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+49
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Source/RunActivity/Viewer3D/Materials.cs

Lines changed: 49 additions & 45 deletions
Original file line numberDiff line numberDiff line change
@@ -92,7 +92,7 @@ public Texture2D Get(string path, Texture2D defaultTexture, bool required = fals
9292
else if (Path.GetExtension(path) == ".ace")
9393
{
9494
var alternativeTexture = Path.ChangeExtension(path, ".dds");
95-
95+
9696
if (File.Exists(alternativeTexture))
9797
{
9898
DDSLib.DDSFromFile(alternativeTexture, GraphicsDevice, true, out texture);
@@ -189,7 +189,7 @@ public static Texture2D Get(GraphicsDevice graphicsDevice, string path)
189189
DDSLib.DDSFromFile(path, graphicsDevice, true, out ddsTexture);
190190
return ddsTexture;
191191
}
192-
192+
193193
using (var stream = File.OpenRead(path))
194194
{
195195
if (ext == ".gif" || ext == ".jpg" || ext == ".png")
@@ -209,6 +209,7 @@ public static Texture2D Get(GraphicsDevice graphicsDevice, string path)
209209
return SharedMaterialManager.MissingTexture;
210210
}
211211
}
212+
212213
public static Texture2D Get(GraphicsDevice graphicsDevice, string path, Microsoft.Xna.Framework.Rectangle MapRectangle)
213214
{
214215
if (path == null || path == "")
@@ -246,6 +247,7 @@ public static Texture2D Get(GraphicsDevice graphicsDevice, string path, Microsof
246247
}
247248
}
248249
}
250+
249251
public void Mark()
250252
{
251253
TextureMarks.Clear();
@@ -431,7 +433,7 @@ public Material Load(string materialName, string textureName = null, int options
431433
return Materials[materialKey];
432434
}
433435

434-
public bool LoadNightTextures()
436+
public bool LoadNightTextures()
435437
{
436438
int count = 0;
437439
foreach (SceneryMaterial material in from material in Materials.Values
@@ -452,11 +454,11 @@ where material is SceneryMaterial
452454
}
453455
}
454456
return true;
455-
}
457+
}
456458

457-
public bool LoadDayTextures()
458-
{
459-
int count = 0;
459+
public bool LoadDayTextures()
460+
{
461+
int count = 0;
460462
foreach (SceneryMaterial material in from material in Materials.Values
461463
where material is SceneryMaterial
462464
select material)
@@ -473,9 +475,9 @@ where material is SceneryMaterial
473475
return false; // too bad, no more space, other night textures won't be loaded
474476
}
475477
}
476-
}
477-
return true;
478-
}
478+
}
479+
return true;
480+
}
479481

480482
public void Mark()
481483
{
@@ -500,7 +502,7 @@ public void Sweep()
500502
{
501503
foreach (var path in MaterialMarks.Where(kvp => !kvp.Value).Select(kvp => kvp.Key))
502504
Materials.Remove(path);
503-
}
505+
}
504506

505507
public void LoadPrep()
506508
{
@@ -533,13 +535,13 @@ public string GetStatus()
533535
float distance = 1000;
534536
internal void UpdateShaders()
535537
{
536-
if(Viewer.Settings.UseMSTSEnv == false)
538+
if (Viewer.Settings.UseMSTSEnv == false)
537539
sunDirection = Viewer.World.Sky.SolarDirection;
538540
else
539541
sunDirection = Viewer.World.MSTSSky.mstsskysolarDirection;
540542

541543
SceneryShader.SetLightVector_ZFar(sunDirection, Viewer.Settings.ViewingDistance);
542-
544+
543545
// Headlight illumination
544546
if (Viewer.PlayerLocomotiveViewer != null
545547
&& Viewer.PlayerLocomotiveViewer.lightDrawer != null
@@ -578,13 +580,13 @@ internal void UpdateShaders()
578580
else if (sunDirection.Y >= 0.15)
579581
{
580582
clampValue = 0.5f; // at daytime min headlight
581-
distance = lightDrawer.LightConeDistance*0.1f; // and min distance
583+
distance = lightDrawer.LightConeDistance * 0.1f; // and min distance
582584

