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authorCampbell Barton <ideasman42@gmail.com>2019-09-07 17:12:26 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-09-07 17:23:25 +0300
commit0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch)
tree0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/draw/engines/workbench/workbench_studiolight.c
parentab823176d31dc155645de733f1cd4fbd6ad74592 (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.c16
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) {