diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-05-02 00:08:23 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-05-02 00:08:23 +0400 |
commit | 6327c9aae18df2f226bd2b3207d51c920dc9a8af (patch) | |
tree | e8ab58bd38fab307ba227ce797c2189434f2d13f /source/blender/gpu | |
parent | 657e62c9120c70beff8241c347b6a547402beb5c (diff) |
style cleanup: whitespace, braces
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_extensions.c | 47 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 19 |
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); } |