diff options
author | Hein-Pieter van Braam <hp@tmm.cx> | 2017-09-07 08:57:09 +0200 |
---|---|---|
committer | Hein-Pieter van Braam <hp@tmm.cx> | 2017-09-08 00:20:16 +0200 |
commit | 5e18967d7730f162aa111b2972e3fdc80ee52579 (patch) | |
tree | 03dc5c7bec497370bc24a7254992a6e986495bf9 /servers/visual | |
parent | eedb39091aaa1dc0b8f204844bb1eb270b2349f6 (diff) |
Fix serveral recent new clang-format errors
Diffstat (limited to 'servers/visual')
-rw-r--r-- | servers/visual/rasterizer.h | 1 | ||||
-rw-r--r-- | servers/visual/visual_server_scene.cpp | 37 |
2 files changed, 16 insertions, 22 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 0784fb1049..344c10089a 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -338,7 +338,6 @@ public: virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0; virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0; - virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index e791f7b443..9704a9627b 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -890,50 +890,48 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons max_distance = MIN(shadow_max, max_distance); } max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001); - float min_distance = MIN(p_cam_projection.get_z_near(),max_distance); + float min_distance = MIN(p_cam_projection.get_z_near(), max_distance); VS::LightDirectionalShadowDepthRangeMode depth_range_mode = VSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base); - if (depth_range_mode==VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) { + if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) { //optimize min/max Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform); int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - Plane base(p_cam_transform.origin,-p_cam_transform.basis.get_axis(2)); + Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2)); //check distance max and min - bool found_items=false; - float z_max=-1e20; - float z_min=1e20; + bool found_items = false; + float z_max = -1e20; + float z_min = 1e20; - for(int i=0;i<cull_count;i++) { + for (int i = 0; i < cull_count; i++) { Instance *instance = instance_shadow_cull_result[i]; if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { continue; } - float max,min; + float max, min; instance->transformed_aabb.project_range_in_plane(base, min, max); - if (max>z_max) { - z_max=max; + if (max > z_max) { + z_max = max; } - if (min<z_min) { - z_min=min; + if (min < z_min) { + z_min = min; } - found_items=true; + found_items = true; } if (found_items) { - min_distance=MAX(min_distance,z_min); - max_distance=MIN(max_distance,z_max); + min_distance = MAX(min_distance, z_min); + max_distance = MIN(max_distance, z_max); } - } - float range = max_distance - min_distance; int splits = 0; @@ -1062,7 +1060,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons z_max_cam = z_vec.dot(center) + radius; z_min_cam = z_vec.dot(center) - radius; - if (depth_range_mode==VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) { + if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) { //this trick here is what stabilizes the shadow (make potential jaggies to not move) //at the cost of some wasted resolution. Still the quality increase is very well worth it @@ -1073,8 +1071,6 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons y_max_cam = Math::stepify(y_max_cam, unit); y_min_cam = Math::stepify(y_min_cam, unit); } - - } //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree @@ -1118,7 +1114,6 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons { - CameraMatrix ortho_camera; real_t half_x = (x_max_cam - x_min_cam) * 0.5; real_t half_y = (y_max_cam - y_min_cam) * 0.5; |