diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-10-07 07:57:14 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2017-10-07 07:57:14 +0300 |
commit | adfbf276a15346c38cc6b7652191c005b9a3ae9b (patch) | |
tree | 6f7d27e9adb8c15d3021c8276d6c577a0e5746ba /source/blender/draw/engines | |
parent | 37b457221ec77b485b6e65537ac2db7fd8107e6d (diff) |
Cleanup: style, duplicate includes
Diffstat (limited to 'source/blender/draw/engines')
8 files changed, 46 insertions, 48 deletions
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c index fbd8f20caf7..16678beec4d 100644 --- a/source/blender/draw/engines/basic/basic_engine.c +++ b/source/blender/draw/engines/basic/basic_engine.c @@ -19,7 +19,7 @@ * */ -/** \file basic_engine.h +/** \file basic_engine.c * \ingroup draw_engine * * Simple engine for drawing color and/or depth. diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 5d2c9303865..13d141bf4bf 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -1189,7 +1189,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) /* This create an empty batch of N triangles to be positioned * by the vertex shader 0.4ms against 6ms with instancing */ const float *viewport_size = DRW_viewport_size_get(); - const int sprite_ct = ((int)viewport_size[0]/2) * ((int)viewport_size[1]/2); /* brackets matters */ + const int sprite_ct = ((int)viewport_size[0] / 2) * ((int)viewport_size[1] / 2); /* brackets matters */ grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct); DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->unf_source_buffer); @@ -1577,7 +1577,7 @@ void EEVEE_draw_effects(EEVEE_Data *vedata) last = txl->bloom_downsample[0]; for (int i = 1; i < effects->bloom_iteration_ct; ++i) { - copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i-1]); + copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]); effects->unf_source_buffer = last; DRW_framebuffer_bind(fbl->bloom_down_fb[i]); @@ -1646,8 +1646,8 @@ void EEVEE_draw_effects(EEVEE_Data *vedata) SWAP_DOUBLE_BUFFERS(); if (!stl->g_data->valid_double_buffer && - ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) && - (DRW_state_is_image_render() == false)) + ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) && + (DRW_state_is_image_render() == false)) { /* If history buffer is not valid request another frame. * This fix black reflections on area resize. */ diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 4928abe3b01..a8178f86a7e 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -19,7 +19,7 @@ * */ -/** \file eevee_lights.c +/** \file eevee_lightprobes.c * \ingroup DNA */ @@ -36,8 +36,6 @@ #include "ED_screen.h" -#include "DRW_render.h" - #include "GPU_material.h" #include "GPU_texture.h" #include "GPU_glew.h" @@ -473,7 +471,7 @@ void EEVEE_lightprobes_cache_add(EEVEE_SceneLayerData *sldata, Object *ob) /* Step 1 find all lamps in the scene and setup them */ if ((probe->type == LIGHTPROBE_TYPE_CUBE && pinfo->num_cube >= MAX_PROBE) || - (probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE)) + (probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE)) { printf("Too much probes in the scene !!!\n"); return; @@ -669,7 +667,7 @@ static void EEVEE_lightprobes_updates(EEVEE_SceneLayerData *sldata, EEVEE_PassLi /* Debug Display */ if (BKE_object_is_visible(ob) && - DRW_state_draw_support() && + DRW_state_draw_support() && (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { ped->probe_size = probe->data_draw_size * 0.1f; @@ -1347,9 +1345,9 @@ void EEVEE_lightprobes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) else if (((((int)grid_loc[0] % current_stride) == 0) && (((int)grid_loc[1] % current_stride) == 0) && (((int)grid_loc[2] % current_stride) == 0)) && - !((((int)grid_loc[0] % prev_stride) == 0) && - (((int)grid_loc[1] % prev_stride) == 0) && - (((int)grid_loc[2] % prev_stride) == 0))) + !