diff options
Diffstat (limited to 'source/gameengine/Rasterizer')
11 files changed, 263 insertions, 263 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 99346c0a6c6..aa3a8efe540 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -59,11 +59,11 @@ numberoffilters(0), need_tex_update(true) GLEW_ARB_fragment_shader && GLEW_ARB_multitexture; /* used to return before 2.49 but need to initialize values so don't */ - if(!isshadersupported) + if (!isshadersupported) std::cout<<"shaders not supported!" << std::endl; int passindex; - for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) + for (passindex =0; passindex<MAX_RENDER_PASS; passindex++) { m_filters[passindex] = 0; m_enabled[passindex] = 0; @@ -86,7 +86,7 @@ void RAS_2DFilterManager::PrintShaderErrors(unsigned int shader, const char *tas const char *c, *pos, *end; int line = 1; - if(errorprinted) + if (errorprinted) return; errorprinted= true; @@ -121,7 +121,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource) glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success); - if(!success) + if (!success) { /*Shader Comile Error*/ PrintShaderErrors(fShader, "compile", shadersource); @@ -183,22 +183,22 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode) void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propNames) { texflag[passindex] = 0; - if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1) + if (glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1) { - if(GLEW_ARB_depth_texture) + if (GLEW_ARB_depth_texture) texflag[passindex] |= 0x1; } - if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1) + if (glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1) { texflag[passindex] |= 0x2; } - if(m_gameObjects[passindex]) + if (m_gameObjects[passindex]) { int objProperties = propNames.size(); int i; - for(i=0; i<objProperties; i++) - if(glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1) + for (i=0; i<objProperties; i++) + if (glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1) m_properties[passindex].push_back(propNames[i]); } } @@ -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]); @@ -257,10 +257,10 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex) } int i, objProperties = m_properties[passindex].size(); - for(i=0; i<objProperties; i++) + for (i=0; i<objProperties; i++) { uniformLoc = glGetUniformLocationARB(m_filters[passindex], m_properties[passindex][i]); - if(uniformLoc != -1) + if (uniformLoc != -1) { float value = ((CValue*)m_gameObjects[passindex])->GetPropertyNumber(m_properties[passindex][i], 0.0); glUniform1fARB(uniformLoc,value); @@ -275,11 +275,11 @@ void RAS_2DFilterManager::EndShaderProgram() void RAS_2DFilterManager::FreeTextures() { - if(texname[0]!=(unsigned int)-1) + if (texname[0]!=(unsigned int)-1) glDeleteTextures(1, (GLuint*)&texname[0]); - if(texname[1]!=(unsigned int)-1) + if (texname[1]!=(unsigned int)-1) glDeleteTextures(1, (GLuint*)&texname[1]); - if(texname[2]!=(unsigned int)-1) + if (texname[2]!=(unsigned int)-1) glDeleteTextures(1, (GLuint*)&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, @@ -379,48 +379,48 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) int passindex; - if(!isshadersupported) + if (!isshadersupported) return; - for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) + 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) + if (texflag[passindex] & 0x1) need_depth = true; - if(texflag[passindex] & 0x2) + if (texflag[passindex] & 0x2) need_luminance = true; - if(need_depth && need_luminance) + if (need_depth && need_luminance) break; } } - if(num_filters <= 0) + if (num_filters <= 0) return; GLuint viewport[4]={0}; glGetIntegerv(GL_VIEWPORT,(GLint *)viewport); - if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight()) + if (canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight()) { UpdateOffsetMatrix(canvas); UpdateCanvasTextureCoord((unsigned int*)viewport); need_tex_update = true; } - if(need_tex_update) + if (need_tex_update) { SetupTextures(need_depth, need_luminance); 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); @@ -444,9 +444,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) glPushMatrix(); glLoadIdentity(); - for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) + for (passindex =0; passindex<MAX_RENDER_PASS; passindex++) { - if(m_filters[passindex] && m_enabled[passindex]) + if (m_filters[passindex] && m_enabled[passindex]) { StartShaderProgram(passindex); @@ -475,26 +475,26 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text) { - if(!isshadersupported) + if (!isshadersupported) return; - if(pass<0 || pass>=MAX_RENDER_PASS) + if (pass<0 || pass>=MAX_RENDER_PASS) return; need_tex_update = true; - if(mode == RAS_2DFILTER_DISABLED) + if (mode == RAS_2DFILTER_DISABLED) { m_enabled[pass] = 0; return; } - if(mode == RAS_2DFILTER_ENABLED) + if (mode == RAS_2DFILTER_ENABLED) { m_enabled[pass] = 1; return; } - if(mode == RAS_2DFILTER_NOFILTER) + if (mode == RAS_2DFILTER_NOFILTER) { - if(m_filters[pass]) + if (m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_enabled[pass] = 