diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-02-05 08:23:34 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-02-05 08:23:34 +0300 |
commit | 17e1e2bfd8dfbd6f6fc42cc305e93393342020f7 (patch) | |
tree | 8a164422f7eb7d3aa9f7473c19c80da535c29a05 /source/blender/draw/engines/eevee | |
parent | b62b923f544fa1df0aecd56f3568dd5185601306 (diff) |
Cleanup: correct spelling in comments
Diffstat (limited to 'source/blender/draw/engines/eevee')
17 files changed, 36 insertions, 36 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c index 47068d0b843..b453df284ed 100644 --- a/source/blender/draw/engines/eevee/eevee_data.c +++ b/source/blender/draw/engines/eevee/eevee_data.c @@ -130,7 +130,7 @@ EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData * } EEVEE_ObjectKey key, *key_p; - /* Small hack to avoid another comparisson. */ + /* Small hack to avoid another comparison. */ key.ob = (Object *)((char *)ob + hair); DupliObject *dup = DRW_object_get_dupli(ob); if (dup) { diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index ca583143572..698b959f1a9 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -242,7 +242,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } { - /* Perform min/max downsample */ + /* Perform min/max down-sample. */ DRW_PASS_CREATE(psl->maxz_downlevel_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS); grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_downlevel_sh_get(), psl->maxz_downlevel_ps); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer); diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index c6760de5cfa..802b47b61a4 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -319,7 +319,7 @@ static void eevee_draw_scene(void *vedata) EEVEE_renderpasses_output_accumulate(sldata, vedata, false); /* Transparent */ - /* TODO(fclem): should be its own Framebuffer. + /* TODO(fclem): should be its own Frame-buffer. * This is needed because dualsource blending only works with 1 color buffer. */ GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0); GPU_framebuffer_bind(fbl->main_color_fb); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 040aa8c8d9c..c4973dc2e8b 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -99,9 +99,9 @@ typedef struct EEVEE_LightBake { GPUTexture *rt_color; /** Target cube depth texture. */ GPUTexture *rt_depth; - /** Target cube framebuffers. */ + /** Target cube frame-buffers. */ GPUFrameBuffer *rt_fb[6]; - /** Storage framebuffer. */ + /** Storage frame-buffer. */ GPUFrameBuffer *store_fb; /** Cube render target resolution. */ int rt_res; @@ -135,7 +135,7 @@ typedef struct EEVEE_LightBake { int grid_curr; /** The current light bounce being evaluated. */ int bounce_curr, bounce_len; - /** Resolution of the Visibility shadowmap. */ + /** Resolution of the Visibility shadow-map. */ float vis_res; /** Result of previous light bounce. */ GPUTexture *grid_prev; @@ -163,7 +163,7 @@ typedef struct EEVEE_LightBake { /** For only handling the resources. */ bool resource_only; bool own_resources; - /** If the lightcache was created for baking, it's first owned by the baker. */ + /** If the light-cache was created for baking, it's first owned by the baker. */ bool own_light_cache; /** ms. delay the start of the baking to not slowdown interactions (TODO remove) */ int delay; @@ -907,7 +907,7 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph); lbake->sldata = sldata; - /* Disable all effects BUT high bitdepth shadows. */ + /* Disable all effects BUT high bit-depth shadows. */ scene_eval->eevee.flag &= SCE_EEVEE_SHADOW_HIGH_BITDEPTH; scene_eval->eevee.taa_samples = 1; scene_eval->eevee.gi_irradiance_smoothing = 0.0f; @@ -980,7 +980,7 @@ static void eevee_lightbake_copy_irradiance(EEVEE_LightBake *lbake, LightCache * { DRW_TEXTURE_FREE_SAFE(lbake->grid_prev); - /* Copy texture by reading back and reuploading it. */ + /* Copy texture by reading back and re-uploading it. */ float *tex = GPU_texture_read(lcache->grid_tx.tex, GPU_DATA_FLOAT, 0); lbake->grid_prev = DRW_texture_create_2d_array(lbake->irr_size[0], lbake->irr_size[1], @@ -1330,7 +1330,7 @@ void EEVEE_lightbake_update(void *custom_data) EEVEE_LightBake *lbake = (EEVEE_LightBake *)custom_data; Scene *scene_orig = lbake->scene; - /* If a new lightcache was created, free the old one and reference the new. */ + /* If a new light-cache was created, free the old one and reference the new. */ if (lbake->lcache && scene_orig->eevee.light_cache_data != lbake->lcache) { if (scene_orig->eevee.light_cache_data != NULL) { EEVEE_lightcache_free(scene_orig->eevee.light_cache_data); @@ -1353,7 +1353,7 @@ static bool lightbake_do_sample(EEVEE_LightBake *lbake, Depsgraph *depsgraph = lbake->depsgraph; - /* TODO: make DRW manager instanciable (and only lock on drawing) */ + /* TODO: make DRW manager instantiable (and only lock on drawing) */ eevee_lightbake_context_enable(lbake); DRW_custom_pipeline(&draw_engine_eevee_type, depsgraph, render_callback, lbake); lbake->done += 1; diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 