diff --git a/source/Irrlicht/CQuake3ShaderSceneNode.cpp b/source/Irrlicht/CQuake3ShaderSceneNode.cpp index be6a80f8..3368ea4a 100644 --- a/source/Irrlicht/CQuake3ShaderSceneNode.cpp +++ b/source/Irrlicht/CQuake3ShaderSceneNode.cpp @@ -42,12 +42,12 @@ CQuake3ShaderSceneNode::CQuake3ShaderSceneNode( this->Name = Shader->name; // clone meshbuffer to modifiable buffer - cloneBuffer( static_cast< scene::SMeshBufferLightMap *> ( buffer ) ); + cloneBuffer( static_cast< scene::SMeshBufferLightMap *>( buffer ) ); // load all Textures in all stages - loadTextures ( fileSystem ); + loadTextures( fileSystem ); - setAutomaticCulling ( scene::EAC_BOX ); + setAutomaticCulling( scene::EAC_BOX ); } @@ -63,7 +63,7 @@ CQuake3ShaderSceneNode::~CQuake3ShaderSceneNode() /* create single copies */ -void CQuake3ShaderSceneNode::cloneBuffer ( scene::SMeshBufferLightMap * buffer ) +void CQuake3ShaderSceneNode::cloneBuffer( scene::SMeshBufferLightMap * buffer ) { Original->Material = buffer->Material; MeshBuffer->Material = buffer->Material; @@ -71,7 +71,7 @@ void CQuake3ShaderSceneNode::cloneBuffer ( scene::SMeshBufferLightMap * buffer ) Original->Indices = buffer->Indices; MeshBuffer->Indices = buffer->Indices; - const u32 vsize = buffer->Vertices.size (); + const u32 vsize = buffer->Vertices.size(); Original->Vertices.reallocate( vsize ); MeshBuffer->Vertices.reallocate( vsize ); @@ -87,7 +87,7 @@ void CQuake3ShaderSceneNode::cloneBuffer ( scene::SMeshBufferLightMap * buffer ) MeshBuffer->Vertices.getLast().Color=0xFFFFFFFF; } - MeshBuffer->recalculateBoundingBox (); + MeshBuffer->recalculateBoundingBox(); #if 1 // move the (temp) Mesh @@ -103,7 +103,7 @@ void CQuake3ShaderSceneNode::cloneBuffer ( scene::SMeshBufferLightMap * buffer ) SceneManager->getMeshManipulator()->transform( Original, m ); SceneManager->getMeshManipulator()->transform( MeshBuffer, m ); - MeshBuffer->recalculateBoundingBox (); + MeshBuffer->recalculateBoundingBox(); } #endif // used for sorting @@ -111,31 +111,30 @@ void CQuake3ShaderSceneNode::cloneBuffer ( scene::SMeshBufferLightMap * buffer ) } - /* load the textures for all stages */ -void CQuake3ShaderSceneNode::loadTextures ( io::IFileSystem * fileSystem ) +void CQuake3ShaderSceneNode::loadTextures( io::IFileSystem * fileSystem ) { const quake3::SVarGroup *group; u32 i; // clear all stages and prefill empty - Q3Texture.clear (); - for ( i = 0; i != Shader->VarGroup->VariableGroup.size (); ++i ) + Q3Texture.clear(); + for ( i = 0; i != Shader->VarGroup->VariableGroup.size(); ++i ) { - Q3Texture.push_back ( SQ3Texture() ); + Q3Texture.push_back( SQ3Texture() ); } u32 pos; // get texture map - for ( i = 0; i < Shader->VarGroup->VariableGroup.size (); ++i ) + for ( i = 0; i < Shader->VarGroup->VariableGroup.size(); ++i ) { - group = Shader->getGroup ( i ); + group = Shader->getGroup( i ); - const core::stringc &mapname = group->get ( "map" ); - if ( 0 == mapname.size () ) + const core::stringc &mapname = group->get( "map" ); + if ( 0 == mapname.size() ) continue; // our lightmap is passed in material.Texture[2] @@ -146,44 +145,44 @@ void CQuake3ShaderSceneNode::loadTextures ( io::IFileSystem * fileSystem ) else { pos = 0; - quake3::getTextures ( Q3Texture [i].Texture, mapname, pos, fileSystem, SceneManager->getVideoDriver() ); + quake3::getTextures( Q3Texture [i].Texture, mapname, pos, fileSystem, SceneManager->getVideoDriver() ); } } // get anim map - for ( i = 0; i < Shader->VarGroup->VariableGroup.size (); ++i ) + for ( i = 0; i < Shader->VarGroup->VariableGroup.size(); ++i ) { if ( Q3Texture [i].Texture.size() ) continue; - group = Shader->getGroup ( i ); + group = Shader->getGroup( i ); - const core::stringc &animmap = group->get ( "animmap" ); - if ( 0 == animmap.size () ) + const core::stringc &animmap = group->get( "animmap" ); + if ( 0 == animmap.size() ) continue; // first parameter is frequency pos = 0; - Q3Texture [i].TextureFrequency = core::max_ ( 0.0001f, quake3::getAsFloat ( animmap, pos ) ); + Q3Texture [i].TextureFrequency = core::max_( 0.0001f, quake3::getAsFloat( animmap, pos ) ); - quake3::getTextures ( Q3Texture [i].Texture, animmap, pos,fileSystem, SceneManager->getVideoDriver() ); + quake3::getTextures( Q3Texture [i].Texture, animmap, pos,fileSystem, SceneManager->getVideoDriver() ); } // get clamp map - for ( i = 0; i < Shader->VarGroup->VariableGroup.size (); ++i ) + for ( i = 0; i < Shader->VarGroup->VariableGroup.size(); ++i ) { if ( Q3Texture [i].Texture.size() ) continue; - group = Shader->getGroup ( i ); + group = Shader->getGroup( i ); - const core::stringc &clampmap = group->get ( "clampmap" ); - if ( 0 == clampmap.size () ) + const core::stringc &clampmap = group->get( "clampmap" ); + if ( 0 == clampmap.size() ) continue; Q3Texture [i].TextureAddressMode = video::ETC_CLAMP; pos = 0; - quake3::getTextures ( Q3Texture [i].Texture, clampmap, pos,fileSystem, SceneManager->getVideoDriver() ); + quake3::getTextures( Q3Texture [i].Texture, clampmap, pos,fileSystem, SceneManager->getVideoDriver() ); } } @@ -194,43 +193,43 @@ void CQuake3ShaderSceneNode::OnRegisterSceneNode() { if ( isVisible() ) { - SceneManager->registerNodeForRendering(this, isTransparent () ? ESNRP_TRANSPARENT: ESNRP_SOLID ); + SceneManager->registerNodeForRendering(this, isTransparent() ? ESNRP_TRANSPARENT: ESNRP_SOLID ); } - ISceneNode::OnRegisterSceneNode (); + ISceneNode::OnRegisterSceneNode(); } /* is this a transparent node ? */ -bool CQuake3ShaderSceneNode::isTransparent () const +bool CQuake3ShaderSceneNode::isTransparent() const { bool ret = false; // generic stage const quake3::SVarGroup *group; - group = Shader->getGroup ( 1 ); + group = Shader->getGroup( 1 ); /* - if ( group->isDefined ( "surfaceparm", "nonsolid" ) ) + if ( group->isDefined( "surfaceparm", "nonsolid" ) ) { ret = true; } */ - if ( group->isDefined ( "surfaceparm", "trans" ) ) + if ( group->isDefined( "surfaceparm", "trans" ) ) { ret = true; } else { - for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size (); ++stage ) + for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size(); ++stage ) { if ( 0 == Q3Texture [ stage].Texture.size() ) continue; - group = Shader->getGroup ( stage ); + group = Shader->getGroup( stage ); quake3::SBlendFunc