0; m_filters[pass] = 0; @@ -504,9 +504,9 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game return; } - if(mode == RAS_2DFILTER_CUSTOMFILTER) + if (mode == RAS_2DFILTER_CUSTOMFILTER) { - if(m_filters[pass]) + if (m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_filters[pass] = CreateShaderProgram(text.Ptr()); m_gameObjects[pass] = gameObj; @@ -516,7 +516,7 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game } // We've checked all other cases, which means we must be dealing with a builtin filter - if(m_filters[pass]) + if (m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_filters[pass] = CreateShaderProgram(mode); m_gameObjects[pass] = NULL; diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp index f7cc47da61f..90587bb9739 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp +++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp @@ -119,7 +119,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList for (bit = buckets.begin(); bit != buckets.end(); ++bit) { SG_DList::iterator<RAS_MeshSlot> mit((*bit)->GetActiveMeshSlots()); - for(mit.begin(); !mit.end(); ++mit) + for (mit.begin(); !mit.end(); ++mit) size++; } @@ -135,7 +135,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList } } - if(alpha) + if (alpha) sort(slots.begin(), slots.end(), backtofront()); else sort(slots.begin(), slots.end(), fronttoback()); @@ -154,7 +154,7 @@ void RAS_BucketManager::RenderAlphaBuckets( OrderBuckets(cameratrans, m_AlphaBuckets, slots, true); - for(sit=slots.begin(); sit!=slots.end(); ++sit) { + for (sit=slots.begin(); sit!=slots.end(); ++sit) { rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) @@ -217,7 +217,7 @@ void RAS_BucketManager::RenderSolidBuckets( OrderBuckets(cameratrans, m_SolidBuckets, slots, false); - for(sit=slots.begin(); sit!=slots.end(); ++sit) { + for (sit=slots.begin(); sit!=slots.end(); ++sit) { rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) @@ -283,7 +283,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat) for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) { if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) { for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - if(mit->m_DisplayList) { + if (mit->m_DisplayList) { mit->m_DisplayList->Release(); mit->m_DisplayList = NULL; } @@ -294,7 +294,7 @@ 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) { - if(mit->m_DisplayList) { + if (mit->m_DisplayList) { mit->m_DisplayList->Release(); mit->m_DisplayList = NULL; } @@ -329,7 +329,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat) int i; - for(i=0; i<m_SolidBuckets.size(); i++) { + for (i=0; i<m_SolidBuckets.size(); i++) { RAS_MaterialBucket *bucket = m_SolidBuckets[i]; if (mat == bucket->GetPolyMaterial()) { m_SolidBuckets.erase(m_SolidBuckets.begin()+i); @@ -338,7 +338,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat) } } - for(int i=0; i<m_AlphaBuckets.size(); i++) { + for (int i=0; i<m_AlphaBuckets.size(); i++) { RAS_MaterialBucket *bucket = m_AlphaBuckets[i]; if (mat == bucket->GetPolyMaterial()) { m_AlphaBuckets.erase(m_AlphaBuckets.begin()+i); diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp index 8a5c10b3a3b..5f47a4bd53e 100644 --- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp +++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp @@ -48,7 +48,7 @@ ComputeDefaultFrustum( float sizeX; float sizeY; - if(sensor_fit==RAS_SENSORFIT_AUTO) { + if (sensor_fit==RAS_SENSORFIT_AUTO) { halfSize = (sensor_x / 2.f) * camnear / lens; if (design_aspect_ratio > 1.f) { @@ -61,7 +61,7 @@ ComputeDefaultFrustum( sizeY = halfSize; } } - else if(sensor_fit==RAS_SENSORFIT_HOR) { + else if (sensor_fit==RAS_SENSORFIT_HOR) { halfSize = (sensor_x / 2.f) * camnear / lens; sizeX = halfSize; sizeY = halfSize/design_aspect_ratio; @@ -95,7 +95,7 @@ ComputeDefaultOrtho( float sizeX; float sizeY; - if(sensor_fit==RAS_SENSORFIT_AUTO) { + if (sensor_fit==RAS_SENSORFIT_AUTO) { if (design_aspect_ratio > 1.f) { // halfsize defines the width sizeX = halfSize; @@ -106,7 +106,7 @@ ComputeDefaultOrtho( sizeY = halfSize; } } - else if(sensor_fit==RAS_SENSORFIT_HOR) { + else if (sensor_fit==RAS_SENSORFIT_HOR) { sizeX = halfSize; sizeY = halfSize/design_aspect_ratio; } diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp index 48251b2d7ee..4af1753c2da 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp @@ -124,7 +124,7 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname, bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const { - if(m_flag &RAS_BLENDERMAT) + if (m_flag &RAS_BLENDERMAT) { bool test = ( this->m_multimode == lhs.m_multimode && @@ -254,10 +254,10 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const { bool dolights = false; - if(m_flag & RAS_BLENDERMAT) + if (m_flag & RAS_BLENDERMAT) dolights = (m_flag &RAS_MULTILIGHT)!