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fixed 27 files out of 2315:

- removed 0 CR characters
 - removed 188 trailing whitespaces
 - replaced 537 tabs with spaces
legacy
Lolbot lolbot 12 years ago
parent
commit
7e4da3d634
6 changed files with 35 additions and 35 deletions
  1. +2
    -2
      src/easymesh/csgbsp.cpp
  2. +1
    -1
      src/easymesh/easymesh-scanner.l
  3. +1
    -1
      src/easymesh/easymesh.cpp
  4. +26
    -26
      src/easymesh/shiny.lolfx
  5. +2
    -2
      src/lol/math/geometry.h
  6. +3
    -3
      src/math/geometry.cpp

+ 2
- 2
src/easymesh/csgbsp.cpp View File

@@ -139,7 +139,7 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 cons
int leaf_type = res_side[(isec_base + 2) % 3];

tri_to_process.Pop();
#if 1
if (m_tree[leaf_idx].m_leaves[leaf_type] == LEAF_CURRENT)
Leaf_to_add.Push(leaf_type, leaf_idx, v[((isec_base + 2) % 3)], isec_v[v_idx1], isec_v[v_idx0], -1);
@@ -498,7 +498,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_v0, vec3 const &tri_v1, vec3 cons

int res_total = 0;
int res_nb[3] = { 0, 0, 0 };
int res_Leaf[4] = { 0, 0, 0, 0 };
int res_side[4] = { -1, -1, -1, -1 };
while (res_total < TEST_MAX)


+ 1
- 1
src/easymesh/easymesh-scanner.l View File

@@ -66,7 +66,7 @@ sx { return token::T_SCALEX; }
sy { return token::T_SCALEY; }
sz { return token::T_SCALEZ; }
s { return token::T_SCALE; }
tsw { return token::T_TOGGLESCALEWINDING; }
tsw { return token::T_TOGGLESCALEWINDING; }
mx { return token::T_MIRRORX; }
my { return token::T_MIRRORY; }
mz { return token::T_MIRRORZ; }


+ 1
- 1
src/easymesh/easymesh.cpp View File

@@ -175,7 +175,7 @@ void EasyMesh::UpdateVertexDict(Array< int, int > &vertex_dict)
for (int i = 0; i < m_vert.Count(); i++)
{
int CurIdx = FindVertexInDict(i, vertex_dict);
//go through all vertices and do the match-up.
if (CurIdx == -1)
{


+ 26
- 26
src/easymesh/shiny.lolfx View File

@@ -76,7 +76,7 @@ void main(void)
vec3 v = vec3(0.0, 0.0, 0.0);
vec3 r = vec3(0.0, 0.0, 0.0);
float sdotn = 0.0;
float light_radius_mod = 0.0;
float light_radius_mod = 0.0;

//Light calculation for directional light
s = normalize(-in_LightDir);
@@ -88,11 +88,11 @@ void main(void)
if (sdotn > 0.0)
specular += specular_color * specular_reflect
* pow(max(dot(r, v), 0.0), specular_power);
//----------
//----------
//Light calculation for point light
vec3 tmpLightDir = (in_View * in_Light2_Pos).xyz - pass_Vertex.xyz;
light_radius_mod = max(0.0, 1.0 - (length(tmpLightDir) / in_Light2_Radius));
vec3 tmpLightDir = (in_View * in_Light2_Pos).xyz - pass_Vertex.xyz;
light_radius_mod = max(0.0, 1.0 - (length(tmpLightDir) / in_Light2_Radius));
s = normalize(tmpLightDir);
v = normalize(-pass_Vertex.xyz);
r = reflect(-s, pass_TNormal);
@@ -102,29 +102,29 @@ void main(void)
if (sdotn > 0.0 && light_radius_mod > 0.0)
specular += specular_color * min(specular_reflect, light_radius_mod)
* pow(max(dot(r, v), 0.0), specular_power);
//----------
//----------
//Light calculation for cube light
vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz;
vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner);
vec3 new_LightDir = Local_Vertex - Proj_Vertex;
vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer));
light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z));
if (length(new_LightDir) == 0.0)
sdotn = 1.0;
else
{
new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
sdotn = max(dot(new_LightDir, pass_TNormal), 0.0);
r = reflect(-new_LightDir, pass_TNormal);
if (sdotn > 0.0 && light_radius_mod > 0.0)
specular += specular_color * min(specular_reflect, light_radius_mod)
* pow(max(dot(r, v), 0.0), specular_power);
}
vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz;
vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner);
vec3 new_LightDir = Local_Vertex - Proj_Vertex;
vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer));
light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z));
if (length(new_LightDir) == 0.0)
sdotn = 1.0;
else
{
new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
sdotn = max(dot(new_LightDir, pass_TNormal), 0.0);
r = reflect(-new_LightDir, pass_TNormal);
if (sdotn > 0.0 && light_radius_mod > 0.0)
specular += specular_color * min(specular_reflect, light_radius_mod)
* pow(max(dot(r, v), 0.0), specular_power);
}
diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod);
//----------
//----------

vec3 light = ambient + diffuse + specular;



+ 2
- 2
src/lol/math/geometry.h View File

@@ -33,7 +33,7 @@ namespace lol
bool RayIsectTriangleSide(vec3 const &v0, vec3 const &v1, vec3 const &v2,
vec3 const &iP0, vec3 const &iP1,
vec3 &iV0, int &iIdx0, vec3 &iV1, int &iIdx1);
bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD,
bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD,
vec3 const &triV0, vec3 const &triV1, vec3 const &triV2,
vec3 &vi);
#define RAY_ISECT_NOTHING 0
@@ -41,7 +41,7 @@ namespace lol
#define RAY_ISECT_NONE 2
#define RAY_ISECT_P0 3
#define RAY_ISECT_P1 4
int RayIsectRay(vec3 const &rayP00, vec3 const &rayP01,
int RayIsectRay(vec3 const &rayP00, vec3 const &rayP01,
vec3 const &rayP10, vec3 const &rayP11,
vec3 &vIsec);
vec3 ProjPointOnPlane(vec3 const &point, vec3 const &planeP, vec3 const &planeN);


+ 3
- 3
src/math/geometry.cpp View File

@@ -53,13 +53,13 @@ namespace lol
}

// Line/triangle : sets vIsec as the intersection point & return true if ok.
bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD,
bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD,
vec3 const &triV0, vec3 const &triV1, vec3 const &triV2,
vec3 &vIsec)
{
vec3 v01, v02, h, v0P, q;
float a, f, triU, triV;
//
v01 = triV1 - triV0;
v02 = triV2 - triV0;
@@ -181,7 +181,7 @@ namespace lol
}

//Ray/Line : returns one of the RAY_ISECT_* defines.
int RayIsectRay(vec3 const &rayP00, vec3 const &rayP01,
int RayIsectRay(vec3 const &rayP00, vec3 const &rayP01,
vec3 const &rayP10, vec3 const &rayP11,
vec3 &vIsec)
{


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