Removed trailing whitespaces.

This commit is contained in:
Dario Manesku 2013-11-12 22:20:50 +01:00
parent 494fc01f23
commit c0c62570ea

View file

@ -28,7 +28,7 @@ using namespace std::tr1;
#define MAX_INSTANCE_COUNT 25
#define MAX_LIGHTS_COUNT 5
#define VIEWID_RANGE1_PASS0 1
#define VIEWID_RANGE1_PASS0 1
#define VIEWID_RANGE1_RT_PASS1 2
#define VIEWID_RANGE15_PASS2 3
#define VIEWID_RANGE1_PASS3 20
@ -374,7 +374,7 @@ struct Uniforms
float m_alpha;
float m_lightCount;
};
struct SvParams
{
float m_useStencilTex;
@ -529,13 +529,13 @@ static RenderState s_renderStates[RenderState::Count] =
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_KEEP
| BGFX_STENCIL_OP_PASS_Z_DECR
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_KEEP
@ -546,13 +546,13 @@ static RenderState s_renderStates[RenderState::Count] =
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_INCR
| BGFX_STENCIL_OP_PASS_Z_KEEP
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_DECR
@ -1123,7 +1123,7 @@ struct Mesh
struct Model
{
Model()
{
{
m_program.idx = bgfx::invalidHandle;
m_texture.idx = bgfx::invalidHandle;
}
@ -1187,7 +1187,7 @@ struct Instance
{
Instance()
: m_svExtrusionDistance(150.0f)
{
{
m_color[0] = 1.0f;
m_color[1] = 1.0f;
m_color[2] = 1.0f;
@ -1376,8 +1376,8 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
bool cap = (ShadowVolumeImpl::DepthFail == _impl);
VertexData* verticesSide = (VertexData*) s_svAllocator.alloc (20000 * sizeof(VertexData) );
uint16_t* indicesSide = (uint16_t*) s_svAllocator.alloc (20000 * 3*sizeof(uint16_t) );
VertexData* verticesSide = (VertexData*) s_svAllocator.alloc(20000 * sizeof(VertexData) );
uint16_t* indicesSide = (uint16_t*) s_svAllocator.alloc(20000 * 3*sizeof(uint16_t) );
uint16_t* indicesFrontCap = 0;
uint16_t* indicesBackCap = 0;
@ -1405,7 +1405,7 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
if (f > 0.0f)
{
frontFacing = true;
uint16_t triangleEdges[3][2] =
uint16_t triangleEdges[3][2] =
{
{ face.m_i[0], face.m_i[1] },
{ face.m_i[1], face.m_i[2] },
@ -1617,7 +1617,7 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
const Face& face = *iter;
float f = vec3Dot(face.m_plane, _light) + face.m_plane[3];
bool frontFacing = (f > 0.0f);
bool frontFacing = (f > 0.0f);
for (uint8_t ii = 0, end = 1 + uint8_t(!_textureAsStencil); ii < end; ++ii)
{
@ -1766,10 +1766,10 @@ void createNearClipVolume(float* __restrict _outPlanes24f
float nearPlaneV[4] =
{
0.0f * lightSide,
0.0f * lightSide,
1.0f * lightSide,
_near * lightSide,
0.0f * lightSide,
0.0f * lightSide,
1.0f * lightSide,
_near * lightSide,
};
vec4MulMtx(volumePlanes[4], nearPlaneV, mtxViewTrans);
@ -1817,9 +1817,9 @@ bool clipTest(const float* _planes, uint8_t _planeNum, const Mesh& _mesh, const
}
}
if (isInside)
if (isInside)
{
return true;
return true;
}
}
@ -1907,19 +1907,19 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::ProgramHandle programColorTexture = loadProgram("vs_shadowvolume_color_texture", "fs_shadowvolume_color_texture" );
bgfx::ProgramHandle programTexture = loadProgram("vs_shadowvolume_texture", "fs_shadowvolume_texture" );
bgfx::ProgramHandle programBackBlank = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackblank" );
bgfx::ProgramHandle programSideBlank = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsideblank" );
bgfx::ProgramHandle programFrontBlank = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontblank");
bgfx::ProgramHandle programBackBlank = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackblank" );
bgfx::ProgramHandle programSideBlank = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsideblank" );
bgfx::ProgramHandle programFrontBlank = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontblank");
bgfx::ProgramHandle programBackColor = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackcolor" );
bgfx::ProgramHandle programSideColor = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidecolor" );
bgfx::ProgramHandle programFrontColor = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontcolor");
bgfx::ProgramHandle programBackColor = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackcolor" );
bgfx::ProgramHandle programSideColor = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidecolor" );
bgfx::ProgramHandle programFrontColor = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontcolor");
bgfx::ProgramHandle programSideTex = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidetex" );
bgfx::ProgramHandle programBackTex1 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex1" );
bgfx::ProgramHandle programBackTex2 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex2" );
