Author: DerekRhodes
Date: 2008-03-08 13:17:04 -0500 (Sat, 08 Mar 2008)
New Revision: 1101

Modified:
   trunk/pysoy/src/textures/NormalisationCubeMap.pxi
Log:
fixed indentatation, tested with build

Modified: trunk/pysoy/src/textures/NormalisationCubeMap.pxi
===================================================================
--- trunk/pysoy/src/textures/NormalisationCubeMap.pxi   2008-03-08 17:09:23 UTC 
(rev 1100)
+++ trunk/pysoy/src/textures/NormalisationCubeMap.pxi   2008-03-08 18:17:04 UTC 
(rev 1101)
@@ -1,210 +1,210 @@
 cimport stdlib
 
 cdef class NormalisationCubeMap(Texture):
-    def __cinit__(self):
-        self._mutex = py.PyThread_allocate_lock()
-        self._was_created = 0
+  def __cinit__(self):
+    self._mutex = py.PyThread_allocate_lock()
+    self._was_created = 0
 
-    def generate(self,x,y):
-        self._generate(x,y)
-        
+  def generate(self,x,y):
+    self._generate(x,y)
+    
 
-    cdef void _generate(self, int x_size, int y_size):
-        self._was_created = 1
-        self._textureTarget = gl.GL_TEXTURE_CUBE_MAP
-        self._chans = 3
-        gl.glGenTextures(1, &self._textureID)
-        gl.glBindTexture(self._textureTarget, self._textureID)
+  cdef void _generate(self, int x_size, int y_size):
+    self._was_created = 1
+    self._textureTarget = gl.GL_TEXTURE_CUBE_MAP
+    self._chans = 3
+    gl.glGenTextures(1, &self._textureID)
+    gl.glBindTexture(self._textureTarget, self._textureID)
 
-  #cdef int   size     = 32
-        cdef float offset
-        cdef float halfSizeX
-        cdef unsigned char* data
-        cdef unsigned char* bytePtr
-        cdef int i,j
-        cdef float temp_vector[3]
-        cdef float length
+  #cdef int   size   = 32
+    cdef float offset
+    cdef float halfSizeX
+    cdef unsigned char* data
+    cdef unsigned char* bytePtr
+    cdef int i,j
+    cdef float temp_vector[3]
+    cdef float length
 
-        data = <unsigned char*>stdlib.malloc(x_size*x_size*3)
-        halfSizeX = <float>x_size / 2.0
-        offset = 0.5
+    data = <unsigned char*>stdlib.malloc(x_size*x_size*3)
+    halfSizeX = <float>x_size / 2.0
+    offset = 0.5
 
-        #+X
-        bytePtr = data
-        for j from 0 < j <= x_size:
-            for i from 0 < i <= x_size:
-                temp_vector[0] = (halfSizeX)
-                temp_vector[1] = (-(j+offset-halfSizeX))
-                temp_vector[2] = (-(i+offset-halfSizeX))
+    #+X
+    bytePtr = data
+    for j from 0 < j <= x_size:
+      for i from 0 < i <= x_size:
+        temp_vector[0] = (halfSizeX)
+        temp_vector[1] = (-(j+offset-halfSizeX))
+        temp_vector[2] = (-(i+offset-halfSizeX))
 
-                length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + 
temp_vector[1] * temp_vector[1] + temp_vector[2]*temp_vector[2])
+        length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + temp_vector[1] * 
temp_vector[1] + temp_vector[2]*temp_vector[2])
 
-                temp_vector[0] = temp_vector[0] / length
-                temp_vector[1] = temp_vector[1] / length
-                temp_vector[2] = temp_vector[2] / length
+        temp_vector[0] = temp_vector[0] / length
+        temp_vector[1] = temp_vector[1] / length
+        temp_vector[2] = temp_vector[2] / length
 
-                temp_vector[0] = 0.5 * temp_vector[0] + 0.5
-                temp_vector[1] = 0.5 * temp_vector[1] + 0.5
-                temp_vector[2] = 0.5 * temp_vector[2] + 0.5
+        temp_vector[0] = 0.5 * temp_vector[0] + 0.5
+        temp_vector[1] = 0.5 * temp_vector[1] + 0.5
+        temp_vector[2] = 0.5 * temp_vector[2] + 0.5
 
-                bytePtr[0] = <unsigned char>(temp_vector[0]*255);
-                bytePtr[1] = <unsigned char>(temp_vector[1]*255);
-                bytePtr[2] = <unsigned char>(temp_vector[2]*255);
-                bytePtr = bytePtr + 3;
+        bytePtr[0] = <unsigned char>(temp_vector[0]*255);
+        bytePtr[1] = <unsigned char>(temp_vector[1]*255);
+        bytePtr[2] = <unsigned char>(temp_vector[2]*255);
+        bytePtr = bytePtr + 3;
 
