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author | Leonardo Sobral Cunha <leo.cunha@nokia.com> | 2009-04-28 13:41:50 (GMT) |
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committer | Leonardo Sobral Cunha <leo.cunha@nokia.com> | 2009-04-28 13:57:15 (GMT) |
commit | 98bdb5705119fd71c5de66fb413bfba2257835d3 (patch) | |
tree | 0e1be87e7ee21c597fd21c2e9a4b9db795fa8238 /src/declarative/opengl | |
parent | 1fd67315f52dd59667d940057d97f6f7a5ec20d0 (diff) | |
download | Qt-98bdb5705119fd71c5de66fb413bfba2257835d3.zip Qt-98bdb5705119fd71c5de66fb413bfba2257835d3.tar.gz Qt-98bdb5705119fd71c5de66fb413bfba2257835d3.tar.bz2 |
Coding style refactor, changing 'if(' and 'for(' to 'if (' and 'for ('
Diffstat (limited to 'src/declarative/opengl')
-rw-r--r-- | src/declarative/opengl/glbasicshaders.cpp | 30 | ||||
-rw-r--r-- | src/declarative/opengl/glsave.h | 2 | ||||
-rw-r--r-- | src/declarative/opengl/gltexture.cpp | 36 |
3 files changed, 34 insertions, 34 deletions
diff --git a/src/declarative/opengl/glbasicshaders.cpp b/src/declarative/opengl/glbasicshaders.cpp index e95e53f..f546c0b 100644 --- a/src/declarative/opengl/glbasicshaders.cpp +++ b/src/declarative/opengl/glbasicshaders.cpp @@ -127,7 +127,7 @@ BlurTextureShader::BlurTextureShader() {\ mediump vec4 accum = vec4(0, 0, 0, 0); \ mediump vec2 offset; \ - if(horizontal) \ + if (horizontal) \ offset = vec2(blurStep, 0); \ else \ offset = vec2(0, blurStep); \ @@ -150,22 +150,22 @@ BlurTextureShader::BlurTextureShader() {\ mediump vec4 accum = vec4(0, 0, 0, 0); \ mediump vec2 offset; \ - if(horizontal) \ + if (horizontal) \ offset = vec2(blurStep, 0); \ else \ offset = vec2(0, blurStep); \ mediump float sum = 0.0; \ - for(int ii = 0; ii < blurSteps; ++ii) { \ + for (int ii = 0; ii < blurSteps; ++ii) { \ mediump float frac = float(blurSteps - ii) / float(blurSteps); \ mediump vec2 coord = myTexCoord + -float(ii) * offset; \ - if(coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \ + if (coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \ accum += texture2D(sampler2d, coord) * frac; \ sum += frac; \ } \ - for(int ii = 1; ii < blurSteps; ++ii) { \ + for (int ii = 1; ii < blurSteps; ++ii) { \ mediump float frac = float(blurSteps - ii) / float(blurSteps); \ mediump vec2 coord = myTexCoord + float(ii) * offset; \ - if(coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \ + if (coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \ accum += texture2D(sampler2d, coord) * frac; \ sum += frac; \ } \ @@ -207,7 +207,7 @@ void BlurTextureShader::setSteps(int s) void BlurTextureShader::setMode(Mode m) { - if(m == Horizontal) + if (m == Horizontal) setUniformValue(mode, 1); else setUniformValue(mode, 0); @@ -545,49 +545,49 @@ GLBasicShaders::~GLBasicShaders() BlurTextureShader *GLBasicShaders::blurTexture() { - if(!d->blurTexture) d->blurTexture = new BlurTextureShader(); + if (!d->blurTexture) d->blurTexture = new BlurTextureShader(); return d->blurTexture; } SingleTextureShader *GLBasicShaders::singleTexture() { - if(!d->singleTexture) d->singleTexture = new SingleTextureShader(); + if (!d->singleTexture) d->singleTexture = new SingleTextureShader(); return d->singleTexture; } SingleTextureOpacityShader *GLBasicShaders::singleTextureOpacity() { - if(!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader(); + if (!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader(); return d->singleTextureOpacity; } DualTextureAddShader *GLBasicShaders::dualTextureAdd() { - if(!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader(); + if (!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader(); return d->dualTextureAdd; } SingleTextureVertexOpacityShader *GLBasicShaders::singleTextureVertexOpacity() { - if(!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader(); + if (!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader(); return d->singleTextureVertexOpacity; } SingleTextureShadowShader *GLBasicShaders::singleTextureShadow() { - if(!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader(); + if (!