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authorCampbell Barton <ideasman42@gmail.com>2019-04-29 13:12:09 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-29 15:06:26 +0300
commitd17e07274ab376ce518c132e36ebc44e4c4fccb4 (patch)
treeee0877ee6abecbc38d79c05b5263f915dc076b12
parenta57fec986d2d7093fc8148188315274e4f150857 (diff)
Cleanup: comments (long lines) in nodes
-rw-r--r--source/blender/nodes/composite/node_composite_tree.c15
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorbalance.c3
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_cryptomatte.c6
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_image.c13
-rw-r--r--source/blender/nodes/intern/node_exec.c3
-rw-r--r--source/blender/nodes/intern/node_util.c3
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c3
-rw-r--r--source/blender/nodes/shader/node_shader_util.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_attribute.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_math.c3
-rw-r--r--source/blender/nodes/texture/node_texture_tree.c5
-rw-r--r--source/blender/nodes/texture/nodes/node_texture_proc.c3
12 files changed, 41 insertions, 22 deletions
diff --git a/source/blender/nodes/composite/node_composite_tree.c b/source/blender/nodes/composite/node_composite_tree.c
index fd6435312b9..43a70a62350 100644
--- a/source/blender/nodes/composite/node_composite_tree.c
+++ b/source/blender/nodes/composite/node_composite_tree.c
@@ -247,11 +247,12 @@ void ntreeCompositExecTree(Scene *scene,
/* Update the outputs of the render layer nodes.
* Since the outputs depend on the render engine, this part is a bit complex:
- * - ntreeCompositUpdateRLayers is called and loops over all render layer nodes
- * - Each render layer node calls the update function of the render engine that's used for its scene
- * - The render engine calls RE_engine_register_pass for each pass
- * - RE_engine_register_pass calls ntreeCompositRegisterPass,
- * which calls node_cmp_rlayers_register_pass for every render layer node
+ * - ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
+ * - Each render layer node calls the update function of the
+ * render engine that's used for its scene.
+ * - The render engine calls RE_engine_register_pass for each pass.
+ * - RE_engine_register_pass calls ntreeCompositRegisterPass,.
+ * which calls node_cmp_rlayers_register_pass for every render layer node.
*/
void ntreeCompositUpdateRLayers(bNodeTree *ntree)
{
@@ -292,7 +293,9 @@ void ntreeCompositTagRender(Scene *curscene)
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
* not the ones in temp main generated for rendering?
- * This is still rather weak though, ideally render struct would store own main AND original G_MAIN... */
+ * This is still rather weak though,
+ * ideally render struct would store own main AND original G_MAIN. */
+
for (sce = G_MAIN->scenes.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
bNode *node;
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorbalance.c b/source/blender/nodes/composite/nodes/node_composite_colorbalance.c
index b0fbade8da4..db0689df775 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorbalance.c
+++ b/source/blender/nodes/composite/nodes/node_composite_colorbalance.c
@@ -36,7 +36,8 @@ static bNodeSocketTemplate cmp_node_colorbalance_out[] = {
};
/* Sync functions update formula parameters for other modes, such that the result is comparable.
- * Note that the results are not exactly the same due to differences in color handling (sRGB conversion happens for LGG),
+ * Note that the results are not exactly the same due to differences in color handling
+ * (sRGB conversion happens for LGG),
* but this keeps settings comparable.
