Converted tabs to four spaces

This commit is contained in:
Robert Osfield
2008-10-06 08:58:50 +00:00
parent 236832f669
commit 45085f3eea
7 changed files with 328 additions and 328 deletions

View File

@@ -47,7 +47,7 @@ MinimalDrawBoundsShadowMap::~MinimalDrawBoundsShadowMap()
}
void MinimalDrawBoundsShadowMap::ViewData::cullShadowReceivingScene( )
{
{
BaseClass::ViewData::cullShadowReceivingScene( );
ThisClass::ViewData::cullBoundAnalysisScene( );
}
@@ -59,7 +59,7 @@ void MinimalDrawBoundsShadowMap::ViewData::cullBoundAnalysisScene( )
_boundAnalysisCamera->setProjectionMatrix( _clampedProjection );
osg::Matrix::value_type l,r,b,t,n,f;
_boundAnalysisCamera->getProjectionMatrixAsFrustum( l,r,b,t,n,f );
_boundAnalysisCamera->getProjectionMatrixAsFrustum( l,r,b,t,n,f );
_mainCamera = _cv->getRenderStage()->getCamera();
@@ -82,7 +82,7 @@ void MinimalDrawBoundsShadowMap::ViewData::cullBoundAnalysisScene( )
void MinimalDrawBoundsShadowMap::ViewData::createDebugHUD( )
{
// _hudSize[0] *= 2;
// _hudSize[0] *= 2;
_viewportSize[0] *= 2;
_orthoSize[0] *= 2;
@@ -119,10 +119,10 @@ osg::BoundingBox MinimalDrawBoundsShadowMap::ViewData::scanImage
{
osg::BoundingBox bb, bbProj;
int components = osg::Image::computeNumComponents( image->getPixelFormat() );
int components = osg::Image::computeNumComponents( image->getPixelFormat() );
if( image->getDataType() == GL_FLOAT ) {
float scale = 255.f / 254.f;
float scale = 255.f / 254.f;
float * pf = (float *)image->data();
for( int y = 0; y < image->t(); y++ ) {
float fY = ( 0.5f + y ) / image->t();
@@ -208,8 +208,8 @@ void MinimalDrawBoundsShadowMap::ViewData::performBoundAnalysis( const osg::Came
if( getDebugDraw() ) {
ConvexPolyhedron p;
p.setToBoundingBox( bb );
p.transform( *_modellingSpaceToWorldPtr,
osg::Matrix::inverse( *_modellingSpaceToWorldPtr ) );
p.transform( *_modellingSpaceToWorldPtr,
osg::Matrix::inverse( *_modellingSpaceToWorldPtr ) );
setDebugPolytope( "scan", p,
osg::Vec4( 0,0,0,1 ), osg::Vec4( 0,0,0,0.1 ) );
@@ -250,7 +250,7 @@ void MinimalDrawBoundsShadowMap::ViewData::recordShadowMapParams( )
std::set< osg::ref_ptr< osg::RefMatrix > > projections;
MinimalShadowMap::GetRenderLeaves( , rll );
for( unsigned i =0; i < rll.size(); i++ ) {
for( unsigned i =0; i < rll.size(); i++ ) {
if( rll[i]->_projection.get() != _projection.get() ) {
osg::RefMatrix * projection = rll[i]->_projection.get();
projections.insert( rll[i]->_projection );
@@ -286,7 +286,7 @@ void MinimalDrawBoundsShadowMap::ViewData::init
_boundAnalysisSize[1], 1,
GL_DEPTH_COMPONENT, GL_FLOAT );
_boundAnalysisTexture->setInternalFormat(GL_DEPTH_COMPONENT);
_boundAnalysisTexture->setInternalFormat(GL_DEPTH_COMPONENT);
// _boundAnalysisTexture->setShadowComparison(true);
_boundAnalysisTexture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
@@ -330,7 +330,7 @@ void MinimalDrawBoundsShadowMap::ViewData::init
_boundAnalysisCamera->setName( "AnalysisCamera" );
_boundAnalysisCamera->setCullCallback( new BaseClass::CameraCullCallback(st) );
// _boundAnalysisCamera->setPreDrawCallback( _camera->getPreDrawCallback() );
// _boundAnalysisCamera->setPreDrawCallback( _camera->getPreDrawCallback() );
_boundAnalysisCamera->setPostDrawCallback( new CameraPostDrawCallback(this) );
_boundAnalysisCamera->setClearColor( osg::Vec4(1,1,1,1) );
@@ -355,8 +355,8 @@ void MinimalDrawBoundsShadowMap::ViewData::init
stateset->setAttributeAndModes
( new osg::Depth( osg::Depth::LESS, 0.0, 254.f/255.f ), OVERRIDE_ON );
// stateset->setAttributeAndModes
// ( new osg::AlphaFunc( osg::AlphaFunc::EQUAL, 1.f ), OVERRIDE_ON );
// stateset->setAttributeAndModes
// ( new osg::AlphaFunc( osg::AlphaFunc::EQUAL, 1.f ), OVERRIDE_ON );
stateset->setRenderBinDetails( 0, "RenderBin",
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS );
@@ -373,7 +373,7 @@ void MinimalDrawBoundsShadowMap::ViewData::init
" gl_FragColor = vec4( gl_FragCoord.z, \n"
" 1.-gl_FragCoord.z, \n"
" 1., \n"
" texture2D( texture, gl_TexCoord[0].xy ).a ); \n"
" texture2D( texture, gl_TexCoord[0].xy ).a ); \n"
#endif
"} \n"
) ); // program->addShader Fragment
@@ -395,7 +395,7 @@ void MinimalDrawBoundsShadowMap::ViewData::init
stateset->setMode( GL_BLEND, OVERRIDE_OFF );
#else
// _boundAnalysisCamera->attach(osg::Camera::COLOR_BUFFER, _boundAnalysisTexture.get());
// _boundAnalysisCamera->attach(osg::Camera::COLOR_BUFFER, _boundAnalysisTexture.get());
_boundAnalysisCamera->attach(osg::Camera::COLOR_BUFFER, _boundAnalysisImage.get());
stateset->setAttributeAndModes