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

@@ -30,7 +30,7 @@ static double distance(const osg::Vec3& coord, const osg::Matrix& matrix)
}
osgParticle::ParticleSystem::ParticleSystem()
: osg::Drawable(),
: osg::Drawable(),
_def_bbox(osg::Vec3(-10, -10, -10), osg::Vec3(10, 10, 10)),
_alignment(BILLBOARD),
_align_X_axis(1, 0, 0),
@@ -41,8 +41,8 @@ osgParticle::ParticleSystem::ParticleSystem()
_dirty_uniforms(false),
_doublepass(false),
_frozen(false),
_bmin(0, 0, 0),
_bmax(0, 0, 0),
_bmin(0, 0, 0),
_bmax(0, 0, 0),
_reset_bounds_flag(false),
_bounds_computed(false),
_def_ptemp(Particle()),
@@ -62,7 +62,7 @@ osgParticle::ParticleSystem::ParticleSystem()
}
osgParticle::ParticleSystem::ParticleSystem(const ParticleSystem& copy, const osg::CopyOp& copyop)
: osg::Drawable(copy, copyop),
: osg::Drawable(copy, copyop),
_def_bbox(copy._def_bbox),
_alignment(copy._alignment),
_align_X_axis(copy._align_X_axis),
@@ -73,8 +73,8 @@ osgParticle::ParticleSystem::ParticleSystem(const ParticleSystem& copy, const os
_dirty_uniforms(copy._dirty_uniforms),
_doublepass(copy._doublepass),
_frozen(copy._frozen),
_bmin(copy._bmin),
_bmax(copy._bmax),
_bmin(copy._bmin),
_bmax(copy._bmax),
_reset_bounds_flag(copy._reset_bounds_flag),
_bounds_computed(copy._bounds_computed),
_def_ptemp(copy._def_ptemp),
@@ -107,7 +107,7 @@ void osgParticle::ParticleSystem::update(double dt, osg::NodeVisitor& nv)
// At present, our lcoal shader implementation will ignore these particle props:
// _cur_tile, _s_coord, _t_coord, _prev_pos, _prev_angle and _angle
osg::StateSet* stateset = getOrCreateStateSet();
if (_dirty_uniforms)
{
osg::Uniform* u_vd = stateset->getUniform("visibilityDistance");
@@ -115,7 +115,7 @@ void osgParticle::ParticleSystem::update(double dt, osg::NodeVisitor& nv)
_dirty_uniforms = false;
}
}
for(unsigned int i=0; i<_particles.size(); ++i)
{
Particle& particle = _particles[i];
@@ -131,7 +131,7 @@ void osgParticle::ParticleSystem::update(double dt, osg::NodeVisitor& nv)
}
}
}
if (_sortMode != NO_SORT)
{
// sort particles
@@ -151,7 +151,7 @@ void osgParticle::ParticleSystem::update(double dt, osg::NodeVisitor& nv)
std::sort<Particle_vector::iterator>(_particles.begin(), _particles.end());
}
}
// force recomputing of bounding box on next frame
dirtyBound();
}
@@ -165,19 +165,19 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
// update the frame count, so other objects can detect when
// this particle system is culled
_last_frame = state.getFrameStamp()->getFrameNumber();
// update the dirty flag of delta time, so next time a new request for delta time
// will automatically cause recomputing
_dirty_dt = true;
// get the current modelview matrix
osg::Matrix modelview = state.getModelViewMatrix();
// set up depth mask for first rendering pass
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
glPushAttrib(GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_DEPTH_BUFFER_BIT);
#endif
glDepthMask(GL_FALSE);
// render, first pass
@@ -192,7 +192,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
#endif
// render, second pass
if (_doublepass) {
if (_doublepass) {
// set up color mask for second rendering pass
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
glPushAttrib(GL_COLOR_BUFFER_BIT);
@@ -236,7 +236,7 @@ void osgParticle::ParticleSystem::setDefaultAttributes(const std::string& textur
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::MIRROR);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR);
stateset->setTextureAttributeAndModes(texture_unit, texture, osg::StateAttribute::ON);
osg::TexEnv *texenv = new osg::TexEnv;
@@ -245,7 +245,7 @@ void osgParticle::ParticleSystem::setDefaultAttributes(const std::string& textur
}
osg::BlendFunc *blend = new osg::BlendFunc;
if (emissive_particles) {
if (emissive_particles) {
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
} else {
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
@@ -262,16 +262,16 @@ void osgParticle::ParticleSystem::setDefaultAttributesUsingShaders(const std::st
{
osg::StateSet *stateset = new osg::StateSet;
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::PointSprite *sprite = new osg::PointSprite;
stateset->setTextureAttributeAndModes(texture_unit, sprite, osg::StateAttribute::ON);
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
stateset->setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::StateAttribute::ON);
