diff options
author | Campbell Barton <ideasman42@gmail.com> | 2016-01-09 23:12:10 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2016-01-09 23:12:10 +0300 |
commit | f06f6eab0de15aeebab13074ef0b4173649779b4 (patch) | |
tree | 5d690cf77049b740cf2a17de8d337727043fb40f /source/blender/gpu/intern/gpu_basic_shader.c | |
parent | 8a924899a9e95e33ccdf1568a7b38d355bb91a38 (diff) |
Cleanup: style, gpu module
Diffstat (limited to 'source/blender/gpu/intern/gpu_basic_shader.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_basic_shader.c | 124 |
1 files changed, 62 insertions, 62 deletions
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c index 8a365893192..4a27965aee1 100644 --- a/source/blender/gpu/intern/gpu_basic_shader.c +++ b/source/blender/gpu/intern/gpu_basic_shader.c @@ -337,7 +337,7 @@ static GPUShader *gpu_basic_shader(int options) if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) { /* create shader if it doesn't exist yet */ - char defines[64*GPU_SHADER_OPTIONS_NUM] = ""; + char defines[64 * GPU_SHADER_OPTIONS_NUM] = ""; if (options & GPU_SHADER_USE_COLOR) strcat(defines, "#define USE_COLOR\n"); @@ -415,7 +415,7 @@ void GPU_basic_shader_bind(int options) } if (options & GPU_SHADER_TEXTURE_2D) { - GLint env_mode = (options & (GPU_SHADER_USE_COLOR|GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE; + GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE; glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode); } @@ -476,7 +476,7 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light) if (light) { float position[4], diffuse[4], specular[4]; - glEnable(GL_LIGHT0+light_num); + glEnable(GL_LIGHT0 + light_num); /* position */ if (light->type == GPU_LIGHT_SUN) { @@ -487,37 +487,37 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light) copy_v3_v3(position, light->position); position[3] = 1.0f; } - glLightfv(GL_LIGHT0+light_num, GL_POSITION, position); + glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position); /* energy */ copy_v3_v3(diffuse, light->diffuse); copy_v3_v3(specular, light->specular); diffuse[3] = 1.0f; specular[3] = 1.0f; - glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, diffuse); - glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, specular); + glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular); /* attenuation */ if (light->type == GPU_LIGHT_SUN) { - glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, 1.0f); - glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, 0.0f); - glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, 0.0f); + glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f); + glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f); + glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f); } else { - glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation); - glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation); - glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation); + glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation); + glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation); + glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation); } /* spot */ - glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, light->direction); + glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction); if (light->type == GPU_LIGHT_SPOT) { - glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, light->spot_cutoff); - glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, light->spot_exponent); + glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff); + glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent); } else { - glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, 180.0f); - glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, 0.0f); + glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f); + glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f); } GPU_MATERIAL_STATE.lights_enabled |= light_bit; @@ -529,18 +529,18 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light) /* glsl shader needs these zero to skip them */ const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - glLightfv(GL_LIGHT0+light_num, GL_POSITION, zero); - glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, zero); - glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, zero); + glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero); + glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero); + glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero); } - glDisable(GL_LIGHT0+light_num); + glDisable(GL_LIGHT0 + light_num); } } void GPU_basic_shader_light_set_viewer(bool local) { - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE); + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE); } void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id) @@ -549,46 +549,46 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id) glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id); } else { - switch(stipple_id) { - case GPU_SHADER_STIPPLE_HALFTONE: - glPolygonStipple(stipple_halftone); - return; - case GPU_SHADER_STIPPLE_QUARTTONE: - glPolygonStipple(stipple_quarttone); - return; - case GPU_SHADER_STIPPLE_CHECKER_8PX: - glPolygonStipple(stipple_checker_8px); - return; - case GPU_SHADER_STIPPLE_HEXAGON: - glPolygonStipple(stipple_hexagon); - return; - case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP: - glPolygonStipple(stipple_diag_stripes_neg); - return; - case GPU_SHADER_STIPPLE_DIAG_STRIPES: - glPolygonStipple(stipple_diag_stripes_pos); - return; - case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW: - glPolygonStipple(stipple_interlace_row); - return; - case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP: - glPolygonStipple(stipple_interlace_row_swap); - return; - case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN: - glPolygonStipple(stipple_interlace_column); - return; - case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP: - glPolygonStipple(stipple_interlace_column_swap); - return; - case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER: - glPolygonStipple(stipple_interlace_checker); - return; - case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP: - glPolygonStipple(stipple_interlace_checker_swap); - return; - default: - glPolygonStipple(stipple_hexagon); - return; + switch (stipple_id) { + case GPU_SHADER_STIPPLE_HALFTONE: + glPolygonStipple(stipple_halftone); + return; + case GPU_SHADER_STIPPLE_QUARTTONE: + glPolygonStipple(stipple_quarttone); + return; + case GPU_SHADER_STIPPLE_CHECKER_8PX: + glPolygonStipple(stipple_checker_8px); + return; + case GPU_SHADER_STIPPLE_HEXAGON: + glPolygonStipple(stipple_hexagon); + return; + case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP: + glPolygonStipple(stipple_diag_stripes_neg); + return; + case GPU_SHADER_STIPPLE_DIAG_STRIPES: + glPolygonStipple(stipple_diag_stripes_pos); + return; + case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW: + glPolygonStipple(stipple_interlace_row); + return; + case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP: + glPolygonStipple(stipple_interlace_row_swap); + return; + case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN: + glPolygonStipple(stipple_interlace_column); + return; + case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP: + glPolygonStipple(stipple_interlace_column_swap); + return; + case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER: + glPolygonStipple(stipple_interlace_checker); + return; + case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP: + glPolygonStipple(stipple_interlace_checker_swap); + return; + default: + glPolygonStipple(stipple_hexagon); + return; } } } |