*/
diff --git a/source/blender/nodes/composite/nodes/node_composite_cryptomatte.c b/source/blender/nodes/composite/nodes/node_composite_cryptomatte.c
index e4c9b8dd0cd..68a7e8d1589 100644
--- a/source/blender/nodes/composite/nodes/node_composite_cryptomatte.c
+++ b/source/blender/nodes/composite/nodes/node_composite_cryptomatte.c
@@ -71,7 +71,8 @@ static void cryptomatte_add(NodeCryptomatte *n, float f)
/* Be aware that token_len still contains any trailing white space. */
token_len = token_end - (n->matte_id + start);
- /* If this has a leading bracket, assume a raw floating point number and look for the closing bracket. */
+ /* If this has a leading bracket,
+ * assume a raw floating point number and look for the closing bracket. */
if (n->matte_id[start] == '<') {
if (strncmp(n->matte_id + start, number, strlen(number)) == 0) {
/* This number is already there, so continue. */
@@ -152,7 +153,8 @@ static void cryptomatte_remove(NodeCryptomatte *n, float f)
if (token_len == 1) {
skip = true;
}
- /* If this has a leading bracket, assume a raw floating point number and look for the closing bracket. */
+ /* If this has a leading bracket,
+ * assume a raw floating point number and look for the closing bracket. */
else if (n->matte_id[start] == '<') {
if (strncmp(n->matte_id + start, number, strlen(number)) == 0) {
/* This number is already there, so skip it. */
diff --git a/source/blender/nodes/composite/nodes/node_composite_image.c b/source/blender/nodes/composite/nodes/node_composite_image.c
index ab0932a76aa..e1e23b843a1 100644
--- a/source/blender/nodes/composite/nodes/node_composite_image.c
+++ b/source/blender/nodes/composite/nodes/node_composite_image.c
@@ -87,8 +87,11 @@ static void cmp_node_image_add_pass_output(bNodeTree *ntree,
if (sock_index < 0) {
/* The first 31 sockets always are the legacy hardcoded sockets.
- * Any dynamically allocated sockets follow afterwards, and are sorted in the order in which they were stored in the RenderResult.
- * Therefore, we remember the index of the last matched socket. New sockets are placed behind the previously traversed one, but always after the first 31. */
+ * Any dynamically allocated sockets follow afterwards,
+ * and are sorted in the order in which they were stored in the RenderResult.
+ * Therefore, we remember the index of the last matched socket.
+ * New sockets are placed behind the previously traversed one,
+ * but always after the first 31. */
int after_index = *prev_index;
if (is_rlayers && after_index < 30) {
after_index = 30;
@@ -340,7 +343,8 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree,
&prev_index);
}
-/* XXX make this into a generic socket verification function for dynamic socket replacement (multilayer, groups, static templates) */
+/* XXX make this into a generic socket verification function for dynamic socket replacement
+ * (multilayer, groups, static templates) */
static void cmp_node_image_verify_outputs(bNodeTree *ntree, bNode *node, bool rlayer)
{
bNodeSocket *sock, *sock_next;
@@ -363,7 +367,8 @@ static void cmp_node_image_verify_outputs(bNodeTree *ntree, bNode *node, bool rl
* Another important detail comes from compatibility with the older socket model, where there
* was a fixed socket per pass type that was just hidden or not. Therefore, older versions expect
* the first 31 passes to belong to a specific pass type.
- * So, we keep those 31 always allocated before the others as well, even if they have no links attached. */
+ * So, we keep those 31 always allocated before the others as well,
+ * even if they have no links attached. */
sock_index = 0;
for (sock = node->outputs.first; sock; sock = sock_next, sock_index++) {
sock_next = sock->next;
diff --git a/source/blender/nodes/intern/node_exec.c b/source/blender/nodes/intern/node_exec.c
index 7fcba8cb472..24376e39f3d 100644
--- a/source/blender/nodes/intern/node_exec.c
+++ b/source/blender/nodes/intern/node_exec.c
@@ -169,7 +169,8 @@ bNodeTreeExec *ntree_exec_begin(bNodeExecContext *context,
/* ensure all sock->link pointers and node levels are correct */
/* Using global main here is likely totally wrong, not sure what to do about that one though...
