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https://github.com/TorqueGameEngines/Torque3D.git
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fixed lots of tabs and space
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parent
d30a3f9271
commit
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53 changed files with 2695 additions and 2695 deletions
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@ -306,7 +306,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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GFXShaderConstHandle *lightInvRadiusSqSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle *lightSpotAngleSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts );
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@ -317,7 +317,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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lightInvRadiusSqSC->isValid() ||
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lightSpotDirSC->isValid() ||
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lightSpotAngleSC->isValid() ||
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lightSpotFalloffSC->isValid() )
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lightSpotFalloffSC->isValid() )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
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@ -326,7 +326,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
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static Point4F lightInvRadiusSq;
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static Point4F lightSpotAngle;
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static Point4F lightSpotFalloff;
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static Point4F lightSpotFalloff;
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F32 range;
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// Need to clear the buffers so that we don't leak
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@ -359,10 +359,10 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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lightSpotDirs[2][i] = lightDir.z;
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if ( light->getType() == LightInfo::Spot )
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{
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{
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lightSpotAngle[i] = mCos( mDegToRad( light->getOuterConeAngle() / 2.0f ) );
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lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
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}
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lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
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}
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// Prescale the light color by the brightness to
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// avoid doing this in the shader.
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@ -379,7 +379,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
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shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
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shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
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shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
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}
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