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader(); return d->singleTextureShadow; } ConstantColorShader *GLBasicShaders::constantColor() { - if(!d->constantColor) d->constantColor = new ConstantColorShader(); + if (!d->constantColor) d->constantColor = new ConstantColorShader(); return d->constantColor; } ColorShader *GLBasicShaders::color() { - if(!d->color) d->color = new ColorShader(); + if (!d->color) d->color = new ColorShader(); return d->color; } diff --git a/src/declarative/opengl/glsave.h b/src/declarative/opengl/glsave.h index 3a67fb0..cca3d3c 100644 --- a/src/declarative/opengl/glsave.h +++ b/src/declarative/opengl/glsave.h @@ -82,7 +82,7 @@ public: ~GLSaveScissor() { - if(enabled) + if (enabled) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); diff --git a/src/declarative/opengl/gltexture.cpp b/src/declarative/opengl/gltexture.cpp index 73deece..6d737ad 100644 --- a/src/declarative/opengl/gltexture.cpp +++ b/src/declarative/opengl/gltexture.cpp @@ -96,7 +96,7 @@ public: void GLTexturePrivate::genTexture() { - if(texture) + if (texture) return; glGenTextures(1, &texture); @@ -116,7 +116,7 @@ GLTexture::GLTexture(const QString &file) : d(new GLTexturePrivate(this)) { QImage img(file); - if(!img.isNull()) + if (!img.isNull()) setImage(img); } @@ -128,7 +128,7 @@ GLTexture::GLTexture(const QImage &img) GLTexture::~GLTexture() { - if(d->texture) + if (d->texture) glDeleteTextures(1, &d->texture); delete d; d = 0; @@ -141,7 +141,7 @@ bool GLTexture::isNull() const void GLTexture::clear() { - if(d->texture) { + if (d->texture) { glDeleteTextures(1, &d->texture); d->texture = 0; d->width = 0; @@ -168,7 +168,7 @@ static inline int npot(int size) */ void GLTexture::setImage(const QImage &img) { - if(img.isNull()) + if (img.isNull()) return; d->genTexture(); @@ -187,9 +187,9 @@ void GLTexture::setImage(const QImage &img) #if 0 glGenerateMipmap(GL_TEXTURE_2D); int e = glGetError(); - if(d->magFilter == Linear) + if (d->magFilter == Linear) setMagFilter(MipmapLinear); - if(d->minFilter == Linear) + if (d->minFilter == Linear) setMinFilter((GLTexture::FilterMode)GL_LINEAR_MIPMAP_LINEAR); #endif } @@ -228,7 +228,7 @@ int GLTexture::height() const */ void GLTexture::setSize(const QSize &size) { - if(size.width() <= 0 || size.height() <= 0) { + if (size.width() <= 0 || size.height() <= 0) { clear(); return; } @@ -253,13 +253,13 @@ GLTexture::WrapMode GLTexture::verticalWrap() const void GLTexture::setHorizontalWrap(WrapMode mode) { d->horizWrap = mode; - if(d->texture) { + if (d->texture) { GLint last; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last); - if(GLuint(last) != d->texture) + if (GLuint(last) != d->texture) glBindTexture(GL_TEXTURE_2D, d->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode); - if(GLuint(last) != d->texture) + if (GLuint(last) != d->texture) glBindTexture(GL_TEXTURE_2D, last); } } @@ -270,13 +270,13 @@ void GLTexture::setHorizontalWrap(WrapMode mode) void GLTexture::setVerticalWrap(WrapMode mode) { d->vertWrap = mode; - if(d->texture) { + if (d->texture) { GLint last; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last); - if(GLuint(last) != d->texture) + if (GLuint(last) != d->texture) glBindTexture(GL_TEXTURE_2D, d->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode); - if(GLuint(last) != d->texture) + if (GLuint(last) != d->texture) glBindTexture(GL_TEXTURE_2D, last); } } @@ -293,10 +293,10 @@ GLTexture::FilterMode GLTexture::magFilter() const void GLTexture::setMinFilter(FilterMode f) { - if(d->minFilter == f) + if (d->minFilter == f) return; d->minFilter = f; - if(d->texture) { + if (d->texture) { glBindTexture(GL_TEXTURE_2D, d->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, d->minFilter); } @@ -304,10 +304,10 @@ void GLTexture::setMinFilter(FilterMode f) void GLTexture::setMagFilter(FilterMode f) { - if(d->magFilter == f) + if (d->magFilter == f) return; d->magFilter = f; - if(d->texture) { + if (d->texture) { glBindTexture(GL_TEXTURE_2D, d->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, d->magFilter); } |