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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/nodes
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/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_camera.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_curves.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_dynamic.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geom.c16
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_hueSatVal.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mapping.c16
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_material.c64
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_math.c40
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output.c8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_checker.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_gradient.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_magic.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_noise.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_sky.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_wave.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_texture.c18
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_valToRgb.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectMath.c16
22 files changed, 110 insertions, 108 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.c b/source/blender/nodes/shader/nodes/node_shader_camera.c
index 3ec75dfa4fd..69a6a5c04a9 100644
--- a/source/blender/nodes/shader/nodes/node_shader_camera.c
+++ b/source/blender/nodes/shader/nodes/node_shader_camera.c
@@ -43,7 +43,7 @@ static bNodeSocketTemplate sh_node_camera_out[]= {
static void node_shader_exec_camera(void *data, bNode *UNUSED(node), bNodeStack **UNUSED(in), bNodeStack **out)
{
- if(data) {
+ if (data) {
ShadeInput *shi= ((ShaderCallData *)data)->shi; /* Data we need for shading. */
copy_v3_v3(out[0]->vec, shi->co); /* get view vector */
diff --git a/source/blender/nodes/shader/nodes/node_shader_curves.c b/source/blender/nodes/shader/nodes/node_shader_curves.c
index d30434f4e32..50bf4c58e4d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_curves.c
+++ b/source/blender/nodes/shader/nodes/node_shader_curves.c
@@ -106,7 +106,7 @@ static void node_shader_exec_curve_rgb(void *UNUSED(data), bNode *node, bNodeSta
/* stack order output: vec */
nodestack_get_vec(vec, SOCK_VECTOR, in[1]);
curvemapping_evaluateRGBF(node->storage, out[0]->vec, vec);
- if(in[0]->vec[0] != 1.0f) {
+ if (in[0]->vec[0] != 1.0f) {
interp_v3_v3v3(out[0]->vec, vec, out[0]->vec, *in[0]->vec);
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_dynamic.c b/source/blender/nodes/shader/nodes/node_shader_dynamic.c
index 0c6c53b38e4..805a7e54f04 100644
--- a/source/blender/nodes/shader/nodes/node_shader_dynamic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_dynamic.c
@@ -459,7 +459,8 @@ static int node_dynamic_parse(struct bNode *node)
if (!pyresult) {
if (BTST(node->custom1, NODE_DYNAMIC_LOADED)) {
node_dynamic_disable(node);
- } else {
+ }
+ else {
node_dynamic_disable_all_by_id(node->id);
}
node_dynamic_pyerror_print(node);
@@ -574,7 +575,8 @@ static void node_dynamic_setup(bNode *node)
}
else { nodeMakeDynamicType(node); }
- } else {
+ }
+ else {
node_dynamic_rem_all_links(node->typeinfo);
node_dynamic_free_typeinfo_sockets(node->typeinfo);
node_dynamic_update_socket_links(node, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_geom.c b/source/blender/nodes/shader/nodes/node_shader_geom.c
index cf6f400ee2a..37ab8ac3f5b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_geom.c
+++ b/source/blender/nodes/shader/nodes/node_shader_geom.c
@@ -53,17 +53,17 @@ static bNodeSocketTemplate sh_node_geom_out[]= {
/* node execute callback */
static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
