diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-08-14 16:29:46 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-08-14 16:32:24 +0300 |
commit | 03b2371387dcae9f801cabbc1819b1d7e3350829 (patch) | |
tree | 0300655f20a06a8e5c807b5fe6263b47c686dedb /source/blender/draw | |
parent | bc4fe45aef7e52f9e7a2bd5e370c6791c58af832 (diff) |
Cleanup: move trailing comments to avoid wrapping code
Some statements were split across multiple lines because of their
trailing comments.
In most cases it's clearer to put the comments above.
Diffstat (limited to 'source/blender/draw')
5 files changed, 12 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index d23287264b3..c15872b31fa 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -1166,9 +1166,8 @@ static void eevee_shadow_cascade_setup(Object *ob, /* Compute offset. */ sub_v2_v2(shadow_texco, shadow_origin); - mul_v2_fl(shadow_texco, - (2.0f * sh_data->radius[c]) / - linfo->shadow_cascade_size); /* Texture to light space. */ + /* Texture to light space. */ + mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_cascade_size); /* Apply offset. */ add_v2_v2(center, shadow_texco); diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c index 2e56b64bd50..7209651a1d4 100644 --- a/source/blender/draw/engines/eevee/eevee_mist.c +++ b/source/blender/draw/engines/eevee/eevee_mist.c @@ -66,8 +66,9 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } /* Create FrameBuffer. */ - DRW_texture_ensure_fullscreen_2d( - &txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ + + /* Should be enough precision for many samples. */ + DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0); GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)}); diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 49f62c6bf5e..924b3d3b19b 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -146,8 +146,8 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - DRW_texture_ensure_fullscreen_2d( - &txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ + /* Should be enough precision for many samples. */ + DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, GPU_R32F, 0); GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)}); diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl index 2d14f52d7e6..c3643cccbfc 100644 --- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl @@ -393,8 +393,8 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale) return vec3(0.0); } - float range = abs(data.sh_far - - data.sh_near); /* Same factor as in get_cascade_world_distance(). */ + /* Same factor as in get_cascade_world_distance(). */ + float range = abs(data.sh_far - data.sh_near); vec4 shpos = shadows_cascade_data[scd_id].shadowmat[int(id)] * vec4(W, 1.0); float dist = shpos.z * range; diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c index 944bca73993..1a09498b228 100644 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ b/source/blender/draw/engines/workbench/workbench_studiolight.c @@ -82,8 +82,9 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, -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. */ + + /* 1.5f is to improve the contrast a bit. */ + mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], M_1_PI * 1.5f); } /* Precompute as much as we can. See shader code for derivation. */ |