3671bea9ac0..395d4dc790d 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -704,11 +704,11 @@ static void lightbake_planar_ensure_view(EEVEE_PlanarReflection *eplanar, static void eevee_lightprobes_extract_from_cache(EEVEE_LightProbesInfo *pinfo, LightCache *lcache) { /* copy the entire cache for now (up to MAX_PROBE) */ - /* TODO Frutum cull to only add visible probes. */ + /* TODO: frustum cull to only add visible probes. */ memcpy(pinfo->probe_data, lcache->cube_data, sizeof(EEVEE_LightProbe) * max_ii(1, min_ii(lcache->cube_len, MAX_PROBE))); - /* TODO compute the max number of grid based on sample count. */ + /* TODO: compute the max number of grid based on sample count. */ memcpy(pinfo->grid_data, lcache->grid_data, sizeof(EEVEE_LightGrid) * max_ii(1, min_ii(lcache->grid_len, MAX_GRID))); @@ -1041,7 +1041,7 @@ void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata, pinfo->layer = probe_idx * 6; pinfo->roughness = i / (float)maxlevel; pinfo->roughness *= pinfo->roughness; /* Disney Roughness */ - pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */ + pinfo->roughness *= pinfo->roughness; /* Distribute Roughness across lod more evenly. */ CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */ #if 1 /* Variable Sample count and bias (fast) */ diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 628941f68a2..a9998b33b7e 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -344,7 +344,7 @@ void EEVEE_lookdev_draw(EEVEE_Data *vedata) DRW_view_set_active(effects->lookdev_view); - /* Find the right framebuffers to render to. */ + /* Find the right frame-buffers to render to. */ GPUFrameBuffer *fb = (effects->target_buffer == fbl->effect_color_fb) ? fbl->main_fb : fbl->effect_fb; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 273521b0b28..56e4af0b6de 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -234,7 +234,7 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, } { - /* Update noise Framebuffer. */ + /* Update noise Frame-buffer. */ GPU_framebuffer_ensure_config( &fbl->update_noise_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE_LAYER(e_data.util_tex, 2)}); diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index fd96a076c68..a3b581357e0 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -273,7 +273,7 @@ void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data * if (fbl->ao_accum_fb != NULL) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - /* Update the min_max/horizon buffers so the refracion materials appear in it. */ + /* Update the min_max/horizon buffers so the refraction materials appear in it. */ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1); EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 9702db5fecc..9845ec903e5 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -518,7 +518,7 @@ typedef struct EEVEE_LightsInfo { struct EEVEE_Shadow shadow_data[MAX_SHADOW]; struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE]; struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE]; - /* Additionnal rendering info for cascade. */ + /* Additional rendering info for cascade. */ struct EEVEE_ShadowCascadeRender shadow_cascade_render[MAX_SHADOW_CASCADE]; /* Back index in light_data. */ uchar shadow_cube_light_indices[MAX_SHADOW_CUBE]; @@ -766,7 +766,7 @@ typedef struct EEVEE_EffectsInfo { struct GPUTexture *source_buffer; /* latest updated texture */ struct GPUFrameBuffer *target_buffer; /* next target to render to */ struct GPUTexture *final_tx; /* Final color to transform to display color space. */ - struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachment. */ + struct GPUFrameBuffer *final_fb; /* Frame-buffer with final_tx as attachment. */ } EEVEE_EffectsInfo; /* ***************** COMMON DATA **************** */ @@ -1431,7 +1431,7 @@ static const float texcomat[4][4] = { {0.5f, 0.5f, 0.5f, 1.0f}, }; -/* Cubemap Matrices */ +/* Cube-map Matrices */ static const float cubefacemat[6][4][4] = { /* Pos X */ {{0.0f, 0.0f, -1.0f, 0.0f}, diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index bb974688404..72b12f6daeb 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -556,7 +556,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl DRW_render_instance_buffer_finish(); /* Need to be called after DRW_render_instance_buffer_finish() */ - /* Also we weed to have a correct fbo bound for DRW_hair_update */ + /* Also we weed to have a correct FBO bound for DRW_hair_update */ GPU_framebuffer_bind(fbl->main_fb); DRW_hair_update(); diff --git a/source/blender/draw/engines/eevee/eevee_sampling.c b/source/blender/draw/engines/eevee/eevee_sampling.c index 253dae79902..aa11f072fa5 100644 --- a/source/blender/draw/engines/eevee/eevee_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_sampling.c @@ -69,11 +69,11 @@ void EEVEE_sample_rectangle(int sample_ofs, BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); - /* Decorelate AA and shadow samples. (see T68594) */ + /* De-correlate AA and shadow samples. (see T68594) */ ht_point[0] = fmod(ht_point[0] * 