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Apply clang-format to code base
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2199 changed files with 118692 additions and 114392 deletions
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@ -1,7 +1,7 @@
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#include "shadow.hpp"
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowSettings>
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#include <osgShadow/ShadowedScene>
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#include <components/misc/strings/algorithm.hpp>
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#include <components/settings/settings.hpp>
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@ -22,13 +22,14 @@ namespace SceneUtil
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mShadowTechnique->disableShadows();
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return;
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}
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mShadowTechnique->enableShadows();
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mShadowSettings->setLightNum(0);
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mShadowSettings->setReceivesShadowTraversalMask(~0u);
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const int numberOfShadowMapsPerLight = std::clamp(Settings::Manager::getInt("number of shadow maps", "Shadows"), 1, 8);
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const int numberOfShadowMapsPerLight
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= std::clamp(Settings::Manager::getInt("number of shadow maps", "Shadows"), 1, 8);
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mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
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mShadowSettings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight);
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@ -36,12 +37,14 @@ namespace SceneUtil
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const float maximumShadowMapDistance = Settings::Manager::getFloat("maximum shadow map distance", "Shadows");
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if (maximumShadowMapDistance > 0)
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{
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const float shadowFadeStart = std::clamp(Settings::Manager::getFloat("shadow fade start", "Shadows"), 0.f, 1.f);
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const float shadowFadeStart
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= std::clamp(Settings::Manager::getFloat("shadow fade start", "Shadows"), 0.f, 1.f);
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mShadowSettings->setMaximumShadowMapDistance(maximumShadowMapDistance);
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mShadowTechnique->setShadowFadeStart(maximumShadowMapDistance * shadowFadeStart);
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}
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mShadowSettings->setMinimumShadowMapNearFarRatio(Settings::Manager::getFloat("minimum lispsm near far ratio", "Shadows"));
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mShadowSettings->setMinimumShadowMapNearFarRatio(
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Settings::Manager::getFloat("minimum lispsm near far ratio", "Shadows"));
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const std::string& computeSceneBounds = Settings::Manager::getString("compute scene bounds", "Shadows");
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if (Misc::StringUtils::ciEqual(computeSceneBounds, "primitives"))
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@ -52,10 +55,12 @@ namespace SceneUtil
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int mapres = Settings::Manager::getInt("shadow map resolution", "Shadows");
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mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
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mShadowTechnique->setSplitPointUniformLogarithmicRatio(Settings::Manager::getFloat("split point uniform logarithmic ratio", "Shadows"));
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mShadowTechnique->setSplitPointUniformLogarithmicRatio(
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Settings::Manager::getFloat("split point uniform logarithmic ratio", "Shadows"));
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mShadowTechnique->setSplitPointDeltaBias(Settings::Manager::getFloat("split point bias", "Shadows"));
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mShadowTechnique->setPolygonOffset(Settings::Manager::getFloat("polygon offset factor", "Shadows"), Settings::Manager::getFloat("polygon offset units", "Shadows"));
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mShadowTechnique->setPolygonOffset(Settings::Manager::getFloat("polygon offset factor", "Shadows"),
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Settings::Manager::getFloat("polygon offset units", "Shadows"));
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if (Settings::Manager::getBool("use front face culling", "Shadows"))
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mShadowTechnique->enableFrontFaceCulling();
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@ -78,10 +83,11 @@ namespace SceneUtil
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if (!Settings::Manager::getBool("enable shadows", "Shadows"))
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return;
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const int numberOfShadowMapsPerLight = std::clamp(Settings::Manager::getInt("number of shadow maps", "Shadows"), 1, 8);
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const int numberOfShadowMapsPerLight
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= std::clamp(Settings::Manager::getInt("number of shadow maps", "Shadows"), 1, 8);
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int baseShadowTextureUnit = 8 - numberOfShadowMapsPerLight;
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osg::ref_ptr<osg::Image> fakeShadowMapImage = new osg::Image();
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fakeShadowMapImage->allocateImage(1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
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*(float*)fakeShadowMapImage->data() = std::numeric_limits<float>::infinity();
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@ -90,16 +96,22 @@ namespace SceneUtil