bgfx::ProgramHandle programFrontTex1 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex1" );
bgfx::ProgramHandle programFrontTex2 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex2" );
bgfx::ProgramHandle programSideTex = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidetex" );
bgfx::ProgramHandle programBackTex1 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex1" );
bgfx::ProgramHandle programBackTex2 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex2" );
bgfx::ProgramHandle programFrontTex1 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex1" );
bgfx::ProgramHandle programFrontTex2 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex2" );
struct ShadowVolumeProgramType
{
@ -1947,7 +1947,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
};
bgfx::ProgramHandle svProgs[ShadowVolumeProgramType::Count][ShadowVolumePart::Count] =
{
{
{ programBackBlank, programSideBlank, programFrontBlank } // Blank
,{ programBackColor, programSideColor, programFrontColor } // Color
,{ programBackTex1, programSideTex, programFrontTex1 } // Tex1
@ -2015,7 +2015,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
int64_t profTime = 0;
int64_t timeOffset = bx::getHPCounter();
uint32_t numShadowVolumeVertices = 0;
uint32_t numShadowVolumeVertices = 0;
uint32_t numShadowVolumeIndices = 0;
uint32_t oldWidth = 0;
@ -2030,8 +2030,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bool settings_drawShadowVolumes = false;
float settings_numLights = 1.0f;
float settings_instanceCount = 9.0f;
ShadowVolumeImpl::Enum settings_shadowVolumeImpl = ShadowVolumeImpl::DepthFail;
ShadowVolumeAlgorithm::Enum settings_shadowVolumeAlgorithm = ShadowVolumeAlgorithm::FaceBased;
ShadowVolumeImpl::Enum settings_shadowVolumeImpl = ShadowVolumeImpl::DepthFail;
ShadowVolumeAlgorithm::Enum settings_shadowVolumeAlgorithm = ShadowVolumeAlgorithm::EdgeBased;
int32_t scrollAreaRight = 0;
const char* titles[2] =
@ -2193,8 +2193,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
imguiLabel("CPU Time: %7.1f [ms]", double(profTime)*toMs);
imguiLabel("Volume Vertices: %5.uk", numShadowVolumeVertices/1000);
imguiLabel("Volume Indices: %6.uk", numShadowVolumeIndices/1000);
numShadowVolumeVertices = 0;
numShadowVolumeIndices = 0;
numShadowVolumeVertices = 0;
numShadowVolumeIndices = 0;
imguiSeparatorLine();
settings_drawShadowVolumes = imguiCheck("Draw Shadow Volumes", settings_drawShadowVolumes)
@ -2286,7 +2286,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::dbgTextPrintf(3, row++, 0x0f, "Stencil:");
bgfx::dbgTextPrintf(8, row++, 0x0f, "Stencil buffer - Faster, but capable only of +1 incr.");
bgfx::dbgTextPrintf(8, row++, 0x0f, "Texture as stencil - Slower, but capable of +2 incr.");
}
}
// Setup instances
Instance shadowCasters[SceneCount][60];
@ -2538,7 +2538,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH_BIT, 0x00000000, 1.0f, 0);
bgfx::setViewRenderTarget(VIEWID_RANGE1_RT_PASS1, s_stencilRt);
const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
{
@ -2554,7 +2554,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
profTime = bx::getHPCounter();
/**
* For each light:
* For each light:
* 1. Compute and draw shadow volume to stencil buffer
* 2. Draw diffuse with stencil test
*/
@ -2607,14 +2607,14 @@ int _main_(int /*_argc*/, char** /*_argv*/)
const Instance& instance = shadowCasters[currentScene][jj];
Model* model = instance.m_model;
ShadowVolumeImpl::Enum shadowVolumeImpl = settings_shadowVolumeImpl;
ShadowVolumeImpl::Enum shadowVolumeImpl = settings_shadowVolumeImpl;
if (settings_mixedSvImpl)
{
{
// If instance is inside near clip volume, depth fail must be used, else depth pass is fine.
bool isInsideVolume = clipTest(nearClipVolume, 6, model->m_mesh, instance.m_scale, instance.m_pos);
shadowVolumeImpl = (isInsideVolume ? ShadowVolumeImpl::DepthFail : ShadowVolumeImpl::DepthPass);
}
s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
// Compute virtual light position for shadow volume generation.
float transformedLightPos[3];
@ -2673,7 +2673,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
: RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
;
programIndex = ShadowVolumeAlgorithm::FaceBased == settings_shadowVolumeAlgorithm
programIndex = ShadowVolumeAlgorithm::FaceBased == settings_shadowVolumeAlgorithm
? ShadowVolumeProgramType::Tex1
: ShadowVolumeProgramType::Tex2
;
@ -2773,7 +2773,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
}
}
profTime = bx::getHPCounter() - profTime;
profTime = bx::getHPCounter() - profTime;
// Lights.
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };