SL-16127: Cleanup indentation and whitespace to match coding style
parent
76487ce707
commit
ee724fecdc
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@ -113,7 +113,7 @@ void LLSkyTex::init(bool isShiny)
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mTexture[i] = LLViewerTextureManager::getLocalTexture(FALSE);
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mTexture[i]->setAddressMode(LLTexUnit::TAM_CLAMP);
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mImageRaw[i] = new LLImageRaw(sResolution, sResolution, sComponents);
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initEmpty(i);
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}
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}
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@ -208,7 +208,7 @@ void LLSkyTex::create()
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}
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void LLSkyTex::createGLImage(S32 which)
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{
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{
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mTexture[which]->setExplicitFormat(GL_RGBA8, GL_RGBA);
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mTexture[which]->createGLTexture(0, mImageRaw[which], 0, TRUE, LLGLTexture::LOCAL);
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mTexture[which]->setAddressMode(LLTexUnit::TAM_CLAMP);
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@ -433,7 +433,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
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{
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mFace[i] = NULL;
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}
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mCameraPosAgent = gAgentCamera.getCameraPositionAgent();
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mAtmHeight = ATM_HEIGHT;
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mEarthCenter = LLVector3(mCameraPosAgent.mV[0], mCameraPosAgent.mV[1], -EARTH_RADIUS);
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@ -547,7 +547,7 @@ void LLVOSky::initCubeMap()
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{
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images.push_back(mShinyTex[side].getImageRaw());
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}
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if (!mCubeMap && gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
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{
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mCubeMap = new LLCubeMap(false);
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@ -594,9 +594,9 @@ void LLVOSky::restoreGL()
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updateDirections(psky);
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if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
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{
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{
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initCubeMap();
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}
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}
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forceSkyUpdate();
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@ -706,7 +706,7 @@ bool LLVOSky::updateSky()
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static S32 next_frame = 0;
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const S32 total_no_tiles = NUM_CUBEMAP_FACES * NUM_TILES;
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const S32 cycle_frame_no = total_no_tiles + 1;
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mNeedUpdate = mForceUpdate;
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++next_frame;
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@ -722,7 +722,7 @@ bool LLVOSky::updateSky()
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mForceUpdate = FALSE;
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return TRUE;
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}
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if (mCubeMapUpdateStage < 0)
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{
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LL_RECORD_BLOCK_TIME(FTM_VOSKY_CALC);
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@ -886,10 +886,10 @@ void LLVOSky::setSunScale(F32 sun_scale)
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void LLVOSky::setMoonScale(F32 moon_scale)
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{
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mMoonScale = moon_scale;
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}
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}
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void LLVOSky::setSunTextures(const LLUUID& sun_texture, const LLUUID& sun_texture_next)
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{
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{
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// We test the UUIDs here because we explicitly do not want the default image returned by getFetchedTexture in that case...
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mSunTexturep[0] = sun_texture.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(sun_texture, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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mSunTexturep[1] = sun_texture_next.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(sun_texture_next, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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@ -907,32 +907,32 @@ void LLVOSky::setSunTextures(const LLUUID& sun_texture, const LLUUID& sun_textur
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LLViewerTexture* current_tex1 = mFace[FACE_SUN]->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
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if (current_tex0 && (mSunTexturep[0] != current_tex0) && current_tex0->isViewerMediaTexture())
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{
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{
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static_cast<LLViewerMediaTexture*>(current_tex0)->removeMediaFromFace(mFace[FACE_SUN]);
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}
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if (current_tex1 && (mSunTexturep[1] != current_tex1) && current_tex1->isViewerMediaTexture())
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{
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{
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static_cast<LLViewerMediaTexture*>(current_tex1)->removeMediaFromFace(mFace[FACE_SUN]);
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}
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}
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mFace[FACE_SUN]->setTexture(LLRender::DIFFUSE_MAP, mSunTexturep[0]);
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if (can_use_wl)
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{
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if (mSunTexturep[1])
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{
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mSunTexturep[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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{
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mSunTexturep[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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mFace[FACE_SUN]->setTexture(LLRender::ALTERNATE_DIFFUSE_MAP, mSunTexturep[1]);
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}
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}
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}
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}
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}
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}
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void LLVOSky::setMoonTextures(const LLUUID& moon_texture, const LLUUID& moon_texture_next)
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{
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{
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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bool can_use_wl = gPipeline.canUseWindLightShaders();
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mMoonTexturep[0] = moon_texture.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(moon_texture, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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@ -941,17 +941,17 @@ void LLVOSky::setMoonTextures(const LLUUID& moon_texture, const LLUUID& moon_tex
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if (mFace[FACE_MOON])
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{
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if (mMoonTexturep[0])
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{
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mMoonTexturep[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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{
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mMoonTexturep[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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mFace[FACE_MOON]->setTexture(LLRender::DIFFUSE_MAP, mMoonTexturep[0]);
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if (mMoonTexturep[1] && can_use_wl)
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{
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mMoonTexturep[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
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{
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mMoonTexturep[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
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mFace[FACE_MOON]->setTexture(LLRender::ALTERNATE_DIFFUSE_MAP, mMoonTexturep[1]);
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}
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}
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}
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}
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}
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void LLVOSky::setCloudNoiseTextures(const LLUUID& cloud_noise_texture, const LLUUID& cloud_noise_texture_next)
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@ -960,7 +960,7 @@ void LLVOSky::setCloudNoiseTextures(const LLUUID& cloud_noise_texture, const LLU
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mCloudNoiseTexturep[0] = cloud_noise_texture.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(cloud_noise_texture, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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mCloudNoiseTexturep[1] = cloud_noise_texture_next.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(cloud_noise_texture_next, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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if (mCloudNoiseTexturep[0])
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{
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mCloudNoiseTexturep[0]->setAddressMode(LLTexUnit::TAM_WRAP);
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@ -983,15 +983,15 @@ void LLVOSky::setBloomTextures(const LLUUID& bloom_texture, const LLUUID& bloom_
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mBloomTexturep[1] = bloom_tex_next.isNull() ? nullptr : LLViewerTextureManager::getFetchedTexture(bloom_tex_next, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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if (mBloomTexturep[0])
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{
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mBloomTexturep[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
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{
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mBloomTexturep[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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if (mBloomTexturep[1])
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{
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mBloomTexturep[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
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{
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mBloomTexturep[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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}
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}
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static LLTrace::BlockTimerStatHandle FTM_GEO_SKY("Sky Geometry");
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@ -1026,7 +1026,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
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LLStrider<LLVector2> texCoordsp;
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LLStrider<U16> indicesp;
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U16 index_offset;
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LLFace *face;
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LLFace *face;
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for (S32 side = 0; side < NUM_CUBEMAP_FACES; ++side)
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{
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@ -1042,7 +1042,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
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face->setVertexBuffer(buff);
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index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
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S32 vtx = 0;
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S32 curr_bit = side >> 1; // 0/1 = Z axis, 2/3 = Y, 4/5 = X
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S32 side_dir = side & 1; // even - 0, odd - 1
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@ -1165,7 +1165,7 @@ bool LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, F32 scale, const
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if (!facep->getVertexBuffer())
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{
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facep->setSize(4, 6);
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facep->setSize(4, 6);
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LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
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if (!buff->allocateBuffer(facep->getGeomCount(), facep->getIndicesCount(), TRUE))
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{
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@ -1417,13 +1417,13 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
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face->setGeomIndex(0);
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face->setVertexBuffer(buff);
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}
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LLStrider<LLVector3> verticesp;
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LLStrider<LLVector3> normalsp;
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LLStrider<LLVector2> texCoordsp;
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LLStrider<U16> indicesp;
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S32 index_offset;
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index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
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if (-1 == index_offset)
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{
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@ -1441,7 +1441,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
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LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * getSkyFogColor();
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face->setFaceColor(hb_refl_col);
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LLVector3 v_far[2];
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v_far[0] = v_refl_corner[1];
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v_far[1] = v_refl_corner[3];
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@ -1565,16 +1565,15 @@ void LLVOSky::updateFog(const F32 distance)
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}
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void LLVOSky::setSunAndMoonDirectionsCFR(const LLVector3 &sun_dir_cfr, const LLVector3 &moon_dir_cfr)
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{
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mSun.setDirection(sun_dir_cfr);
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mMoon.setDirection(moon_dir_cfr);
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{
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mSun.setDirection(sun_dir_cfr);
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mMoon.setDirection(moon_dir_cfr);
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// Push the sun "South" as it approaches directly overhead so that we can always see bump mapping
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// on the upward facing faces of cubes.
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{
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// Same as dot product with the up direction + clamp.
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F32 sunDot = llmax(0.f, sun_dir_cfr.mV[2]);
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sunDot *= sunDot;
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// Push the sun "South" as it approaches directly overhead so that we can always see bump mapping
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// on the upward facing faces of cubes.
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// Same as dot product with the up direction + clamp.
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F32 sunDot = llmax(0.f, sun_dir_cfr.mV[2]);
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sunDot *= sunDot;
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// Create normalized vector that has the sunDir pushed south about an hour and change.
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LLVector3 adjustedDir = (sun_dir_cfr + LLVector3(0.f, -0.70711f, 0.70711f)) * 0.5f;
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@ -1589,18 +1588,17 @@ void LLVOSky::setSunAndMoonDirectionsCFR(const LLVector3 &sun_dir_cfr, const LLV
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}
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void LLVOSky::setSunDirectionCFR(const LLVector3 &sun_dir_cfr)
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{
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mSun.setDirection(sun_dir_cfr);
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{
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mSun.setDirection(sun_dir_cfr);
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// Push the sun "South" as it approaches directly overhead so that we can always see bump mapping
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// on the upward facing faces of cubes.
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{
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// Same as dot product with the up direction + clamp.
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F32 sunDot = llmax(0.f, sun_dir_cfr.mV[2]);
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sunDot *= sunDot;
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// Push the sun "South" as it approaches directly overhead so that we can always see bump mapping
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// on the upward facing faces of cubes.
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// Same as dot product with the up direction + clamp.
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F32 sunDot = llmax(0.f, sun_dir_cfr.mV[2]);
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sunDot *= sunDot;
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// Create normalized vector that has the sunDir pushed south about an hour and change.
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LLVector3 adjustedDir = (sun_dir_cfr + LLVector3(0.f, -0.70711f, 0.70711f)) * 0.5f;
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// Create normalized vector that has the sunDir pushed south about an hour and change.
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LLVector3 adjustedDir = (sun_dir_cfr + LLVector3(0.f, -0.70711f, 0.70711f)) * 0.5f;
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// Blend between normal sun dir and adjusted sun dir based on how close we are
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// to having the sun overhead.
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