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 | |
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')
26 files changed, 83 insertions, 83 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index 14faa827be5..c6cc336db56 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -128,7 +128,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) /* Downsample buffers */ copy_v2_v2_int(texsize, blitsize); - for (int i = 0; i < effects->bloom_iteration_len; ++i) { + for (int i = 0; i < effects->bloom_iteration_len; i++) { texsize[0] /= 2; texsize[1] /= 2; @@ -147,7 +147,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) /* Upsample buffers */ copy_v2_v2_int(texsize, blitsize); - for (int i = 0; i < effects->bloom_iteration_len - 1; ++i) { + for (int i = 0; i < effects->bloom_iteration_len - 1; i++) { texsize[0] /= 2; texsize[1] /= 2; @@ -167,7 +167,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) /* Cleanup to release memory */ GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb); - for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) { + for (int i = 0; i < MAX_BLOOM_STEP - 1; i++) { GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]); GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]); } @@ -288,7 +288,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata) last = effects->bloom_downsample[0]; - for (int i = 1; i < effects->bloom_iteration_len; ++i) { + for (int i = 1; i < effects->bloom_iteration_len; i++) { copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]); effects->unf_source_buffer = last; @@ -300,7 +300,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata) } /* Upsample and accumulate */ - for (int i = effects->bloom_iteration_len - 2; i >= 0; --i) { + for (int i = effects->bloom_iteration_len - 2; i >= 0; i--) { copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]); effects->unf_source_buffer = effects->bloom_downsample[i]; effects->unf_base_buffer = last; @@ -324,7 +324,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata) void EEVEE_bloom_free(void) { - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]); DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]); DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]); diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 12d70131031..572e38a9395 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -269,7 +269,7 @@ void EEVEE_depth_of_field_draw(EEVEE_Data *vedata) void EEVEE_depth_of_field_free(void) { - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh[i]); DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[i]); DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[i]); diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 0ca1e0b2858..7df1c299454 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -206,7 +206,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, /** * Compute Mipmap texel alignment. */ - for (int i = 0; i < 10; ++i) { + for (int i = 0; i < 10; i++) { int mip_size[2]; GPU_texture_get_mipmap_size(txl->color, i, mip_size); common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, i)); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index e32194a11de..5b5bb82ef98 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -188,7 +188,7 @@ static uint eevee_lightcache_memsize_get(LightCache *lcache) } if (lcache->cube_tx.data) { size += MEM_allocN_len(lcache->cube_tx.data); - for (int mip = 0; mip < lcache->mips_len; ++mip) { + for (int mip = 0; mip < lcache->mips_len; mip++) { size += MEM_allocN_len(lcache->cube_mips[mip].data); } } @@ -199,7 +199,7 @@ static int eevee_lightcache_irradiance_sample_count(LightCache *lcache) { int total_irr_samples = 0; - for (int i = 1; i < lcache->grid_len; ++i) { + for (int i = 1; i < lcache->grid_len; i++) { EEVEE_LightGrid *egrid = lcache->grid_data + i; total_irr_samples += egrid->resolution[0] * egrid->resolution[1] * egrid->resolution[2]; } @@ -305,7 +305,7 @@ LightCache *EEVEE_lightcache_create(const int grid_len, light_cache->cube_mips = MEM_callocN(sizeof(LightCacheTexture) * light_cache->mips_len, "LightCacheTexture"); - for (int mip = 0; mip < light_cache->mips_len; ++mip) { + for (int mip = 0; mip < light_cache->mips_len; mip++) { GPU_texture_get_mipmap_size( light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size); } @@ -346,7 +346,7 @@ void EEVEE_lightcache_load(LightCache *lcache) NULL); GPU_texture_bind(lcache->cube_tx.tex, 0); GPU_texture_mipmap_mode(lcache->cube_tx.tex, true, true); - for (int mip = 0; mip < lcache->mips_len; ++mip) { + for (int mip = 0; mip < lcache->mips_len; mip++) { GPU_texture_add_mipmap( lcache->cube_tx.tex, GPU_DATA_10_11_11_REV, mip + 1, lcache->cube_mips[mip].data); } @@ -369,7 +369,7 @@ static void eevee_lightbake_readback_reflections(LightCache *lcache) lcache->cube_tx.data_type = LIGHTCACHETEX_UINT; lcache->cube_tx.components = 1; - for (int mip = 0; mip < lcache->mips_len; ++mip) { + for (int mip = 0; mip < lcache->mips_len; mip++) { LightCacheTexture *cube_mip = lcache->cube_mips + mip; MEM_SAFE_FREE(cube_mip->data); GPU_texture_get_mipmap_size(lcache->cube_tx.tex, mip + 1, cube_mip->tex_size); @@ -388,7 +388,7 @@ void EEVEE_lightcache_free(LightCache *lcache) MEM_SAFE_FREE(lcache->grid_tx.data); if (lcache->cube_mips) { - for (int i = 0; i < lcache->mips_len; ++i) { + for (int i = 0; i < lcache->mips_len; i++) { MEM_SAFE_FREE(lcache->cube_mips[i].data); } MEM_SAFE_FREE(lcache->cube_mips); @@ -471,7 +471,7 @@ static void eevee_lightbake_create_render_target(EEVEE_LightBake *lbake, int rt_ lbake->rt_color = DRW_texture_create_cube( rt_res, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { GPU_framebuffer_ensure_config(&lbake->rt_fb[i], {GPU_ATTACHMENT_TEXTURE_CUBEFACE(lbake->rt_depth, i), GPU_ATTACHMENT_TEXTURE_CUBEFACE(lbake->rt_color, i)}); @@ -670,7 +670,7 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake) DRW_TEXTURE_FREE_SAFE(lbake->rt_color); DRW_TEXTURE_FREE_SAFE(lbake->grid_prev); GPU_FRAMEBUFFER_FREE_SAFE(lbake->store_fb); - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { GPU_FRAMEBUFFER_FREE_SAFE(lbake->rt_fb[i]); } @@ -875,10 +875,10 @@ static void compute_cell_id(EEVEE_LightGrid *egrid, *r_stride = 0; *r_final_idx = 0; r_local_cell[0] = r_local_cell[1] = r_local_cell[2] = 0; - for (int lvl = max_lvl; lvl >= 0; --lvl) { + for (int lvl = max_lvl; lvl >= 0; lvl--) { *r_stride = 1 << lvl; int prev_stride = *r_stride << 1; - for (int i = 0; i < cell_count; ++i) { + for (int i = 0; i < cell_count; i++) { *r_final_idx = i; cell_id_to_grid_loc(egrid, *r_final_idx, r_local_cell); if (((r_local_cell[0] % *r_stride) == 0) && ((r_local_cell[1] % *r_stride) == 0) && @@ -1210,12 +1210,12 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float /* Render irradiance grids */ if (lcache->flag & LIGHTCACHE_UPDATE_GRID) { - for (lbake->bounce_curr = 0; lbake->bounce_curr < lbake->bounce_len; ++lbake->bounce_curr) { + for (lbake->bounce_curr = 0; lbake->bounce_curr < lbake->bounce_len; lbake->bounce_curr++) { /* Bypass world, start at 1. */ lbake->probe = lbake->grid_prb + 1; lbake->grid = lcache->grid_data + 1; for (lbake->grid_curr = 1; lbake->grid_curr < lbake->grid_len; - ++lbake->grid_curr, ++lbake->probe, ++lbake->grid) { + lbake->grid_curr++, lbake->probe++, lbake->grid++) { LightProbe *prb = *lbake->probe; lbake->grid_sample_len = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z; @@ -1233,7 +1233,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float lbake->probe = lbake->cube_prb + 1; lbake->cube = lcache->cube_data + 1; for (lbake->cube_offset = 1; lbake->cube_offset < lbake->cube_len; - ++lbake->cube_offset, ++lbake->probe, ++lbake->cube) { + lbake->cube_offset++, lbake->probe++, lbake->cube++) { lightbake_do_sample(lbake, eevee_lightbake_render_probe_sample); } } diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 2d23359a175..19f3983998e 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -410,7 +410,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat /* Grid Display */ if (scene_eval->eevee.flag & SCE_EEVEE_SHOW_IRRADIANCE) { EEVEE_LightGrid *egrid = lcache->grid_data + 1; - for (int p = 1; p < lcache->grid_len; ++p, egrid++) { + for (int p = 1; p < lcache->grid_len; p++, egrid++) { DRWShadingGroup *shgrp = DRW_shgroup_create(EEVEE_shaders_probe_grid_display_sh_get(), psl->probe_display); @@ -471,7 +471,7 @@ static bool eevee_lightprobes_culling_test(Object *ob) normalize_v3(tmp[2]); mul_v3_fl(tmp[2], probe->distinf); - for (int v = 0; v < 8; ++v) { + for (int v = 0; v < 8; v++) { mul_m4_v3(tmp, bbox.vec[v]); } const DRWView *default_view = DRW_view_default_get(); @@ -845,7 +845,7 @@ static void