diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-04-22 09:11:12 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2017-04-22 09:13:18 +0300 |
commit | 4ee36a2aea3341210503578b373afa28e667e088 (patch) | |
tree | 94a224351917611f65b9605012ae6af344684f5f /source | |
parent | 36b29c05db52d5f4e967e14d357f2a9c82c45149 (diff) |
Cleanup: line length
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/engines/clay/clay.c | 14 | ||||
-rw-r--r-- | source/blender/draw/engines/clay/shaders/clay_frag.glsl | 4 | ||||
-rw-r--r-- | source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl | 4 | ||||
-rw-r--r-- | source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl | 6 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee.c | 45 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 21 | ||||
-rw-r--r-- | source/blender/draw/intern/DRW_render.h | 10 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_armature.c | 14 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 27 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_view.c | 7 |
10 files changed, 99 insertions, 53 deletions
diff --git a/source/blender/draw/engines/clay/clay.c b/source/blender/draw/engines/clay/clay.c index 14053c3d5ff..5b1c6045808 100644 --- a/source/blender/draw/engines/clay/clay.c +++ b/source/blender/draw/engines/clay/clay.c @@ -372,7 +372,8 @@ static void CLAY_engine_init(void *vedata) /* convert the view vectors to view space */ for (i = 0; i < 3; i++) { mul_m4_v4(invproj, viewvecs[i]); - /* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ + /* normalized trick see: + * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); if (is_persp) mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); @@ -429,9 +430,10 @@ static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *vedata, DRWPass *pass, in return grp; } -static int search_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, - float matcap_val, float ssao_distance, float ssao_factor_cavity, - float ssao_factor_edge, float ssao_attenuation, int matcap_icon) +static int search_mat_to_ubo( + CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, + float matcap_val, float ssao_distance, float ssao_factor_cavity, + float ssao_factor_edge, float ssao_attenuation, int matcap_icon) { /* For now just use a linear search and test all parameters */ /* TODO make a hash table */ @@ -547,7 +549,9 @@ static void CLAY_cache_init(void *vedata) psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); - psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); + psl->depth_pass_cull = DRW_pass_create( + "Depth Pass Cull", + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); } diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl index 35d803dc9ef..8eb0f6e7827 100644 --- a/source/blender/draw/engines/clay/shaders/clay_frag.glsl +++ b/source/blender/draw/engines/clay/shaders/clay_frag.glsl @@ -153,7 +153,9 @@ void hue_sat(float hue, float sat, float value, inout vec3 col) #ifdef USE_AO /* Prototype */ -void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges); +void ssao_factors( + in float depth, in vec3 normal, in vec3 position, in vec2 screenco, + out float cavities, out float edges); #endif void main() { diff --git a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl index 20903b5c871..447d1ece8f8 100644 --- a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl +++ b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl @@ -6,7 +6,9 @@ /* from The Alchemy screen-space ambient obscurance algorithm * http://graphics.cs.williams.edu/papers/AlchemyHPG11/VV11AlchemyAO.pdf */ -void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges) +void ssao_factors( + in float depth, in vec3 normal, in vec3 position, in vec2 screenco, + out float cavities, out float edges) { /* take the normalized ray direction here */ vec2 rotX = texture(ssao_jitter, screenco.xy * jitter_tilling).rg; diff --git a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl index 2d7dbbb3e17..9c203a4246c 100644 --- a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl +++ b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl @@ -49,7 +49,9 @@ float get_max_horizon(in vec2 co, in vec3 x, in vec3 omega_o, in float h) return h; } -void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges) +void ssao_factors( + in float depth, in vec3 normal, in vec3 position, in vec2 screenco, + out float cavities, out float edges) { /* Renaming */ vec3 omega_o = -normalize(position); /* viewvec */ @@ -117,4 +119,4 @@ void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 scre cavities = 1.0 - A; edges = 0.0; -}
