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authorCampbell Barton <ideasman42@gmail.com>2012-05-02 00:08:23 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-05-02 00:08:23 +0400
commit6327c9aae18df2f226bd2b3207d51c920dc9a8af (patch)
treee8ab58bd38fab307ba227ce797c2189434f2d13f /source/blender/gpu
parent657e62c9120c70beff8241c347b6a547402beb5c (diff)
style cleanup: whitespace, braces
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c47
-rw-r--r--source/blender/gpu/intern/gpu_material.c19
2 files changed, 33 insertions, 33 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index c15366c4976..32e4ff8d81c 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -914,10 +914,10 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
/* Drawing quad */
glBegin(GL_QUADS);
- glTexCoord2d(0,0);glVertex2f(1,1);
- glTexCoord2d(1,0);glVertex2f(-1,1);
- glTexCoord2d(1,1);glVertex2f(-1,-1);
- glTexCoord2d(0,1);glVertex2f(1,-1);
+ glTexCoord2d(0, 0); glVertex2f(1, 1);
+ glTexCoord2d(1, 0); glVertex2f(-1, 1);
+ glTexCoord2d(1, 1); glVertex2f(-1, -1);
+ glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
/* Blurring vertically */
@@ -927,12 +927,14 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float*)scalev);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
GPU_texture_bind(blurtex, 0);
+
glBegin(GL_QUADS);
- glTexCoord2d(0,0);glVertex2f(1,1);
- glTexCoord2d(1,0);glVertex2f(-1,1);
- glTexCoord2d(1,1);glVertex2f(-1,-1);
- glTexCoord2d(0,1);glVertex2f(1,-1);
+ glTexCoord2d(0, 0); glVertex2f(1, 1);
+ glTexCoord2d(1, 0); glVertex2f(-1, 1);
+ glTexCoord2d(1, 1); glVertex2f(-1, -1);
+ glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
+
GPU_shader_unbind(blur_shader);
}
@@ -1267,18 +1269,17 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
GPUShader *retval = NULL;
- switch (shader)
- {
- case GPU_SHADER_VSM_STORE:
- if (!GG.shaders.vsm_store)
- GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL);
- retval = GG.shaders.vsm_store;
- break;
- case GPU_SHADER_SEP_GAUSSIAN_BLUR:
- if (!GG.shaders.sep_gaussian_blur)
- GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL);
- retval = GG.shaders.sep_gaussian_blur;
- break;
+ switch (shader) {
+ case GPU_SHADER_VSM_STORE:
+ if (!GG.shaders.vsm_store)
+ GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL);
+ retval = GG.shaders.vsm_store;
+ break;
+ case GPU_SHADER_SEP_GAUSSIAN_BLUR:
+ if (!GG.shaders.sep_gaussian_blur)
+ GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL);
+ retval = GG.shaders.sep_gaussian_blur;
+ break;
}
if (retval == NULL)
@@ -1289,14 +1290,12 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
void GPU_shader_free_builtin_shaders()
{
- if (GG.shaders.vsm_store)
- {
+ if (GG.shaders.vsm_store) {
MEM_freeN(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
}
- if (GG.shaders.sep_gaussian_blur)
- {
+ if (GG.shaders.sep_gaussian_blur) {
MEM_freeN(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 5f046806beb..173fbf02287 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -327,10 +327,11 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
mul_m4_v3(viewmat, lamp->dynco);
}
- if (material->dynproperty & DYN_LAMP_IMAT)
+ if (material->dynproperty & DYN_LAMP_IMAT) {
mult_m4_m4m4(lamp->dynimat, lamp->imat, viewinv);
- if (material->dynproperty & DYN_LAMP_PERSMAT)
- {
+ }
+
+ if (material->dynproperty & DYN_LAMP_PERSMAT) {
if (!GPU_lamp_has_shadow_buffer(lamp)) /* The lamp matrices are already updated if we're using shadow buffers */
GPU_lamp_update_buffer_mats(lamp);
mult_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
@@ -1611,7 +1612,7 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
/* makeshadowbuf */
if (lamp->type == LA_SUN) {
wsize = la->shadow_frustum_size;
- orthographic_m4( lamp->winmat,-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
+ orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
else {
angle= saacos(lamp->spotsi);
@@ -1636,11 +1637,11 @@ static void gpu_lamp_shadow_free(GPULamp *lamp)
GPU_framebuffer_free(lamp->fb);
lamp->fb= NULL;
}
- if(lamp->blurtex) {
+ if (lamp->blurtex) {
GPU_texture_free(lamp->blurtex);
lamp->blurtex= NULL;
}
- if(lamp->blurfb) {
+ if (lamp->blurfb) {
GPU_framebuffer_free(lamp->blurfb);
lamp->blurfb= NULL;
}
@@ -1721,7 +1722,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
}
else {
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
- if(!lamp->tex) {
+ if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
@@ -1814,7 +1815,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize
glDisable(GL_SCISSOR_TEST);
GPU_framebuffer_texture_bind(lamp->fb, lamp->tex,
GPU_texture_opengl_width(lamp->tex), GPU_texture_opengl_height(lamp->tex));
- if(lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
+ if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
/* set matrices */
@@ -1825,7 +1826,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
- if(lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
+ if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_shader_unbind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}