diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 03:35:46 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 03:51:10 +0300 |
commit | 63f0e150edaeea26fbcc48f62597f4f5c71cc64a (patch) | |
tree | 275c7ec1f9732fd992ce8351cf0da284211edb99 /source/blender/draw/intern | |
parent | 480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff) |
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_anim_viz.c | 3 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_armature.c | 7 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_cache.c | 3 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_cache_impl_mesh.c | 7 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_common.c | 6 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_hair.c | 3 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_instance_data.c | 10 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 8 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_exec.c | 5 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_shader.c | 5 |
10 files changed, 33 insertions, 24 deletions
diff --git a/source/blender/draw/intern/draw_anim_viz.c b/source/blender/draw/intern/draw_anim_viz.c index e851a3aa0bf..a6026c9da3a 100644 --- a/source/blender/draw/intern/draw_anim_viz.c +++ b/source/blender/draw/intern/draw_anim_viz.c @@ -259,7 +259,8 @@ static void MPATH_cache_motion_path(MPATH_PassList *psl, else if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) { bMotionPathVert *mpvP = (mpv - stepsize); bMotionPathVert *mpvN = (mpv + stepsize); - /* only draw framenum if several consecutive highlighted points don't occur on same point */ + /* only draw framenum if several consecutive highlighted points don't occur on same point + */ if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) { numstr_len = sprintf(numstr, " %d", frame); DRW_text_cache_add(dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, col); diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c index a949ec355dd..9b52f282944 100644 --- a/source/blender/draw/intern/draw_armature.c +++ b/source/blender/draw/intern/draw_armature.c @@ -1185,8 +1185,8 @@ static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pc size_to_mat4(s, (const float[3]){xwidth, length / bbone_segments, zwidth}); /* Compute BBones segment matrices... */ - /* Note that we need this even for one-segment bones, because box drawing need specific weirdo matrix for the box, - * that we cannot use to draw end points & co. */ + /* Note that we need this even for one-segment bones, because box drawing need specific weirdo + * matrix for the box, that we cannot use to draw end points & co. */ if (pchan) { Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; if (bbone_segments > 1) { @@ -1797,7 +1797,8 @@ static void draw_bone_relations(EditBone *ebone, } else if (pchan && pchan->parent) { if (do_relations) { - /* Only draw if bone or its parent is selected - reduces viewport complexity with complex rigs */ + /* Only draw if bone or its parent is selected - reduces viewport complexity with complex + * rigs */ if ((boneflag & BONE_SELECTED) || (pchan->parent->bone && (pchan->parent->bone->flag & BONE_SELECTED))) { if ((boneflag & BONE_CONNECTED) == 0) { diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 490f478225b..6b4c4cef9c8 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -3017,7 +3017,8 @@ GPUBatch *DRW_cache_bone_dof_lines_get(void) * We could make these more generic functions. * although filling 1d lines is not common. * - * \note Use x coordinate to identify the vertex the vertex shader take care to place it appropriately. + * \note Use x coordinate to identify the vertex the vertex shader take care to place it + * appropriately. */ static const float camera_coords_frame_bounds[5] = { diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 85130ee9472..1d8c7f0e5a7 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -325,8 +325,8 @@ typedef enum eMRDataType { #define MR_DATATYPE_LOOSE_VERT_EGDE (MR_DATATYPE_LOOSE_VERT | MR_DATATYPE_LOOSE_EDGE) /** - * These functions look like they would be slow but they will typically return true on the first iteration. - * Only false when all attached elements are hidden. + * These functions look like they would be slow but they will typically return true on the first + * iteration. Only false when all attached elements are hidden. */ static bool bm_vert_has_visible_edge(const BMVert *v) { @@ -1159,7 +1159,8 @@ static MeshRenderData *mesh_render_data_create_ex(Mesh *me, /* note: BKE_editmesh_loop_tangent_calc calculates 'CD_TANGENT', * not 'CD_MLOOPTANGENT' (as done below). It's OK, they're compatible. */ - /* note: normally we'd use 'i_src' here, but 'i_dst' is in sync with 'rdata->cd.output' */ + /* note: normally we'd use 'i_src' here, but 'i_dst' is in sync with 'rdata->cd.output' + */ rdata->cd.layers.tangent[i_dst] = CustomData_get_layer_n( &rdata->cd.output.ldata, CD_TANGENT, i_dst); if (rdata->tri_len != 0) { diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 465a4f7a897..383d7cccad8 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -90,8 +90,8 @@ void DRW_globals_update(void) dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */ interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f); - /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from black, - * with a darker background we need a more faded color. */ + /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from + * black, with a darker background we need a more faded color. */ interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f); #ifdef WITH_FREESTYLE @@ -1045,7 +1045,7 @@ struct GPUShader *volume_velocity_shader_get(bool use_needle) } } -/* ******************************************** COLOR UTILS *********************************************** */ +/* ******************************************** COLOR UTILS ************************************ */ /* TODO FINISH */ /** diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index b3081a44dfb..cb83265195a 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -193,7 +193,8 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", part->rad_tip * part->rad_scale * 0.5f); DRW_shgroup_uniform_bool_copy( shgrp, "hairCloseTip", (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0); - /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling test. */ + /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling + * test. */ DRW_shgroup_call_object_add_no_cull( shgrp, hair_cache->final[subdiv].proc_hairs[thickness_res - 1], object); diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 27e03a3495a..e8d91309e06 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -22,11 +22,11 @@ /** * DRW Instance Data Manager - * This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation. - * This way we avoid feeding gawain each instance data one by one and unnecessary memcpy. - * Since we loose which memory block was used each #DRWShadingGroup we need to redistribute them in the same order/size - * to avoid to realloc each frame. - * This is why #DRWInstanceDatas are sorted in a list for each different data size. + * This is a special memory manager that keeps memory blocks ready to send as vbo data in one + * continuous allocation. This way we avoid feeding gawain each instance data one by one and + * unnecessary memcpy. Since we loose which memory block was used each #DRWShadingGroup we need to + * redistribute them in the same order/size to avoid to realloc each frame. This is why + * #DRWInstanceDatas are sorted in a list for each different data size. */ #include "draw_instance_data.h" diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index de3505b4ccd..65ef2fa66fa 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -161,7 +161,8 @@ void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, con drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1); } -/* Same as DRW_shgroup_uniform_texture but is guaranteed to be bound if shader does not change between shgrp. */ +/* Same as DRW_shgroup_uniform_texture but is guaranteed to be bound if shader does not change + * between shgrp. */ void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) @@ -178,7 +179,8 @@ void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1); } -/* Same as DRW_shgroup_uniform_block but is guaranteed to be bound if shader does not change between shgrp. */ +/* Same as DRW_shgroup_uniform_block but is guaranteed to be bound if shader does not change + * between shgrp. */ void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) @@ -1178,7 +1180,7 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch /* PERF : This destroys the vaos cache so better check if it's necessary. */ /* Note: This WILL break if batch->verts[0] is destroyed and reallocated * at the same address. Bindings/VAOs would remain obsolete. */ - //if (shgroup->instancing_geom->inst != batch->verts[0]) + // if (shgroup->instancing_geom->inst != batch->verts[0]) GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false); #ifdef USE_GPU_SELECT diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index c5e3ecd0752..7e1fda14608 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -445,8 +445,9 @@ void DRW_state_clip_planes_set_from_rv3d(RegionView3D *rv3d) /* Extract the 8 corners from a Projection Matrix. * Although less accurate, this solution can be simplified as follows: - * BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f}); - * for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, bbox.vec[i]);} + * BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const + * float[3]){1.0f, 1.0f, 1.0f}); for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, + * bbox.vec[i]);} */ static void draw_frustum_boundbox_calc(const float (*projmat)[4], BoundBox *r_bbox) { diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 40d6ae1024a..b60a41ab0c9 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -161,7 +161,7 @@ static void drw_deferred_shader_compilation_free(void *custom_data) static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) { - /* Do not deferre the compilation if we are rendering for image. + /* Do not deferre the compilation if we are rendering for image. * deferred rendering is only possible when `evil_C` is available */ if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION || !deferred) { @@ -183,7 +183,8 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) /* Use original scene ID since this is what the jobs template tests for. */ Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id); - /* Get the running job or a new one if none is running. Can only have one job per type & owner. */ + /* Get the running job or a new one if none is running. Can only have one job per type & owner. + */ wmJob *wm_job = WM_jobs_get(wm, win, scene, |