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authorCampbell Barton <ideasman42@gmail.com>2012-03-24 10:38:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-24 10:38:07 +0400
commitab4a2aaf4a4b2b4e416aa1f113b30362cbe0dec3 (patch)
tree81af4c18519181490074508dbe9a8d515eab634f /source/blender/nodes/shader/node_shader_util.c
parent5a90ea77bc1333efe4e1e54984a080550ed3f707 (diff)
style cleanup: follow style guide for formatting of if/for/while loops, and else if's
Diffstat (limited to 'source/blender/nodes/shader/node_shader_util.c')
-rw-r--r--source/blender/nodes/shader/node_shader_util.c64
1 files changed, 32 insertions, 32 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 606ba98762c..df2f7879231 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -42,14 +42,14 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
{
float *from= ns->vec;
- if(type_in==SOCK_FLOAT) {
- if(ns->sockettype==SOCK_FLOAT)
+ if (type_in==SOCK_FLOAT) {
+ if (ns->sockettype==SOCK_FLOAT)
*in= *from;
else
*in= 0.333333f*(from[0]+from[1]+from[2]);
}
- else if(type_in==SOCK_VECTOR) {
- if(ns->sockettype==SOCK_FLOAT) {
+ else if (type_in==SOCK_VECTOR) {
+ if (ns->sockettype==SOCK_FLOAT) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
@@ -59,10 +59,10 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
}
}
else { /* type_in==SOCK_RGBA */
- if(ns->sockettype==SOCK_RGBA) {
+ if (ns->sockettype==SOCK_RGBA) {
copy_v4_v4(in, from);
}
- else if(ns->sockettype==SOCK_FLOAT) {
+ else if (ns->sockettype==SOCK_FLOAT) {
in[0]= from[0];
in[1]= from[0];
in[2]= from[0];
@@ -84,22 +84,22 @@ void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mo
bNodeSocket *sock;
int a;
- for(node= ntree->nodes.first; node; node= node->next) {
- if(node->type==SH_NODE_TEXTURE) {
- if((r_mode & R_OSA) && node->id) {
+ for (node= ntree->nodes.first; node; node= node->next) {
+ if (node->type==SH_NODE_TEXTURE) {
+ if ((r_mode & R_OSA) && node->id) {
Tex *tex= (Tex *)node->id;
if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP)
*texco |= TEXCO_OSA|NEED_UV;
}
/* usability exception... without input we still give the node orcos */
sock= node->inputs.first;
- if(sock==NULL || sock->link==NULL)
+ if (sock==NULL || sock->link==NULL)
*texco |= TEXCO_ORCO|NEED_UV;
}
- else if(node->type==SH_NODE_GEOMETRY) {
+ else if (node->type==SH_NODE_GEOMETRY) {
/* note; sockets always exist for the given type! */
- for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
- if(sock->flag & SOCK_IN_USE) {
+ for (a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
+ if (sock->flag & SOCK_IN_USE) {
switch(a) {
case GEOM_OUT_GLOB:
*texco |= TEXCO_GLOB|NEED_UV; break;
@@ -125,17 +125,17 @@ void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mo
/* nodes that use ID data get synced with local data */
void nodeShaderSynchronizeID(bNode *node, int copyto)
{
- if(node->id==NULL) return;
+ if (node->id==NULL) return;
- if(ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
+ if (ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
bNodeSocket *sock;
Material *ma= (Material *)node->id;
int a;
/* hrmf, case in loop isn't super fast, but we don't edit 100s of material at same time either! */
- for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
- if(!nodeSocketIsHidden(sock)) {
- if(copyto) {
+ for (a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
+ if (!nodeSocketIsHidden(sock)) {
+ if (copyto) {
switch(a) {
case MAT_IN_COLOR:
copy_v3_v3(&ma->r, ((bNodeSocketValueRGBA*)sock->default_value)->value); break;
@@ -249,19 +249,19 @@ bNode *nodeGetActiveTexture(bNodeTree *ntree)
/* this is the node we texture paint and draw in textured draw */
bNode *node;
- if(!ntree)
+ if (!ntree)
return NULL;
/* check for group edit */
- for(node= ntree->nodes.first; node; node= node->next)
- if(node->flag & NODE_GROUP_EDIT)
+ for (node= ntree->nodes.first; node; node= node->next)
+ if (node->flag & NODE_GROUP_EDIT)
break;
- if(node)
+ if (node)
ntree= (bNodeTree*)node->id;
- for(node= ntree->nodes.first; node; node= node->next)
- if(node->flag & NODE_ACTIVE_TEXTURE)
+ for (node= ntree->nodes.first; node; node= node->next)
+ if (node->flag & NODE_ACTIVE_TEXTURE)
return node;
return NULL;
@@ -280,31 +280,31 @@ void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
stack= exec->stack;
- for(n=0, nodeexec= exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
+ for (n=0, nodeexec= exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
node = nodeexec->node;
doit = 0;
/* for groups, only execute outputs for edited group */
- if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
- if(do_outputs && (node->flag & NODE_DO_OUTPUT))
+ if (node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
+ if (do_outputs && (node->flag & NODE_DO_OUTPUT))
doit = 1;
}
else
doit = 1;
if (doit) {
- if(node->typeinfo->gpufunc) {
+ if (node->typeinfo->gpufunc) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
- if(node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
+ if (node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
- else if(node->typeinfo->gpuextfunc) {
+ else if (node->typeinfo->gpuextfunc) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
- if(node->typeinfo->gpuextfunc(mat, node, nodeexec->data, gpuin, gpuout))
+ if (node->typeinfo->gpuextfunc(mat, node, nodeexec->data, gpuin, gpuout))
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
}
@@ -318,7 +318,7 @@ void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in
float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
- if(domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
+ if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
GPUNodeLink *tmin = GPU_uniform(texmap->min);
GPUNodeLink *tmax = GPU_uniform(texmap->max);