{
- if(data) {
+ if (data) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
NodeGeometry *ngeo= (NodeGeometry*)node->storage;
ShadeInputUV *suv= &shi->uv[shi->actuv];
static float defaultvcol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
int i;
- if(ngeo->uvname[0]) {
+ if (ngeo->uvname[0]) {
/* find uv map by name */
- for(i = 0; i < shi->totuv; i++) {
- if(strcmp(shi->uv[i].name, ngeo->uvname)==0) {
+ for (i = 0; i < shi->totuv; i++) {
+ if (strcmp(shi->uv[i].name, ngeo->uvname)==0) {
suv= &shi->uv[i];
break;
}
@@ -82,9 +82,9 @@ static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(i
/* find vertex color layer by name */
ShadeInputCol *scol= &shi->col[0];
- if(ngeo->colname[0]) {
- for(i = 0; i < shi->totcol; i++) {
- if(strcmp(shi->col[i].name, ngeo->colname)==0) {
+ if (ngeo->colname[0]) {
+ for (i = 0; i < shi->totcol; i++) {
+ if (strcmp(shi->col[i].name, ngeo->colname)==0) {
scol= &shi->col[i];
break;
}
@@ -100,7 +100,7 @@ static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(i
out[GEOM_OUT_VCOL_ALPHA]->vec[0]= 1.0f;
}
- if(shi->osatex) {
+ if (shi->osatex) {
out[GEOM_OUT_GLOB]->data= shi->dxgl;
out[GEOM_OUT_GLOB]->datatype= NS_OSA_VECTORS;
out[GEOM_OUT_LOCAL]->data= shi->dxco;
diff --git a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
index 0f85196a45d..12b97e65be8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
+++ b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
@@ -50,12 +50,12 @@ static bNodeSocketTemplate sh_node_hue_sat_out[]= {
/* note: it would be possible to use CMP version for both nodes */
static void do_hue_sat_fac(bNode *UNUSED(node), float *out, float *hue, float *sat, float *val, float *in, float *fac)
{
- if(*fac!=0.0f && (*hue!=0.5f || *sat!=1.0f || *val!=1.0f)) {
+ if (*fac!=0.0f && (*hue!=0.5f || *sat!=1.0f || *val!=1.0f)) {
float col[3], hsv[3], mfac= 1.0f - *fac;
rgb_to_hsv(in[0], in[1], in[2], hsv, hsv+1, hsv+2);
hsv[0]+= (*hue - 0.5f);
- if(hsv[0]>1.0f) hsv[0]-=1.0f; else if(hsv[0]<0.0f) hsv[0]+= 1.0f;
+ if (hsv[0]>1.0f) hsv[0]-=1.0f; else if (hsv[0]<0.0f) hsv[0]+= 1.0f;
hsv[1]*= *sat;
hsv[2]*= *val;
hsv_to_rgb(hsv[0], hsv[1], hsv[2], col, col+1, col+2);
diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.c b/source/blender/nodes/shader/nodes/node_shader_mapping.c
index c2a58d49161..b7b080fa2df 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mapping.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mapping.c
@@ -54,15 +54,15 @@ static void node_shader_exec_mapping(void *UNUSED(data), bNode *node, bNodeStack
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
mul_m4_v3(texmap->mat, vec);
- if(texmap->flag & TEXMAP_CLIP_MIN) {
- if(vec[0]<texmap->min[0]) vec[0]= texmap->min[0];
- if(vec[1]<texmap->min[1]) vec[1]= texmap->min[1];
- if(vec[2]<texmap->min[2]) vec[2]= texmap->min[2];
+ if (texmap->flag & TEXMAP_CLIP_MIN) {
+ if (vec[0]<texmap->min[0]) vec[0]= texmap->min[0];
+ if (vec[1]<texmap->min[1]) vec[1]= texmap->min[1];
+ if (vec[2]<texmap->min[2]) vec[2]= texmap->min[2];
}
- if(texmap->flag & TEXMAP_CLIP_MAX) {
- if(vec[0]>texmap->max[0]) vec[0]= texmap->max[0];
- if(vec[1]>texmap->max[1]) vec[1]= texmap->max[1];
- if(vec[2]>texmap->max[2]) vec[2]= texmap->max[2];
+ if (texmap->flag & TEXMAP_CLIP_MAX) {
+ if (vec[0]>texmap->max[0]) vec[0]= texmap->max[0];
+ if (vec[1]>texmap->max[1]) vec[1]= texmap->max[1];
+ if (vec[2]>texmap->max[2]) vec[2]= texmap->max[2];
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c
index decd3bb225f..279bbfa8d1b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_material.c
@@ -78,7 +78,7 @@ static bNodeSocketTemplate sh_node_material_ext_out[]= {
static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
- if(data && node->id) {
+ if (data && node->id) {
ShadeResult shrnode;
ShadeInput *shi;
ShaderCallData *shcd= data;