((((int)grid_loc[0] % prev_stride) == 0) && + (((int)grid_loc[1] % prev_stride) == 0) && + (((int)grid_loc[2] % prev_stride) == 0))) { valid_cell = true; } diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 8138b9a0ffd..1fa5aae4492 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -128,8 +128,8 @@ void EEVEE_lights_init(EEVEE_SceneLayerData *sldata) EEVEE_LampsInfo *linfo = sldata->lamps; if ((linfo->shadow_size != sh_size) || - (linfo->shadow_method != sh_method) || - (linfo->shadow_high_bitdepth != sh_high_bitdepth)) + (linfo->shadow_method != sh_method) || + (linfo->shadow_high_bitdepth != sh_high_bitdepth)) { BLI_assert((sh_size > 0) && (sh_size <= 8192)); DRW_TEXTURE_FREE_SAFE(sldata->shadow_pool); @@ -242,7 +242,7 @@ void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, Object *ob) MEM_SAFE_FREE(led->storage); if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) { - if (la->type == LA_SUN) { + if (la->type == LA_SUN) { int sh_nbr = 1; /* TODO : MSM */ int cascade_nbr = MAX_CASCADE_NUM; /* TODO : Custom cascade number */ @@ -463,12 +463,12 @@ static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngi /* Make illumination power constant */ if (la->type == LA_AREA) { - power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */ - * 80.0f; /* XXX : Empirical, Fit cycles power */ + power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */ + 80.0f; /* XXX : Empirical, Fit cycles power */ } else if (la->type == LA_SPOT || la->type == LA_LOCAL) { - power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */ - * M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */ + power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(4*r²*Pi²) */ + M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */ /* for point lights (a.k.a radius == 0.0) */ // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */ @@ -525,7 +525,7 @@ static void frustum_min_bounding_sphere(const float corners[8][4], float r_cente /* compute the bounding box */ INIT_MINMAX(minvec, maxvec); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; ++i) { minmax_v3v3_v3(minvec, maxvec, corners[i]); } @@ -542,7 +542,7 @@ static void frustum_min_bounding_sphere(const float corners[8][4], float r_cente /* Search the largest distance between the sphere center * and the front plane corners. */ for (int i = 0; i < 4; ++i) { - float rad = len_v3v3(corners[4+i], r_center); + float rad = len_v3v3(corners[4 + i], r_center); if (rad > *r_radius) { *r_radius = rad; } @@ -648,11 +648,11 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE else { cascade_data->split_start[c] = linear_split; } - cascade_data->split_end[c-1] = cascade_data->split_start[c]; + cascade_data->split_end[c - 1] = cascade_data->split_start[c]; /* Add some overlap for smooth transition */ - cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c-1], - (c > 1) ? cascade_data->split_end[c-2] : cascade_data->split_start[0]); + cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c - 1], + (c > 1) ? cascade_data->split_end[c - 2] : cascade_data->split_start[0]); /* NDC Space */ { @@ -667,20 +667,20 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE } { - float p[4] = {1.0f, 1.0f, cascade_data->split_end[c-1], 1.0f}; + float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 1], 1.0f}; /* TODO: we don't need full m4 multiply here */ mul_m4_v4(viewprojmat, p); - splits_end_ndc[c-1] = p[2]; + splits_end_ndc[c - 1] = p[2]; if (is_persp) { - splits_end_ndc[c-1] /= p[3]; + splits_end_ndc[c - 1] /= p[3]; } } } /* Set last cascade split fade distance into the first split_start. */ - float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr-2] : cascade_data->split_start[0]; - cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr-1], prev_split); + float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr - 2] : cascade_data->split_start[0]; + cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr - 1], prev_split); /* For each cascade */ for (int c = 0; c < cascade_nbr; ++c) { @@ -699,7 +699,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE }; /* Transform them into world space */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; ++i) { mul_m4_v4(persinv, corners[i]); mul_v3_fl(corners[i], 1.0f / corners[i][3]); corners[i][3] = 1.0f; @@ -712,7 +712,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE normalize_v3(viewmat[1]); normalize_v3(viewmat[2]); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; ++i) { mul_m4_v4(viewmat, corners[i]); } @@ -779,8 +779,8 @@ static bool cube_bbox_intersect(const float cube_center[3], float