Some code formatting changes to conform to Panda style guide.

This commit is contained in:
aignacio_sf 2006-01-23 19:41:23 +00:00
parent 26c10bc231
commit d3f439ba0c
1 changed files with 23 additions and 29 deletions

View File

@ -393,8 +393,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
stream = 0;
offset = 0;
if (_lru)
{
if (_lru) {
_lru -> access_page (dvbc -> _lru_page);
}
@ -440,8 +439,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
if (shader_context == 0)
{
// FVF MODE
if (set_stream_source)
{
if (set_stream_source) {
hr = _d3d_device->SetStreamSource
(stream, dvbc->_vbuffer, offset, dvbc->get_data()->get_array_format()->get_stride());
if (FAILED(hr)) {
@ -465,16 +463,12 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
else
{
// SHADER MODE
if (set_stream_source)
{
if (dvbc -> _direct_3d_vertex_declaration)
{
if (dvbc -> _shader_context == shader_context)
{
if (set_stream_source) {
if (dvbc -> _direct_3d_vertex_declaration) {
if (dvbc -> _shader_context == shader_context) {
// same shader as before, no need to remap a new vertex declaration
}
else
{
else {
// need to make a new vertex declaration since the new shader may
// have a different mapping
dvbc -> _direct_3d_vertex_declaration -> Release ( );
@ -483,8 +477,8 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
}
}
if (dvbc -> _direct_3d_vertex_declaration == 0 && dvbc -> _vertex_element_type_array)
{
if (dvbc -> _direct_3d_vertex_declaration == 0 &&
dvbc -> _vertex_element_type_array) {
VertexElementArray *vertex_element_array;
vertex_element_array = shader_context -> _vertex_element_array;
@ -492,29 +486,28 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
{
int index;
for (index = 0; index < vertex_element_array -> total_elements; index++)
for (index = 0; index < vertex_element_array->total_elements; index++)
{
VERTEX_ELEMENT_TYPE *vertex_element_type;
VERTEX_ELEMENT_TYPE *source_vertex_element_type;
vertex_element_type = &vertex_element_array -> vertex_element_type_array [index];
vertex_element_type =
&vertex_element_array -> vertex_element_type_array [index];
// MAP VERTEX ELEMENTS to VERTEX SHADER INPUTS
// get offsets from vertex data for certain types of vertex elements
offset = 0;
source_vertex_element_type = dvbc -> _vertex_element_type_array;
while (source_vertex_element_type -> id != VS_END)
{
if (source_vertex_element_type -> id == vertex_element_type -> id)
{
while (source_vertex_element_type -> id != VS_END) {
if (source_vertex_element_type -> id ==
vertex_element_type -> id) {
offset = source_vertex_element_type -> offset;
break;
}
source_vertex_element_type++;
}
if (source_vertex_element_type -> id == VS_END)
{
if (source_vertex_element_type -> id == VS_END) {
dxgsg9_cat.error()
<< "unable to find a mapping for vertex shader input type="
<< vertex_element_type -> id
@ -524,7 +517,9 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
vertex_element_array -> set_vertex_element_offset (index, offset);
}
hr = _d3d_device -> CreateVertexDeclaration (vertex_element_array -> vertex_element_array, &dvbc -> _direct_3d_vertex_declaration);
hr = _d3d_device -> CreateVertexDeclaration (
vertex_element_array -> vertex_element_array,
&dvbc -> _direct_3d_vertex_declaration);
if (FAILED (hr)) {
dxgsg9_cat.error()
<< "CreateVertexDeclaration failed"
@ -533,8 +528,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
dvbc -> _shader_context = shader_context;
}
else
{
else {
dxgsg9_cat.error() << "apply_vertex_buffer ( ): shader_context vertex_element_array == 0\n";
}
}
@ -607,8 +601,7 @@ void DXGraphicsStateGuardian9::
apply_index_buffer(IndexBufferContext *ibc) {
DXIndexBufferContext9 *dibc = DCAST(DXIndexBufferContext9, ibc);
if (_lru)
{
if (_lru) {
_lru -> access_page (dibc -> _lru_page);
}
@ -718,7 +711,8 @@ do_clear(const RenderBuffer &buffer) {
if (buffer_type & RenderBuffer::T_stencil) {
aux_flags |= D3DCLEAR_STENCIL;
nassertv(_screen->_presentation_params.EnableAutoDepthStencil && IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat));
nassertv(_screen->_presentation_params.EnableAutoDepthStencil &&
IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat));
}
if ((main_flags | aux_flags) != 0) {
@ -788,7 +782,7 @@ prepare_display_region() {
int l, u, w, h;
_actual_display_region->get_region_pixels_i(l, u, w, h);
DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E
DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E
// Create the viewport
D3DVIEWPORT9 vp = { l, u, w, h, 0.0f, 1.0f };