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 | |
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')
7 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0428b0d408c..bd16189db32 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -256,7 +256,7 @@ void main() float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg); float max_radius = coc; vec2 noise = get_random_vector(noiseOffset) * 0.2 * clamp(max_radius * 0.2 - 4.0, 0.0, 1.0); - for (int i = 0; i < NUM_SAMPLES; ++i) { + for (int i = 0; i < NUM_SAMPLES; i++) { vec2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius; /* decode_signed_coc return biggest coc. */ @@ -359,8 +359,8 @@ void main() vec v[9]; /* Add the pixels which make up our window to the pixel array. */ - for (int dX = -1; dX <= 1; ++dX) { - for (int dY = -1; dY <= 1; ++dY) { + for (int dX = -1; dX <= 1; dX++) { + for (int dY = -1; dY <= 1; dY++) { vec2 offset = vec2(float(dX), float(dY)); /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + * (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index fd06c85747f..4a9b0ae3b7d 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -172,7 +172,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max float noise = fract(dither_mat[tx.x][tx.y] + noiseOfs); float ray_len = noise * ray_inc; - for (int i = 0; i < samplesLen && ray_len < ray_max; ++i, ray_len += ray_inc) { + for (int i = 0; i < samplesLen && ray_len < ray_max; i++, ray_len += ray_inc) { vec3 ls_pos = ray_ori + ray_dir * ray_len; vec3 Lscat; diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index c1c9d8b5a96..262ea7110a4 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -652,7 +652,7 @@ void workbench_deferred_engine_free(void) for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } - for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) { + for (int index = 0; index < MAX_CAVITY_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]); } DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh); @@ -1105,7 +1105,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { struct Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { material = workbench_forward_get_or_create_material_data( @@ -1127,7 +1127,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) geoms = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { if (geoms != NULL && geoms[i] != NULL) { Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 22840a2a756..169b91a6474 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -94,9 +94,9 @@ static void workbench_dof_setup_samples(struct GPUUniformBuffer **ubo, } float *samp = *data; - for (int i = 0; i <= KERNEL_RAD; ++i) { - for (int j = -KERNEL_RAD; j <= KERNEL_RAD; ++j) { - for (int k = -KERNEL_RAD; k <= KERNEL_RAD; ++k) { + for (int i = 0; i <= KERNEL_RAD; i++) { + for (int j = -KERNEL_RAD; j <= KERNEL_RAD; j++) { + for (int k = -KERNEL_RAD; k <= KERNEL_RAD; k++) { if (abs(j) > i || abs(k) > i) { continue; } diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 824c6e7bd76..1cbc60ef858 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -701,7 +701,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { struct Material *mat = give_current_material(ob, i + 1); material = workbench_forward_get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); @@ -720,7 +720,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); if (mat_geom) { - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { if (mat_geom[i] == NULL) { continue; } 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) { diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c index 1beb02ea3a0..7ae9d90daff 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.c +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -101,7 +101,7 @@ void workbench_volume_engine_init(void) void workbench_volume_engine_free(void) { - for (int i = 0; i < VOLUME_SH_MAX; ++i) { + for (int i = 0; i < VOLUME_SH_MAX; i++) { DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]); } DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex); |