diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:12:26 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:23:25 +0300 |
commit | 0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch) | |
tree | 0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/draw/engines/eevee/eevee_shadows_cascade.c | |
parent | ab823176d31dc155645de733f1cd4fbd6ad74592 (diff) |
Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shadows_cascade.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_shadows_cascade.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index d5e038f716c..26f83a3e8e0 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -61,7 +61,7 @@ static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int #ifndef DEBUG_SHADOW_DISTRIBUTION EEVEE_sample_ellipse(sample_ofs, mat[0], mat[1], radius, radius, jitter); #else - for (int i = 0; i <= sample_ofs; ++i) { + for (int i = 0; i <= sample_ofs; i++) { EEVEE_sample_ellipse(i, mat[0], mat[1], radius, radius, jitter); float p[3]; add_v3_v3v3(p, jitter, mat[2]); @@ -87,7 +87,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], /* compute the bounding box */ INIT_MINMAX(minvec, maxvec); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { minmax_v3v3_v3(minvec, maxvec, corners[i]); } @@ -98,14 +98,14 @@ static void frustum_min_bounding_sphere(const float corners[8][3], #else /* Find averaged center. */ zero_v3(r_center); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { add_v3_v3(r_center, corners[i]); } mul_v3_fl(r_center, 1.0f / 8.0f); /* Search the largest distance from the sphere center. */ *r_radius = 0.0f; - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float rad = len_squared_v3v3(corners[i], r_center); if (rad > *r_radius) { *r_radius = rad; @@ -218,7 +218,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, } /* init near/far */ - for (int c = 0; c < MAX_CASCADE_NUM; ++c) { + for (int c = 0; c < MAX_CASCADE_NUM; c++) { csm_data->split_start[c] = csm_end; csm_data->split_end[c] = csm_end; } @@ -252,7 +252,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, csm_data->split_start[0] = csm_start; csm_data->split_end[cascade_nbr - 1] = csm_end; - for (int c = 1; c < cascade_nbr; ++c) { + for (int c = 1; c < cascade_nbr; c++) { /* View Space */ float linear_split = lerp(((float)(c) / (float)cascade_nbr), csm_start, csm_end); float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr); @@ -301,7 +301,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, csm_data->split_start[0] = lerp(cascade_fade, csm_data->split_end[cascade_nbr - 1], prev_split); /* For each cascade */ - for (int c = 0; c < cascade_nbr; ++c) { + for (int c = 0; c < cascade_nbr; c++) { float(*projmat)[4] = csm_render->projmat[c]; /* Given 8 frustum corners */ float corners[8][3] = { @@ -318,7 +318,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, }; /* Transform them into world space */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_project_m4_v3(persinv, corners[i]); } |