=0; - else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID); - else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW); + else if (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID); + else if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW); else dolights = m_light; diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index ad26ed52ed7..a18adfd8986 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -77,9 +77,9 @@ RAS_MeshSlot::~RAS_MeshSlot() m_joinedSlots.front()->Split(true); #endif - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { (*it)->m_users--; - if((*it)->m_users == 0) + if ((*it)->m_users == 0) delete *it; } @@ -117,7 +117,7 @@ RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) : SG_QList() m_endvertex = slot.m_endvertex; m_endindex = slot.m_endindex; - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { // 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. @@ -149,7 +149,7 @@ void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it) it.array = (m_displayArrays.size() > 0)? m_displayArrays[m_startarray]: NULL; - if(it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) { + if (it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) { it.array = NULL; it.vertex = NULL; it.index = NULL; @@ -177,7 +177,7 @@ void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it) int startvertex, endvertex; int startindex, endindex; - if(it.arraynum == (size_t)m_endarray) { + if (it.arraynum == (size_t)m_endarray) { it.array = NULL; it.vertex = NULL; it.index = NULL; @@ -217,13 +217,13 @@ void RAS_MeshSlot::SetDisplayArray(int numverts) RAS_DisplayArrayList::iterator it; RAS_DisplayArray *darray = NULL; - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { darray = *it; - if(darray->m_type == numverts) { - if(darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX) + if (darray->m_type == numverts) { + if (darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX) darray = NULL; - else if(darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX) + else if (darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX) darray = NULL; else break; @@ -232,21 +232,21 @@ void RAS_MeshSlot::SetDisplayArray(int numverts) darray = NULL; } - if(!darray) { + if (!darray) { darray = new RAS_DisplayArray(); darray->m_users = 1; - if(numverts == 2) darray->m_type = RAS_DisplayArray::LINE; - else if(numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; + if (numverts == 2) darray->m_type = RAS_DisplayArray::LINE; + else if (numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; else darray->m_type = RAS_DisplayArray::QUAD; m_displayArrays.push_back(darray); - if(numverts == 2) + if (numverts == 2) darray->m_type = RAS_DisplayArray::LINE; - else if(numverts == 3) + else if (numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; - else if(numverts == 4) + else if (numverts == 4) darray->m_type = RAS_DisplayArray::QUAD; m_endarray = m_displayArrays.size()-1; @@ -271,7 +271,7 @@ int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv) darray->m_vertex.push_back(tv); offset = darray->m_vertex.size()-1; - if(darray == m_displayArrays[m_endarray]) + if (darray == m_displayArrays[m_endarray]) m_endvertex++; return offset; @@ -284,7 +284,7 @@ void RAS_MeshSlot::AddPolygonVertex(int offset) darray = m_currentArray; darray->m_index.push_back(offset); - if(darray == m_displayArrays[m_endarray]) + if (darray == m_displayArrays[m_endarray]) m_endindex++; } @@ -294,9 +294,9 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) RAS_DisplayArrayList::iterator it; if (deformer->ShareVertexArray()) { // this deformer uses the base vertex array, first release the current ones - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { (*it)->m_users--; - if((*it)->m_users == 0) + if ((*it)->m_users == 0) delete *it; } m_displayArrays.clear(); @@ -304,7 +304,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) RAS_MeshMaterial *mmat = m_mesh->GetMeshMaterial(m_bucket->GetPolyMaterial()); if (mmat && mmat->m_baseslot) { m_displayArrays = mmat->m_baseslot->m_displayArrays; - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { (*it)->m_users++; } } @@ -313,7 +313,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) // no sharing // we create local copy of RAS_DisplayArray when we have a deformer: // this way we can avoid conflict between the vertex cache of duplicates - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { if (deformer->UseVertexArray()) { // the deformer makes use of vertex array, make sure we have our local copy if ((*it)->m_users > 1) { @@ -327,7 +327,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) } else { // the deformer is not using vertex array (Modifier), release them (*it)->m_users--; - if((*it)->m_users == 0) + if ((*it)->m_users == 0) delete *it; } } @@ -347,15 +347,15 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) bool RAS_MeshSlot::Equals(RAS_MeshSlot *target) { - if(!m_OpenGLMatrix || !target->m_OpenGLMatrix) + if (!m_OpenGLMatrix || !target->m_OpenGLMatrix) return false; - if(m_pDeformer || target->m_pDeformer) + if (m_pDeformer || target->m_pDeformer) return false; - if(m_bVisible != target->m_bVisible) + if (m_bVisible != target->m_bVisible) return false; - if(m_bObjectColor != target->m_bObjectColor) + if (m_bObjectColor != target->m_bObjectColor) return false; - if(m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor)) + if (m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor)) return false; return true; @@ -368,16 +368,16 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) size_t i; // verify if we can join - if(m_joinSlot || m_joinedSlots.size() || target->m_joinSlot) + if (m_joinSlot || m_joinedSlots.size() || target->m_joinSlot) return false; - if(!Equals(target)) + if (!Equals(target)) return false; MT_Vector3 co(&m_OpenGLMatrix[12]); MT_Vector3 targetco(&target->m_OpenGLMatrix[12]); - if((co - targetco).length() > distance) + if ((co - targetco).length() > distance) return false; MT_Matrix4x4 mat(m_OpenGLMatrix); @@ -395,14 +395,14 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) MT_Matrix4x4 ntransform = m_joinInvTransform.transposed(); ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f; - for(begin(mit); !end(mit); next(mit)) - for(i=mit.startvertex; i<mit.endvertex; i++) + 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()); - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { target->m_displayArrays.push_back(*it); target->m_endarray++; target->m_endvertex = target->m_displayArrays.back()->m_vertex.size(); @@ -432,24 +432,24 @@ bool RAS_MeshSlot::Split(bool force) iterator mit; size_t i, found0 = 0, found1 = 0; - if(target && (force || !Equals(target))) { + if (target && (force || !Equals(target))) { m_joinSlot = NULL; - for(jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) { - if(*jit == this) { + for (jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) { + if (*jit == this) { target->m_joinedSlots.erase(jit); found0 = 1; break; } } - if(!found0) + if (!found0) abort(); - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { found1 = 0; - for(jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) { - if(*jt == *it) { + for (jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) { + if (*jt == *it) { target->m_displayArrays.erase(jt); target->m_endarray--; found1 = 1; @@ -457,11 +457,11 @@ bool RAS_MeshSlot::Split(bool force) } } - if(!found1) + if (!found1) abort(); } - if(target->m_displayArrays.size()) { + if (target->m_displayArrays.size()) { target->m_endvertex = target->m_displayArrays.back()->m_vertex.size(); target->m_endindex = target->m_displayArrays.back()->m_index.size(); } @@ -473,8 +473,8 @@ bool RAS_MeshSlot::Split(bool force) MT_Matrix4x4 ntransform = m_joinInvTransform.inverse().transposed(); ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f; - for(begin(mit); !end(mit); next(mit)) - for(i=mit.startvertex; i<mit.endvertex; i++) + for (begin(mit); !end(mit); next(mit)) + for (i=mit.startvertex; i<mit.endvertex; i++) mit.vertex[i].Transform(m_joinInvTransform, ntransform); if (target->m_DisplayList) { @@ -492,13 +492,13 @@ bool RAS_MeshSlot::Split(bool force) #ifdef USE_SPLIT bool RAS_MeshSlot::IsCulled() { - if(m_joinSlot) + if (m_joinSlot) return true; - if(!m_bCulled) + if (!m_bCulled) return false; list<RAS_MeshSlot*>::iterator it; - for(it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++) - if(!(*it)->m_bCulled) + for (it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++) + if (!(*it)->m_bCulled) return false; return true; } @@ -563,8 +563,8 @@ void RAS_MaterialBucket::RemoveMesh(RAS_MeshSlot* ms) { list<RAS_MeshSlot>::iterator it; - for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) { - if(&*it == ms) { + for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) { + if (&*it == ms) { m_meshSlots.erase(it); return; } @@ -586,10 +586,10 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I { bool uselights; - if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows()) + if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows()) return false; - if(!rasty->SetMaterial(*m_material)) + if (!rasty->SetMaterial(*m_material)) return false; uselights= m_material->UsesLighting(rasty); @@ -609,7 +609,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa // KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_) } - if(IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) + if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix)); rendertools->PushMatrix(); @@ -618,8 +618,8 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode()); } - if(rasty->QueryLists()) - if(ms.m_DisplayList) + if (rasty->QueryLists()) + if (ms.m_DisplayList) ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified()); // verify if we can use display list, not for deformed object, and @@ -627,13 +627,13 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa // then it won't have texture coordinates for actual drawing. also // for zsort we can't make a display list, since the polygon order // changes all the time. - if(ms.m_pDeformer && ms.m_pDeformer->IsDynamic()) + if (ms.m_pDeformer && ms.m_pDeformer->IsDynamic()) ms.m_bDisplayList = false; - else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW) + else if (!