Ran script to remove trailing spaces and tabs

This commit is contained in:
Robert Osfield
2012-03-21 17:36:20 +00:00
parent 1e35f8975d
commit 14a563dc9f
1495 changed files with 21873 additions and 21873 deletions

View File

@@ -1,13 +1,13 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
@@ -73,20 +73,20 @@ public:
enum BackdropImplementation
{
/* POLYGON_OFFSET:
* This uses glPolygonOffset to draw the text multiple times to
* create the drop-shadow and outline effects. glPolygonOffset
/* POLYGON_OFFSET:
* This uses glPolygonOffset to draw the text multiple times to
* create the drop-shadow and outline effects. glPolygonOffset
* is used to prevent z-fighting of the overlapping text.
* This probably should have been the best option, but all the ATI
* cards we have encountered so far have serious problems with this.
* We see little white holes/artifacts in the rendered glyph textures
* which move around depending on the viewing angle. For moving text,
* the moving holes give an extremely unpleasant flickering effect.
* Pumping up the "units" parameter in glPolygonOffset can minimize
* Pumping up the "units" parameter in glPolygonOffset can minimize
* this problem, but two other bad side-effects occur if you do this.
* First, high values will cause problems with clipping, particularly
* when there are objects behind the text. The drop-shadows or outline
* may be culled because their computed offset is behind the object or
* may be culled because their computed offset is behind the object or
* z-far plane. Second, there is an additional problem associated with
* the Z-slope. High values can make large chunks of the backdrop
* suddenly disappear. This can be reduced by the "factor" parameter.
@@ -95,24 +95,24 @@ public:
* So there is no perfect solution. With units, you trade off the 'holes'
* for the large-section clipping.
* Experimentally, we have found units values from 150-512 to be tolerable
* to acceptable with respect to the 'holes'. A factor of .1 seems to
* to acceptable with respect to the 'holes'. A factor of .1 seems to
* bring down the large clipping problem without creating a new z-fighting
* problem.
* (You can experiment with these numbers by playing with the
* (You can experiment with these numbers by playing with the
* osg:PolygonOffset multipliers which this backend tries to respect.)
*
* If ATI ever fixes their cards/drivers, then this might become the
* If ATI ever fixes their cards/drivers, then this might become the
* best option.*/
POLYGON_OFFSET = 0,
/* NO_DEPTH_BUFFER
* Instead of using glPolygonOffset to prevent z-fighting, this mode
* just disables the depth buffer when rendering the text. This allows
* the text to be rendered without any z-fighting. The downside to this
* mode is that render order begins to matter and the text will not
* necessarily correctly appear above or behind other objects in the
* the text to be rendered without any z-fighting. The downside to this
* mode is that render order begins to matter and the text will not
* necessarily correctly appear above or behind other objects in the
* scene based on depth values.
* This mode is best for text that only needs to be ontop and
* This mode is best for text that only needs to be ontop and
* not obscured by any objects.*/
NO_DEPTH_BUFFER,
@@ -120,26 +120,26 @@ public:
* This mode is inspired by Paul Martz's OpenGL FAQ, item 13.050.
* This uses glDepthRange as a substitute for glPolygonOffset.
* Strangely, experiments on ATI cards seem to produce cleaner results
* than when using glPolygonOffset. The trade-off for this is that the
* than when using glPolygonOffset. The trade-off for this is that the
* backdrop still may be placed too far back and might be culled by objects
* directly behind the object or by the far z-plane. If ATI ever fixes
* the glPolygonOffset problem, polygon offset is probably a slightly
* better solution because you can use smaller offsets. But with the
* the glPolygonOffset problem, polygon offset is probably a slightly
* better solution because you can use smaller offsets. But with the
* current ATI problem, this option may be preferable.*/
DEPTH_RANGE,
/* STENCIL_BUFFER
* (Assuming the backend is written correctly,) the Stencil Buffer is
* the most "correct" and reliable way of producing backdrop text.
* The stencil buffer is a multipass system that allows writing to the
* The stencil buffer is a multipass system that allows writing to the
* same z-values without needing to resort to offsets. This implementation
* should not have any of the problems associated with the 3 previous
* implementations. But the trade-off for this mode is that without
* hardware acceleration for the stencil buffer, rendering will be
* extremely slow. (There is also potentially more overhead for this
* algorithm so it could be slower than the other implementations.
* implementations. But the trade-off for this mode is that without
* hardware acceleration for the stencil buffer, rendering will be
* extremely slow. (There is also potentially more overhead for this
* algorithm so it could be slower than the other implementations.
* Benchmarking would be required to determine if the speed differences
* are significant on your particular hardware.) This mode is best for
* when quality is important and stencil buffer hardware acceleration
* are significant on your particular hardware.) This mode is best for
* when quality is important and stencil buffer hardware acceleration
* is available.*/
STENCIL_BUFFER,
@@ -155,17 +155,17 @@ public:
};
/**
* BackdropType gives you a background shadow text behind your regular