blendfunc; - quake3::getBlendFunc ( group->get ( "blendfunc" ), blendfunc ); - quake3::getBlendFunc ( group->get ( "alphafunc" ), blendfunc ); + quake3::getBlendFunc( group->get( "blendfunc" ), blendfunc ); + quake3::getBlendFunc( group->get( "alphafunc" ), blendfunc ); ret = blendfunc.isTransparent; break; @@ -260,34 +259,34 @@ void CQuake3ShaderSceneNode::render() material.NormalizeNormals = false; // generic stage - group = Shader->getGroup ( 1 ); - material.BackfaceCulling = quake3::isDisabled ( group->get ( "cull" ) ); + group = Shader->getGroup( 1 ); + material.BackfaceCulling = quake3::isDisabled( group->get( "cull" ) ); -// u32 zEnable = group->getIndex ( "polygonoffset" ) >= 0; +// u32 zEnable = group->getIndex( "polygonoffset" ) >= 0; driver->setTransform(video::ETS_WORLD, AbsoluteTransformation ); u32 drawCount = 0; - for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size (); ++stage ) + for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size(); ++stage ) //for ( u32 stage = 2; stage < 3; ++stage ) { SQ3Texture &q = Q3Texture [ stage]; // advance current stage core::matrix4 texture; - animate ( stage, texture ); + animate( stage, texture ); // stage 1 finished, no drawing stage ( vertex transform only ) if ( 0 == q.Texture.size() ) continue; // current stage - group = Shader->getGroup ( stage ); + group = Shader->getGroup( stage ); material.setTexture(0, q.Texture [ q.TextureIndex ]); - material.ZBuffer = quake3::getDepthFunction ( group->get ( "depthfunc" ) ); + material.ZBuffer = quake3::getDepthFunction( group->get( "depthfunc" ) ); - if ( group->getIndex ( "depthwrite" ) >= 0 ) + if ( group->getIndex( "depthwrite" ) >= 0 ) { material.ZWriteEnable = true; } @@ -298,14 +297,14 @@ void CQuake3ShaderSceneNode::render() //resolve quake3 blendfunction to irrlicht Material Type quake3::SBlendFunc blendfunc; - quake3::getBlendFunc ( group->get ( "blendfunc" ), blendfunc ); - quake3::getBlendFunc ( group->get ( "alphafunc" ), blendfunc ); + quake3::getBlendFunc( group->get( "blendfunc" ), blendfunc ); + quake3::getBlendFunc( group->get( "alphafunc" ), blendfunc ); material.MaterialType = blendfunc.type; material.MaterialTypeParam = blendfunc.param; material.TextureLayer[0].TextureWrap = q.TextureAddressMode; - material.setTextureMatrix ( 0, texture ); + material.setTextureMatrix( 0, texture ); driver->setMaterial( material ); driver->drawMeshBuffer( MeshBuffer ); @@ -325,9 +324,9 @@ void CQuake3ShaderSceneNode::render() /*! */ -void CQuake3ShaderSceneNode::vertextransform_wave ( f32 dt, quake3::SModifierFunction &function ) +void CQuake3ShaderSceneNode::vertextransform_wave( f32 dt, quake3::SModifierFunction &function ) { - function.wave = core::reciprocal ( function.wave ); + function.wave = core::reciprocal( function.wave ); const f32 phase = function.phase; @@ -337,10 +336,10 @@ void CQuake3ShaderSceneNode::vertextransform_wave ( f32 dt, quake3::SModifierFun const video::S3DVertex2TCoords &src = Original->Vertices[i]; video::S3DVertex &dst = MeshBuffer->Vertices[i]; - f32 wavephase = (src.Pos.X + src.Pos.Y + src.Pos.Z) * function.wave; + const f32 wavephase = (src.Pos.X + src.Pos.Y + src.Pos.Z) * function.wave; function.phase = phase + wavephase; - const f32 f = function.evaluate ( dt ); + const f32 f = function.evaluate( dt ); dst.Pos.X = src.Pos.X + f * src.Normal.X; dst.Pos.Y = src.Pos.Y + f * src.Normal.Y; @@ -350,10 +349,10 @@ void CQuake3ShaderSceneNode::vertextransform_wave ( f32 dt, quake3::SModifierFun /*! */ -void CQuake3ShaderSceneNode::vertextransform_bulge ( f32 dt, quake3::SModifierFunction &function ) +void CQuake3ShaderSceneNode::vertextransform_bulge( f32 dt, quake3::SModifierFunction &function ) { function.func = 0; - function.wave = core::reciprocal ( function.bulgewidth ); + function.wave = core::reciprocal( function.bulgewidth ); dt *= function.bulgespeed * 0.1f; const f32 phase = function.phase; @@ -364,10 +363,10 @@ void CQuake3ShaderSceneNode::vertextransform_bulge ( f32 dt, quake3::SModifierFu const video::S3DVertex2TCoords &src = Original->Vertices[i]; video::S3DVertex &dst = MeshBuffer->Vertices[i]; - f32 wavephase = (Original->Vertices[i].TCoords.X ) * function.wave; + const f32 wavephase = (Original->Vertices[i].TCoords.X ) * function.wave; function.phase = phase + wavephase; - const f32 f = function.evaluate ( dt ); + const f32 f = function.evaluate( dt ); dst.Pos.X = src.Pos.X + f * src.Normal.X; dst.Pos.Y = src.Pos.Y + f * src.Normal.Y; @@ -377,10 +376,10 @@ void CQuake3ShaderSceneNode::vertextransform_bulge ( f32 dt, quake3::SModifierFu /*! */ -void CQuake3ShaderSceneNode::vertextransform_autosprite ( f32 dt, quake3::SModifierFunction &function ) +void CQuake3ShaderSceneNode::vertextransform_autosprite( f32 dt, quake3::SModifierFunction &function ) { const core::matrix4 &m = SceneManager->getActiveCamera()->getViewFrustum()->Matrices [ video::ETS_VIEW ]; - const core::vector3df view ( -m[2], -m[6] , -m[10] ); + const core::vector3df view( -m[2], -m[6] , -m[10] ); const u32 vsize = MeshBuffer->Vertices.size(); @@ -390,18 +389,18 @@ void CQuake3ShaderSceneNode::vertextransform_autosprite ( f32 dt, quake3::SModif for ( u32 i = 0; i < vsize; i += 4 ) { // in pairs of 4 - box.reset ( Original->Vertices[i].Pos ); + box.reset( Original->Vertices[i].Pos ); for ( g = 1; g != 4; ++g ) { - box.addInternalPoint ( Original->Vertices[i + g].Pos ); + box.addInternalPoint( Original->Vertices[i + g].Pos ); } - core::vector3df c = box.getCenter (); + core::vector3df c = box.getCenter(); f32 sh = 0.5f * ( box.MaxEdge.Z - box.MinEdge.Z ); f32 sv = 0.5f * ( box.MaxEdge.Y - box.MinEdge.Y ); - const core::vector3df h ( m[0] * sh, m[4] * sh, m[8] * sh ); - const core::vector3df v ( m[1] * sv, m[5] * sv, m[9] * sv ); + const core::vector3df h( m[0] * sh, m[4] * sh, m[8] * sh ); + const core::vector3df v( m[1] * sv, m[5] * sv, m[9] * sv ); MeshBuffer->Vertices[ i + 0 ].Pos = c + h + v; MeshBuffer->Vertices[ i + 1 ].Pos = c - h - v; @@ -418,7 +417,7 @@ void CQuake3ShaderSceneNode::vertextransform_autosprite ( f32 dt, quake3::SModif /* Generate Vertex Color */ -void CQuake3ShaderSceneNode::vertextransform_rgbgen ( f32 dt, quake3::SModifierFunction &function ) +void CQuake3ShaderSceneNode::vertextransform_rgbgen( f32 