1151.0, 1.0); ht_point[1] = fmod(ht_point[1] * 1069.0, 1.0); - /* Change ditribution center to be 0,0 */ + /* Change distribution center to be 0,0 */ ht_point[0] = (ht_point[0] > 0.5f) ? ht_point[0] - 1.0f : ht_point[0]; ht_point[1] = (ht_point[1] > 0.5f) ? ht_point[1] - 1.0f : ht_point[1]; diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index ed7d53b51af..1465c9dd84c 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -106,7 +106,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0); - /* Raytracing output */ + /* Ray-tracing output. */ effects->ssr_hit_output = DRW_texture_pool_query_2d( tracing_res[0], tracing_res[1], GPU_RG16I, &draw_engine_eevee_type); effects->ssr_pdf_output = DRW_texture_pool_query_2d( diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 7a277c18f01..7a83bebdeca 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -85,7 +85,7 @@ static struct { struct GPUShader *lookdev_background; struct GPUShader *update_noise_sh; - /* Downsample Depth */ + /* Down-sample Depth */ struct GPUShader *minz_downlevel_sh; struct GPUShader *maxz_downlevel_sh; struct GPUShader *minz_downdepth_sh; @@ -96,7 +96,7 @@ static struct { struct GPUShader *minz_copydepth_sh; struct GPUShader *maxz_copydepth_sh; - /* Simple Downsample */ + /* Simple Down-sample */ struct GPUShader *downsample_sh; struct GPUShader *downsample_cube_sh; diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index fa5afd60235..e29830defff 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -141,7 +141,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob) } if (ob->base_flag & BASE_FROM_DUPLI) { - /* Duplis will always refresh the shadowmaps as if they were deleted each frame. */ + /* Duplis will always refresh the shadow-maps as if they were deleted each frame. */ /* TODO(fclem): fix this. */ update = true; } @@ -259,7 +259,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) BoundSphere *bsphere = linfo->shadow_bounds; /* Search for deleted shadow casters or if shcaster WAS in shadow radius. */ for (int i = 0; i < backbuffer->count; i++) { - /* If the shadowcaster has been deleted or updated. */ + /* If the shadow-caster has been deleted or updated. */ if (BLI_BITMAP_TEST(backbuffer->update, i)) { for (int j = 0; j < linfo->cube_len; j++) { if (!BLI_BITMAP_TEST(&linfo->sh_cube_update[0], j)) { @@ -273,7 +273,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* Search for updates in current shadow casters. */ bbox = frontbuffer->bbox; for (int i = 0; i < frontbuffer->count; i++) { - /* If the shadowcaster has been updated. */ + /* If the shadow-caster has been updated. */ if (BLI_BITMAP_TEST(frontbuffer->update, i)) { for (int j = 0; j < linfo->cube_len; j++) { if (!BLI_BITMAP_TEST(&linfo->sh_cube_update[0], j)) { diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index 246bc18b71a..6cb4b39fafa 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -330,7 +330,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, DRW_debug_sphere(center, csm_render->radius[c], dbg_col); #endif - /* Project into lightspace */ + /* Project into light-space. */ mul_m4_v3(viewmat, center); /* Snap projection center to nearest texel to cancel shimmering. */ @@ -376,7 +376,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, #endif } - /* Bias is in clipspace, divide by range. */ + /* Bias is in clip-space, divide by range. */ shdw_data->bias = csm_render->original_bias * 0.05f / fabsf(sh_far - sh_near); shdw_data->near = sh_near; shdw_data->far = sh_far; diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c index 19b86476c29..89caa0dd193 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c @@ -142,7 +142,7 @@ static void eevee_ensure_cube_views( float winmat[4][4]; float side = near; - /* TODO shadowcube array. */ + /* TODO: shadow-cube array. */ if (true) { /* This half texel offset is used to ensure correct filtering between faces. */ /* FIXME: This exhibit float precision issue with lower cube_res. diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl index 312d9f63ce0..9199eae816d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl @@ -211,16 +211,16 @@ void main() float w = 1.0 / (50.0 * float(KERNEL) * 4.0); accum_bg += center_color * w; w_accum.x += w; - /* Note: In Jimenez's presentation, they used center sample. - * We use background color as it contains more informations for foreground + /* NOTE: In Jimenez's presentation, they used center sample. + * We use background color as it contains more information for foreground * elements that have not enough weights. - * Yield beter blur in complex motion. */ + * Yield better blur in complex motion. */ center_color = accum_bg / w_accum.x; #endif /* Merge background. */ accum += accum_bg; w_accum.y += w_accum.x; - /* Balance accumulation for failled samples. + /* Balance accumulation for failed samples. * We replace the missing foreground by the background. */ float blend_fac = saturate(1.0 - w_accum.y / w_accum.z); fragColor = (accum / w_accum.z) + center_color * blend_fac; |