#else
OSG_NOTICE<<"Warning: ParticleSystem::setDefaultAttributesUsingShaders(..) not fully implemented."<<std::endl;
#endif
if (!texturefile.empty())
{
osg::Texture2D *texture = new osg::Texture2D;
@@ -279,13 +279,13 @@ void osgParticle::ParticleSystem::setDefaultAttributesUsingShaders(const std::st
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::MIRROR);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR);
stateset->setTextureAttributeAndModes(texture_unit, texture, osg::StateAttribute::ON);
}
osg::BlendFunc *blend = new osg::BlendFunc;
if (emissive_particles)
{
{
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
}
else
@@ -293,7 +293,7 @@ void osgParticle::ParticleSystem::setDefaultAttributesUsingShaders(const std::st
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
}
stateset->setAttributeAndModes(blend, osg::StateAttribute::ON);
osg::Program *program = new osg::Program;
#ifdef USE_LOCAL_SHADERS
char vertexShaderSource[] =
@@ -337,11 +337,11 @@ void osgParticle::ParticleSystem::setDefaultAttributesUsingShaders(const std::st
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/particle.frag")));
#endif
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("visibilityDistance", (float)_visibilityDistance));
stateset->addUniform(new osg::Uniform("baseTexture", texture_unit));
setStateSet(stateset);
setUseVertexArray(true);
setUseShaders(true);
}
@@ -383,10 +383,10 @@ void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo
xScale = 1.0f/lengthX2;
yScale = 1.0f/lengthY2;
}
scaled_aligned_xAxis *= xScale;
scaled_aligned_yAxis *= yScale;
xAxis *= xScale;
yAxis *= yScale;
}
@@ -403,15 +403,15 @@ void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo
// Enable writing depth mask when drawing user-defined particles
glDepthMask(GL_TRUE);
}
for(unsigned int i=0; i<_particles.size(); i+=_detail)
{
const Particle* currentParticle = &_particles[i];
bool insideDistance = true;
if (_sortMode != NO_SORT && _visibilityDistance>0.0)
insideDistance = (currentParticle->getDepth()>=0.0 && currentParticle->getDepth()<=_visibilityDistance);
if (currentParticle->isAlive() && insideDistance)
{
if (currentParticle->getShape() != startParticle->getShape())
@@ -428,7 +428,7 @@ void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo
glDepthMask(GL_TRUE);
}
++_draw_count;
if (currentParticle->getShape() == Particle::USER)
{
if (requiresEndRender)
@@ -439,22 +439,22 @@ void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo
currentParticle->render(renderInfo, currentParticle->getPosition(), currentParticle->getAngle());
continue;
}
const osg::Vec3& angle = currentParticle->getAngle();
bool requiresRotation = (angle.x()!=0.0f || angle.y()!=0.0f || angle.z()!=0.0f);
if (requiresRotation)
{
osg::Matrix R;
R.makeRotate(
angle.x(), osg::Vec3(1, 0, 0),
angle.y(), osg::Vec3(0, 1, 0),
angle.x(), osg::Vec3(1, 0, 0),
angle.y(), osg::Vec3(0, 1, 0),
angle.z(), osg::Vec3(0, 0, 1));
if (_alignment==BILLBOARD)
{
xAxis = osg::Matrix::transform3x3(R,scaled_aligned_xAxis);
xAxis = osg::Matrix::transform3x3(modelview,xAxis);
yAxis = osg::Matrix::transform3x3(R,scaled_aligned_yAxis);
yAxis = osg::Matrix::transform3x3(modelview,yAxis);
@@ -472,7 +472,7 @@ void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo
{
currentParticle->render(gl,currentParticle->getPosition(), xAxis, yAxis, scale);
}
}
}
}
if (requiresEndRender)
@@ -482,7 +482,7 @@ void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo
void osgParticle::ParticleSystem::render_vertex_array(osg::RenderInfo& renderInfo) const
{
if (_particles.size() <= 0) return;
// Compute the pointer and offsets
Particle_vector::const_iterator itr = _particles.begin();
float* ptr = (float*)(&(*itr));
@@ -496,7 +496,7 @@ void osgParticle::ParticleSystem::render_vertex_array(osg::RenderInfo& renderInf
GLsizei colorOffset = (float*)(&(itr->_current_color)) - ptr; // Color
GLsizei velOffset = (float*)(&(itr->_velocity)) - ptr; // Velocity
GLsizei propOffset = (float*)(&(itr->_alive)) - ptr; // Alive, size & alpha
// Draw particles as arrays
osg::State& state = *renderInfo.getState();
state.lazyDisablingOfVertexAttributes();
@@ -512,7 +512,7 @@ void osgParticle::ParticleSystem::render_vertex_array(osg::RenderInfo& renderInf
}
osg::BoundingBox osgParticle::ParticleSystem::computeBound() const
{
{
if (!_bounds_computed)
{
return _def_bbox;