583585
}
584586
else
585587
{
586588
clampValue = 1 - 2.5f * (sunDirection.Y + 0.05f); // in the meantime interpolate
587-
distance = lightDrawer.LightConeDistance*(1-4.5f*(sunDirection.Y + 0.05f)); //ditto
589+
distance = lightDrawer.LightConeDistance * (1 - 4.5f * (sunDirection.Y + 0.05f)); //ditto
588590
}
589591
SceneryShader.SetHeadlight(ref lightDrawer.LightConePosition, ref lightDrawer.LightConeDirection, distance, lightDrawer.LightConeMinDotProduct, (float)(Viewer.Simulator.GameTime - fadeStartTimer), fadeDuration, clampValue, ref lightDrawer.LightConeColor);
590592
}
@@ -640,7 +642,7 @@ public int KeyLengthRemainder() //used as a "pseudorandom" number
640642
{
641643
if (String.IsNullOrEmpty(Key))
642644
return 0;
643-
return Key.Length%10;
645+
return Key.Length % 10;
644646
}
645647

646648
[CallOnThread("Loader")]
@@ -770,7 +772,8 @@ public class SceneryMaterial : Material
770772
IEnumerator<EffectPass> ShaderPassesImage;
771773
IEnumerator<EffectPass> ShaderPassesVegetation;
772774
IEnumerator<EffectPass> ShaderPasses;
773-
public static readonly DepthStencilState DepthReadCompareLess = new DepthStencilState {
775+
public static readonly DepthStencilState DepthReadCompareLess = new DepthStencilState
776+
{
774777
DepthBufferWriteEnable = false,
775778
DepthBufferFunction = CompareFunction.Less,
776779
};
@@ -785,13 +788,13 @@ public SceneryMaterial(Viewer viewer, string texturePath, SceneryMaterialOptions
785788
Texture = SharedMaterialManager.MissingTexture;
786789
NightTexture = SharedMaterialManager.MissingTexture;
787790
// <CSComment> if "trainset" is in the path (true for night textures for 3DCabs) deferred load of night textures is disabled
788-
if (!String.IsNullOrEmpty(texturePath) && (Options & SceneryMaterialOptions.NightTexture) != 0 && ((!viewer.IsDaytime && !viewer.IsNighttime)
791+
if (!String.IsNullOrEmpty(texturePath) && (Options & SceneryMaterialOptions.NightTexture) != 0 && ((!viewer.IsDaytime && !viewer.IsNighttime)
789792
|| TexturePath.Contains(@"\trainset\")))
790793
{
791794
var nightTexturePath = Helpers.GetNightTextureFile(Viewer.Simulator, texturePath);
792795
if (!String.IsNullOrEmpty(nightTexturePath))
793796
NightTexture = Viewer.TextureManager.Get(nightTexturePath.ToLower());
794-
Texture = Viewer.TextureManager.Get(texturePath, true);
797+
Texture = Viewer.TextureManager.Get(texturePath, true);
795798
}
796799
else if ((Options & SceneryMaterialOptions.NightTexture) != 0 && viewer.IsDaytime)
797800
{
@@ -822,31 +825,31 @@ public SceneryMaterial(Viewer viewer, string texturePath, SceneryMaterialOptions
822825

823826
}
824827

825-
public bool LoadNightTexture ()
826-
{
828+
public bool LoadNightTexture()
829+
{
827830
bool oneMore = false;
828-
if (((Options & SceneryMaterialOptions.NightTexture) != 0) && (NightTexture == SharedMaterialManager.MissingTexture))
831+
if (((Options & SceneryMaterialOptions.NightTexture) != 0) && (NightTexture == SharedMaterialManager.MissingTexture))
829832
{
830833
var nightTexturePath = Helpers.GetNightTextureFile(Viewer.Simulator, TexturePath);
831834
if (!String.IsNullOrEmpty(nightTexturePath))
832-
{
835+
{
833836
NightTexture = Viewer.TextureManager.Get(nightTexturePath.ToLower());
834837
oneMore = true;
835838
}
836839
}
837840
return oneMore;
838841
}
839842

840-
public bool LoadDayTexture ()
841-
{
842-
bool oneMore = false;
843-
if (Texture == SharedMaterialManager.MissingTexture && !String.IsNullOrEmpty(TexturePath))
844-
{
843+
public bool LoadDayTexture()
844+
{
845+
bool oneMore = false;
846+
if (Texture == SharedMaterialManager.MissingTexture && !String.IsNullOrEmpty(TexturePath))
847+
{
845848
Texture = Viewer.TextureManager.Get(TexturePath.ToLower());
846849
oneMore = true;
847-
}
848-
return oneMore;
849-
}
850+
}
851+
return oneMore;
852+
}
850853

