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authorHein-Pieter van Braam <hp@tmm.cx>2017-09-07 08:57:09 +0200
committerHein-Pieter van Braam <hp@tmm.cx>2017-09-08 00:20:16 +0200
commit5e18967d7730f162aa111b2972e3fdc80ee52579 (patch)
tree03dc5c7bec497370bc24a7254992a6e986495bf9 /servers/visual
parenteedb39091aaa1dc0b8f204844bb1eb270b2349f6 (diff)
Fix serveral recent new clang-format errors
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/rasterizer.h1
-rw-r--r--servers/visual/visual_server_scene.cpp37
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;