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW) ms.m_bDisplayList = false; else if (IsZSort()) ms.m_bDisplayList = false; - else if(m_material->UsesObjectColor() && ms.m_bObjectColor) + else if (m_material->UsesObjectColor() && ms.m_bObjectColor) ms.m_bDisplayList = false; else ms.m_bDisplayList = true; @@ -642,14 +642,14 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT) rasty->IndexPrimitives_3DText(ms, m_material, rendertools); // for multitexturing - else if((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL))) + else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL))) rasty->IndexPrimitivesMulti(ms); // use normal IndexPrimitives else rasty->IndexPrimitives(ms); - if(rasty->QueryLists()) - if(ms.m_DisplayList) + if (rasty->QueryLists()) + if (ms.m_DisplayList) ms.m_mesh->SetMeshModified(false); rendertools->PopMatrix(); @@ -666,8 +666,8 @@ void RAS_MaterialBucket::Optimize(MT_Scalar distance) list<RAS_MeshSlot>::iterator jt; // greed joining on all following buckets - for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) - for(jt=it, jt++; jt!=m_meshSlots.end(); jt++) + for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) + for (jt=it, jt++; jt!=m_meshSlots.end(); jt++) jt->Join(&*it, distance); #endif } diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index afa62a9a8c6..7da0be3a506 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -64,7 +64,7 @@ struct RAS_MeshObject::polygonSlot MT_Vector3 center(0, 0, 0); int i; - for(i=0; i<nvert; i++) { + for (i=0; i<nvert; i++) { m_index[i] = indexarray[offset+i]; center += vertexarray[m_index[i]].getXYZ(); } @@ -79,7 +79,7 @@ struct RAS_MeshObject::polygonSlot { int i; - for(i=0; i<nvert; i++) + for (i=0; i<nvert; i++) indexarray[offset+i] = m_index[i]; } }; @@ -115,7 +115,7 @@ RAS_MeshObject::RAS_MeshObject(Mesh* mesh) int count=0; // initialize weight cache for shape objects // count how many keys in this mesh - for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) + for (kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) count++; m_cacheWeightIndex.resize(count,-1); } @@ -129,14 +129,14 @@ RAS_MeshObject::~RAS_MeshObject() { KeyBlock *kb; // remove the weight cache to avoid memory leak - for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { - if(kb->weights) + for (kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { + if (kb->weights) MEM_freeN(kb->weights); kb->weights= NULL; } } - for(it=m_Polygons.begin(); it!=m_Polygons.end(); it++) + for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++) delete (*it); m_sharedvertex_map.clear(); @@ -165,7 +165,7 @@ const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid) { RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - if(mmat) + if (mmat) return mmat->m_bucket->GetPolyMaterial()->GetMaterialName(); return s_emptyname; @@ -234,7 +234,7 @@ const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid) { RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - if(mmat) + if (mmat) return mmat->m_bucket->GetPolyMaterial()->GetTextureName(); return s_emptyname; @@ -245,8 +245,8 @@ RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat) list<RAS_MeshMaterial>::iterator mit; /* find a mesh material */ - for(mit = m_materials.begin(); mit != m_materials.end(); mit++) - if(mit->m_bucket->GetPolyMaterial() == mat) + for (mit = m_materials.begin(); mit != m_materials.end(); mit++) + if (mit->m_bucket->GetPolyMaterial() == mat) return &*mit; return NULL; @@ -258,8 +258,8 @@ int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat) int imat; /* find a mesh material */ - for(imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++) - if(mit->m_bucket->GetPolyMaterial() == mat) + for (imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++) + if (mit->m_bucket->GetPolyMaterial() == mat) return imat; return -1; @@ -275,7 +275,7 @@ RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts mmat = GetMeshMaterial(bucket->GetPolyMaterial()); /* none found, create a new one */ - if(!mmat) { + if (!mmat) { RAS_MeshMaterial meshmat; meshmat.m_bucket = bucket; meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts); @@ -317,8 +317,8 @@ void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba) RAS_MeshSlot::iterator it; size_t i; - for(slot->begin(it); !slot->end(it); slot->next(it)) - for(i=it.startvertex; i<it.endvertex; i++) + for (slot->begin(it); !slot->end(it); slot->next(it)) + for (i=it.startvertex; i<it.endvertex; i++) it.vertex[i].SetRGBA(rgba); } @@ -349,15 +349,15 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex]; vector<SharedVertex>::iterator it; - for(it = sharedmap.begin(); it != sharedmap.end(); it++) + for (it = sharedmap.begin(); it != sharedmap.end(); it++) { - if(it->m_darray != darray) + if (it->m_darray != darray) continue; - if(!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert)) + if (!