diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 09:24:14 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 09:24:14 +0300 |
commit | 41d4a1986548e66a652221e4a68c52900474eeff (patch) | |
tree | 26acf937ea0b762977f89adcc4e74a3ec9ecee62 /source/blender/draw | |
parent | 108045faa01849115c54190ebed788faf36dcb56 (diff) |
ClangFormat: format '#if 0' code in source/
Diffstat (limited to 'source/blender/draw')
8 files changed, 140 insertions, 116 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index e77d7b16c78..79b4cb231a8 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -413,7 +413,8 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l GPU_framebuffer_texture_detach(stl->g_data->minzbuffer); /* Create lower levels */ - GPU_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata); + GPU_framebuffer_recursive_downsample( + fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata); DRW_stats_group_end(); #endif int minmax_size[3], depth_size[3]; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 9268f2e8a46..0557fd11995 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -115,15 +115,15 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) static float samples_len = 8192.0f; static float inv_samples_len = 1.0f / 8192.0f; - char *lib_str = BLI_string_joinN( - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl); + char *lib_str = BLI_string_joinN(datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl); - struct GPUShader *sh = DRW_shader_create_with_lib( - datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib_str, - "#define HAMMERSLEY_SIZE 8192\n" - "#define BRDF_LUT_SIZE 64\n" - "#define NOISE_SIZE 64\n"); + struct GPUShader *sh = DRW_shader_create_with_lib(datatoc_lightprobe_vert_glsl, + datatoc_lightprobe_geom_glsl, + datatoc_bsdf_lut_frag_glsl, + lib_str, + "#define HAMMERSLEY_SIZE 8192\n" + "#define BRDF_LUT_SIZE 64\n" + "#define NOISE_SIZE 64\n"); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); @@ -150,11 +150,14 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data); printf("{"); - for (int i = 0; i < w*h * 3; i+=3) { - printf("%ff, %ff, ", data[i], data[i+1]); i+=3; - printf("%ff, %ff, ", data[i], data[i+1]); i+=3; - printf("%ff, %ff, ", data[i], data[i+1]); i+=3; - printf("%ff, %ff, \n", data[i], data[i+1]); + for (int i = 0; i < w * h * 3; i += 3) { + printf("%ff, %ff, ", data[i], data[i + 1]); + i += 3; + printf("%ff, %ff, ", data[i], data[i + 1]); + i += 3; + printf("%ff, %ff, ", data[i], data[i + 1]); + i += 3; + printf("%ff, %ff, \n", data[i], data[i + 1]); } printf("}"); @@ -174,15 +177,13 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) static float inv_samples_len = 1.0f / 8192.0f; char *frag_str = BLI_string_joinN( - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_btdf_lut_frag_glsl); + datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl, datatoc_btdf_lut_frag_glsl); struct GPUShader *sh = DRW_shader_create_fullscreen(frag_str, - "#define HAMMERSLEY_SIZE 8192\n" - "#define BRDF_LUT_SIZE 64\n" - "#define NOISE_SIZE 64\n" - "#define LUT_SIZE 64\n"); + "#define HAMMERSLEY_SIZE 8192\n" + "#define BRDF_LUT_SIZE 64\n" + "#define NOISE_SIZE 64\n" + "#define LUT_SIZE 64\n"); MEM_freeN(frag_str); @@ -222,20 +223,28 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) # if 1 fprintf(f, "\t{\n\t\t"); - for (int i = 0; i < w*h * 3; i+=3) { + for (int i = 0; i < w * h * 3; i += 3) { fprintf(f, "%ff,", data[i]); - if (((i/3)+1) % 12 == 0) fprintf(f, "\n\t\t"); - else fprintf(f, " "); + if (((i / 3) + 1) % 12 == 0) + fprintf(f, "\n\t\t"); + else + fprintf(f, " "); } fprintf(f, "\n\t},\n"); # else - for (int i = 0; i < w*h * 3; i+=3) { - if (data[i] < 0.01) printf(" "); - else if (data[i] < 0.3) printf("."); - else if (data[i] < 0.6) printf("+"); - else if (data[i] < 0.9) printf("%%"); - else printf("#"); - if ((i/3+1) % 64 == 0) printf("\n"); + for (int i = 0; i < w * h * 3; i += 3) { + if (data[i] < 0.01) + printf(" "); + else if (data[i] < 0.3) + printf("."); + else if (data[i] < 0.6) + printf("+"); + else if (data[i] < 0.9) + printf("%%"); + else + printf("#"); + if ((i / 3 + 1) % 64 == 0) + printf("\n"); } # endif diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index f2863d572c4..f8795a7ff0e 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -165,11 +165,7 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda #if 0 /* for future high quality blur */ /* Future matrix */ eevee_motion_blur_camera_get_matrix_at_time( - scene, - ar, rv3d, v3d, - ob_camera_eval, - ctime + delta, - effects->future_world_to_ndc); + scene, ar, rv3d, v3d, ob_camera_eval, ctime + delta, effects->future_world_to_ndc); #endif invert_m4_m4(effects->current_ndc_to_world, effects->current_world_to_ndc); } diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 3e35f8120d7..f55b744481e 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -185,9 +185,12 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera) wpd->dof_blur_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_solid); #if 0 - wpd->coc_temp_tx = DRW_texture_pool_query_2d(shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench_solid); - wpd->coc_tiles_tx[0] = DRW_texture_pool_query_2d(shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); - wpd->coc_tiles_tx[1] = DRW_texture_pool_query_2d(shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); + wpd->coc_temp_tx = DRW_texture_pool_query_2d( + shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench_solid); + wpd->coc_tiles_tx[0] = DRW_texture_pool_query_2d( + shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); + wpd->coc_tiles_tx[1] = DRW_texture_pool_query_2d( + shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); #endif GPU_framebuffer_ensure_config(&fbl->dof_downsample_fb, @@ -197,18 +200,21 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera) GPU_ATTACHMENT_TEXTURE(txl->coc_halfres_tx), }); #if 0 - GPU_framebuffer_ensure_config(&fbl->dof_coc_tile_h_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(wpd->coc_temp_tx), - }); - GPU_framebuffer_ensure_config(&fbl->dof_coc_tile_v_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(wpd->coc_tiles_tx[0]), - }); - GPU_framebuffer_ensure_config(&fbl->dof_coc_dilate_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(wpd->coc_tiles_tx[1]), - }); + GPU_framebuffer_ensure_config(&fbl->dof_coc_tile_h_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(wpd->coc_temp_tx), + }); + GPU_framebuffer_ensure_config(&fbl->dof_coc_tile_v_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(wpd->coc_tiles_tx[0]), + }); + GPU_framebuffer_ensure_config(&fbl->dof_coc_dilate_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(wpd->coc_tiles_tx[1]), + }); #endif GPU_framebuffer_ensure_config(&fbl->dof_blur1_fb, { @@ -318,12 +324,14 @@ void workbench_dof_create_pass(WORKBENCH_Data *vedata, } #if 0 { - DRWShadingGroup *grp = DRW_shgroup_create(e_data.effect_dof_flatten_h_sh, psl->dof_flatten_h_ps); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.effect_dof_flatten_h_sh, + psl->dof_flatten_h_ps); DRW_shgroup_uniform_texture(grp, "inputCocTex", txl->coc_halfres_tx); DRW_shgroup_call_add(grp, quad, NULL); } { - DRWShadingGroup *grp = DRW_shgroup_create(e_data.effect_dof_flatten_v_sh, psl->dof_flatten_v_ps); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.effect_dof_flatten_v_sh, + psl->dof_flatten_v_ps); DRW_shgroup_uniform_texture(grp, "inputCocTex", wpd->coc_temp_tx); DRW_shgroup_call_add(grp, quad, NULL); } diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c index 5c95a835adc..3fc83fea7c6 100644 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ b/source/blender/draw/engines/workbench/workbench_studiolight.c @@ -78,12 +78,12 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, 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) { - copy_v3_fl3( - wd->spherical_harmonics_coefs[i + 1], - -sl->spherical_harmonics_coefs[3][i], - sl->spherical_harmonics_coefs[2][i], - -sl->spherical_harmonics_coefs[1][i]); - mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */ + copy_v3_fl3(wd->spherical_harmonics_coefs[i + 