* text. This helps give text extra contrast which can be useful when
* placing text against noisy backgrounds.
* BackdropType gives you a background shadow text behind your regular
* text. This helps give text extra contrast which can be useful when
* placing text against noisy backgrounds.
* The color of the background shadow text is specified by setBackdropColor().
* DROP_SHADOW_BOTTOM_RIGHT will draw backdrop text to the right and down of
* DROP_SHADOW_BOTTOM_RIGHT will draw backdrop text to the right and down of
* the normal text. Other DROW_SHADOW_* modes do the same for their repective directions.
* OUTLINE will draw backdrop text so that it appears the text has an outline
* or border around the normal text. This mode is particularly useful against
* really noisy backgrounds that may put text on top of things that have
* all types of colors which you don't have control over.
* Some real world examples of this general technique in use that I know of
* really noisy backgrounds that may put text on top of things that have
* all types of colors which you don't have control over.
* Some real world examples of this general technique in use that I know of
* are Google Earth, Sid Meier's Pirates (2004 Remake), and Star Control 2 (PC 1993).
* The default is NONE.
*/
@@ -173,8 +173,8 @@ public:
BackdropType getBackdropType() const { return _backdropType; }
/**
* Sets the amount text is offset to create the backdrop/shadow effect.
/**
* Sets the amount text is offset to create the backdrop/shadow effect.
* Set the value too high and for example, in OUTLINE mode you will get a "Brady Bunch"
* effect where you see duplicates of the text in a 3x3 grid.
* Set the value too small and you won't see anything.
@@ -185,7 +185,7 @@ public:
* to your specific font and display characteristics).
* Note that the text bounding boxes are updated to include backdrop offsets.
* However, other metric information such as getCharacterHeight() are unaffected
* by this. This means that individual glyph spacing (kerning?) are unchanged
* by this. This means that individual glyph spacing (kerning?) are unchanged
* even when this mode is used.
* The default is 0.07 (7% offset).
*/
@@ -213,7 +213,7 @@ public:
* Unfortunately, at this time, there is no "perfect" rendering solution
* so this function is provided to let you 'pick your poison'. Each
* implementation has trade-offs. See BackdropImplementation enum
* docs for details.*/
* docs for details.*/
void setBackdropImplementation(BackdropImplementation implementation);
BackdropImplementation getBackdropImplementation() const { return _backdropImplementation; }
@@ -229,17 +229,17 @@ public:
/**
* This sets different types of text coloring modes.
* When the coloring mode is not set to SOLID, the
* When the coloring mode is not set to SOLID, the
* colors specified in setColorGradientCorners() determine
* the colors for the text.
* When the gradient mode is OVERALL, the coloring scheme
* attempts to approximate the effect as if the entire text box/region
* were a single polygon and you had applied colors to each of the four
* corners with GL_SMOOTH enabled. In this mode, OpenGL interpolates
* the colors across the polygon, and this is what OVERALL tries to
* emulate. This can be used to give nice embellishments on things
* the colors across the polygon, and this is what OVERALL tries to
* emulate. This can be used to give nice embellishments on things
* like logos and names.
* PER_CHARACTER is similar to OVERALL except that it applies the
* PER_CHARACTER is similar to OVERALL except that it applies the
* color interpolation to the four corners of each character instead
* of across the overall text box.
* The default is SOLID (a.k.a. off).
@@ -250,7 +250,7 @@ public:
/**
* Used only for gradient mode, let's you specify the colors of the 4 corners.
* If ColorGradients are off, these values are ignored (and the value from setColor()
* If ColorGradients are off, these values are ignored (and the value from setColor()
* is the only one that is relevant.
*/
void setColorGradientCorners(const osg::Vec4& topLeft, const osg::Vec4& bottomLeft, const osg::Vec4& bottomRight, const osg::Vec4& topRight);
@@ -261,7 +261,7 @@ public:
const osg::Vec4& getColorGradientTopRight() const { return _colorGradientTopRight; }
/** Draw the text.*/
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
@@ -340,7 +340,7 @@ public:
return &itGlyphQuad->second;
}
const TextureGlyphQuadMap& getTextureGlyphQuadMap() const
const TextureGlyphQuadMap& getTextureGlyphQuadMap() const
{
return _textureGlyphQuadMap;
}
@@ -354,20 +354,20 @@ protected:
const Font* getActiveFont() const;
String::iterator computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last);
// members which have public access.
// iternal map used for rendering. Set up by the computeGlyphRepresentation() method.
mutable TextureGlyphQuadMap _textureGlyphQuadMap;
void computeGlyphRepresentation();
// internal caches of the positioning of the text.
bool computeAverageGlyphWidthAndHeight(float& avg_width, float& avg_height) const;
virtual void computePositions(unsigned int contextID) const;
void computeBackdropPositions(unsigned int contextID) const;
void computeBackdropBoundingBox() const;
void computeBoundingBoxMargin() const;
@@ -385,7 +385,7 @@ protected:
void renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const;
void renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const;
void renderWithDelayedDepthWrites(osg::State& state, const osg::Vec4& colorMultiplier) const;
bool _enableDepthWrites;
BackdropType _backdropType;