diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-01-24 23:10:13 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-01-24 23:12:13 +0300 |
commit | a4fe338dd8c6822d27b8858bae5fa9a54972719c (patch) | |
tree | 9a6b671702a7cf41e98efef72e78c7cc54974111 /source/blender/draw/engines | |
parent | b1f3a86d999b6742d783de5a11d7de0c54cf5891 (diff) |
Cleanup: add missing braces to draw manager
Diffstat (limited to 'source/blender/draw/engines')
27 files changed, 113 insertions, 57 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 93162c6eae2..0420e85ee70 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -514,8 +514,9 @@ wmJob *EEVEE_lightbake_job_create( EEVEE_LightBake *lbake = NULL; /* only one render job at a time */ - if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) + if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) { return NULL; + } wmJob *wm_job = WM_jobs_get(wm, win, scene, "Bake Lighting", WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS, WM_JOB_TYPE_LIGHT_BAKE); diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 3199fc430cf..601073a7be2 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -78,15 +78,18 @@ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data) EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data; /* test disabled if group is NULL */ - if (oed->test_data->collection == NULL) + if (oed->test_data->collection == NULL) { return vis_in; + } - if (oed->test_data->cached == false) + if (oed->test_data->cached == false) { oed->ob_vis_dirty = true; + } /* early out, don't need to compute ob_vis yet. */ - if (vis_in == false) + if (vis_in == false) { return vis_in; + } if (oed->ob_vis_dirty) { oed->ob_vis_dirty = false; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index af3531e9a6c..57a93a27ca0 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -457,8 +457,9 @@ void EEVEE_lights_cache_shcaster_material_add( DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - if (alpha_threshold != NULL) + if (alpha_threshold != NULL) { DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1); + } DRW_shgroup_call_object_add(grp, geom, ob); } @@ -599,8 +600,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) float light_attenuation_radius_get(Lamp *la, float light_threshold) { - if (la->mode & LA_CUSTOM_ATTENUATION) + if (la->mode & LA_CUSTOM_ATTENUATION) { return la->att_dist; + } /* Compute max light power. */ float power = max_fff(la->r, la->g, la->b); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 6786bf7e911..527fa515deb 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -784,8 +784,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get( options |= VAR_MAT_CLIP; } - if (is_shadow) + if (is_shadow) { options |= VAR_MAT_SHADOW; + } GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true); if (mat) { @@ -1485,8 +1486,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld shgrp_depth_array[i] = NULL; shgrp_depth_clip_array[i] = NULL; - if (ma == NULL) + if (ma == NULL) { ma = &defmaterial; + } switch (ma->blend_method) { case MA_BM_SOLID: @@ -1536,8 +1538,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld EEVEE_ObjectEngineData *oedata = NULL; Material *ma = give_current_material(ob, i + 1); - if (ma == NULL) + if (ma == NULL) { ma = &defmaterial; + } /* Do not render surface if we are rendering a volume object * and do not have a surface closure. */ diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 373618102e5..6e2cac6dbce 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -288,8 +288,9 @@ static void eevee_render_result_normal( EEVEE_PrivateData *g_data = stl->g_data; /* Only read the center texel. */ - if (stl->effects->taa_current_sample > 1) + if (stl->effects->taa_current_sample > 1) { return; + } if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname); @@ -336,8 +337,9 @@ static void eevee_render_result_z( EEVEE_PrivateData *g_data = stl->g_data; /* Only read the center texel. */ - if (stl->effects->taa_current_sample > 1) + if (stl->effects->taa_current_sample > 1) { return; + } if ((view_layer->passflag & SCE_PASS_Z) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname); diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index a54cefc5b85..28ffe37abf1 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -244,8 +244,9 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection) float dist = 1e15; float determinant = b * b - a * c; - if (determinant >= 0) + if (determinant >= 0) { dist = (sqrt(determinant) - b) / a; + } return dist; } diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl index 27517ebd86e..067b0786e34 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl @@ -108,15 +108,17 @@ layout(location = 1) out float fragAlpha; void main(void) { /* Discard to avoid bleeding onto the next layer */ - if (int(gl_FragCoord.x) * edge.x + edge.y > 0) + if (int(gl_FragCoord.x) * edge.x + edge.y > 0) { discard; + } /* Circle Dof */ float dist = length(particlecoord); /* Ouside of bokeh shape */ - if (dist > 1.0) + if (dist > 1.0) { discard; + } /* Regular Polygon Dof */ if (bokeh_sides.x > 0.0) { @@ -134,8 +136,9 @@ void main(void) dist /= r; /* Ouside of bokeh shape */ - if (dist > 1.0) + if (dist > 1.0) { discard; + } } fragColor = color; diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index b8a86f8d742..d44cf5e3518 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -91,8 +91,9 @@ void main() /* Early out */ /* We can't do discard because we don't clear the render target. */ - if (depth == 1.0) + if (depth == 1.0) { return; + } vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0)); @@ -105,16 +106,18 @@ void main() vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; /* Early out */ - if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) + if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { return; + } float roughness = speccol_roughness.a; float roughnessSquared = max(1e-3, roughness * roughness); float a2 = roughnessSquared * roughnessSquared; /* Early out */ - if (roughness > ssrMaxRoughness + 0.2) + if (roughness > ssrMaxRoughness + 0.2) { return; + } vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0); @@ -394,8 +397,9 @@ void main() float depth = textureLod(depthBuffer, uvs, 0.0).r; /* Early out */ - if (depth == 1.0) + if (depth == 1.0) { discard; + } /* Using world space */ vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */ @@ -406,8 +410,9 @@ void main() vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; /* Early out */ - if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) + if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { discard; + } float roughness = speccol_roughness.a; float roughnessSquared = max(1e-3, roughness * roughness); diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index fb18af494b4..5a73950746d 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -52,8 +52,9 @@ float shadow_test(ShadowSample moments, float dist, ShadowData sd) { float p = 0.0; - if (dist <= moments.x) + if (dist <= moments.x) { p = 1.0; + } float variance = moments.y - (moments.x * moments.x); variance = max(variance, sd.sh_bias / 10.0); diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl index 5a72244cfbe..bd51546eadf 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl @@ -9,8 +9,9 @@ void main() float dist_sqr = dot(quadCoord, quadCoord); /* Discard outside the circle. */ - if (dist_sqr > 1.0) + if (dist_sqr > 1.0) { discard; + } vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr))); vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor); diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl index fd8eb157aa5..fe0e173ba3d 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl @@ -9,8 +9,9 @@ void main() float dist_sqr = dot(quadCoord, quadCoord); /* Discard outside the circle. */ - if (dist_sqr > 1.0) + if (dist_sqr > 1.0) { discard; + } vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr))); vec3 world_nor = mat3(ViewMatrixInverse) * view_nor; diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 5631957ca31..6fb8ebc719e 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -217,8 +217,9 @@ void CLOSURE_NAME( float l_vis = light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector); - if (l_vis < 1e-8) + if (l_vis < 1e-8) { continue; + } vec3 l_color_vis = ld.l_color * l_vis; diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index 11c223a45d6..b042b7fab45 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -93,10 +93,12 @@ vec3 solve_cubic(vec4 coefs) float x_3d = 2.0 * sqrt(-C_d) * cos(theta + (2.0 / 3.0) * M_PI); float xs; - if (x_1d + x_3d < 2.0 * C) + if (x_1d + x_3d < 2.0 * C) { xs = x_1d; - else + } + else { xs = x_3d; + } xsc = vec2(-D, xs + C); } @@ -279,8 +281,9 @@ float ltc_evaluate_disk(vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3]) /* Now find front facing ellipse with same solid angle. */ vec3 V3 = normalize(cross(V1, V2)); - if (dot(C, V3) < 0.0) + if (dot(C, V3) < 0.0) { V3 *= -1.0; + } float L = dot(V3, C); float x0 = dot(V1, C) / L; diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl index 6b6ab0c0bcc..bbc49fea6ba 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl @@ -75,12 +75,14 @@ void main() #if defined(USE_ALPHA_HASH) /* Hashed Alpha Testing */ - if (cl.opacity < hashed_alpha_threshold(worldPosition)) + if (cl.opacity < hashed_alpha_threshold(worldPosition)) { discard; + } #elif defined(USE_ALPHA_CLIP) /* Alpha clip */ - if (cl.opacity <= alphaThreshold) + if (cl.opacity <= alphaThreshold) { discard; + } #endif #endif } diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index f0a83b7c926..26586aef84d 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -128,8 +128,9 @@ static void external_cache_populate(void *vedata, Object *ob) { EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl; - if (!DRW_object_is_renderable(ob)) + if (!DRW_object_is_renderable(ob)) { return; + } struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c index 59a8a5f73e1..0cc835b8d4e 100644 --- a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c +++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c @@ -156,8 +156,9 @@ static bool gpencil_can_draw_stroke( const bool onion, const bool is_mat_preview) { /* skip stroke if it doesn't have any valid data */ - if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) + if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) { return false; + } /* if mat preview render always visible */ if (is_mat_preview) { @@ -1130,8 +1131,9 @@ void DRW_gpencil_triangulate_stroke_fill(Object *ob, bGPDstroke *gps) } else { /* No triangles needed - Free anything allocated previously */ - if (gps->triangles) + if (gps->triangles) { MEM_freeN(gps->triangles); + } gps->triangles = NULL; } @@ -1496,8 +1498,9 @@ void DRW_gpencil_populate_multiedit( /* draw strokes */ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) { /* don't draw layer if hidden */ - if (gpl->flag & GP_LAYER_HIDE) + if (gpl->flag & GP_LAYER_HIDE) { continue; + } /* list of frames to draw */ if (!playing) { @@ -1603,8 +1606,9 @@ void DRW_gpencil_populate_datablock( } gpf = BKE_gpencil_layer_getframe(gpl, remap_cfra, GP_GETFRAME_USE_PREV); - if (gpf == NULL) + if (gpf == NULL) { continue; + } /* if solo mode, display only frames with keyframe in the current frame */ if ((is_solomode) && (gpf->framenum != remap_cfra)) { diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c index 925eaebab1f..1f47be0c34a 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c @@ -92,13 +92,15 @@ static bool effect_is_active(bGPdata *gpd, ShaderFxData *fx, bool is_render) static bool get_normal_vector(bGPdata *gpd, float r_point[3], float r_normal[3]) { for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) { - if (gpl->flag & GP_LAYER_HIDE) + if (gpl->flag & GP_LAYER_HIDE) { continue; + } /* get frame */ bGPDframe *gpf = gpl->actframe; - if (gpf == NULL) + if (gpf == NULL) { continue; + } for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) { if (gps->totpoints >= 3) { bGPDspoint *pt = &gps->points[0]; diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl index 3dbab0297c4..04ab1557d07 100644 --- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl @@ -38,6 +38,7 @@ void main() FragColor = outcolor; gl_FragDepth = stroke_depth; - if (outcolor.a < 0.02f) + if (outcolor.a < 0.02f) { discard; + } } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl index f5696116eea..fdaad9890a0 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl @@ -79,10 +79,12 @@ vec4 get_blend_color(int mode, vec4 src_color, vec4 blend_color) float linearrgb_to_srgb(float c) { - if (c < 0.0031308) + if (c < 0.0031308) { return (c < 0.0) ? 0.0 : c * 12.92; - else + } + else { return 1.055 * pow(c, 1.0 / 2.4) - 0.055; + } } vec4 tone(vec4 stroke_color) diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl index db973056110..a1285029e4c 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl @@ -23,9 +23,10 @@ void main() float dist_squared = dot(centered, centered); const float rad_squared = 0.25; - // round point with jaggy edges - if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared)) + /* Round point with jaggy edges. */ + if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared)) { discard; + } vec4 tmp_color = texture2D(myTexture, mTexCoord); diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl index f4b6201e503..eb64947999e 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl @@ -8,18 +8,22 @@ uniform int tonemapping; float srgb_to_linearrgb(float c) { - if (c < 0.04045) + if (c < 0.04045) { return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); - else + } + else { return pow((c + 0.055) * (1.0 / 1.055), 2.4); + } } float linearrgb_to_srgb(float c) { - if (c < 0.0031308) + if (c < 0.0031308) { return (c < 0.0) ? 