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/workbench/workbench_studiolight.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/workbench/workbench_studiolight.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_studiolight.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c index 1a09498b228..fed6ca680a7 100644 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ b/source/blender/draw/engines/workbench/workbench_studiolight.c @@ -77,7 +77,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, /* Use Geomerics non-linear SH. */ mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI); /* Swizzle to make shader code simpler. */ - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { copy_v3_fl3(wd->spherical_harmonics_coefs[i + 1], -sl->spherical_harmonics_coefs[3][i], sl->spherical_harmonics_coefs[2][i], @@ -89,7 +89,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, /* Precompute as much as we can. See shader code for derivation. */ float len_r1[3], lr1_r0[3], p[3], a[3]; - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f); len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]); mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]); @@ -179,7 +179,7 @@ void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_dire mul_v3_mat3_m4v3(wpd->shadow_near_corners[3], wpd->shadow_inv, frustum_corners.vec[4]); INIT_MINMAX(wpd->shadow_near_min, wpd->shadow_near_max); - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { minmax_v3v3_v3(wpd->shadow_near_min, wpd->shadow_near_max, wpd->shadow_near_corners[i]); } @@ -206,7 +206,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, /* From object space to shadow space */ BoundBox *bbox = BKE_object_boundbox_get(ob); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float corner[3]; mul_v3_m4v3(corner, tmp_mat, bbox->vec[i]); minmax_v3v3_v3(oed->shadow_min, oed->shadow_max, corner); @@ -217,7 +217,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, /* Get extended AABB in world space. */ BKE_boundbox_init_from_minmax(&oed->shadow_bbox, oed->shadow_min, oed->shadow_max); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_m4_v3(wpd->shadow_mat, oed->shadow_bbox.vec[i]); } oed->shadow_bbox_dirty = false; @@ -243,7 +243,7 @@ float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, int corners[4] = {0, 3, 4, 7}; float dist = 1e4f, dist_isect; - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { if (isect_ray_plane_v3(shadow_bbox->vec[corners[i]], wpd->cached_shadow_direction, wpd->shadow_far_plane, @@ -291,9 +291,9 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, {oed->shadow_max[0], oed->shadow_max[1]}, }; - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { float min_dst = FLT_MAX, max_dst = -FLT_MAX; - for (int j = 0; j < 4; ++j) { + for (int j = 0; j < 4; j++) { float dst = dot_v2v2(wpd->shadow_near_sides[i], pts[j]); /* Do min max */ if (min_dst > dst) { |