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert)) continue; /* found one, add it and we're done */ - if(poly->IsVisible()) + if (poly->IsVisible()) slot->AddPolygonVertex(it->m_offset); poly->SetVertexOffset(i, it->m_offset); return; @@ -366,7 +366,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, /* no shared vertex found, add a new one */ offset = slot->AddVertex(texvert); - if(poly->IsVisible()) + if (poly->IsVisible()) slot->AddPolygonVertex(offset); poly->SetVertexOffset(i, offset); @@ -387,7 +387,7 @@ int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat) mmat = GetMeshMaterial(mat); slot = mmat->m_baseslot; - for(slot->begin(it); !slot->end(it); slot->next(it)) + for (slot->begin(it); !slot->end(it); slot->next(it)) len += it.endvertex - it.startvertex; return len; @@ -404,13 +404,13 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid, mmat = GetMeshMaterial(matid); - if(!mmat) + if (!mmat) return NULL; slot = mmat->m_baseslot; len = 0; - for(slot->begin(it); !slot->end(it); slot->next(it)) { - if(index >= len + it.endvertex - it.startvertex) + for (slot->begin(it); !slot->end(it); slot->next(it)) { + if (index >= len + it.endvertex - it.startvertex) len += it.endvertex - it.startvertex; else return &it.vertex[index - len]; @@ -431,7 +431,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* list<RAS_MeshMaterial>::iterator it; list<RAS_MeshMaterial>::iterator mit; - for(it = m_materials.begin();it!=m_materials.end();++it) { + for (it = m_materials.begin();it!=m_materials.end();++it) { /* 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()) @@ -444,7 +444,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial(); if (curmat->GetFlag() & RAS_BLENDERGLSL) { - for(mit = m_materials.begin(); mit != it; ++mit) + for (mit = m_materials.begin(); mit != it; ++mit) { RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial(); if ((mat->GetFlag() & RAS_BLENDERGLSL) && @@ -468,10 +468,10 @@ void RAS_MeshObject::RemoveFromBuckets(void *clientobj) { list<RAS_MeshMaterial>::iterator it; - for(it = m_materials.begin();it!=m_materials.end();++it) { + for (it = m_materials.begin();it!=m_materials.end();++it) { RAS_MeshSlot **msp = it->m_slots[clientobj]; - if(!msp) + if (!msp) continue; RAS_MeshSlot *ms = *msp; @@ -523,13 +523,13 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor RAS_MeshSlot::iterator it; size_t j; - for(ms.begin(it); !ms.end(it); ms.next(it)) { + for (ms.begin(it); !ms.end(it); ms.next(it)) { unsigned int nvert = (int)it.array->m_type; unsigned int totpoly = it.totindex/nvert; - if(totpoly <= 1) + if (totpoly <= 1) continue; - if(it.array->m_type == RAS_DisplayArray::LINE) + if (it.array->m_type == RAS_DisplayArray::LINE) continue; // Extract camera Z plane... @@ -539,14 +539,14 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor vector<polygonSlot> slots(totpoly); /* get indices and z into temporary array */ - for(j=0; j<totpoly; j++) + for (j=0; j<totpoly; j++) slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm); /* sort (stable_sort might be better, if flickering happens?) */ std::sort(slots.begin(), slots.end(), backtofront()); /* get indices from temporary array again */ - for(j=0; j<totpoly; j++) + for (j=0; j<totpoly; j++) slots[j].set(it.index, j*nvert, nvert); } } @@ -584,7 +584,7 @@ void RAS_MeshObject::CheckWeightCache(Object* obj) if (!m_mesh->key) return; - for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++) + for (kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++) { // first check the cases where the weight must be cleared if (kb->vgroup[0] == 0 || diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp index e1fff5fe077..665053984e6 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp @@ -40,29 +40,29 @@ namespace bgl { static bool firsttime = true; - if(firsttime) { + if (firsttime) { firsttime = false; - if(debug) { - if(GLEW_ATI_pn_triangles) + if (debug) { + if (GLEW_ATI_pn_triangles) std::cout << "Enabled GL_ATI_pn_triangles" << std::endl; - if(GLEW_ARB_texture_env_combine) + if (GLEW_ARB_texture_env_combine) std::cout << "Detected GL_ARB_texture_env_combine" << std::endl; - if(GLEW_ARB_texture_cube_map) + if (GLEW_ARB_texture_cube_map) std::cout << "Detected GL_ARB_texture_cube_map" << std::endl; - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) std::cout << "Detected GL_ARB_multitexture" << std::endl; - if(GLEW_ARB_shader_objects) + if (GLEW_ARB_shader_objects) std::cout << "Detected GL_ARB_shader_objects" << std::endl; - if(GLEW_ARB_vertex_shader) + if (GLEW_ARB_vertex_shader) std::cout << "Detected GL_ARB_vertex_shader" << std::endl; - if(GLEW_ARB_fragment_shader) + if (GLEW_ARB_fragment_shader) std::cout << "Detected GL_ARB_fragment_shader" << std::endl; - if(GLEW_ARB_vertex_program) + if (GLEW_ARB_vertex_program) std::cout << "Detected GL_ARB_vertex_program" << std::endl; - if(GLEW_ARB_depth_texture) + if (GLEW_ARB_depth_texture) std::cout << "Detected GL_ARB_depth_texture" << std::endl; - if(GLEW_EXT_separate_specular_color) + if (GLEW_EXT_separate_specular_color) std::cout << "Detected GL_EXT_separate_specular_color" << std::endl; } } diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp index 4e4d70fac31..1f411a09586 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp @@ -50,7 +50,7 @@ RAS_ListSlot::~RAS_ListSlot() void RAS_ListSlot::RemoveList() { - if(m_list != 0) { + if (m_list != 0) { spit("Releasing display list (" << m_list << ")"); glDeleteLists((GLuint)m_list, 1); m_list =0; @@ -59,19 +59,19 @@ void RAS_ListSlot::RemoveList() void RAS_ListSlot::DrawList() { - if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) { + if (m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) { RemoveList(); return; } - if(m_flag &LIST_MODIFY) { - if(m_flag &LIST_CREATE) { - if(m_list == 0) { + if (m_flag &LIST_MODIFY) { + if (m_flag &LIST_CREATE) { + if (m_list == 0) { m_list = (unsigned int)glGenLists(1); m_flag = m_flag &~ LIST_CREATE; spit("Created display list (" << m_list << ")"); } } - if(m_list != 0) + if (m_list != 0) glNewList((GLuint)m_list, GL_COMPILE); m_flag |= LIST_BEGIN; @@ -82,7 +82,7 @@ void RAS_ListSlot::DrawList() void RAS_ListSlot::EndList() { - if(m_flag & LIST_BEGIN) { + if (m_flag & LIST_BEGIN) { glEndList(); m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY); m_flag |= LIST_END; @@ -92,7 +92,7 @@ void RAS_ListSlot::EndList() void RAS_ListSlot::SetModified(bool mod) { - if(mod && !(m_flag & LIST_MODIFY)) { + if (mod && !(m_flag & LIST_MODIFY)) { spit("Modifying list (" << m_list << ")"); m_flag = m_flag &~ LIST_END; m_flag |= LIST_STREAM; @@ -164,7 +164,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) * :: sorted by mesh slot */ RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList; - if(!localSlot) { + if (!localSlot) { if (ms.m_pDerivedMesh) { // that means that we draw based on derived mesh, a display list is possible // Note that we come here only for static derived mesh @@ -172,7 +172,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) RAS_ListSlot* nullSlot = NULL; RAS_ListSlots *listVector; RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.find(ms.m_pDerivedMesh); - if(it == mDerivedMeshLists.end()) { + if (it == mDerivedMeshLists.end()) { listVector = new RAS_ListSlots(matnr+4, nullSlot); localSlot = new RAS_ListSlot(this); localSlot->m_flag |= LIST_DERIVEDMESH; @@ -194,7 +194,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) } } else { RAS_ArrayLists::iterator it = mArrayLists.find(ms.m_displayArrays); - if(it == mArrayLists.end()) { + if (it == mArrayLists.end()) { localSlot = new RAS_ListSlot(this); mArrayLists.insert(std::pair<RAS_DisplayArrayList, RAS_ListSlot*>(ms.m_displayArrays, localSlot)); } else { @@ -208,7 +208,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) void RAS_ListRasterizer::ReleaseAlloc() { - for(RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it) + for (RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it) delete it->second; mArrayLists.clear(); for (RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();it != mDerivedMeshLists.end();++it) { @@ -228,10 +228,10 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms) { RAS_ListSlot* localSlot =0; - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot = FindOrAdd(ms); localSlot->DrawList(); - if(localSlot->End()) { + if (localSlot->End()) { // save slot here too, needed for replicas and object using same mesh // => they have the same vertexarray but different mesh slot ms.m_DisplayList = localSlot; @@ -244,7 +244,7 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms) else RAS_OpenGLRasterizer::IndexPrimitives(ms); - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot->EndList(); ms.m_DisplayList = localSlot; } @@ -255,11 +255,11 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) { RAS_ListSlot* localSlot =0; - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot = FindOrAdd(ms); localSlot->DrawList(); - if(localSlot->End()) { + if (localSlot->End()) { // save slot here too, needed for replicas and object using same mesh // => they have the same vertexarray but different mesh slot ms.m_DisplayList = localSlot; @@ -275,7 +275,7 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) else RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms); - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot->EndList(); ms.m_DisplayList = localSlot; } 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); diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp index 06f3d129e7a..ff24bd639ba 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp @@ -116,18 +116,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) return; } - if(!wireframe) + if (!wireframe) glEnableClientState(GL_TEXTURE_COORD_ARRAY); // use glDrawElements to draw each vertexarray - for(ms.begin(it); !ms.end(it); ms.next(it)) { - if(it.totindex == 0) + for (ms.begin(it); !ms.end(it); ms.next(it)) { + if (it.totindex == 0) continue; // drawing mode - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) drawmode = GL_TRIANGLES; - else if(it.array->m_type == RAS_DisplayArray::QUAD) + else if (it.array->m_type == RAS_DisplayArray::QUAD) drawmode = GL_QUADS; else drawmode = GL_LINES; @@ -150,9 +150,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ()); glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal()); - if(!wireframe) { + if (!wireframe) { glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1()); - if(glIsEnabled(GL_COLOR_ARRAY)) + if (glIsEnabled(GL_COLOR_ARRAY)) glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA()); } @@ -160,7 +160,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index); } - if(!wireframe) { + if (!wireframe) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } @@ -179,18 +179,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) return; } - if(!wireframe) + if (!wireframe) EnableTextures(true); // use glDrawElements to draw each vertexarray - for(ms.begin(it); !ms.end(it); ms.next(it)) { - if(it.totindex == 0) + for (ms.begin(it); !ms.end(it); ms.next(it)) { + if (it.totindex == 0) continue; // drawing mode - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) drawmode = GL_TRIANGLES; - else if(it.array->m_type == RAS_DisplayArray::QUAD) + else if (it.array->m_type == RAS_DisplayArray::QUAD) drawmode = GL_QUADS; else drawmode = GL_LINES; @@ -213,9 +213,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ()); glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal()); - if(!wireframe) { + if (!wireframe) { TexCoordPtr(it.vertex); - if(glIsEnabled(GL_COLOR_ARRAY)) + if (glIsEnabled(GL_COLOR_ARRAY)) glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA()); } @@ -223,7 +223,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index); } - if(!wireframe) { + if (!wireframe) { glDisableClientState(GL_COLOR_ARRAY); EnableTextures(false); } @@ -236,12 +236,12 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv) * materials can still be used and cause crashes */ int unit; - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) { - for(unit=0; unit<m_texco_num; unit++) + for (unit=0; unit<m_texco_num; unit++) { glClientActiveTextureARB(GL_TEXTURE0_ARB+unit); - if(tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) { + if (tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2()); continue; @@ -272,8 +272,8 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv) glClientActiveTextureARB(GL_TEXTURE0_ARB); } - 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: @@ -308,7 +308,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) /* we cache last texcoords and attribs to ensure we disable the ones that * were actually last set */ - if(enable) { + if (enable) { texco = m_texco; texco_num = m_texco_num; attrib = m_attrib; @@ -326,8 +326,8 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) attrib_num = m_last_attrib_num; } - if(GLEW_ARB_multitexture) { - for(unit=0; unit<texco_num; unit++) { + if (GLEW_ARB_multitexture) { + for (unit=0; unit<texco_num; unit++) { glClientActiveTextureARB(GL_TEXTURE0_ARB+unit); switch(texco[unit]) @@ -338,7 +338,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) case RAS_TEXCO_NORM: case RAS_TEXTANGENT: case RAS_TEXCO_UV2: - if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); else glDisableClientState(GL_TEXTURE_COORD_ARRAY); break; default: @@ -350,14 +350,14 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) glClientActiveTextureARB(GL_TEXTURE0_ARB); } else { - if(texco_num) { - if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if (texco_num) { + if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); else glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } - if(GLEW_ARB_vertex_program) { - for(unit=0; unit<attrib_num; unit++) { + if (GLEW_ARB_vertex_program) { + for (unit=0; unit<attrib_num; unit++) { switch(attrib[unit]) { case RAS_TEXCO_ORCO: case RAS_TEXCO_GLOB: @@ -366,7 +366,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) case RAS_TEXTANGENT: case RAS_TEXCO_UV2: case RAS_TEXCO_VCOL: - if(enable) glEnableVertexAttribArrayARB(unit); + if (enable) glEnableVertexAttribArrayARB(unit); else glDisableVertexAttribArrayARB(unit); break; default: @@ -376,7 +376,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) } } - if(!enable) { + if (!enable) { m_last_texco_num = 0; m_last_attrib_num = 0; } diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp index ebf34c3f58c..a6912c0997d 100644 --- a/source/gameengine/Rasterizer/RAS_Polygon.cpp +++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp @@ -76,7 +76,7 @@ int RAS_Polygon::GetVertexOffsetAbs(RAS_MeshObject *mesh, int i) * if support for edges is added back this would need to be changed. */ RAS_DisplayArray* darray= mesh->GetPolygon(0)->GetDisplayArray(); - if(m_darray != darray) + if (m_darray != darray) return m_offset[i] + darray->m_vertex.size(); return m_offset[i]; @@ -101,7 +101,7 @@ bool RAS_Polygon::IsVisible() void RAS_Polygon::SetVisible(bool visible) { - if(visible) m_polyflags |= VISIBLE; + if (visible) m_polyflags |= VISIBLE; else m_polyflags &= ~VISIBLE; } @@ -112,7 +112,7 @@ bool RAS_Polygon::IsCollider() void RAS_Polygon::SetCollider(bool visible) { - if(visible) m_polyflags |= COLLIDER; + if (visible) m_polyflags |= COLLIDER; else m_polyflags &= ~COLLIDER; } @@ -123,7 +123,7 @@ bool RAS_Polygon::IsTwoside() void RAS_Polygon::SetTwoside(bool twoside) { - if(twoside) m_polyflags |= TWOSIDE; + if (twoside) m_polyflags |= TWOSIDE; else m_polyflags &= ~TWOSIDE; } |