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Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp82
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp16
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp126
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp68
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp24
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp36
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp88
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp62
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.cpp8
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;
}