Converted tabs to four spaces
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@@ -117,7 +117,7 @@ osg::BoundingBox MinimalShadowMap::ViewData::computeShadowReceivingCoarseBounds(
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void MinimalShadowMap::ViewData::aimShadowCastingCamera
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( const osg::Light *light, const osg::Vec4 &lightPos,
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const osg::Vec3 &lightDir, const osg::Vec3 &lightUp )
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{
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{
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osg::BoundingBox bb = computeScenePolytopeBounds();
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if( !bb.valid() ) { // empty scene or looking at the sky - substitute something
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bb.expandBy( osg::BoundingSphere( _cv->getEyePoint(), 1 ) );
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@@ -175,8 +175,8 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
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// projection was trimmed above, need to recompute mvp
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if( bb.valid() && *_minLightMarginPtr > 0 ) {
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// bb._max += osg::Vec3( 1, 1, 1 );
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// bb._min -= osg::Vec3( 1, 1, 1 );
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// bb._max += osg::Vec3( 1, 1, 1 );
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// bb._min -= osg::Vec3( 1, 1, 1 );
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osg::Matrix transform = osg::Matrix::inverse( mvp );
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@@ -219,7 +219,7 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
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trimProjection( cameraShadow->getProjectionMatrix(), bb, 1|2|4|8|16|32 );
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///// Debuging stuff //////////////////////////////////////////////////////////
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setDebugPolytope( "scene", _sceneReceivingShadowPolytope, osg::Vec4(0,1,0,1) );
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setDebugPolytope( "scene", _sceneReceivingShadowPolytope, osg::Vec4(0,1,0,1) );
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#if PRINT_SHADOW_TEXEL_TO_PIXEL_ERROR
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@@ -260,7 +260,7 @@ void MinimalShadowMap::ViewData::cullShadowReceivingScene( )
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if( 0 < *_maxFarPlanePtr )
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clampProjection( _clampedProjection, 0.f, *_maxFarPlanePtr );
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// Give derived classes chance to initialize _sceneReceivingShadowPolytope
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// Give derived classes chance to initialize _sceneReceivingShadowPolytope
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osg::BoundingBox bb = computeShadowReceivingCoarseBounds( );
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if( bb.valid() )
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_sceneReceivingShadowPolytope.setToBoundingBox( bb );
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@@ -301,7 +301,7 @@ void MinimalShadowMap::ViewData::cutScenePolytope
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osg::Polytope polytope;
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polytope.setToBoundingBox( bb );
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polytope.transformProvidingInverse( inverse );
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_sceneReceivingShadowPolytope.cut( polytope );
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_sceneReceivingShadowPolytope.cut( polytope );
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_sceneReceivingShadowPolytope.getPoints
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( _sceneReceivingShadowPolytopePoints );
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} else
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@@ -445,7 +445,7 @@ void MinimalShadowMap::ViewData::clampProjection
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if( perspective )
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projection.makeFrustum( l, r, b, t, n, f );
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else
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projection.makeOrtho( l, r, b, t, n, f );
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projection.makeOrtho( l, r, b, t, n, f );
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}
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}
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