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fakeShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
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for (int i = baseShadowTextureUnit; i < baseShadowTextureUnit + numberOfShadowMapsPerLight; ++i)
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{
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stateset->setTextureAttributeAndModes(i, fakeShadowMapTexture, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
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stateset->addUniform(new osg::Uniform(("shadowTexture" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
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stateset->addUniform(new osg::Uniform(("shadowTextureUnit" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
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stateset->setTextureAttributeAndModes(i, fakeShadowMapTexture,
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osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
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stateset->addUniform(
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new osg::Uniform(("shadowTexture" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
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stateset->addUniform(
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new osg::Uniform(("shadowTextureUnit" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
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}
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}
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ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask, Shader::ShaderManager &shaderManager) : mShadowedScene(new osgShadow::ShadowedScene),
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mShadowTechnique(new MWShadowTechnique),
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mOutdoorShadowCastingMask(outdoorShadowCastingMask),
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mIndoorShadowCastingMask(indoorShadowCastingMask)
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ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
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unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask,
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Shader::ShaderManager& shaderManager)
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: mShadowedScene(new osgShadow::ShadowedScene)
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, mShadowTechnique(new MWShadowTechnique)
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, mOutdoorShadowCastingMask(outdoorShadowCastingMask)
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, mIndoorShadowCastingMask(indoorShadowCastingMask)
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{
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mShadowedScene->setShadowTechnique(mShadowTechnique);
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Stereo::Manager::instance().setShadowTechnique(mShadowTechnique);
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@ -134,20 +146,27 @@ namespace SceneUtil
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for (unsigned int i = 0; i < mShadowSettings->getNumShadowMapsPerLight(); ++i)
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definesWithShadows["shadow_texture_unit_list"] += std::to_string(i) + ",";
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// remove extra comma
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definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
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definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(
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0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
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definesWithShadows["shadowMapsOverlap"] = Settings::Manager::getBool("allow shadow map overlap", "Shadows") ? "1" : "0";
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definesWithShadows["shadowMapsOverlap"]
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= Settings::Manager::getBool("allow shadow map overlap", "Shadows") ? "1" : "0";
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definesWithShadows["useShadowDebugOverlay"] = Settings::Manager::getBool("enable debug overlay", "Shadows") ? "1" : "0";
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definesWithShadows["useShadowDebugOverlay"]
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= Settings::Manager::getBool("enable debug overlay", "Shadows") ? "1" : "0";
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// switch this to reading settings if it's ever exposed to the user
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definesWithShadows["perspectiveShadowMaps"] = mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP ? "1" : "0";
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definesWithShadows["perspectiveShadowMaps"]
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= mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP ? "1" : "0";
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definesWithShadows["disableNormalOffsetShadows"] = Settings::Manager::getFloat("normal offset distance", "Shadows") == 0.0 ? "1" : "0";
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definesWithShadows["disableNormalOffsetShadows"]
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= Settings::Manager::getFloat("normal offset distance", "Shadows") == 0.0 ? "1" : "0";
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definesWithShadows["shadowNormalOffset"] = std::to_string(Settings::Manager::getFloat("normal offset distance", "Shadows"));
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definesWithShadows["shadowNormalOffset"]
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= std::to_string(Settings::Manager::getFloat("normal offset distance", "Shadows"));
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definesWithShadows["limitShadowMapDistance"] = Settings::Manager::getFloat("maximum shadow map distance", "Shadows") > 0 ? "1" : "0";
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definesWithShadows["limitShadowMapDistance"]
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= Settings::Manager::getFloat("maximum shadow map distance", "Shadows") > 0 ? "1" : "0";
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return definesWithShadows;
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}
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