diff options
author | Jacques Lucke <jacques@blender.org> | 2020-09-09 17:35:20 +0300 |
---|---|---|
committer | Jacques Lucke <jacques@blender.org> | 2020-09-09 17:36:57 +0300 |
commit | f8aad78830c185af50ab08f9362d637a23746447 (patch) | |
tree | 414d60581b68b20d85381817ea312a554a25b564 /source/blender/blenkernel/intern/dynamicpaint.c | |
parent | 42e3eb8854c9495a197fd5fa9d0f7990c24cafa7 (diff) |
Cleanup: reduce variable scopes
Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r-- | source/blender/blenkernel/intern/dynamicpaint.c | 60 |
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; } |