diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-03-27 03:16:17 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-03-27 03:28:20 +0300 |
commit | 5c74b0964bd624fb10e1293920d8df3b089115dd (patch) | |
tree | 54a07a1ffd35ac729db2ebfea01515c7f9a34549 /source/blender/draw/engines/eevee | |
parent | 2f149ebbe946e9f4067a83455e855f4e7b1f8fab (diff) |
Cleanup: add iterator macros to clang-format
Also rename START to BEGIN (matching BEGIN/END for most iterator macros).
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 143 |
1 files changed, 74 insertions, 69 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 79087ddfa9e..4a1f0a081b2 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -134,7 +134,8 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; render_pass_index_ += 1; \ } \ } \ - } + } \ + ((void)0) /* *********** FUNCTIONS *********** */ @@ -1562,21 +1563,22 @@ static void material_opaque(Material *ma, } } - RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) - emsg->material_accum_grp[render_pass_index] = DRW_shgroup_material_create( - *gpumat, psl->material_accum_pass[render_pass_index]); - add_standard_uniforms(emsg->material_accum_grp[render_pass_index], - sldata, - vedata, - ssr_id, - &ma->refract_depth, - use_diffuse, - use_glossy, - use_refract, - use_ssrefract, - false, - render_pass_flag); - RENDER_PASS_ITER_END(render_pass_index) + RENDER_PASS_ITER_BEGIN (stl->g_data->render_passes, render_pass_index, render_pass_flag) { + emsg->material_accum_grp[render_pass_index] = DRW_shgroup_material_create( + *gpumat, psl->material_accum_pass[render_pass_index]); + add_standard_uniforms(emsg->material_accum_grp[render_pass_index], + sldata, + vedata, + ssr_id, + &ma->refract_depth, + use_diffuse, + use_glossy, + use_refract, + use_ssrefract, + false, + render_pass_flag); + } + RENDER_PASS_ITER_END(render_pass_index); break; } @@ -1605,21 +1607,22 @@ static void material_opaque(Material *ma, DRW_shgroup_uniform_float(emsg->shading_grp, "specular", spec_p, 1); DRW_shgroup_uniform_float(emsg->shading_grp, "roughness", rough_p, 1); - RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) - DRWShadingGroup *shgrp = EEVEE_default_render_pass_shading_group_get( - sldata, - vedata, - holdout, - use_ssr, - psl->material_accum_pass[render_pass_index], - render_pass_flag); - - DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); - DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); - DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); - DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); - emsg->material_accum_grp[render_pass_index] = shgrp; - RENDER_PASS_ITER_END(render_pass_index) + RENDER_PASS_ITER_BEGIN (stl->g_data->render_passes, render_pass_index, render_pass_flag) { + DRWShadingGroup *shgrp = EEVEE_default_render_pass_shading_group_get( + sldata, + vedata, + holdout, + use_ssr, + psl->material_accum_pass[render_pass_index], + render_pass_flag); + + DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); + DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); + DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); + DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); + emsg->material_accum_grp[render_pass_index] = shgrp; + } + RENDER_PASS_ITER_END(render_pass_index); } /* Fallback default depth prepass */ @@ -1893,28 +1896,29 @@ static void eevee_hair_cache_populate(EEVEE_Data *vedata, DEFAULT_RENDER_PASS_FLAG); /* Add the hair to all the render_passes that are enabled */ - RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) - shgrp = DRW_shgroup_material_hair_create( - ob, psys, md, psl->material_accum_pass[render_pass_index], gpumat); - if (!use_diffuse && !use_glossy && !use_refract) { - /* Small hack to avoid issue when utilTex is needed for - * world_normals_get and none of the bsdfs that need it are present. - * This binds `utilTex` even if not needed. */ - DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); - } + RENDER_PASS_ITER_BEGIN (stl->g_data->render_passes, render_pass_index, render_pass_flag) { + shgrp = DRW_shgroup_material_hair_create( + ob, psys, md, psl->material_accum_pass[render_pass_index], gpumat); + if (!use_diffuse && !use_glossy && !use_refract) { + /* Small hack to avoid issue when utilTex is needed for + * world_normals_get and none of the bsdfs that need it are present. + * This binds `utilTex` even if not needed. */ + DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); + } - add_standard_uniforms(shgrp, - sldata, - vedata, - &ssr_id, - NULL, - use_diffuse, - use_glossy, - use_refract, - false, - false, - render_pass_flag); - RENDER_PASS_ITER_END(render_pass_index) + add_standard_uniforms(shgrp, + sldata, + vedata, + &ssr_id, + NULL, + use_diffuse, + use_glossy, + use_refract, + false, + false, + render_pass_flag); + } + RENDER_PASS_ITER_END(render_pass_index); break; } @@ -1940,23 +1944,24 @@ static void eevee_hair_cache_populate(EEVEE_Data *vedata, DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); - RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) - shgrp = EEVEE_default_hair_render_pass_shading_group_get( - sldata, - vedata, - ob, - psys, - md, - holdout, - use_ssr, - psl->material_accum_pass[render_pass_index], - render_pass_flag); - - DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); - DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); - DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); - DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); - RENDER_PASS_ITER_END(render_pass_index) + RENDER_PASS_ITER_BEGIN (stl->g_data->render_passes, render_pass_index, render_pass_flag) { + shgrp = EEVEE_default_hair_render_pass_shading_group_get( + sldata, + vedata, + ob, + psys, + md, + holdout, + use_ssr, + psl->material_accum_pass[render_pass_index], + render_pass_flag); + + DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); + DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); + DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); + DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); + } + RENDER_PASS_ITER_END(render_pass_index); } /* Shadows */ |