0.0 : c * 12.92; - else + } + else { return 1.055 * pow(c, 1.0 / 2.4) - 0.055; + } } void main() diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 7b77139fb6c..998517e2e72 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -9,8 +9,9 @@ void ssao_factors( { cavities = edges = 0.0; /* early out if there is no need for SSAO */ - if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0) + if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0) { return; + } /* take the normalized ray direction here */ vec3 noise = texture(ssao_jitter, screenco.xy * jitter_tilling).rgb; @@ -45,8 +46,9 @@ void ssao_factors( vec2 uvcoords = screenco.xy + dir_jittered * offset; - if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0) + if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0) { continue; + } float depth_new = texture(depthBuffer, uvcoords).r; @@ -56,8 +58,9 @@ void ssao_factors( /* This trick provide good edge effect even if no neighboor is found. */ vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new); - if (is_background) + if (is_background) { pos_new.z -= ssao_distance; + } vec3 dir = pos_new - position; float len = length(dir); @@ -68,11 +71,13 @@ void ssao_factors( float attenuation = 1.0 / (len * (1.0 + len * len * ssao_attenuation)); /* use minor bias here to avoid self shadowing */ - if (f_cavities > -f_bias) + if (f_cavities > -f_bias) { cavities += f_cavities * attenuation; + } - if (f_edge > f_bias) + if (f_edge > f_bias) { edges += f_edge * attenuation; + } } cavities /= ssao_samples_num; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index ce8988de4a5..5f3dbd75b15 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -144,10 +144,12 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped) float srgb_to_linearrgb(float c) { - if (c < 0.04045) + if (c < 0.04045) { return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); - else + } + else { return pow((c + 0.055) * (1.0 / 1.055), 2.4); + } } vec4 srgb_to_linearrgb(vec4 col_from) diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl index a2f23fbf3dc..14f47556896 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl @@ -64,8 +64,9 @@ void main() bvec2 degen_faces = lessThan(abs(faces_area), vec2(DEGENERATE_THRESHOLD)); /* Both triangles are degenerate, abort. */ - if (all(degen_faces)) + if (all(degen_faces)) { return; + } #endif vec2 facing = vec2(dot(n1, lightDirection), @@ -92,8 +93,9 @@ void main() #endif /* If both faces face the same direction it's not an outline edge. */ - if (backface.x == backface.y) + if (backface.x == backface.y) { return; + } #ifdef USE_INVOC_EXT if (gl_InvocationID == 0) { diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c index b5e55d157d0..2fdec4cf8fc 100644 --- a/source/blender/draw/engines/workbench/workbench_data.c +++ b/source/blender/draw/engines/workbench/workbench_data.c @@ -169,8 +169,9 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd) /* normalized trick see: * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); - if (is_persp) + if (is_persp) { mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); + } viewvecs[i][3] = 1.0; copy_v4_v4(wpd->viewvecs[i], viewvecs[i]); diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index ac473dbdf7d..b48e64293fa 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -813,8 +813,9 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; - if (!DRW_object_is_renderable(ob)) + if (!DRW_object_is_renderable(ob)) { return; + } if (ob->type == OB_MESH) { workbench_cache_populate_particles(vedata, ob); diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 66ee25c0d82..80c35f3cfcd 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -498,8 +498,9 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) Scene *scene = draw_ctx->scene; const bool is_wire = (ob->dt == OB_WIRE); - if (!DRW_object_is_renderable(ob)) + if (!DRW_object_is_renderable(ob)) { return; + } if (ob->type == OB_MESH) { workbench_forward_cache_populate_particles(vedata, ob); |