@@ -103,17 +103,17 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
shi->har= shi->mat->har;
/* write values */
- if(hasinput[MAT_IN_COLOR])
+ if (hasinput[MAT_IN_COLOR])
nodestack_get_vec(&shi->r, SOCK_VECTOR, in[MAT_IN_COLOR]);
- if(hasinput[MAT_IN_SPEC])
+ if (hasinput[MAT_IN_SPEC])
nodestack_get_vec(&shi->specr, SOCK_VECTOR, in[MAT_IN_SPEC]);
- if(hasinput[MAT_IN_REFL])
+ if (hasinput[MAT_IN_REFL])
nodestack_get_vec(&shi->refl, SOCK_FLOAT, in[MAT_IN_REFL]);
/* retrieve normal */
- if(hasinput[MAT_IN_NORMAL]) {
+ if (hasinput[MAT_IN_NORMAL]) {
nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
normalize_v3(shi->vn);
}
@@ -121,24 +121,24 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
copy_v3_v3(shi->vn, shi->vno);
/* custom option to flip normal */
- if(node->custom1 & SH_NODE_MAT_NEG) {
+ if (node->custom1 & SH_NODE_MAT_NEG) {
negate_v3(shi->vn);
}
if (node->type == SH_NODE_MATERIAL_EXT) {
- if(hasinput[MAT_IN_MIR])
+ if (hasinput[MAT_IN_MIR])
nodestack_get_vec(&shi->mirr, SOCK_VECTOR, in[MAT_IN_MIR]);
- if(hasinput[MAT_IN_AMB])
+ if (hasinput[MAT_IN_AMB])
nodestack_get_vec(&shi->amb, SOCK_FLOAT, in[MAT_IN_AMB]);
- if(hasinput[MAT_IN_EMIT])
+ if (hasinput[MAT_IN_EMIT])
nodestack_get_vec(&shi->emit, SOCK_FLOAT, in[MAT_IN_EMIT]);
- if(hasinput[MAT_IN_SPECTRA])
+ if (hasinput[MAT_IN_SPECTRA])
nodestack_get_vec(&shi->spectra, SOCK_FLOAT, in[MAT_IN_SPECTRA]);
- if(hasinput[MAT_IN_RAY_MIRROR])
+ if (hasinput[MAT_IN_RAY_MIRROR])
nodestack_get_vec(&shi->ray_mirror, SOCK_FLOAT, in[MAT_IN_RAY_MIRROR]);
- if(hasinput[MAT_IN_ALPHA])
+ if (hasinput[MAT_IN_ALPHA])
nodestack_get_vec(&shi->alpha, SOCK_FLOAT, in[MAT_IN_ALPHA]);
- if(hasinput[MAT_IN_TRANSLUCENCY])
+ if (hasinput[MAT_IN_TRANSLUCENCY])
nodestack_get_vec(&shi->translucency, SOCK_FLOAT, in[MAT_IN_TRANSLUCENCY]);
}
@@ -147,13 +147,13 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
shi->nodes= 0;
/* write to outputs */
- if(node->custom1 & SH_NODE_MAT_DIFF) {
+ if (node->custom1 & SH_NODE_MAT_DIFF) {
copy_v3_v3(col, shrnode.combined);
- if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
+ if (!(node->custom1 & SH_NODE_MAT_SPEC)) {
sub_v3_v3(col, shrnode.spec);
}
}
- else if(node->custom1 & SH_NODE_MAT_SPEC) {
+ else if (node->custom1 & SH_NODE_MAT_SPEC) {
copy_v3_v3(col, shrnode.spec);
}
else
@@ -161,13 +161,13 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
col[3]= shrnode.alpha;
- if(shi->do_preview)
+ if (shi->do_preview)
nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage);
copy_v3_v3(out[MAT_OUT_COLOR]->vec, col);
out[MAT_OUT_ALPHA]->vec[0]= shrnode.alpha;
- if(node->custom1 & SH_NODE_MAT_NEG) {
+ if (node->custom1 & SH_NODE_MAT_NEG) {
shi->vn[0]= -shi->vn[0];
shi->vn[1]= -shi->vn[1];
shi->vn[2]= -shi->vn[2];
@@ -185,7 +185,7 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
}
/* copy passes, now just active node */
- if(node->flag & NODE_ACTIVE_ID) {
+ if (node->flag & NODE_ACTIVE_ID) {
float combined[4], alpha;
copy_v4_v4(combined, shcd->shr->combined);
@@ -218,7 +218,7 @@ static GPUNodeLink *gpu_get_input_link(GPUNodeStack *in)
static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(node->id) {
+ if (node->id) {
GPUShadeInput shi;
GPUShadeResult shr;
bNodeSocket *sock;
@@ -235,47 +235,47 @@ static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in,
GPU_shadeinput_set(mat, (Material*)node->id, &shi);
/* write values */
- if(hasinput[MAT_IN_COLOR])
+ if (hasinput[MAT_IN_COLOR])
shi.rgb = gpu_get_input_link(&in[MAT_IN_COLOR]);
- if(hasinput[MAT_IN_SPEC])
+ if (hasinput[MAT_IN_SPEC])
shi.specrgb = gpu_get_input_link(&in[MAT_IN_SPEC]);
- if(hasinput[MAT_IN_REFL])
+ if (hasinput[MAT_IN_REFL])
shi.refl = gpu_get_input_link(&in[MAT_IN_REFL]);
/* retrieve normal */
- if(hasinput[MAT_IN_NORMAL]) {
+ if (hasinput[MAT_IN_NORMAL]) {
GPUNodeLink *tmp;
