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authorJacques Lucke <jacques@blender.org>2020-09-09 17:35:20 +0300
committerJacques Lucke <jacques@blender.org>2020-09-09 17:36:57 +0300
commitf8aad78830c185af50ab08f9362d637a23746447 (patch)
tree414d60581b68b20d85381817ea312a554a25b564 /source/blender/blenkernel/intern/dynamicpaint.c
parent42e3eb8854c9495a197fd5fa9d0f7990c24cafa7 (diff)
Cleanup: reduce variable scopes
Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c60
1 files changed, 24 insertions, 36 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 50c9ce4fb75..b7309743af1 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -475,13 +475,12 @@ static void blendColors(const float t_color[3],
float result[4])
{
/* Same thing as BLI's blend_color_mix_float(), but for non-premultiplied alpha. */
- int i;
float i_alpha = 1.0f - s_alpha;
float f_alpha = t_alpha * i_alpha + s_alpha;
/* blend colors */
if (f_alpha) {
- for (i = 0; i < 3; i++) {
+ for (int i = 0; i < 3; i++) {
result[i] = (t_color[i] * t_alpha * i_alpha + s_color[i] * s_alpha) / f_alpha;
}
}
@@ -1429,9 +1428,6 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
}
if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
- int i;
- int n_pos;
-
/* For vertex format, count every vertex that is connected by an edge */
int numOfEdges = mesh->totedge;
int numOfPolys = mesh->totpoly;
@@ -1440,7 +1436,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
struct MLoop *mloop = mesh->mloop;
/* count number of edges per vertex */
- for (i = 0; i < numOfEdges; i++) {
+ for (int i = 0; i < numOfEdges; i++) {
ad->n_num[edge[i].v1]++;
ad->n_num[edge[i].v2]++;
@@ -1450,7 +1446,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
/* also add number of vertices to temp_data
* to locate points on "mesh edge" */
- for (i = 0; i < numOfPolys; i++) {
+ for (int i = 0; i < numOfPolys; i++) {
for (int j = 0; j < mpoly[i].totloop; j++) {
temp_data[mloop[mpoly[i].loopstart + j].v]++;
}
@@ -1458,7 +1454,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
/* now check if total number of edges+faces for
* each vertex is even, if not -> vertex is on mesh edge */
- for (i = 0; i < sData->total_points; i++) {
+ for (int i = 0; i < sData->total_points; i++) {
if ((temp_data[i] % 2) || (temp_data[i] < 4)) {
ad->flags[i] |= ADJ_ON_MESH_EDGE;
}
@@ -1468,14 +1464,14 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
}
/* order n_index array */
- n_pos = 0;
- for (i = 0; i < sData->total_points; i++) {
+ int n_pos = 0;
+ for (int i = 0; i < sData->total_points; i++) {
ad->n_index[i] = n_pos;
n_pos += ad->n_num[i];
}
/* and now add neighbor data using that info */
- for (i = 0; i < numOfEdges; i++) {
+ for (int i = 0; i < numOfEdges; i++) {
/* first vertex */
int index = edge[i].v1;
n_pos = ad->n_index[index] + temp_data[index];
@@ -1616,7 +1612,6 @@ static void dynamicPaint_setInitialColor(const Scene *scene, DynamicPaintSurface
PaintSurfaceData *sData = surface->data;
PaintPoint *pPoint = (PaintPoint *)sData->type_data;
Mesh *mesh = dynamicPaint_canvas_mesh_get(surface->canvas);
- int i;
const bool scene_color_manage = BKE_scene_check_color_management_enabled(scene);
if (surface->type != MOD_DPAINT_SURFACE_T_PAINT) {
@@ -1630,7 +1625,7 @@ static void dynamicPaint_setInitialColor(const Scene *scene, DynamicPaintSurface
/* Single color */
if (surface->init_color_type == MOD_DPAINT_INITIAL_COLOR) {
/* apply color to every surface point */
- for (i = 0; i < sData->total_points; i++) {
+ for (int i = 0; i < sData->total_points; i++) {
copy_v4_v4(pPoint[i].color, surface->init_color);
}
}
@@ -1703,7 +1698,7 @@ static void dynamicPaint_setInitialColor(const Scene *scene, DynamicPaintSurface
return;
}
- for (i = 0; i < totloop; i++) {
+ for (int i = 0; i < totloop; i++) {
rgba_uchar_to_float(pPoint[mloop[i].v].color, (const unsigned char *)&col[mloop[i].v].r);
}
}
@@ -2029,8 +2024,7 @@ static Mesh *dynamicPaint_Modifier_apply(DynamicPaintModifierData *pmd, Object *
result->dvert = dvert;
}
if (defgrp_index != -1 && dvert) {
- int i;
- for (i = 0; i < sData->total_points; i++) {
+ for (int i = 0; i < sData->total_points; i++) {
MDeformVert *dv = &dvert[i];
MDeformWeight *def_weight = BKE_defvert_find_index(dv, defgrp_index);
@@ -4908,13 +4902,12 @@ static void surface_determineForceTargetPoints(const PaintSurfaceData *sData,
