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Timestamp:
03/21/12 18:36:20 (2 years ago)
Author:
robert
Message:

Ran script to remove trailing spaces and tabs

Files:
1 modified

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  • OpenSceneGraph/trunk/include/osgShadow/StandardShadowMap

    r12188 r13041  
    1 /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield  
     1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
    22 * 
    3  * This library is open source and may be redistributed and/or modified under   
    4  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or  
     3 * This library is open source and may be redistributed and/or modified under 
     4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
    55 * (at your option) any later version.  The full license is in LICENSE file 
    66 * included with this distribution, and on the openscenegraph.org website. 
    7  *  
     7 * 
    88 * This library is distributed in the hope that it will be useful, 
    99 * but WITHOUT ANY WARRANTY; without even the implied warranty of 
    10  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the  
     10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
    1111 * OpenSceneGraph Public License for more details. 
    1212 * 
     
    2828        typedef StandardShadowMap ThisClass; 
    2929        /** Convenient typedef used in definition of ViewData struct and methods */ 
    30         typedef DebugShadowMap    BaseClass;  
     30        typedef DebugShadowMap    BaseClass; 
    3131 
    3232        /** Classic OSG constructor */ 
     
    3434 
    3535        /** Classic OSG cloning constructor */ 
    36         StandardShadowMap(const StandardShadowMap& ssm,  
     36        StandardShadowMap(const StandardShadowMap& ssm, 
    3737                          const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); 
    3838 
     
    5454        // Texture Indices are changed by search and replace on shader source 
    5555        // Carefully order these calls when changing both base and shadow indices 
    56         // In worst case when intend to swap indices  
    57         // one will have to call these  methods more than once  
    58         // with one extra pass to change index to unused value to avoid  
     56        // In worst case when intend to swap indices 
     57        // one will have to call these  methods more than once 
     58        // with one extra pass to change index to unused value to avoid 
    5959        // unwanted superfluous replace: 
    6060        // 
    6161        // Example: Imagine we want to swap base(0) and shadow(1) indices: 
    6262        // We have to do an extra step to make sure both do not end up as 1 
    63         //  
     63        // 
    6464        // // initialy change base to something else than 1 
    65         // setBaseTextureCoordIndex( 100 );  
     65        // setBaseTextureCoordIndex( 100 ); 
    6666        // // now search and replace all gl_TexCord[1] to gl_TexCord[0] 
    6767        // setShadowTextureCoordIndex( 0 ); 
    6868        // // finally change base from 100 to 0 
    69         // setBaseTextureCoordIndex( 1 );  
     69        // setBaseTextureCoordIndex( 1 ); 
    7070 
    7171        void setBaseTextureCoordIndex( unsigned int index ) 
    7272            { updateTextureCoordIndices( _baseTextureCoordIndex, index ); 
    73               _baseTextureCoordIndex = index; }        
     73              _baseTextureCoordIndex = index; } 
    7474 
    7575        unsigned int getBaseTextureCoordIndex( void ) const 
     
    9797        osg::Light* getLight( void ) 
    9898            { return _light.get(); } 
    99          
     99 
    100100        const osg::Light* getLight( void ) const 
    101101            { return _light.get(); } 
    102102 
    103         osg::Shader * getShadowVertexShader()  
     103        osg::Shader * getShadowVertexShader() 
    104104            { return _shadowVertexShader.get(); } 
    105105 
    106         osg::Shader * getShadowFragmentShader()  
     106        osg::Shader * getShadowFragmentShader() 
    107107            { return _shadowFragmentShader.get(); } 
    108108 
     
    116116            { _shadowVertexShader = shader; } 
    117117 
    118         void setShadowFragmentShader( osg::Shader * shader )  
     118        void setShadowFragmentShader( osg::Shader * shader ) 
    119119            { _shadowFragmentShader = shader; } 
    120120 
    121         void setMainVertexShader( osg::Shader * shader )  
     121        void setMainVertexShader( osg::Shader * shader ) 
    122122            { _mainVertexShader = shader; } 
    123123 
     
    168168            virtual void cull( ); 
    169169 
    170             virtual void aimShadowCastingCamera(  
     170            virtual void aimShadowCastingCamera( 
    171171                const osg::BoundingSphere &bounds, 
    172172                const osg::Light *light, 
    173173                const osg::Vec4 &worldLightPos, 
    174                 const osg::Vec3 &worldLightDir,                                        
     174                const osg::Vec3 &worldLightDir, 
    175175                const osg::Vec3 &worldLightUp = osg::Vec3(0,1,0) ); 
    176176 
     
    186186            virtual void aimShadowCastingCamera( const osg::Light *light, 
    187187                const osg::Vec4 &worldLightPos, 
    188                 const osg::Vec3 &worldLightDir,                                        
     188                const osg::Vec3 &worldLightDir, 
    189189                const osg::Vec3 &worldLightUp 
    190190                = osg::Vec3(0,1,0) ); 
    191191        }; 
    192          
     192 
    193193        friend struct ViewData; 
    194194