-        gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.GL_RGBA8, 
x_size, x_size,
-                0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
+    gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.GL_RGBA8, x_size, 
x_size,
+        0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
 
-        #-X
-        bytePtr = data
-        for j from 0 < j <= x_size:
-            for i from 0 < i <= x_size:
-                temp_vector[0] = (-halfSizeX)
-                temp_vector[1] = (-(j+offset-halfSizeX))
-                temp_vector[2] = ((i+offset-halfSizeX))
+    #-X
+    bytePtr = data
+    for j from 0 < j <= x_size:
+      for i from 0 < i <= x_size:
+        temp_vector[0] = (-halfSizeX)
+        temp_vector[1] = (-(j+offset-halfSizeX))
+        temp_vector[2] = ((i+offset-halfSizeX))
 
-                length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + 
temp_vector[1] * temp_vector[1] + temp_vector[2]*temp_vector[2])
+        length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + temp_vector[1] * 
temp_vector[1] + temp_vector[2]*temp_vector[2])
 
-                temp_vector[0] = temp_vector[0] / length
-                temp_vector[1] = temp_vector[1] / length
-                temp_vector[2] = temp_vector[2] / length
+        temp_vector[0] = temp_vector[0] / length
+        temp_vector[1] = temp_vector[1] / length
+        temp_vector[2] = temp_vector[2] / length
 
-                temp_vector[0] = 0.5 * temp_vector[0] + 0.5
-                temp_vector[1] = 0.5 * temp_vector[1] + 0.5
-                temp_vector[2] = 0.5 * temp_vector[2] + 0.5
+        temp_vector[0] = 0.5 * temp_vector[0] + 0.5
+        temp_vector[1] = 0.5 * temp_vector[1] + 0.5
+        temp_vector[2] = 0.5 * temp_vector[2] + 0.5
 
-                bytePtr[0] = <unsigned char>(temp_vector[0]*255);
-                bytePtr[1] = <unsigned char>(temp_vector[1]*255);
-                bytePtr[2] = <unsigned char>(temp_vector[2]*255);
-                bytePtr = bytePtr + 3;
-        
-        gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.GL_RGBA8, 
x_size, x_size,
-                0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
+        bytePtr[0] = <unsigned char>(temp_vector[0]*255);
+        bytePtr[1] = <unsigned char>(temp_vector[1]*255);
+        bytePtr[2] = <unsigned char>(temp_vector[2]*255);
+        bytePtr = bytePtr + 3;
+    
+    gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.GL_RGBA8, x_size, 
x_size,
+        0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
 
-        #+Y
-        bytePtr = data
-        for j from 0 < j <= x_size:
-            for i from 0 < i <= x_size:
-                temp_vector[0] = i+offset-halfSizeX
-                temp_vector[1] = halfSizeX
-                temp_vector[2] = j+offset - halfSizeX
+    #+Y
+    bytePtr = data
+    for j from 0 < j <= x_size:
+      for i from 0 < i <= x_size:
+        temp_vector[0] = i+offset-halfSizeX
+        temp_vector[1] = halfSizeX
+        temp_vector[2] = j+offset - halfSizeX
 
-                length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + 
temp_vector[1] * temp_vector[1] + temp_vector[2]*temp_vector[2])
+        length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + temp_vector[1] * 
temp_vector[1] + temp_vector[2]*temp_vector[2])
 
-                temp_vector[0] = temp_vector[0] / length
-                temp_vector[1] = temp_vector[1] / length
-                temp_vector[2] = temp_vector[2] / length
+        temp_vector[0] = temp_vector[0] / length
+        temp_vector[1] = temp_vector[1] / length
+        temp_vector[2] = temp_vector[2] / length
 
-                temp_vector[0] = 0.5 * temp_vector[0] + 0.5
-                temp_vector[1] = 0.5 * temp_vector[1] + 0.5
-                temp_vector[2] = 0.5 * temp_vector[2] + 0.5
+        temp_vector[0] = 0.5 * temp_vector[0] + 0.5
+        temp_vector[1] = 0.5 * temp_vector[1] + 0.5
+        temp_vector[2] = 0.5 * temp_vector[2] + 0.5
 
-                bytePtr[0] = <unsigned char>(temp_vector[0]*255);
-                bytePtr[1] = <unsigned char>(temp_vector[1]*255);
-                bytePtr[2] = <unsigned char>(temp_vector[2]*255);
-                bytePtr = bytePtr + 3;
-        
-        gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.GL_RGBA8, 
x_size, x_size,
-                0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
+        bytePtr[0] = <unsigned char>(temp_vector[0]*255);
+        bytePtr[1] = <unsigned char>(temp_vector[1]*255);
+        bytePtr[2] = <unsigned char>(temp_vector[2]*255);
+        bytePtr = bytePtr + 3;
+    
+    gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.GL_RGBA8, x_size, 
x_size,
+        0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
 