shi.vn = gpu_get_input_link(&in[MAT_IN_NORMAL]);
GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp);
}
/* custom option to flip normal */
- if(node->custom1 & SH_NODE_MAT_NEG)
+ if (node->custom1 & SH_NODE_MAT_NEG)
GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
if (node->type == SH_NODE_MATERIAL_EXT) {
- if(hasinput[MAT_IN_AMB])
+ if (hasinput[MAT_IN_AMB])
shi.amb= gpu_get_input_link(&in[MAT_IN_AMB]);
- if(hasinput[MAT_IN_EMIT])
+ if (hasinput[MAT_IN_EMIT])
shi.emit= gpu_get_input_link(&in[MAT_IN_EMIT]);
- if(hasinput[MAT_IN_ALPHA])
+ if (hasinput[MAT_IN_ALPHA])
shi.alpha= gpu_get_input_link(&in[MAT_IN_ALPHA]);
}
GPU_shaderesult_set(&shi, &shr); /* clears shr */
/* write to outputs */
- if(node->custom1 & SH_NODE_MAT_DIFF) {
+ if (node->custom1 & SH_NODE_MAT_DIFF) {
out[MAT_OUT_COLOR].link= shr.combined;
- if(!(node->custom1 & SH_NODE_MAT_SPEC)) {
+ if (!(node->custom1 & SH_NODE_MAT_SPEC)) {
GPUNodeLink *link;
GPU_link(mat, "vec_math_sub", shr.combined, shr.spec, &out[MAT_OUT_COLOR].link, &link);
}
}
- else if(node->custom1 & SH_NODE_MAT_SPEC) {
+ else if (node->custom1 & SH_NODE_MAT_SPEC) {
out[MAT_OUT_COLOR].link= shr.spec;
}
else
@@ -285,7 +285,7 @@ static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in,
out[MAT_OUT_ALPHA].link = shr.alpha; //
- if(node->custom1 & SH_NODE_MAT_NEG)
+ if (node->custom1 & SH_NODE_MAT_NEG)
GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
out[MAT_OUT_NORMAL].link = shi.vn;
diff --git a/source/blender/nodes/shader/nodes/node_shader_math.c b/source/blender/nodes/shader/nodes/node_shader_math.c
index c9234c626aa..045fef1b010 100644
--- a/source/blender/nodes/shader/nodes/node_shader_math.c
+++ b/source/blender/nodes/shader/nodes/node_shader_math.c
@@ -48,7 +48,7 @@ static bNodeSocketTemplate sh_node_math_out[]= {
static void node_shader_exec_math(void *UNUSED(data), bNode *node, bNodeStack **in,
bNodeStack **out)
{
- switch(node->custom1){
+ switch(node->custom1) {
case 0: /* Add */
out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0];
@@ -61,7 +61,7 @@ bNodeStack **out)
break;
case 3: /* Divide */
{
- if(in[1]->vec[0]==0) /* We don't want to divide by zero. */
+ if (in[1]->vec[0]==0) /* We don't want to divide by zero. */
out[0]->vec[0]= 0.0;
else
out[0]->vec[0]= in[0]->vec[0] / in[1]->vec[0];
@@ -69,7 +69,7 @@ bNodeStack **out)
break;
case 4: /* Sine */
{
- if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= sin(in[0]->vec[0]);
else
out[0]->vec[0]= sin(in[1]->vec[0]);
@@ -77,7 +77,7 @@ bNodeStack **out)
break;
case 5: /* Cosine */
{
- if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= cos(in[0]->vec[0]);
else
out[0]->vec[0]= cos(in[1]->vec[0]);
@@ -85,7 +85,7 @@ bNodeStack **out)
break;
case 6: /* Tangent */
{
- if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= tan(in[0]->vec[0]);
else
out[0]->vec[0]= tan(in[1]->vec[0]);
@@ -93,16 +93,16 @@ bNodeStack **out)
break;
case 7: /* Arc-Sine */
{
- if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
/* Can't do the impossible... */
- if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
+ if ( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
out[0]->vec[0]= asin(in[0]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
else {
/* Can't do the impossible... */
- if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
+ if ( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
out[0]->vec[0]= asin(in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
@@ -111,16 +111,16 @@ bNodeStack **out)
break;
case 8: /* Arc-Cosine */
{
- if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
/* Can't do the impossible... */
- if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
+ if ( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
out[0]->vec[0]= acos(in[0]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
else {
