3D-Viewer: fix some code style

This commit is contained in:
Mario Luzeiro 2020-09-27 15:52:05 +01:00 committed by Jon Evans
parent 5205709399
commit 6db0c58e8f
1 changed files with 12 additions and 12 deletions

View File

@ -1427,12 +1427,12 @@ MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a
{
// Guess material type and apply a normal perturbator
if( ( RGBtoGray(material.m_Diffuse) < 0.3f ) &&
if( ( RGBtoGray( material.m_Diffuse ) < 0.3f ) &&
( material.m_Shininess < 0.36f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f) ) )
( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f ) &&
( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f ) &&
( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f ) ) )
{
// This may be a black plastic..
@ -1443,24 +1443,24 @@ MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.3f ) &&
if( ( RGBtoGray( material.m_Diffuse ) > 0.3f ) &&
( material.m_Shininess < 0.30f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f) ||
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f) ) )
( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f ) ||
( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f ) ||
( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f ) ) )
{
// This may be a color plastic ...
blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
}
else
{
if( ( RGBtoGray(material.m_Diffuse) > 0.6f ) &&
if( ( RGBtoGray( material.m_Diffuse ) > 0.6f ) &&
( material.m_Shininess > 0.35f ) &&
( material.m_Transparency == 0.0f ) &&
( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f) &&
(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f) ) )
( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f ) &&
( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f ) &&
( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f ) ) )
{
// This may be a brushed metal
blinnMaterial.SetNormalPerturbator( &m_brushed_metal_normal_perturbator );