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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/modes
parentb1f3a86d999b6742d783de5a11d7de0c54cf5891 (diff)
Cleanup: add missing braces to draw manager
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_text_mode.c6
-rw-r--r--source/blender/draw/modes/object_mode.c12
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl6
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl3
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl6
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl12
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl12
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl12
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl3
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl9
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_frag.glsl9
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);