diff options
author | Campbell Barton <campbell@blender.org> | 2022-08-16 03:30:23 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-08-16 03:38:26 +0300 |
commit | c4eb70e54390083a8f2d98fa1eeed68eaeafa5ff (patch) | |
tree | 56fbe2334ac744c8682186db26106351c028379d | |
parent | 75e652027c6b1c248d1c4d3f394579ffc1a46d14 (diff) |
Cleanup: format
11 files changed, 21 insertions, 18 deletions
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c index d7fa2ca8e32..9db6689167d 100644 --- a/source/blender/blenkernel/intern/pbvh.c +++ b/source/blender/blenkernel/intern/pbvh.c @@ -2899,10 +2899,13 @@ void BKE_pbvh_draw_cb(PBVH *pbvh, MEM_SAFE_FREE(nodes); } -void BKE_pbvh_draw_debug_cb( - PBVH *pbvh, - void (*draw_fn)(PBVHNode *node, void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag), - void *user_data) +void BKE_pbvh_draw_debug_cb(PBVH *pbvh, + void (*draw_fn)(PBVHNode *node, + void *user_data, + const float bmin[3], + const float bmax[3], + PBVHNodeFlags flag), + void *user_data) { for (int a = 0; a < pbvh->totnode; a++) { PBVHNode *node = &pbvh->nodes[a]; diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc index 3700076153e..afabeb8b729 100644 --- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc @@ -765,4 +765,4 @@ void DepthOfField::render(GPUTexture **input_tx, /** \} */ -} // namespace blender::eevee
\ No newline at end of file +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc index 660eb9f1e22..d9545e2e972 100644 --- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc @@ -259,4 +259,4 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx) /** \} */ -} // namespace blender::eevee
\ No newline at end of file +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl index 67e6c8ec7d2..49c93ca63cd 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl @@ -134,8 +134,8 @@ void main() { /** * NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear - * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined - * value and tile border will be noticeable in the final image. + * filtering in the resolve pass. Not outputting to a tile means that border texels have + * undefined value and tile border will be noticeable in the final image. */ cache_init(); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl index 201e8ac9ba1..cf8dd7a36e6 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl @@ -2,8 +2,8 @@ /** * Gather pass: Convolve foreground and background parts in separate passes. * - * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color. - * A fast gather path is taken if there is not many CoC variation inside the tile. + * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene + *color. A fast gather path is taken if there is not many CoC variation inside the tile. * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring * rotation to ensure maximum coverage. diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl index 1b42d21ed65..5cdabbc2d4b 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl @@ -2,8 +2,8 @@ /** * Holefill pass: Gather background parts where foreground is present. * - * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color. - * A fast gather path is taken if there is not many CoC variation inside the tile. + * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene + *color. A fast gather path is taken if there is not many CoC variation inside the tile. * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring * rotation to ensure maximum coverage. diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl index 5c50a2252bd..9d231c6bd37 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl @@ -51,4 +51,4 @@ void main() out_debug_color_add = vec4(color.rgb, 0.0) * 0.2; out_debug_color_mul = color; -}
\ No newline at end of file +} diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index abccbd66e80..913d1b4c3f4 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -1213,7 +1213,7 @@ static void sculpt_debug_cb( if (flag & PBVH_Leaf) { int color = (*debug_node_nr)++; color += BKE_pbvh_debug_draw_gen_get(node); - + DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR(color)); } #endif diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl index fe608816109..4e0d980637f 100644 --- a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl +++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl @@ -130,4 +130,4 @@ void main() /* Transparent Background for ease of read. */ out_color = vec4(0, 0, 0, 0.2); } -}
\ No newline at end of file +} diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl index c8fc3815436..f67e9d3f9e0 100644 --- a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl +++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl @@ -26,4 +26,4 @@ void main() gl_Position = vec4( pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1); gl_PointSize = char_size; -}
\ No newline at end of file +} diff --git a/source/blender/editors/sculpt_paint/sculpt_undo.c b/source/blender/editors/sculpt_paint/sculpt_undo.c index 8370d8fa501..283e9a1c6fa 100644 --- a/source/blender/editors/sculpt_paint/sculpt_undo.c +++ b/source/blender/editors/sculpt_paint/sculpt_undo.c @@ -10,12 +10,12 @@ * * The sculpt undo system is a delta-based system. Each undo step stores * the difference with the prior one. - * + * * To use the sculpt undo system, you must call SCULPT_undo_push_begin * inside an operator exec or invoke callback (ED_sculpt_undo_geometry_begin * may be called if you wish to save a non-delta copy of the entire mesh). * This will initialize the sculpt undo stack and set up an undo step. - * + * * At the end of the operator you should call SCULPT_undo_push_end. * * SCULPT_undo_push_end and ED_sculpt_undo_geometry_begin both take a |