- * We cannot even check ntree is in global main, since most of the time it won't be (thanks to ntree design)!!! */
+ * We cannot even check ntree is in global main,
+ * since most of the time it won't be (thanks to ntree design)!!! */
ntreeUpdateTree(G.main, ntree);
/* get a dependency-sorted list of nodes */
diff --git a/source/blender/nodes/intern/node_util.c b/source/blender/nodes/intern/node_util.c
index 4141ccccafa..6ad1c9b6925 100644
--- a/source/blender/nodes/intern/node_util.c
+++ b/source/blender/nodes/intern/node_util.c
@@ -86,7 +86,8 @@ void node_blend_label(bNodeTree *UNUSED(ntree), bNode *node, char *label, int ma
void node_image_label(bNodeTree *UNUSED(ntree), bNode *node, char *label, int maxlen)
{
- /* if there is no loaded image, return an empty string, and let nodeLabel() fill in the proper type translation. */
+ /* If there is no loaded image, return an empty string,
+ * and let nodeLabel() fill in the proper type translation. */
BLI_strncpy(label, (node->id) ? node->id->name + 2 : "", maxlen);
}
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 37ee7dd1221..05ca9394786 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -68,7 +68,8 @@ static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
Scene *scene = CTX_data_scene(C);
const char *engine_id = scene->r.engine;
- /* allow empty engine string too, this is from older versions that didn't have registerable engines yet */
+ /* Allow empty engine string too,
+ * this is from older versions that didn't have registerable engines yet. */
return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) ||
!BKE_scene_use_shading_nodes_custom(scene));
}
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index e75cb8a6642..2e8f81979a8 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -88,7 +88,8 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
memset(gs, 0, sizeof(*gs));
if (ns == NULL) {
- /* node_get_stack() will generate NULL bNodeStack pointers for unknown/unsupported types of sockets... */
+ /* node_get_stack() will generate NULL bNodeStack pointers
+ * for unknown/unsupported types of sockets. */
zero_v4(gs->vec);
gs->link = NULL;
gs->type = GPU_NONE;
diff --git a/source/blender/nodes/shader/nodes/node_shader_attribute.c b/source/blender/nodes/shader/nodes/node_shader_attribute.c
index 489bb8c3557..ec1bb988c1c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_attribute.c
+++ b/source/blender/nodes/shader/nodes/node_shader_attribute.c
@@ -42,7 +42,8 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
{
NodeShaderAttribute *attr = node->storage;
- /* FIXME : if an attribute layer (like vertex color) has one of theses name, it will not work as expected. */
+ /* FIXME : if an attribute layer (like vertex color) has one of theses name,
+ * it will not work as expected. */
if (strcmp(attr->name, "density") == 0) {
return GPU_stack_link(
mat, node, "node_attribute_volume_density", in, out, GPU_builtin(GPU_VOLUME_DENSITY));
diff --git a/source/blender/nodes/shader/nodes/node_shader_math.c b/source/blender/nodes/shader/nodes/node_shader_math.c
index f8d1617887e..70432e04180 100644
--- a/source/blender/nodes/shader/nodes/node_shader_math.c
+++ b/source/blender/nodes/shader/nodes/node_shader_math.c
@@ -159,7 +159,8 @@ static void node_shader_exec_math(void *UNUSED(data),
else {
float y_mod_1 = fabsf(fmodf(b, 1.0f));
- /* if input value is not nearly an integer, fall back to zero, nicer than straight rounding */
+ /* if input value is not nearly an integer,
+ * fall back to zero, nicer than straight rounding. */
if (y_mod_1 > 0.999f || y_mod_1 < 0.001f) {
r = powf(a, floorf(b + 0.5f));
}
diff --git a/source/blender/nodes/texture/node_texture_tree.c b/source/blender/nodes/texture/node_texture_tree.c
index 60630da586d..43deea9c2de 100644
--- a/source/blender/nodes/texture/node_texture_tree.c
+++ b/source/blender/nodes/texture/node_texture_tree.c
@@ -325,8 +325,9 @@ int ntreeTexExecTree(bNodeTree *nodes,
retval |= TEX_NOR;
}
retval |= TEX_RGB;
- /* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was set
- * however, the texture code checks this for other reasons (namely, a normal is required for material) */
+ /* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was
+ * set however, the texture code checks this for other reasons
+ * (namely, a normal is required for material). */
texres->nor = nor;
return retval;
diff --git a/source/blender/nodes/texture/nodes/node_texture_proc.c b/source/blender/nodes/texture/nodes/node_texture_proc.c
index bf7cdf18d44..b0b646dfd16 100644
--- a/source/blender/nodes/texture/nodes/node_texture_proc.c
+++ b/source/blender/nodes/texture/nodes/node_texture_proc.c
@@ -44,7 +44,8 @@ static bNodeSocketTemplate outputs_color_only[] = {{SOCK_RGBA, 0, N_("Color")},
SOCK_RGBA, 1, "Color 2", 1.0f, 1.0f, 1.0f, 1.0f \
}
-/* Calls multitex and copies the result to the outputs. Called by xxx_exec, which handles inputs. */
+/* Calls multitex and copies the result to the outputs.
+ * Called by xxx_exec, which handles inputs. */
static void do_proc(float *result,
TexParams *p,
const float col1[4],