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/modes | |
parent | b1f3a86d999b6742d783de5a11d7de0c54cf5891 (diff) |
Cleanup: add missing braces to draw manager
Diffstat (limited to 'source/blender/draw/modes')
12 files changed, 63 insertions, 31 deletions
diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c index ff0e77b0df1..f287f7b1018 100644 --- a/source/blender/draw/modes/edit_text_mode.c +++ b/source/blender/draw/modes/edit_text_mode.c @@ -219,10 +219,12 @@ static void edit_text_cache_populate_select(void *vedata, Object *ob) float selboxw; if (i + 1 != ef->selboxes_len) { - if (ef->selboxes[i + 1].y == sb->y) + if (ef->selboxes[i + 1].y == sb->y) { selboxw = ef->selboxes[i + 1].x - sb->x; - else + } + else { selboxw = sb->w; + } } else { selboxw = sb->w; diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index bd8a112f710..0757403ad01 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -542,12 +542,15 @@ static void OBJECT_engine_init(void *vedata) grid_res = fabsf(tanf(fov)) / grid_scale; e_data.grid_flag = (1 << 4); /* XY plane */ - if (show_axis_x) + if (show_axis_x) { e_data.grid_flag |= SHOW_AXIS_X; - if (show_axis_y) + } + if (show_axis_y) { e_data.grid_flag |= SHOW_AXIS_Y; - if (show_floor) + } + if (show_floor) { e_data.grid_flag |= SHOW_GRID; + } } else { @@ -925,8 +928,9 @@ static void DRW_shgroup_empty_image( { /* TODO: 'StereoViews', see draw_empty_image. */ - if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) + if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) { return; + } /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */ int size[2] = {0}; diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl index bcfa097b277..e12c48453a7 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl @@ -69,13 +69,15 @@ void main(void) if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) { /* If both adjacent verts are facing the camera the same way, * then it isn't an outline edge. */ - if (sign(fac0) == sign(fac3)) + if (sign(fac0) == sign(fac3)) { return; + } } /* Don't outline if concave edge. */ - if (dot(n0, v13) > 0.0001) + if (dot(n0, v13) > 0.0001) { return; + } vec2 thick = vColSize[0].w * (lineThickness / viewportSize); vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]); diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl index bf253d0121c..24df1923a66 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl +++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl @@ -37,8 +37,9 @@ void main() int color_id = (vertFlag[1] >> 4); /* Don't output any edges if we don't show handles */ - if (!showCurveHandles && (color_id < 5)) + if (!showCurveHandles && (color_id < 5)) { return; + } bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERTEX_SELECTED) != 0); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl index 71cc1ccde8d..a4c911c56e3 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl @@ -8,10 +8,12 @@ out vec4 FragColor; void main() { - if (isSelected != 0) + if (isSelected != 0) { FragColor = colorFaceDot; - else + } + else { FragColor = colorVertex; + } #ifdef VERTEX_FACING FragColor.a *= 1.0 - abs(facing) * 0.4; diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl index 95630fc2e0f..bc46b3fe0f4 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl @@ -18,14 +18,18 @@ void main() ivec4 data_m = data & dataMask; - if ((data_m.x & FACE_ACTIVE) != 0) + if ((data_m.x & FACE_ACTIVE) != 0) { faceColor = colorFaceSelect; - else if ((data_m.x & FACE_SELECTED) != 0) + } + else if ((data_m.x & FACE_SELECTED) != 0) { faceColor = colorFaceSelect; - else if ((data_m.x & FACE_FREESTYLE) != 0) + } + else if ((data_m.x & FACE_FREESTYLE) != 0) { faceColor = colorFaceFreestyle; - else + } + else { faceColor = colorFace; + } #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 0d5c76ad790..c6cbd712d40 