Applied default Visual Studio formatting to most files. This is a quick fix for the tabs vs spaces issue that messes up the formatting in any editor (esp. Linux) which handles tabs/spaces differently to Visual Studio. Some parts of the formatting look a bit worse but overall it should be better (or at least more consistent).

I didn't apply the changes to a few macro-heavy files as Visual Studio removes all indentation from macros, whereas the indentation can be handy to see nesting.
This commit is contained in:
David Williams
2015-12-26 23:11:27 +00:00
parent b3ca051878
commit e89a55d154
58 changed files with 1117 additions and 1114 deletions

View File

@ -76,14 +76,14 @@ namespace PolyVox
const float fHalfRatioZ = fRatioZ * 0.5f;
const Vector3DFloat v3dHalfRatio(fHalfRatioX, fHalfRatioY, fHalfRatioZ);
const Vector3DFloat v3dOffset(0.5f,0.5f,0.5f);
const Vector3DFloat v3dOffset(0.5f, 0.5f, 0.5f);
//This loop iterates over the bottom-lower-left voxel in each of the cells in the output array
for(uint16_t z = region.getLowerZ(); z <= region.getUpperZ(); z += iRatioZ)
for (uint16_t z = region.getLowerZ(); z <= region.getUpperZ(); z += iRatioZ)
{
for(uint16_t y = region.getLowerY(); y <= region.getUpperY(); y += iRatioY)
for (uint16_t y = region.getLowerY(); y <= region.getUpperY(); y += iRatioY)
{
for(uint16_t x = region.getLowerX(); x <= region.getUpperX(); x += iRatioX)
for (uint16_t x = region.getLowerX(); x <= region.getUpperX(); x += iRatioX)
{
//Compute a start position corresponding to
//the centre of the cell in the output array.
@ -94,8 +94,8 @@ namespace PolyVox
//Keep track of how many rays did not hit anything
uint8_t uVisibleDirections = 0;
for(int ct = 0; ct < uNoOfSamplesPerOutputElement; ct++)
{
for (int ct = 0; ct < uNoOfSamplesPerOutputElement; ct++)
{
//We take a random vector with components going from -1 to 1 and scale it to go from -halfRatio to +halfRatio.
//This jitter value moves our sample point from the centre of the array cell to somewhere else in the array cell
Vector3DFloat v3dJitter = randomVectors[(uRandomVectorIndex += (++uIndexIncreament)) % 1019]; //Prime number helps avoid repetition on successive loops.
@ -104,20 +104,20 @@ namespace PolyVox
Vector3DFloat v3dRayDirection = randomUnitVectors[(uRandomUnitVectorIndex += (++uIndexIncreament)) % 1021]; //Different prime number.
v3dRayDirection *= fRayLength;
AmbientOcclusionCalculatorRaycastCallback<VolumeType, IsVoxelTransparentCallback> ambientOcclusionCalculatorRaycastCallback(isVoxelTransparentCallback);
RaycastResult result = raycastWithDirection(volInput, v3dRayStart, v3dRayDirection, ambientOcclusionCalculatorRaycastCallback);
// Note - The performance of this could actually be improved it we exited as soon
// as the ray left the volume. The raycast test has an example of how to do this.
if(result == RaycastResults::Completed)
if (result == RaycastResults::Completed)
{
++uVisibleDirections;
}
}
float fVisibility;
if(uNoOfSamplesPerOutputElement == 0)
if (uNoOfSamplesPerOutputElement == 0)
{
//The user might request zero samples (I've done this in the past while debugging - I don't want to
//wait for ambient occlusion but I do want as valid result for rendering). Avoid the divide by zero.