/* Can't do the impossible... */
- if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
+ if ( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
out[0]->vec[0]= acos(in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
@@ -129,7 +129,7 @@ bNodeStack **out)
break;
case 9: /* Arc-Tangent */
{
- if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= atan(in[0]->vec[0]);
else
out[0]->vec[0]= atan(in[1]->vec[0]);
@@ -138,7 +138,7 @@ bNodeStack **out)
case 10: /* Power */
{
/* Don't want any imaginary numbers... */
- if( in[0]->vec[0] >= 0 )
+ if ( in[0]->vec[0] >= 0 )
out[0]->vec[0]= pow(in[0]->vec[0], in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
@@ -147,7 +147,7 @@ bNodeStack **out)
case 11: /* Logarithm */
{
/* Don't want any imaginary numbers... */
- if( in[0]->vec[0] > 0 && in[1]->vec[0] > 0 )
+ if ( in[0]->vec[0] > 0 && in[1]->vec[0] > 0 )
out[0]->vec[0]= log(in[0]->vec[0]) / log(in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
@@ -155,7 +155,7 @@ bNodeStack **out)
break;
case 12: /* Minimum */
{
- if( in[0]->vec[0] < in[1]->vec[0] )
+ if ( in[0]->vec[0] < in[1]->vec[0] )
out[0]->vec[0]= in[0]->vec[0];
else
out[0]->vec[0]= in[1]->vec[0];
@@ -163,7 +163,7 @@ bNodeStack **out)
break;
case 13: /* Maximum */
{
- if( in[0]->vec[0] > in[1]->vec[0] )
+ if ( in[0]->vec[0] > in[1]->vec[0] )
out[0]->vec[0]= in[0]->vec[0];
else
out[0]->vec[0]= in[1]->vec[0];
@@ -171,7 +171,7 @@ bNodeStack **out)
break;
case 14: /* Round */
{
- if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= (in[0]->vec[0]<0)?(int)(in[0]->vec[0] - 0.5f):(int)(in[0]->vec[0] + 0.5f);
else
out[0]->vec[0]= (in[1]->vec[0]<0)?(int)(in[1]->vec[0] - 0.5f):(int)(in[1]->vec[0] + 0.5f);
@@ -179,7 +179,7 @@ bNodeStack **out)
break;
case 15: /* Less Than */
{
- if( in[0]->vec[0] < in[1]->vec[0] )
+ if ( in[0]->vec[0] < in[1]->vec[0] )
out[0]->vec[0]= 1.0f;
else
out[0]->vec[0]= 0.0f;
@@ -187,7 +187,7 @@ bNodeStack **out)
break;
case 16: /* Greater Than */
{
- if( in[0]->vec[0] > in[1]->vec[0] )
+ if ( in[0]->vec[0] > in[1]->vec[0] )
out[0]->vec[0]= 1.0f;
else
out[0]->vec[0]= 0.0f;
@@ -224,7 +224,7 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUN
case 8:
case 9:
case 14:
- if(in[0].hasinput || !in[1].hasinput)
+ if (in[0].hasinput || !in[1].hasinput)
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
else
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
diff --git a/source/blender/nodes/shader/nodes/node_shader_output.c b/source/blender/nodes/shader/nodes/node_shader_output.c
index 8b0e9a5803b..14a115a8353 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output.c
@@ -41,7 +41,7 @@ static bNodeSocketTemplate sh_node_output_in[]= {
static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bNodeStack **UNUSED(out))
{
- if(data) {
+ if (data) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
float col[4];
@@ -49,12 +49,12 @@ static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bN
nodestack_get_vec(col, SOCK_VECTOR, in[0]);
nodestack_get_vec(col+3, SOCK_FLOAT, in[1]);
- if(shi->do_preview) {
+ if (shi->do_preview) {
nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage);
node->lasty= shi->ys;
}
- if(node->flag & NODE_DO_OUTPUT) {
+ if (node->flag & NODE_DO_OUTPUT) {
ShadeResult *shr= ((ShaderCallData *)data)->shr;
copy_v4_v4(shr->combined, col);
@@ -70,7 +70,7 @@ static int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack
GPUNodeLink *outlink;
#if 0
- if(in[1].hasinput)
+ if (in[1].hasinput)
GPU_material_enable_alpha(mat);
#endif
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_checker.c b/source/blender/nodes/shader/nodes/node_shader_tex_checker.c
index 551b70d9b8a..2fff2bab1d4 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_checker.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_checker.c
