Style cleanup: mixed tabs/spaces were used for indentation in osl_closures.h

This commit is contained in:
Sergey Sharybin 2012-11-21 13:45:37 +00:00
parent b118512448
commit cdcab16d12

@ -79,26 +79,26 @@ public:
ShaderClosure sc;
OSL::Vec3 N, T;
CBSDFClosure(int scattering) : OSL::ClosurePrimitive(BSDF),
m_scattering_label(scattering), m_shaderdata_flag(0) { }
~CBSDFClosure() { }
CBSDFClosure(int scattering) : OSL::ClosurePrimitive(BSDF),
m_scattering_label(scattering), m_shaderdata_flag(0) { }
~CBSDFClosure() { }
int scattering() const { return m_scattering_label; }
int shaderdata_flag() const { return m_shaderdata_flag; }
int scattering() const { return m_scattering_label; }
int shaderdata_flag() const { return m_shaderdata_flag; }
ClosureType shaderclosure_type() const { return sc.type; }
virtual void blur(float roughness) = 0;
virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
virtual void blur(float roughness) = 0;
virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
virtual int sample(const float3 &Ng,
const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
float randu, float randv,
float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
float &pdf, float3 &eval) const = 0;
virtual int sample(const float3 &Ng,
const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
float randu, float randv,
float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
float &pdf, float3 &eval) const = 0;
protected:
int m_scattering_label;
int m_scattering_label;
int m_shaderdata_flag;
};