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authorSergey Sharybin <sergey.vfx@gmail.com>2016-02-03 17:00:55 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-02-03 17:00:55 +0300
commit3aa74828ab627723e6c98163bf6344ef1f009bcf (patch)
tree7dbb827dbb794d8f71ecd4c8047a8d0fff272f6c /intern/cycles/blender/blender_shader.cpp
parent87cbcd697b778b8c5500634a5193bdf67700b3a6 (diff)
Cycles: Cleanup, indentation and braces
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp106
1 files changed, 53 insertions, 53 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index ffe99bda262..8870507d00a 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -142,32 +142,32 @@ static void set_default_value(ShaderInput *input,
{
/* copy values for non linked inputs */
switch(input->type) {
- case SHADER_SOCKET_FLOAT: {
- input->set(get_float(b_sock.ptr, "default_value"));
- break;
- }
- case SHADER_SOCKET_INT: {
- input->set((float)get_int(b_sock.ptr, "default_value"));
- break;
- }
- case SHADER_SOCKET_COLOR: {
- input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
- break;
- }
- case SHADER_SOCKET_NORMAL:
- case SHADER_SOCKET_POINT:
- case SHADER_SOCKET_VECTOR: {
- input->set(get_float3(b_sock.ptr, "default_value"));
- break;
- }
- case SHADER_SOCKET_STRING: {
- input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
- break;
- }
-
- case SHADER_SOCKET_CLOSURE:
- case SHADER_SOCKET_UNDEFINED:
- break;
+ case SHADER_SOCKET_FLOAT: {
+ input->set(get_float(b_sock.ptr, "default_value"));
+ break;
+ }
+ case SHADER_SOCKET_INT: {
+ input->set((float)get_int(b_sock.ptr, "default_value"));
+ break;
+ }
+ case SHADER_SOCKET_COLOR: {
+ input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
+ break;
+ }
+ case SHADER_SOCKET_NORMAL:
+ case SHADER_SOCKET_POINT:
+ case SHADER_SOCKET_VECTOR: {
+ input->set(get_float3(b_sock.ptr, "default_value"));
+ break;
+ }
+ case SHADER_SOCKET_STRING: {
+ input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
+ break;
+ }
+
+ case SHADER_SOCKET_CLOSURE:
+ case SHADER_SOCKET_UNDEFINED:
+ break;
}
}
@@ -399,12 +399,12 @@ static ShaderNode *add_node(Scene *scene,
SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
switch(b_subsurface_node.falloff()) {
- case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
- subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
- break;
- case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
- subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
- break;
+ case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
+ subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
+ break;
+ case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
+ subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
+ break;
}
node = subsurface;
@@ -414,18 +414,18 @@ static ShaderNode *add_node(Scene *scene,
GlossyBsdfNode *glossy = new GlossyBsdfNode();
switch(b_glossy_node.distribution()) {
- case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
- glossy->distribution = ustring("Sharp");
- break;
- case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
- glossy->distribution = ustring("Beckmann");
- break;
- case BL::ShaderNodeBsdfGlossy::distribution_GGX:
- glossy->distribution = ustring("GGX");
- break;
- case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
- glossy->distribution = ustring("Ashikhmin-Shirley");
- break;
+ case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
+ glossy->distribution = ustring("Sharp");
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
+ glossy->distribution = ustring("Beckmann");
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_GGX:
+ glossy->distribution = ustring("GGX");
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
+ glossy->distribution = ustring("Ashikhmin-Shirley");
+ break;
}
node = glossy;
}
@@ -433,15 +433,15 @@ static ShaderNode *add_node(Scene *scene,
BL::ShaderNodeBsdfGlass b_glass_node(b_node);
GlassBsdfNode *glass = new GlassBsdfNode();
switch(b_glass_node.distribution()) {
- case BL::ShaderNodeBsdfGlass::distribution_SHARP:
- glass->distribution = ustring("Sharp");
- break;
- case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
- glass->distribution = ustring("Beckmann");
- break;
- case BL::ShaderNodeBsdfGlass::distribution_GGX:
- glass->distribution = ustring("GGX");
- break;
+ case BL::ShaderNodeBsdfGlass::distribution_SHARP:
+ glass->distribution = ustring("Sharp");
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
+ glass->distribution = ustring("Beckmann");
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_GGX:
+ glass->distribution = ustring("GGX");
+ break;
}
node = glass;
}