diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-06-03 17:13:11 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-06-03 17:14:05 +0300 |
commit | 95f5272bda9e2824bb5e5ee8fd525029331eb5f5 (patch) | |
tree | 7ed4fdca7cee8e13d259f61b6934fe57b9d8fee0 | |
parent | 7b28a31f2c3a6bd28b465f6a48d9ee064ecb5176 (diff) |
Cleanup: style, use braces in draw
6 files changed, 50 insertions, 25 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 0c08082f50b..97b0f079500 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -225,26 +225,34 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) fprintf(f, "\t{\n\t\t"); for (int i = 0; i < w * h * 3; i += 3) { fprintf(f, "%ff,", data[i]); - if (((i / 3) + 1) % 12 == 0) + if (((i / 3) + 1) % 12 == 0) { fprintf(f, "\n\t\t"); - else + } + else { fprintf(f, " "); + } } fprintf(f, "\n\t},\n"); # else for (int i = 0; i < w * h * 3; i += 3) { - if (data[i] < 0.01) + if (data[i] < 0.01) { printf(" "); - else if (data[i] < 0.3) + } + else if (data[i] < 0.3) { printf("."); - else if (data[i] < 0.6) + } + else if (data[i] < 0.6) { printf("+"); - else if (data[i] < 0.9) + } + else if (data[i] < 0.9) { printf("%%"); - else + } + else { printf("#"); - if ((i / 3 + 1) % 64 == 0) + } + if ((i / 3 + 1) % 64 == 0) { printf("\n"); + } } # endif diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index 32076b47d8c..944caca6dab 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -232,8 +232,9 @@ void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3 * Page 78 in the .pdf version. */ float gtao_multibounce(float visibility, vec3 albedo) { - if (aoBounceFac == 0.0) + if (aoBounceFac == 0.0) { return visibility; + } /* Median luminance. Because Colored multibounce looks bad. */ float lum = dot(albedo, vec3(0.3333)); diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl index a5580e305d6..7d0ebe88aa4 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl @@ -104,6 +104,7 @@ void main() } */ - if (fragColor.a < 0.0035) + if (fragColor.a < 0.0035) { discard; + } } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl index 9ea96806481..3300514dd13 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl @@ -78,18 +78,23 @@ void main(void) /* culling outside viewport */ vec2 area = Viewport * 4.0; - if (sp1.x < -area.x || sp1.x > area.x) + if (sp1.x < -area.x || sp1.x > area.x) { return; - if (sp1.y < -area.y || sp1.y > area.y) + } + if (sp1.y < -area.y || sp1.y > area.y) { return; - if (sp2.x < -area.x || sp2.x > area.x) + } + if (sp2.x < -area.x || sp2.x > area.x) { return; - if (sp2.y < -area.y || sp2.y > area.y) + } + if (sp2.y < -area.y || sp2.y > area.y) { return; + } /* culling behind camera */ - if (P1.w < 0 || P2.w < 0) + if (P1.w < 0 || P2.w < 0) { return; + } /* determine the direction of each of the 3 segments (previous, current, next) */ vec2 v0 = normalize(sp1 - sp0); @@ -108,16 +113,20 @@ void main(void) /* determine the length of the miter by projecting it onto normal and then inverse it */ float an1 = dot(miter_a, n1); float bn1 = dot(miter_b, n2); - if (an1 == 0) + if (an1 == 0) { an1 = 1; - if (bn1 == 0) + } + if (bn1 == 0) { bn1 = 1; + } float length_a = finalThickness[1] / an1; float length_b = finalThickness[2] / bn1; - if (length_a <= 0.0) + if (length_a <= 0.0) { length_a = 0.01; - if (length_b <= 0.0) + } + if (length_b <= 0.0) { length_b = 0.01; + } /* prevent excessively long miters at sharp corners */ if (dot(v0, v1) < -MiterLimit) { diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl index 5373648d4e4..8ee70c37949 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl @@ -86,8 +86,9 @@ void main() # ifndef DOUBLE_MANIFOLD /* If the mesh is known to be manifold and we don't use double count, * only create an quad if the we encounter a facing geom. */ - if ((degen_faces.x && backface.y) || (degen_faces.y && backface.x)) + if ((degen_faces.x && backface.y) || (degen_faces.y && backface.x)) { return; + } # endif /* If one of the 2 triangles is degenerate, replace edge by a non-manifold one. */ diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl index 0a152cefaed..d5674e8f570 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl +++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl @@ -48,16 +48,21 @@ void main() bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0); vec4 inner_color; - if (color_id == 0) + if (color_id == 0) { inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree; - else if (color_id == 1) + } + else if (color_id == 1) { inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto; - else if (color_id == 2) + } + else if (color_id == 2) { inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect; - else if (color_id == 3) + } + else if (color_id == 3) { inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign; - else if (color_id == 4) + } + else if (color_id == 4) { inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp; + } else { bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0); bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0); |