-        #-Y
-        bytePtr = data
-        for j from 0 < j <= x_size:
-            for i from 0 < i <= x_size:
-                temp_vector[0] = (i+offset-halfSizeX)
-                temp_vector[1] =-(halfSizeX)
-                temp_vector[2] =-(j+offset - halfSizeX)
+    #-Y
+    bytePtr = data
+    for j from 0 < j <= x_size:
+      for i from 0 < i <= x_size:
+        temp_vector[0] = (i+offset-halfSizeX)
+        temp_vector[1] =-(halfSizeX)
+        temp_vector[2] =-(j+offset - halfSizeX)
 
-                length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + 
temp_vector[1] * temp_vector[1] + temp_vector[2]*temp_vector[2])
+        length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + temp_vector[1] * 
temp_vector[1] + temp_vector[2]*temp_vector[2])
 
-                temp_vector[0] = temp_vector[0] / length
-                temp_vector[1] = temp_vector[1] / length
-                temp_vector[2] = temp_vector[2] / length
+        temp_vector[0] = temp_vector[0] / length
+        temp_vector[1] = temp_vector[1] / length
+        temp_vector[2] = temp_vector[2] / length
 
-                temp_vector[0] = 0.5 * temp_vector[0] + 0.5
-                temp_vector[1] = 0.5 * temp_vector[1] + 0.5
-                temp_vector[2] = 0.5 * temp_vector[2] + 0.5
+        temp_vector[0] = 0.5 * temp_vector[0] + 0.5
+        temp_vector[1] = 0.5 * temp_vector[1] + 0.5
+        temp_vector[2] = 0.5 * temp_vector[2] + 0.5
 
-                bytePtr[0] = <unsigned char>(temp_vector[0]*255);
-                bytePtr[1] = <unsigned char>(temp_vector[1]*255);
-                bytePtr[2] = <unsigned char>(temp_vector[2]*255);
-                bytePtr = bytePtr + 3;
-        
-        gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.GL_RGBA8, 
x_size, x_size,
-                0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
+        bytePtr[0] = <unsigned char>(temp_vector[0]*255);
+        bytePtr[1] = <unsigned char>(temp_vector[1]*255);
+        bytePtr[2] = <unsigned char>(temp_vector[2]*255);
+        bytePtr = bytePtr + 3;
+    
+    gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.GL_RGBA8, x_size, 
x_size,
+        0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
 
-        #+Z
-        bytePtr = data
-        for j from 0 < j <= x_size:
-            for i from 0 < i <= x_size:
-                temp_vector[0] = (i+offset-halfSizeX)
-                temp_vector[1] = (j+offset-halfSizeX)
-                temp_vector[2] = (halfSizeX)
+    #+Z
+    bytePtr = data
+    for j from 0 < j <= x_size:
+      for i from 0 < i <= x_size:
+        temp_vector[0] = (i+offset-halfSizeX)
+        temp_vector[1] = (j+offset-halfSizeX)
+        temp_vector[2] = (halfSizeX)
 
-                length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + 
temp_vector[1] * temp_vector[1] + temp_vector[2]*temp_vector[2])
+        length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + temp_vector[1] * 
temp_vector[1] + temp_vector[2]*temp_vector[2])
 
-                temp_vector[0] = temp_vector[0] / length
-                temp_vector[1] = temp_vector[1] / length
-                temp_vector[2] = temp_vector[2] / length
+        temp_vector[0] = temp_vector[0] / length
+        temp_vector[1] = temp_vector[1] / length
+        temp_vector[2] = temp_vector[2] / length
 
-                temp_vector[0] = 0.5 * temp_vector[0] + 0.5
-                temp_vector[1] = 0.5 * temp_vector[1] + 0.5
-                temp_vector[2] = 0.5 * temp_vector[2] + 0.5
+        temp_vector[0] = 0.5 * temp_vector[0] + 0.5
+        temp_vector[1] = 0.5 * temp_vector[1] + 0.5
+        temp_vector[2] = 0.5 * temp_vector[2] + 0.5
 