{
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
const int numOfNeighs = sData->adj_data->n_num[index];
- int i;
closest_id[0] = closest_id[1] = -1;
closest_d[0] = closest_d[1] = -1.0f;
/* find closest neigh */
- for (i = 0; i < numOfNeighs; i++) {
+ for (int i = 0; i < numOfNeighs; i++) {
const int n_index = sData->adj_data->n_index[index] + i;
const float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
@@ -4929,7 +4922,7 @@ static void surface_determineForceTargetPoints(const PaintSurfaceData *sData,
}
/* find second closest neigh */
- for (i = 0; i < numOfNeighs; i++) {
+ for (int i = 0; i < numOfNeighs; i++) {
const int n_index = sData->adj_data->n_index[index] + i;
if (n_index == closest_id[0]) {
@@ -4989,26 +4982,24 @@ static void dynamicPaint_doSmudge(DynamicPaintSurface *surface,
PaintSurfaceData *sData = surface->data;
PaintBakeData *bData = sData->bData;
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
- int index, steps, step;
- float eff_scale, max_velocity = 0.0f;
+ float max_velocity = 0.0f;
if (!sData->adj_data) {
return;
}
/* find max velocity */
- for (index = 0; index < sData->total_points; index++) {
+ for (int index = 0; index < sData->total_points; index++) {
float vel = bData->brush_velocity[index * 4 + 3];
CLAMP_MIN(max_velocity, vel);
}
- steps = (int)ceil((double)max_velocity / bData->average_dist * (double)timescale);
+ int steps = (int)ceil((double)max_velocity / bData->average_dist * (double)timescale);
CLAMP(steps, 0, 12);
- eff_scale = brush->smudge_strength / (float)steps * timescale;
+ float eff_scale = brush->smudge_strength / (float)steps * timescale;
- for (step = 0; step < steps; step++) {
- for (index = 0; index < sData->total_points; index++) {
- int i;
+ for (int step = 0; step < steps; step++) {
+ for (int index = 0; index < sData->total_points; index++) {
if (sData->adj_data->flags[index] & ADJ_BORDER_PIXEL) {
continue;
@@ -5030,7 +5021,7 @@ static void dynamicPaint_doSmudge(DynamicPaintSurface *surface,
sData, index, &bData->brush_velocity[index * 4], closest_d, closest_id);
/* Apply movement towards those two points */
- for (i = 0; i < 2; i++) {
+ for (int i = 0; i < 2; i++) {
int n_index = closest_id[i];
if (n_index != -1 && closest_d[i] > 0.0f) {
float dir_dot = closest_d[i], dir_factor;
@@ -5753,10 +5744,9 @@ static void dynamicPaint_doWaveStep(DynamicPaintSurface *surface, float timescal
/* calculate average neigh distance (single thread) */
for (index = 0; index < sData->total_points; index++) {
- int i;
int numOfNeighs = sData->adj_data->n_num[index];
- for (i = 0; i < numOfNeighs; i++) {
+ for (int i = 0; i < numOfNeighs; i++) {
average_dist += (double)bNeighs[sData->adj_data->n_index[index] + i].dist;
}
}
@@ -5827,8 +5817,7 @@ static void dynamic_paint_surface_pre_step_cb(void *__restrict userdata,
/* drying */
if (surface->flags & MOD_DPAINT_USE_DRYING) {
if (pPoint->wetness >= MIN_WETNESS) {
- int i;
- float dry_ratio, f_color[4];
+ float f_color[4];
float p_wetness = pPoint->wetness;
value_dissolve(&pPoint->wetness,
@@ -5838,7 +5827,7 @@ static void dynamic_paint_surface_pre_step_cb(void *__restrict userdata,
CLAMP_MIN(pPoint->wetness, 0.0f);
if (pPoint->wetness < surface->color_dry_threshold) {
- dry_ratio = pPoint->wetness / p_wetness;
+ float dry_ratio = pPoint->wetness / p_wetness;
/*
* Slowly "shift" paint from wet layer to dry layer as it drys:
@@ -5858,7 +5847,7 @@ static void dynamic_paint_surface_pre_step_cb(void *__restrict userdata,
/* For each rgb component, calculate a new dry layer color that keeps the final blend
* color with these new alpha values. (wet layer color doesn't change). */
if (pPoint->color[3]) {
- for (i = 0; i < 3; i++) {
+ for (int i = 0; i < 3; i++) {
pPoint->color[i] = (f_color[i] * f_color[3] -
pPoint->e_color[i] * pPoint->e_color[3]) /
(pPoint->color[3] * (1.0f - pPoint->e_color[3]));
@@ -5914,7 +5903,6 @@ static bool dynamicPaint_surfaceHasMoved(DynamicPaintSurface *surface, Object *o
MVert *mvert = mesh->mvert;
int numOfVerts = mesh->totvert;
- int i;
if (!bData->prev_verts) {
return true;
@@ -5926,7 +5914,7 @@ static bool dynamicPaint_surfaceHasMoved(DynamicPaintSurface *surface, Object *o
}
/* vertices */
- for (i = 0; i < numOfVerts; i++) {
+ for (int i = 0; i < numOfVerts; i++) {
if (!equals_v3v3(bData->prev_verts[i].co, mvert[i].co)) {
return true;
}