cube_half_dim, minmax_v3v3_v3(min, max, vec); } - if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false; - if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false; + if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false; + if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false; return true; } diff --git a/source/blender/draw/engines/eevee/eevee_lut.h b/source/blender/draw/engines/eevee/eevee_lut.h index 37306dbc87a..d706110351e 100644 --- a/source/blender/draw/engines/eevee/eevee_lut.h +++ b/source/blender/draw/engines/eevee/eevee_lut.h @@ -25,7 +25,7 @@ * ***** END GPL LICENSE BLOCK ***** */ -/** \file eeveee_lut.h +/** \file eevee_lut.h * \ingroup gpu */ diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 0073d975507..91bdda39876 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -233,7 +233,7 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) DRW_framebuffer_read_data(0, 0, w, h, 3, 0, data); - #if 1 +#if 1 fprintf(f, "\t{\n\t\t"); for (int i = 0; i < w*h * 3; i+=3) { fprintf(f, "%ff,", data[i]); @@ -241,7 +241,7 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) else fprintf(f, " "); } fprintf(f, "\n\t},\n"); - #else +#else for (int i = 0; i < w*h * 3; i+=3) { if (data[i] < 0.01) printf(" "); else if (data[i] < 0.3) printf("."); @@ -250,7 +250,7 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) else printf("#"); if ((i/3+1) % 64 == 0) printf("\n"); } - #endif +#endif } while (roughness < 1.0f); fprintf(f, "\n};\n"); @@ -445,8 +445,8 @@ void EEVEE_update_util_texture(float offset) /* Copy bsdf_split_sum_ggx into 2nd layer red and green channels. Copy ltc_mag_ggx into 2nd layer blue channel. */ for (int i = 0; i < 64 * 64; i++) { - texels_layer[i][0] = bsdf_split_sum_ggx[i*2 + 0]; - texels_layer[i][1] = bsdf_split_sum_ggx[i*2 + 1]; + texels_layer[i][0] = bsdf_split_sum_ggx[i * 2 + 0]; + texels_layer[i][1] = bsdf_split_sum_ggx[i * 2 + 1]; texels_layer[i][2] = ltc_mag_ggx[i]; } texels_layer += 64 * 64; @@ -467,10 +467,10 @@ void EEVEE_update_util_texture(float offset) /* Copy Refraction GGX LUT in layer 4 - 20 */ for (int j = 0; j < 16; ++j) { for (int i = 0; i < 64 * 64; i++) { - texels_layer[i][0] = btdf_split_sum_ggx[j*2][i]; - texels_layer[i][1] = btdf_split_sum_ggx[j*2][i]; - texels_layer[i][2] = btdf_split_sum_ggx[j*2][i]; - texels_layer[i][3] = btdf_split_sum_ggx[j*2][i]; + texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i]; + texels_layer[i][1] = btdf_split_sum_ggx[j * 2][i]; + texels_layer[i][2] = btdf_split_sum_ggx[j * 2][i]; + texels_layer[i][3] = btdf_split_sum_ggx[j * 2][i]; } texels_layer += 64 * 64; } @@ -933,7 +933,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata) } \ } while (0) -typedef struct EeveeMaterialShadingGroups{ +typedef struct EeveeMaterialShadingGroups { struct DRWShadingGroup *shading_grp; struct DRWShadingGroup *depth_grp; struct DRWShadingGroup *depth_clip_grp; diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 9d93097b7fd..45dabc37e06 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -159,7 +159,7 @@ typedef struct EEVEE_FramebufferList { struct GPUFrameBuffer *effect_fb; struct GPUFrameBuffer *bloom_blit_fb; struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP]; - struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP-1]; + struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1]; struct GPUFrameBuffer *dof_down_fb; struct GPUFrameBuffer *dof_scatter_far_fb; struct GPUFrameBuffer *dof_scatter_near_fb; @@ -184,7 +184,7 @@ typedef struct EEVEE_TextureList { struct GPUTexture *dof_far_blur; /* R16_G16_B16_A16 */ struct GPUTexture *bloom_blit; /* R16_G16_B16 */ struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP]; /* R16_G16_B16 */ - struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP-1]; /* R16_G16_B16 */ + struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1]; /* R16_G16_B16 */ struct GPUTexture *ssr_normal_input; struct GPUTexture *ssr_specrough_input; struct GPUTexture *refract_color; diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index e765a0fe3a8..f4b38b7ebbf 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -19,7 +19,7 @@ * */ -/** \file external_engine.h +/** \file external_engine.c * \ingroup draw_engine * * Base engine for external render engines. |