@@ -81,7 +81,7 @@ void RAS_CalcTexMatrix(RAS_TexVert p[3],MT_Point3& origin,MT_Vector3& udir,MT_Ve
origin[XCOORD] = resultx.z();
origin[YCOORD] = resulty.z();
origin[ZCOORD] = droppedvalue;
-
+
}
@@ -103,7 +103,7 @@ int main()
RAS_TexVert p1(pxyz1,puv1);
RAS_TexVert p2(pxyz2,puv2);
- RAS_TexVert vertices[3] =
+ RAS_TexVert vertices[3] =
{
p0,
p1,