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authorCampbell Barton <ideasman42@gmail.com>2019-01-24 23:10:13 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-24 23:12:13 +0300
commita4fe338dd8c6822d27b8858bae5fa9a54972719c (patch)
tree9a6b671702a7cf41e98efef72e78c7cc54974111 /source/blender/draw/engines
parentb1f3a86d999b6742d783de5a11d7de0c54cf5891 (diff)
Cleanup: add missing braces to draw manager
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c6
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl15
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl6
-rw-r--r--source/blender/draw/engines/external/external_engine.c3
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_utils.c12
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c6
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl3
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl6
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl5
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl15
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl6
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c3
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c3
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c3
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);