851854
public override void SetState(GraphicsDevice graphicsDevice, Material previousMaterial)
852855
{
@@ -956,7 +959,7 @@ public override void SetState(GraphicsDevice graphicsDevice, Material previousMa
956959
shader.ImageTexture = NightTexture;
957960
shader.ImageTextureIsNight = true;
958961
}
959-
else
962+
else
960963
{
961964
shader.ImageTexture = Texture;
962965
shader.ImageTextureIsNight = false;
@@ -1047,7 +1050,8 @@ public override SamplerState GetShadowTextureAddressMode()
10471050
SamplerStates.Add(textureAddressMode, new Dictionary<float, SamplerState>());
10481051

10491052
if (!SamplerStates[textureAddressMode].ContainsKey(mipMapBias))
1050-
SamplerStates[textureAddressMode].Add(mipMapBias, new SamplerState {
1053+
SamplerStates[textureAddressMode].Add(mipMapBias, new SamplerState
1054+
{
10511055
AddressU = textureAddressMode,
10521056
AddressV = textureAddressMode,
10531057
Filter = TextureFilter.Anisotropic,
@@ -1089,11 +1093,11 @@ public ShadowMapMaterial(Viewer viewer)
10891093
var shadowMapResolution = Viewer.Settings.ShadowMapResolution;
10901094
BlurVertexBuffer = new VertexBuffer(Viewer.RenderProcess.GraphicsDevice, typeof(VertexPositionTexture), 4, BufferUsage.WriteOnly);
10911095
BlurVertexBuffer.SetData(new[] {
1092-
new VertexPositionTexture(new Vector3(-1, +1, 0), new Vector2(0, 0)),
1093-
new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, shadowMapResolution)),
1094-
new VertexPositionTexture(new Vector3(+1, +1, 0), new Vector2(shadowMapResolution, 0)),
1095-
new VertexPositionTexture(new Vector3(+1, -1, 0), new Vector2(shadowMapResolution, shadowMapResolution)),
1096-
});
1096+
new VertexPositionTexture(new Vector3(-1, +1, 0), new Vector2(0, 0)),
1097+
new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, shadowMapResolution)),
1098+
new VertexPositionTexture(new Vector3(+1, +1, 0), new Vector2(shadowMapResolution, 0)),
1099+
new VertexPositionTexture(new Vector3(+1, -1, 0), new Vector2(shadowMapResolution, shadowMapResolution)),
1100+
});
10971101
}
10981102

10991103
public void SetState(GraphicsDevice graphicsDevice, Mode mode)
@@ -1186,9 +1190,9 @@ public void SetState(GraphicsDevice graphicsDevice, Texture2D screen)
11861190
shader.Screen = screen;
11871191
shader.GlassColor = Color.Black;
11881192

1189-
graphicsDevice.BlendState = BlendState.NonPremultiplied;
1190-
graphicsDevice.RasterizerState = RasterizerState.CullNone;
1191-
graphicsDevice.DepthStencilState = DepthStencilState.None;
1193+
graphicsDevice.BlendState = BlendState.NonPremultiplied;
1194+
graphicsDevice.RasterizerState = RasterizerState.CullNone;
1195+
graphicsDevice.DepthStencilState = DepthStencilState.None;
11921196
}
11931197

11941198
public void Render(GraphicsDevice graphicsDevice, RenderPrimitive renderPrimitive, ref Matrix XNAWorldMatrix, ref Matrix XNAViewMatrix, ref Matrix XNAProjectionMatrix)
@@ -1208,9 +1212,9 @@ public void Render(GraphicsDevice graphicsDevice, RenderPrimitive renderPrimitiv
12081212

12091213
public override void ResetState(GraphicsDevice graphicsDevice)
12101214
{
1211-
graphicsDevice.BlendState = BlendState.Opaque;
1212-
graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
1213-
graphicsDevice.DepthStencilState = DepthStencilState.Default;
1215+
graphicsDevice.BlendState = BlendState.Opaque;
1216+
graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
1217+
graphicsDevice.DepthStencilState = DepthStencilState.Default;
12141218
}
12151219

12161220
public override bool GetBlending()
@@ -1318,7 +1322,7 @@ public SolidColorMaterial(Viewer viewer, float a, float r, float g, float b)
13181322
{
13191323
basicEffect = new BasicEffect(Viewer.RenderProcess.GraphicsDevice);
13201324
basicEffect.Alpha = a;
1321-
basicEffect.DiffuseColor = new Vector3(r , g , b );
1325+
basicEffect.DiffuseColor = new Vector3(r, g, b);
13221326
basicEffect.SpecularColor = new Vector3(0.25f, 0.25f, 0.25f);
13231327
basicEffect.SpecularPower = 5.0f;
13241328
basicEffect.AmbientLightColor = new Vector3(0.2f, 0.2f, 0.2f);

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