render_cubemap(void (*callback)(int face, EEVEE_BakeRenderData *user } } - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { DRW_view_set_active(views[i]); callback(i, user_data); } @@ -860,11 +860,11 @@ static void render_reflections(void (*callback)(int face, EEVEE_BakeRenderData * DRWView *main_view = stl->effects->taa_view; DRWView **views = stl->g_data->planar_views; /* Prepare views at the same time for faster culling. */ - for (int i = 0; i < ref_count; ++i) { + for (int i = 0; i < ref_count; i++) { lightbake_planar_ensure_view(&planar_data[i], main_view, &views[i]); } - for (int i = 0; i < ref_count; ++i) { + for (int i = 0; i < ref_count; i++) { DRW_view_set_active(views[i]); callback(i, user_data); } @@ -1217,7 +1217,7 @@ static void downsample_planar(void *vedata, int level) const float *size = DRW_viewport_size_get(); copy_v2_v2(stl->g_data->planar_texel_size, size); - for (int i = 0; i < level - 1; ++i) { + for (int i = 0; i < level - 1; i++) { stl->g_data->planar_texel_size[0] /= 2.0f; stl->g_data->planar_texel_size[1] /= 2.0f; min_ff(floorf(stl->g_data->planar_texel_size[0]), 1.0f); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 99bfba0d203..712bcc43f52 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -447,7 +447,7 @@ static void eevee_init_util_texture(void) texels_layer += 64 * 64; /* Copy Refraction GGX LUT in layer 5 - 21 */ - for (int j = 0; j < 16; ++j) { + 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] = 0.0; /* UNUSED */ @@ -1457,7 +1457,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len); struct Material **ma_array = BLI_array_alloca(ma_array, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { ma_array[i] = eevee_object_material_get(ob, i); gpumat_array[i] = NULL; gpumat_depth_array[i] = NULL; @@ -1525,7 +1525,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, /* TODO(fclem): Support shadows in sculpt mode. */ } else 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; } @@ -1551,7 +1551,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata); char *name = auto_layer_names; - for (int j = 0; j < auto_layer_count; ++j) { + for (int j = 0; j < auto_layer_count; j++) { /* TODO don't add these uniform when not needed (default pass shaders). */ /* FIXME: This is broken, as it overrides any autolayers srgb bool of the previous mesh * that shares the same material. */ @@ -1728,7 +1728,7 @@ void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat void EEVEE_materials_free(void) { - for (int i = 0; i < VAR_MAT_MAX; ++i) { + for (int i = 0; i < VAR_MAT_MAX; i++) { DRW_SHADER_FREE_SAFE(e_data.default_lit[i]); } MEM_SAFE_FREE(e_data.frag_shader_lib); @@ -1747,7 +1747,7 @@ void EEVEE_materials_free(void) void EEVEE_materials_draw_opaque(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl) { - for (int i = 0; i < VAR_MAT_MAX; ++i) { + for (int i = 0; i < VAR_MAT_MAX; i++) { if (psl->default_pass[i]) { DRW_draw_pass(psl->default_pass[i]); } diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index da957239f42..75e837f140b 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -369,7 +369,7 @@ static void eevee_render_result_z(RenderLayer *rl, DRW_view_winmat_get(NULL, winmat, false); /* Convert ogl depth [0..1] to view Z [near..far] */ - for (int i = 0; i < rp->rectx * rp->recty; ++i) { + for (int i = 0; i < rp->rectx * rp->recty; i++) { if (rp->rect[i] == 1.0f) { rp->rect[i] = 1e10f; /* Background */ } diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 3d1b64422a4..2daf2388d63 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -338,7 +338,7 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v void EEVEE_screen_raytrace_free(void) { - for (int i = 0; i < SSR_MAX_SHADER; ++i) { + for (int i = 0; i < SSR_MAX_SHADER; i++) { DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]); } } diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index a709e668f34..284742ae149 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -70,7 +70,7 @@ void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata) sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL); sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL); - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { sldata->shcasters_buffers[i].bbox = MEM_callocN( sizeof(EEVEE_BoundBox) * SH_CASTER_ALLOC_CHUNK, __func__); sldata->shcasters_buffers[i].update = BLI_BITMAP_NEW(SH_CASTER_ALLOC_CHUNK, __func__); @@ -221,7 +221,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob) BoundBox *bb = BKE_object_boundbox_get(ob); float min[3], max[3]; INIT_MINMAX(min, max); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float vec[3]; copy_v3_v3(vec, bb->vec[i]); mul_m4_v3(ob->obmat, vec); @@ -316,7 +316,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_BoundBox *bbox = backbuffer->bbox; BoundSphere *bsphere = linfo->shadow_bounds; /* Search for deleted shadow casters or if shcaster WAS in shadow radius. */ - for (int i = 0; i < backbuffer->count; ++i) { + for (int i = 0; i < backbuffer->count; i++) { /* If the shadowcaster has been deleted or updated. */ if (BLI_BITMAP_TEST(backbuffer->update, i)) { for (int j = 0; j < linfo->cube_len; j++) { diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index d5e038f716c..26f83a3e8e0 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -61,7 +61,7 @@ static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int #ifndef DEBUG_SHADOW_DISTRIBUTION EEVEE_sample_ellipse(sample_ofs, mat[0], mat[1], radius, radius, jitter); #else - for (int i = 0; i <= sample_ofs; ++i) { + for (int i = 0; i <= sample_ofs; i++) { EEVEE_sample_ellipse(i, mat[0], mat[1], radius, radius, jitter); float p[3]; add_v3_v3v3(p, jitter, mat[2]); @@ -87,7 +87,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], /* 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]); } @@ -98,14 +98,14 @@ static void frustum_min_bounding_sphere(const float corners[8][3], #else /* Find averaged center. */ zero_v3(r_center); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { add_v3_v3(r_center, corners[i]); } mul_v3_fl(r_center, 1.0f / 8.0f); /* Search the largest distance from the sphere center. */ *r_radius = 0.0f; - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float rad = len_squared_v3v3(corners[i], r_center); if (rad > *r_radius) { *r_radius = rad; @@ -218,7 +218,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, } /* init near/far */ - for (int c = 0; c < MAX_CASCADE_NUM; ++c) { + for (int c = 0; c < MAX_CASCADE_NUM; c++) { csm_data->split_start[c] = csm_end; csm_data->split_end[c] = csm_end; } @@ -252,7 +252,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, csm_data->split_start[0] = csm_start; csm_data->split_end[cascade_nbr - 1] = csm_end; - for (int c = 1; c < cascade_nbr; ++c) { + for (int c = 1; c < cascade_nbr; c++) { /* View Space */ float linear_split = lerp(((float)(c) / (float)cascade_nbr), csm_start, csm_end); float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr); @@ -301,7 +301,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, csm_data->split_start[0] = lerp(cascade_fade, csm_data->split_end[cascade_nbr - 1], prev_split); /* For each cascade */ - for (int c = 0; c < cascade_nbr; ++c) { + for (int c = 0; c < cascade_nbr; c++) { float(*projmat)[4] = csm_render->projmat[c]; /* Given 8 frustum corners */ float corners[8][3] = { @@ -318,7 +318,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, }; /* Transform them into world space */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_project_m4_v3(persinv, corners[i]); } diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index 96924efa8bc..e5f89aab4d1 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -63,7 +63,7 @@ static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE] { cdf[0] = 0.0f; /* Actual CDF evaluation. */ - for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) { + for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) { float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1); cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */ } @@ -80,7 +80,7 @@ static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE], { for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) { float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1); - for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) { + for (int i = 0; i < FILTER_CDF_TABLE_SIZE; i++) { if (cdf[i] >= x) { if (i == FILTER_CDF_TABLE_SIZE - 1) { invert_cdf[u] = 1.0f; @@ -123,7 +123,7 @@ static void eevee_create_cdf_table_temporal_sampling(void) invert_cdf(cdf_table, e_data.inverted_cdf); /* Scale and offset table. */ - for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) { + for (int i = 0; i < FILTER_CDF_TABLE_SIZE; i++) { e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width; } 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 44f22848c2f..598cc3e5183 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -147,7 +147,7 @@ void main() make_orthonormal_basis(N, T, B); /* Generate tangent space */ /* Planar Reflections */ - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { PlanarData pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0); @@ -504,7 +504,7 @@ void main() /* Find Planar Reflections affecting this pixel */ PlanarData pd; float planar_index; - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0); diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 7edb0053da7..86f53522bc6 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -141,7 +141,7 @@ void main(void) rand.xy *= fast_sqrt(rand.z); vec3 accum = vec3(0.0); - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; /* Only shadowed light can produce translucency */ diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl index 37b02a2130f..296c1581545 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl @@ -64,7 +64,7 @@ void main() float weight_accum = 0.0; vec3 sh = vec3(0.0); - for (int face = 0; face < 6; ++face) { + for (int face = 0; face < 6; face++) { for (float x = halfpix; x < 1.0; x += pixstep) { for (float y = halfpix; y < 1.0; y += pixstep) { float weight, coef; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl index e10cb5f4999..f8bc1703c66 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl @@ -37,7 +37,7 @@ void main() fFace = face[0]; gl_Layer = Layer + fFace; - for (int v = 0; v < 3; ++v) { + for (int v = 0; v < 3; v++) { gl_Position = vPos[v]; worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace]; #ifdef USE_ATTR diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 56c05e3c036..ab205b78274 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -233,7 +233,7 @@ void fallback_cubemap(vec3 N, #endif /* Starts at 1 because 0 is world probe */ - for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) { + for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; i++) { float fade = probe_attenuation_cube(i, W); if (fade > 0.0) { @@ -262,7 +262,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) vec3 irradiance_accum = vec3(0.0); /* For each neighbor cells */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); 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 f55b42eb148..3774054659d 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -234,7 +234,7 @@ void CLOSURE_NAME(vec3 N vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition))); - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */ @@ -304,7 +304,7 @@ void CLOSURE_NAME(vec3 N /* Planar Reflections */ /* ---------------------------- */ - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) { PlanarData pd = planars_data[i]; /* Fade on geometric normal. */ @@ -380,7 +380,7 @@ void CLOSURE_NAME(vec3 N # endif /* Starts at 1 because 0 is world probe */ - for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) { + for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) { float fade = probe_attenuation_cube(i, worldPosition); if (fade > 0.0) { @@ -515,7 +515,7 @@ void CLOSURE_NAME(vec3 N /* Irradiance Grids */ /* ---------------------------- */ /* Start at 1 because 0 is world irradiance */ - for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) { + for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) { GridData gd = grids_data[i]; vec3 localpos; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index acd1e58ff97..1ae6a258d3d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -39,7 +39,7 @@ void main() /* Without compute shader and arbitrary write we need to * accumulate from the beginning of the ray for each cell. */ float integration_end = float(slice); - for (int i = 0; i < slice; ++i) { + for (int i = 0; i < slice; i++) { ivec3 volume_cell = ivec3(gl_FragCoord.xy, i); vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl index d345cd5c808..9621fa1cc0d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl @@ -38,7 +38,7 @@ void main() phase_function_isotropic(); #ifdef VOLUME_LIGHTING /* Lights */ - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; 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); |