@@ -54,7 +54,7 @@ static void node_shader_init_tex_checker(bNodeTree *UNUSED(ntree), bNode* node,
static int node_shader_gpu_tex_checker(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index 8ecff6e3767..852c056dc28 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -55,13 +55,13 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNod
Image *ima= (Image*)node->id;
ImageUser *iuser= NULL;
- if(!ima) {
+ if (!ima) {
float black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
GPUNodeLink *vec = GPU_uniform(black);
return GPU_stack_link(mat, "set_rgba", out, out, vec);
}
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_builtin(GPU_VIEW_POSITION);
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
index a2403b6bdec..769cf845b42 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
@@ -52,7 +52,7 @@ static void node_shader_init_tex_gradient(bNodeTree *UNUSED(ntree), bNode* node,
static int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
index aa7ff279178..69e45469174 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
@@ -54,13 +54,13 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, GPUNodeStack
Image *ima= (Image*)node->id;
ImageUser *iuser= NULL;
- if(!ima) {
+ if (!ima) {
float black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
GPUNodeLink *vec = GPU_uniform(black);
return GPU_stack_link(mat, "set_rgba", out, out, vec);
}
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_MTFACE, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_magic.c b/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
index 3a270220667..e2c0cfc020f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_magic.c
@@ -57,7 +57,7 @@ static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack
NodeTexMagic *tex = (NodeTexMagic*)node->storage;
float depth = tex->depth;
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
index 015b78687fd..9fe3e652eea 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
@@ -58,7 +58,7 @@ static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode* node,
static int node_shader_gpu_tex_musgrave(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
index bb365cf5a33..2667d2a5867 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c
@@ -54,7 +54,7 @@ static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode* node, bN
static int node_shader_gpu_tex_noise(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
index a4131f3ca6c..b4855faaf94 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
@@ -54,7 +54,7 @@ static void node_shader_init_tex_sky(bNodeTree *UNUSED(ntree), bNode* node, bNod
static int node_shader_gpu_tex_sky(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
index 9adaab22b03..eebd4886c59 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
@@ -53,7 +53,7 @@ static void node_shader_init_tex_voronoi(bNodeTree *UNUSED(ntree), bNode* node,
static int node_shader_gpu_tex_voronoi(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
index d359a407bc0..3e079ffc4f4 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c
@@ -56,7 +56,7 @@ static void node_shader_init_tex_wave(bNodeTree *UNUSED(ntree), bNode* node, bNo
static int node_shader_gpu_tex_wave(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
- if(!in[0].link)
+ if (!in[0].link)
in[0].link = GPU_attribute(CD_ORCO, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c
index 02818496dab..8b6386fe2f6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_texture.c
+++ b/source/blender/nodes/shader/nodes/node_shader_texture.c
@@ -48,7 +48,7 @@ static bNodeSocketTemplate sh_node_texture_out[]= {
static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
- if(data && node->id) {
+ if (data && node->id) {
ShadeInput *shi= ((ShaderCallData *)data)->shi;
TexResult texres;
bNodeSocket *sock_vector= node->inputs.first;
@@ -65,14 +65,14 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