1], + -sl->spherical_harmonics_coefs[3][i], + sl->spherical_harmonics_coefs[2][i], + -sl->spherical_harmonics_coefs[1][i]); + mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], + M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */ } /* Precompute as much as we can. See shader code for derivation. */ diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 74c87162afd..7099f6ca573 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -161,9 +161,13 @@ static void UNUSED_FUNCTION(add_fancy_edge)(GPUVertBuf *vbo, } #if 0 /* UNUSED */ -static void add_lat_lon_vert( - GPUVertBuf *vbo, uint pos_id, uint nor_id, - uint *v_idx, const float rad, const float lat, const float lon) +static void add_lat_lon_vert(GPUVertBuf *vbo, + uint pos_id, + uint nor_id, + uint *v_idx, + const float rad, + const float lat, + const float lon) { float pos[3], nor[3]; nor[0] = sinf(lat) * cosf(lon); @@ -178,8 +182,10 @@ static void add_lat_lon_vert( static GPUVertBuf *fill_arrows_vbo(const float scale) { /* Position Only 3D format */ - static GPUVertFormat format = { 0 }; - static struct { uint pos; } attr_id; + static GPUVertFormat format = {0}; + static struct { + uint pos; + } attr_id; if (format.attr_len == 0) { attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); } @@ -2039,10 +2045,10 @@ static const float bone_octahedral_verts[6][3] = { static const float bone_octahedral_smooth_normals[6][3] = { {0.0f, -1.0f, 0.0f}, #if 0 /* creates problems for outlines when scaled */ - { 0.943608f * M_SQRT1_2, -0.331048f, 0.943608f * M_SQRT1_2}, - { 0.943608f * M_SQRT1_2, -0.331048f, -0.943608f * M_SQRT1_2}, - {-0.943608f * M_SQRT1_2, -0.331048f, -0.943608f * M_SQRT1_2}, - {-0.943608f * M_SQRT1_2, -0.331048f, 0.943608f * M_SQRT1_2}, + {0.943608f * M_SQRT1_2, -0.331048f, 0.943608f * M_SQRT1_2}, + {0.943608f * M_SQRT1_2, -0.331048f, -0.943608f * M_SQRT1_2}, + {-0.943608f * M_SQRT1_2, -0.331048f, -0.943608f * M_SQRT1_2}, + {-0.943608f * M_SQRT1_2, -0.331048f, 0.943608f * M_SQRT1_2}, #else {M_SQRT1_2, 0.0f, M_SQRT1_2}, {M_SQRT1_2, 0.0f, -M_SQRT1_2}, @@ -2055,17 +2061,13 @@ static const float bone_octahedral_smooth_normals[6][3] = { #if 0 /* UNUSED */ static const uint bone_octahedral_wire[24] = { - 0, 1, 1, 5, 5, 3, 3, 0, - 0, 4, 4, 5, 5, 2, 2, 0, - 1, 2, 2, 3, 3, 4, 4, 1, + 0, 1, 1, 5, 5, 3, 3, 0, 0, 4, 4, 5, 5, 2, 2, 0, 1, 2, 2, 3, 3, 4, 4, 1, }; /* aligned with bone_octahedral_wire * Contains adjacent normal index */ static const uint bone_octahedral_wire_adjacent_face[24] = { - 0, 3, 4, 7, 5, 6, 1, 2, - 2, 3, 6, 7, 4, 5, 0, 1, - 0, 4, 1, 5, 2, 6, 3, 7, + 0, 3, 4, 7, 5, 6, 1, 2, 2, 3, 6, 7, 4, 5, 0, 1, 0, 4, 1, 5, 2, 6, 3, 7, }; #endif @@ -2109,15 +2111,15 @@ static const uint bone_octahedral_wire_lines_adjacency[12][4] = { #if 0 /* UNUSED */ static const uint bone_octahedral_solid_tris_adjacency[8][6] = { - { 0, 12, 1, 10, 2, 3}, - { 3, 15, 4, 1, 5, 6}, - { 6, 18, 7, 4, 8, 9}, - { 9, 21, 10, 7, 11, 0}, - - {12, 22, 13, 2, 14, 17}, - {15, 13, 16, 5, 17, 20}, - {18, 16, 19, 8, 20, 23}, - {21, 19, 22, 11, 23, 14}, + {0, 12, 1, 10, 2, 3}, + {3, 15, 4, 1, 5, 6}, + {6, 18, 7, 4, 8, 9}, + {9, 21, 10, 7, 11, 0}, + + {12, 22, 13, 2, 14, 17}, + {15, 13, 16, 5, 17, 20}, + {18, 16, 19, 8, 20, 23}, + {21, 19, 22, 11, 23, 14}, }; #endif @@ -2219,17 +2221,13 @@ static const float bone_box_smooth_normals[8][3] = { #if 0 /* UNUSED */ static const uint bone_box_wire[24] = { - 0, 1, 1, 2, 2, 3, 3, 0, - 4, 5, 5, 6, 6, 7, 7, 4, - 0, 4, 1, 5, 2, 6, 3, 7, + 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7, }; /* aligned with bone_octahedral_wire * Contains adjacent normal index */ static const uint bone_box_wire_adjacent_face[24] = { - 0, 2, 0, 4, 1, 6, 1, 8, - 3, 10, 5, 10, 7, 11, 9, 11, - 3, 8, 2, 5, 4, 7, 6, 9, + 0, 2, 0, 4, 1, 6, 1, 8, 3, 10, 5, 10, 7, 11, 9, 11, 3, 8, 2, 5, 4, 7, 6, 9, }; #endif @@ -2274,23 +2272,23 @@ static const uint bone_box_wire_lines_adjacency[12][4] = { #if 0 /* UNUSED */ static const uint bone_box_solid_tris_adjacency[12][6] = { - { 0, 5, 1, 14, 2, 8}, - { 3, 26, 4, 20, 5, 1}, + {0, 5, 1, 14, 2, 8}, + {3, 26, 4, 20, 5, 1}, - { 6, 2, 7, 16, 8, 11}, - { 9, 7, 10, 32, 11, 24}, + {6, 2, 7, 16, 8, 11}, + {9, 7, 10, 32, 11, 24}, - {12, 0, 13, 