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -148,5 +148,7 @@ void main() #endif /* don't write depth if not opaque */ - if (FragColor.a == 0.0) discard; + if (FragColor.a == 0.0) { + discard; + } } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index 1c88f1ff959..e4baa57ac8f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -150,14 +150,18 @@ void main() /* Face */ vec4 fcol; - if ((vData[0].x & FACE_ACTIVE) != 0) + if ((vData[0].x & FACE_ACTIVE) != 0) { fcol = colorFaceSelect; - else if ((vData[0].x & FACE_SELECTED) != 0) + } + else if ((vData[0].x & FACE_SELECTED) != 0) { fcol = colorFaceSelect; - else if ((vData[0].x & FACE_FREESTYLE) != 0) + } + else if ((vData[0].x & FACE_FREESTYLE) != 0) { fcol = colorFaceFreestyle; - else + } + else { fcol = colorFace; + } /* Vertex */ ssPos[0] = proj(pPos[0]); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index 13431168fb0..8b9bcb33fae 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -82,14 +82,18 @@ void main() } /* Face */ - if ((vData[0].x & FACE_ACTIVE) != 0) + if ((vData[0].x & FACE_ACTIVE) != 0) { faceColor = colorFaceSelect; - else if ((vData[0].x & FACE_SELECTED) != 0) + } + else if ((vData[0].x & FACE_SELECTED) != 0) { faceColor = colorFaceSelect; - else if ((vData[0].x & FACE_FREESTYLE) != 0) + } + else if ((vData[0].x & FACE_FREESTYLE) != 0) { faceColor = colorFaceFreestyle; - else + } + else { faceColor = colorFace; + } # ifdef VERTEX_SELECTION vertexColor = EDIT_MESH_vertex_color(data0.x).rgb; diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl index 85da0f25654..36999267ef2 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl +++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl @@ -33,8 +33,9 @@ void main() /* If both adjacent verts are facing the camera the same way, * then it isn't an outline edge. */ - if (sign(fac0) == sign(fac3)) + if (sign(fac0) == sign(fac3)) { return; + } /* Don't outline if concave edge. */ /* That would hide a lot of non useful edge but it flickers badly. diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl index 54ae319307a..3df5115db76 100644 --- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl +++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl @@ -39,12 +39,15 @@ void main() } #ifdef USE_AXIS - if (axis == 0) + if (axis == 0) { finalColor = vec4(1.0, 0.0, 0.0, 1.0); - else if (axis == 1) + } + else if (axis == 1) { finalColor = vec4(0.0, 1.0, 0.0, 1.0); - else + } + else { finalColor = vec4(0.0, 0.0, 1.0, 1.0); + } #else if (val < 0.0) { finalColor = vec4(color, 1.0); diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/modes/shaders/paint_weight_frag.glsl index faa36f5535e..7460eabedbe 100644 --- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl +++ b/source/blender/draw/modes/shaders/paint_weight_frag.glsl @@ -18,15 +18,17 @@ float contours(float value, float steps, float width_px, float max_rel_width, fl /* Don't draw lines at 0 or 1. */ float rel_value = value * steps; - if (rel_value < 0.5 || rel_value > steps - 0.5) + if (rel_value < 0.5 || rel_value > steps - 0.5) { return 0.0; + } /* Check if completely invisible due to fade out. */ float rel_gradient = gradient * steps; float rel_min_width = min_width_px * rel_gradient; - if (max_rel_width <= rel_min_width) + if (max_rel_width <= rel_min_width) { return 0.0; + } /* Main shape of the line, accounting for width bias and maximum weight space width. */ float rel_width = width_px * rel_gradient; @@ -48,8 +50,9 @@ vec4 contour_grid(float weight, float weight_gradient) /* Fade away when the gradient is too low to avoid big fills and noise. */ float flt_eps = max(1e-8, 1e-6 * weight); - if (weight_gradient <= flt_eps) + if (weight_gradient <= flt_eps) { return vec4(0.0); + } /* Three levels of grid lines */ float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient); |