texres.tr= texres.tg= texres.tb= 0.0f;
/* don't use in[0]->hasinput, see material node for explanation */
- if(sock_vector->link) {
+ if (sock_vector->link) {
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
- if(in[0]->datatype==NS_OSA_VECTORS) {
+ if (in[0]->datatype==NS_OSA_VECTORS) {
float *fp= in[0]->data;
retval= multitex_nodes((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres, thread, which_output, NULL, NULL);
}
- else if(in[0]->datatype==NS_OSA_VALUES) {
+ else if (in[0]->datatype==NS_OSA_VALUES) {
float *fp= in[0]->data;
float dxt[3], dyt[3];
@@ -89,18 +89,18 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
}
/* stupid exception */
- if( ((Tex *)node->id)->type==TEX_STUCCI) {
+ if ( ((Tex *)node->id)->type==TEX_STUCCI) {
texres.tin= 0.5f + 0.7f*texres.nor[0];
CLAMP(texres.tin, 0.0f, 1.0f);
}
/* intensity and color need some handling */
- if(texres.talpha)
+ if (texres.talpha)
out[0]->vec[0]= texres.ta;
else
out[0]->vec[0]= texres.tin;
- if((retval & TEX_RGB)==0) {
+ if ((retval & TEX_RGB)==0) {
out[1]->vec[0]= out[0]->vec[0];
out[1]->vec[1]= out[0]->vec[0];
out[1]->vec[2]= out[0]->vec[0];
@@ -115,7 +115,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
copy_v3_v3(out[2]->vec, nor);
- if(shi->do_preview)
+ if (shi->do_preview)
nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
}
@@ -125,7 +125,7 @@ static int gpu_shader_texture(GPUMaterial *mat, bNode *node, GPUNodeStack *in, G
{
Tex *tex = (Tex*)node->id;
- if(tex && tex->type == TEX_IMAGE && tex->ima) {
+ if (tex && tex->type == TEX_IMAGE && tex->ima) {
GPUNodeLink *texlink = GPU_image(tex->ima, NULL);
return GPU_stack_link(mat, "texture_image", in, out, texlink);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
index f0a94928985..a9513eec6ea 100644
--- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
@@ -48,7 +48,7 @@ static void node_shader_exec_valtorgb(void *UNUSED(data), bNode *node, bNodeStac
/* stack order in: fac */
/* stack order out: col, alpha */
- if(node->storage) {
+ if (node->storage) {
float fac;
nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
index 75dbff11b6e..9b57780cd9d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
@@ -54,39 +54,39 @@ static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeSta
nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);
- if(node->custom1 == 0) { /* Add */
+ if (node->custom1 == 0) { /* Add */
out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
}
- else if(node->custom1 == 1) { /* Subtract */
+ else if (node->custom1 == 1) { /* Subtract */
out[0]->vec[0]= vec1[0] - vec2[0];
out[0]->vec[1]= vec1[1] - vec2[1];
out[0]->vec[2]= vec1[2] - vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
}
- else if(node->custom1 == 2) { /* Average */
+ else if (node->custom1 == 2) { /* Average */
out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
- else if(node->custom1 == 3) { /* Dot product */
+ else if (node->custom1 == 3) { /* Dot product */
out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
}
- else if(node->custom1 == 4) { /* Cross product */
+ else if (node->custom1 == 4) { /* Cross product */
out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
- else if(node->custom1 == 5) { /* Normalize */
- if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ else if (node->custom1 == 5) { /* Normalize */
+ if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= vec1[0];
out[0]->vec[1]= vec1[1];
out[0]->vec[2]= vec1[2];
@@ -118,7 +118,7 @@ static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in,
GPU_socket(&in[0]), GPU_socket(&in[1]));
break;
case 5:
- if(in[0].hasinput || !in[1].hasinput)
+ if (in[0].hasinput || !in[1].hasinput)
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
else
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));