dt, quake3::SModifierFunction &function ) { u32 i; const u32 vsize = MeshBuffer->Vertices.size(); @@ -438,8 +437,8 @@ void CQuake3ShaderSceneNode::vertextransform_rgbgen ( f32 dt, quake3::SModifierF case 5: { // wave - f32 f = function.evaluate ( dt ) * 255.f; - s32 value = core::clamp ( core::floor32 ( f ), 0, 255 ); + f32 f = function.evaluate( dt ) * 255.f; + s32 value = core::clamp( core::floor32(f), 0.f, 255.f ); value |= value << 8; value |= value << 16; @@ -454,7 +453,7 @@ void CQuake3ShaderSceneNode::vertextransform_rgbgen ( f32 dt, quake3::SModifierF /* Generate Texture Coordinates */ -void CQuake3ShaderSceneNode::vertextransform_tcgen ( f32 dt, quake3::SModifierFunction &function ) +void CQuake3ShaderSceneNode::vertextransform_tcgen( f32 dt, quake3::SModifierFunction &function ) { u32 i; const u32 vsize = MeshBuffer->Vertices.size(); @@ -464,7 +463,7 @@ void CQuake3ShaderSceneNode::vertextransform_tcgen ( f32 dt, quake3::SModifierFu case 12: //tcgen turb { - function.wave = core::reciprocal ( function.wave ); + function.wave = core::reciprocal( function.wave ); const f32 phase = function.phase; @@ -473,10 +472,10 @@ void CQuake3ShaderSceneNode::vertextransform_tcgen ( f32 dt, quake3::SModifierFu const video::S3DVertex2TCoords &src = Original->Vertices[i]; video::S3DVertex &dst = MeshBuffer->Vertices[i]; - f32 wavephase = (src.Pos.X + src.Pos.Y + src.Pos.Z) * function.wave; + const f32 wavephase = (src.Pos.X + src.Pos.Y + src.Pos.Z) * function.wave; function.phase = phase + wavephase; - const f32 f = function.evaluate ( dt ); + const f32 f = function.evaluate( dt ); dst.TCoords.X = src.TCoords.X + f * src.Normal.X; dst.TCoords.Y = src.TCoords.Y + f * src.Normal.Y; @@ -507,21 +506,21 @@ void CQuake3ShaderSceneNode::vertextransform_tcgen ( f32 dt, quake3::SModifierFu core::vector3df eyePlaneS; core::vector3df eyePlaneT; - viewinverse.transformVect ( eyePlaneS, core::vector3df ( 1.f, 0.f, 0.f ) ); - viewinverse.transformVect ( eyePlaneT, core::vector3df ( 0.f, 1.f, 0.f ) ); + viewinverse.transformVect( eyePlaneS, core::vector3df(1.f, 0.f, 0.f) ); + viewinverse.transformVect( eyePlaneT, core::vector3df(0.f, 1.f, 0.f) ); - eyePlaneS.normalize (); - eyePlaneT.normalize (); + eyePlaneS.normalize(); + eyePlaneT.normalize(); core::vector3df v; for ( i = 0; i != vsize; ++i ) { // vertex in eye space - view.transformVect ( v, Original->Vertices[i].Pos ); + view.transformVect( v, Original->Vertices[i].Pos ); v.normalize(); - MeshBuffer->Vertices[i].TCoords.X = (1.f + eyePlaneS.dotProduct ( v ) ) * 0.5f; - MeshBuffer->Vertices[i].TCoords.Y = 1.f - ( (1.f + eyePlaneT.dotProduct ( v ) ) * 0.5f ); + MeshBuffer->Vertices[i].TCoords.X = (1.f + eyePlaneS.dotProduct(v) ) * 0.5f; + MeshBuffer->Vertices[i].TCoords.Y = 1.f - ( (1.f + eyePlaneT.dotProduct(v) ) * 0.5f ); } } break; @@ -534,7 +533,7 @@ void CQuake3ShaderSceneNode::vertextransform_tcgen ( f32 dt, quake3::SModifierFu /* Transform Texture Coordinates */ -void CQuake3ShaderSceneNode::transformtex ( const core::matrix4 &m, const u32 addressMode ) +void CQuake3ShaderSceneNode::transformtex( const core::matrix4 &m, const u32 addressMode ) { u32 i; const u32 vsize = MeshBuffer->Vertices.size(); @@ -568,8 +567,8 @@ void CQuake3ShaderSceneNode::transformtex ( const core::matrix4 &m, const u32 ad tx.X = tx1 <= 0.f ? 