-                bytePtr[0] = <unsigned char>(temp_vector[0]*255);
-                bytePtr[1] = <unsigned char>(temp_vector[1]*255);
-                bytePtr[2] = <unsigned char>(temp_vector[2]*255);
-                bytePtr = bytePtr + 3;
-        
-        gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.GL_RGBA8, 
x_size, x_size,
-                0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
+        bytePtr[0] = <unsigned char>(temp_vector[0]*255);
+        bytePtr[1] = <unsigned char>(temp_vector[1]*255);
+        bytePtr[2] = <unsigned char>(temp_vector[2]*255);
+        bytePtr = bytePtr + 3;
+    
+    gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.GL_RGBA8, x_size, 
x_size,
+        0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
 
 
-        #-Z
-        bytePtr = data
-        for j from 0 < j <= x_size:
-            for i from 0 < i <= x_size:
-                temp_vector[0] = (i+offset-halfSizeX)
-                temp_vector[1] =-(j+offset-halfSizeX)
-                temp_vector[2] =-(halfSizeX)
+    #-Z
+    bytePtr = data
+    for j from 0 < j <= x_size:
+      for i from 0 < i <= x_size:
+        temp_vector[0] = (i+offset-halfSizeX)
+        temp_vector[1] =-(j+offset-halfSizeX)
+        temp_vector[2] =-(halfSizeX)
 
-                length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + 
temp_vector[1] * temp_vector[1] + temp_vector[2]*temp_vector[2])
+        length = stdlib.sqrtf(temp_vector[0]*temp_vector[0] + temp_vector[1] * 
temp_vector[1] + temp_vector[2]*temp_vector[2])
 
-                temp_vector[0] = temp_vector[0] / length
-                temp_vector[1] = temp_vector[1] / length
-                temp_vector[2] = temp_vector[2] / length
+        temp_vector[0] = temp_vector[0] / length
+        temp_vector[1] = temp_vector[1] / length
+        temp_vector[2] = temp_vector[2] / length
 
-                temp_vector[0] = 0.5 * temp_vector[0] + 0.5
-                temp_vector[1] = 0.5 * temp_vector[1] + 0.5
-                temp_vector[2] = 0.5 * temp_vector[2] + 0.5
+        temp_vector[0] = 0.5 * temp_vector[0] + 0.5
+        temp_vector[1] = 0.5 * temp_vector[1] + 0.5
+        temp_vector[2] = 0.5 * temp_vector[2] + 0.5
 
-                bytePtr[0] = <unsigned char>(temp_vector[0]*255);
-                bytePtr[1] = <unsigned char>(temp_vector[1]*255);
-                bytePtr[2] = <unsigned char>(temp_vector[2]*255);
-                bytePtr = bytePtr + 3;
-        
-        gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.GL_RGBA8, 
x_size, x_size,
-                0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
+        bytePtr[0] = <unsigned char>(temp_vector[0]*255);
+        bytePtr[1] = <unsigned char>(temp_vector[1]*255);
+        bytePtr[2] = <unsigned char>(temp_vector[2]*255);
+        bytePtr = bytePtr + 3;
+    
+    gl.glTexImage2D(gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.GL_RGBA8, x_size, 
x_size,
+        0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, data)
 
-        stdlib.free(data)
+    stdlib.free(data)
 
-        gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_MAG_FILTER, 
gl.GL_LINEAR);
-        gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_MIN_FILTER, 
gl.GL_LINEAR);
-        gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_WRAP_S    , 
gl.GL_CLAMP_TO_EDGE);
-        gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_WRAP_T    , 
gl.GL_CLAMP_TO_EDGE);
-        gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_WRAP_R    , 
gl.GL_CLAMP_TO_EDGE);
+    gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_MAG_FILTER, 
gl.GL_LINEAR);
+    gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_MIN_FILTER, 
gl.GL_LINEAR);
+    gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_WRAP_S  , 
gl.GL_CLAMP_TO_EDGE);
+    gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_WRAP_T  , 
gl.GL_CLAMP_TO_EDGE);
+    gl.glTexParameteri(self._textureTarget, gl.GL_TEXTURE_WRAP_R  , 
gl.GL_CLAMP_TO_EDGE);
 
 
 
-    cdef void _coreBind(self):
-        py.PyThread_acquire_lock(self._mutex,1)
+  cdef void _coreBind(self):
+    py.PyThread_acquire_lock(self._mutex,1)
 
-        gl.glEnable(self._textureTarget)
-        gl.glBindTexture(self._textureTarget, self._textureID)
+    gl.glEnable(self._textureTarget)
+    gl.glBindTexture(self._textureTarget, self._textureID)
 
-    cdef void _coreUnBind(self):
-        gl.glDisable(self._textureTarget)
-        gl.glBindTexture(self._textureTarget, 0)
+  cdef void _coreUnBind(self):
+    gl.glDisable(self._textureTarget)
+    gl.glBindTexture(self._textureTarget, 0)
 
-        py.PyThread_release_lock(self._mutex)
+    py.PyThread_release_lock(self._mutex)
 

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