22, 14, 17}, - {15, 13, 16, 30, 17, 6}, + {12, 0, 13, 22, 14, 17}, + {15, 13, 16, 30, 17, 6}, - {18, 3, 19, 28, 20, 23}, - {21, 19, 22, 33, 23, 12}, + {18, 3, 19, 28, 20, 23}, + {21, 19, 22, 33, 23, 12}, - {24, 4, 25, 10, 26, 29}, - {27, 25, 28, 34, 29, 18}, + {24, 4, 25, 10, 26, 29}, + {27, 25, 28, 34, 29, 18}, - {30, 9, 31, 15, 32, 35}, - {33, 31, 34, 21, 35, 27}, + {30, 9, 31, 15, 32, 35}, + {33, 31, 34, 21, 35, 27}, }; #endif @@ -2499,8 +2497,10 @@ GPUBatch *DRW_cache_bone_point_get(void) const float lat_inc = M_PI / lat_res; uint v_idx = 0; - static GPUVertFormat format = { 0 }; - static struct { uint pos, nor; } attr_id; + static GPUVertFormat format = {0}; + static struct { + uint pos, nor; + } attr_id; if (format.attr_len == 0) { attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); attr_id.nor = GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); @@ -2515,15 +2515,17 @@ GPUBatch *DRW_cache_bone_point_get(void) float lat = 0.0f; for (int j = 0; j < lat_res; j++, lat += lat_inc) { if (j != lat_res - 1) { /* Pole */ - add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon + lon_inc); + add_lat_lon_vert( + vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon + lon_inc); add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon); - add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon); + add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon); } if (j != 0) { /* Pole */ - add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon + lon_inc); - add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon + lon_inc); - add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon); + add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon + lon_inc); + add_lat_lon_vert( + vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon + lon_inc); + add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon); } } } @@ -2755,10 +2757,14 @@ static float z_axis_name[10][2] = { #define S_Y 0.007f static float axis_marker[8][2] = { #if 0 /* square */ - {-1.0f * S_X, 1.0f * S_Y}, { 1.0f * S_X, 1.0f * S_Y}, - { 1.0f * S_X, 1.0f * S_Y}, { 1.0f * S_X, -1.0f * S_Y}, - { 1.0f * S_X, -1.0f * S_Y}, {-1.0f * S_X, -1.0f * S_Y}, - {-1.0f * S_X, -1.0f * S_Y}, {-1.0f * S_X, 1.0f * S_Y} + {-1.0f * S_X, 1.0f * S_Y}, + {1.0f * S_X, 1.0f * S_Y}, + {1.0f * S_X, 1.0f * S_Y}, + {1.0f * S_X, -1.0f * S_Y}, + {1.0f * S_X, -1.0f * S_Y}, + {-1.0f * S_X, -1.0f * S_Y}, + {-1.0f * S_X, -1.0f * S_Y}, + {-1.0f * S_X, 1.0f * S_Y} #else /* diamond */ {-S_X, 0.f}, {0.f, S_Y}, diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index ded9d0963b7..73c68d0d6b9 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -3128,7 +3128,8 @@ static void mesh_create_loop_uv_and_tan(MeshRenderData *rdata, GPUVertBuf *vbo) for (uint i = 0; i < uv_len; i++) { const char *attr_name = mesh_render_data_uv_layer_uuid_get(rdata, i); #if 0 /* these are clamped. Maybe use them as an option in the future */ - uv_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT); + uv_id[i] = GPU_vertformat_attr_add( + &format, attr_name, GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT); #else uv_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT); #endif @@ -4433,8 +4434,10 @@ BLI_INLINE void edit_uv_preprocess_stretch_angle(float (*auv)[2], } #if 0 /* here for reference, this is done in shader now. */ -BLI_INLINE float edit_uv_get_loop_stretch_angle( - const float auv0[2], const float auv1[2], const float av0[3], const float av1[3]) +BLI_INLINE float edit_uv_get_loop_stretch_angle(const float auv0[2], + const float auv1[2], + const float av0[3], + const float av1[3]) { float uvang = angle_normalized_v2v2(auv0, auv1); float ang = angle_normalized_v3v3(av0, av1); diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index db675ee0210..79c1d77bbf1 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -498,7 +498,8 @@ static void draw_clipping_setup_from_view(void) /* Extract Clipping Planes */ BoundBox bbox; #if 0 /* It has accuracy problems. */ - BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f}); + 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]); } |