0.f : tx1 >= 1.f ? 1.f : tx1; tx.Y = ty1 <= 0.f ? 0.f : ty1 >= 1.f ? 1.f : ty1; - //tx.X = core::clamp ( tx1, 0.f, 1.f ); - //tx.Y = core::clamp ( ty1, 0.f, 1.f ); + //tx.X = core::clamp( tx1, 0.f, 1.f ); + //tx.Y = core::clamp( ty1, 0.f, 1.f ); } } } @@ -586,13 +585,13 @@ void CQuake3ShaderSceneNode::transformtex ( const core::matrix4 &m, const u32 ad */ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) { - const quake3::SVarGroup *group = Shader->getGroup ( stage ); + const quake3::SVarGroup *group = Shader->getGroup( stage ); // select current texture if ( Q3Texture [ stage ].TextureFrequency != 0.f ) { - s32 v = core::floor32 ( TimeAbs * Q3Texture [ stage ].TextureFrequency ); - Q3Texture [ stage ].TextureIndex = v % Q3Texture [ stage ].Texture.size(); + s32 v = core::floor32( TimeAbs * Q3Texture[stage].TextureFrequency ); + Q3Texture [ stage ].TextureIndex = v % Q3Texture[stage].Texture.size(); } core::matrix4 m2; @@ -602,7 +601,7 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) f32 f1; // walk group for all modifiers - for ( u32 g = 0; g != group->Variable.size (); ++g ) + for ( u32 g = 0; g != group->Variable.size(); ++g ) { const quake3::SVariable &v = group->Variable[g]; @@ -613,7 +612,7 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) }; u32 pos = 0; - function.masterfunc0 = quake3::isEqual ( v.name, pos, modifierList, 5 ); + function.masterfunc0 = quake3::isEqual( v.name, pos, modifierList, 5 ); if ( -2 == function.masterfunc0 ) continue; @@ -622,7 +621,7 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) { //tcmod case 0: - m2.makeIdentity (); + m2.makeIdentity(); break; } @@ -636,26 +635,25 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) }; pos = 0; - function.masterfunc1 = quake3::isEqual ( v.content, pos, funclist, 14 ); + function.masterfunc1 = quake3::isEqual( v.content, pos, funclist, 14 ); switch ( function.masterfunc1 ) { case 0: // scroll - f0 = quake3::getAsFloat ( v.content, pos ) * TimeAbs; - f1 = quake3::getAsFloat ( v.content, pos ) * TimeAbs; - m2.setTextureTranslate ( f0, f1 ); + f0 = quake3::getAsFloat( v.content, pos ) * TimeAbs; + f1 = quake3::getAsFloat( v.content, pos ) * TimeAbs; + m2.setTextureTranslate( f0, f1 ); break; case 1: // scale - f0 = quake3::getAsFloat ( v.content, pos ); - f1 = quake3::getAsFloat ( v.content, pos ); - m2.setTextureScale ( f0, f1 ); + f0 = quake3::getAsFloat( v.content, pos ); + f1 = quake3::getAsFloat( v.content, pos ); + m2.setTextureScale( f0, f1 ); break; case 2: //rotate - m2.setTextureRotationCenter ( quake3::getAsFloat ( v.content, pos ) * core::DEGTORAD * TimeAbs ); - m2 = m2.getTransposed(); + m2.setTextureRotationCenter( quake3::getAsFloat( v.content, pos ) * core::DEGTORAD * TimeAbs ); break; case 3: case 4: @@ -666,28 +664,26 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) // turb == sin, default == sin function.func = 0; - if ( function.masterfunc1 == 5 && function.masterfunc0 == 1) + if (function.masterfunc1 == 5 && function.masterfunc0 == 1) { // deformvertexes, wave - function.wave = quake3::getAsFloat ( v.content, pos ); + function.wave = quake3::getAsFloat( v.content, pos ); } - if ( function.masterfunc1 == 3 || + if (function.masterfunc1 == 3 || function.masterfunc1 == 4 || - function.masterfunc1 == 5 - ) + function.masterfunc1 == 5) { // stretch, wave, tub - quake3::getModifierFunc ( function, v.content, pos ); + quake3::getModifierFunc( function, v.content, pos ); } switch ( function.masterfunc1 ) { case 3: // stretch - f0 = core::reciprocal ( function.evaluate ( TimeAbs ) ); - m2.setTextureScaleCenter ( f0, f0 ); - m2 = m2.getTransposed(); + f0 = core::reciprocal( function.evaluate(TimeAbs) ); + m2.setTextureScaleCenter( f0, f0 ); break; case 4: { @@ -698,30 +694,30 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) ampFunction.freq = function.freq; ampFunction.base = 1.f; ampFunction.amp = 0.2f; - f2 = ampFunction.evaluate ( TimeAbs ); + f2 = ampFunction.evaluate( TimeAbs ); - f0 = function.evaluate ( TimeAbs ); + f0 = function.evaluate( TimeAbs ); function.func = 1; - f1 = function.evaluate ( TimeAbs ); + f1 = function.evaluate( TimeAbs ); - m2.setTextureTranslate ( f0, f1 ); - m2.setTextureScaleCenter ( f2, f2 ); - //m2.setTextureScale ( f2, f2 ); + m2.setTextureTranslate( f0, f1 ); + m2.setTextureScaleCenter( f2, f2 ); + //m2.setTextureScale( f2, f2 ); */ }break; case 5: if ( function.masterfunc0 == 1 ) { - vertextransform_wave ( TimeAbs, function ); + vertextransform_wave( TimeAbs, function ); } else { - vertextransform_rgbgen ( TimeAbs, function ); + vertextransform_rgbgen( TimeAbs, function ); } break; case 6: case 7: - vertextransform_rgbgen ( TimeAbs, function ); + vertextransform_rgbgen( TimeAbs, function ); break; } @@ -738,17 +734,17 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) break; case 12: // deformvertexes bulge - function.bulgewidth = quake3::getAsFloat ( v.content, pos ); - function.bulgeheight = quake3::getAsFloat ( v.content, pos ); - function.bulgespeed = quake3::getAsFloat ( v.content, pos ); + function.bulgewidth = quake3::getAsFloat( v.content, pos ); + function.bulgeheight = quake3::getAsFloat( v.content, pos ); + function.bulgespeed = quake3::getAsFloat( v.content, pos ); - vertextransform_bulge ( TimeAbs, function ); + vertextransform_bulge(TimeAbs, function); break; case 13: case 14: // deformvertexes autosprite - vertextransform_autosprite ( TimeAbs, function); + vertextransform_autosprite(TimeAbs, function); break; } // func @@ -763,20 +759,19 @@ void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture ) } // group // texture coordinate modifier - vertextransform_tcgen ( TimeAbs, function); + vertextransform_tcgen(TimeAbs, function); } - void CQuake3ShaderSceneNode::OnAnimate(u32 timeMs) { - TimeAbs = f32( timeMs ) * ( 1.f/1000.f); - ISceneNode::OnAnimate ( timeMs ); + TimeAbs = f32( timeMs ) * (1.f/1000.f); + ISceneNode::OnAnimate( timeMs ); } const core::aabbox3d& CQuake3ShaderSceneNode::getBoundingBox() const { - return MeshBuffer->getBoundingBox (); + return MeshBuffer->getBoundingBox(); }