\ No newline at end of file +} diff --git a/source/blender/draw/engines/eevee/eevee.c b/source/blender/draw/engines/eevee/eevee.c index 0c4fbb4b46b..26e82467cd7 100644 --- a/source/blender/draw/engines/eevee/eevee.c +++ b/source/blender/draw/engines/eevee/eevee.c @@ -134,10 +134,11 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) lib_str = BLI_dynstr_get_cstring(ds_vert); BLI_dynstr_free(ds_vert); - struct GPUShader *sh = DRW_shader_create_with_lib(datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib_str, - "#define HAMMERSLEY_SIZE 8192\n" - "#define BRDF_LUT_SIZE 64\n" - "#define NOISE_SIZE 64\n"); + struct GPUShader *sh = DRW_shader_create_with_lib( + datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib_str, + "#define HAMMERSLEY_SIZE 8192\n" + "#define BRDF_LUT_SIZE 64\n" + "#define NOISE_SIZE 64\n"); DRWPass *pass = DRW_pass_create("Probe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); @@ -221,22 +222,25 @@ static void EEVEE_engine_init(void *ved) lib_str = BLI_dynstr_get_cstring(ds_vert); BLI_dynstr_free(ds_vert); - e_data.default_lit = DRW_shader_create_with_lib(datatoc_lit_surface_vert_glsl, NULL, datatoc_lit_surface_frag_glsl, lib_str, - "#define MAX_LIGHT 128\n" - "#define MAX_SHADOW_CUBE 42\n" - "#define MAX_SHADOW_MAP 64\n" - "#define MAX_SHADOW_CASCADE 8\n" - "#define MAX_CASCADE_NUM 4\n"); + e_data.default_lit = DRW_shader_create_with_lib( + datatoc_lit_surface_vert_glsl, NULL, datatoc_lit_surface_frag_glsl, lib_str, + "#define MAX_LIGHT 128\n" + "#define MAX_SHADOW_CUBE 42\n" + "#define MAX_SHADOW_MAP 64\n" + "#define MAX_SHADOW_CASCADE 8\n" + "#define MAX_CASCADE_NUM 4\n"); MEM_freeN(lib_str); } if (!e_data.shadow_sh) { - e_data.shadow_sh = DRW_shader_create(datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL); + e_data.shadow_sh = DRW_shader_create( + datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL); } if (!e_data.probe_sh) { - e_data.probe_sh = DRW_shader_create(datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_probe_frag_glsl, NULL); + e_data.probe_sh = DRW_shader_create( + datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_probe_frag_glsl, NULL); } if (!e_data.probe_filter_sh) { @@ -249,9 +253,10 @@ static void EEVEE_engine_init(void *ved) shader_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); - e_data.probe_filter_sh = DRW_shader_create(datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, shader_str, - "#define HAMMERSLEY_SIZE 8192\n" - "#define NOISE_SIZE 64\n"); + e_data.probe_filter_sh = DRW_shader_create( + datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, shader_str, + "#define HAMMERSLEY_SIZE 8192\n" + "#define NOISE_SIZE 64\n"); MEM_freeN(shader_str); } @@ -304,7 +309,8 @@ static DRWShadingGroup *eevee_cube_shgroup(struct GPUShader *sh, DRWPass *pass, return grp; } -static DRWShadingGroup *eevee_cube_shadow_shgroup(EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4]) +static DRWShadingGroup *eevee_cube_shadow_shgroup( + EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4]) { DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom); DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo, 0); @@ -316,7 +322,8 @@ static DRWShadingGroup *eevee_cube_shadow_shgroup(EEVEE_PassList *psl, EEVEE_Sto return grp; } -static DRWShadingGroup *eevee_cascade_shadow_shgroup(EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4]) +static DRWShadingGroup *eevee_cascade_shadow_shgroup( + EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4]) { DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom); DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo, 0); @@ -395,7 +402,9 @@ static void EEVEE_cache_init(void *vedata) psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); - psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); + psl->depth_pass_cull = DRW_pass_create( + "Depth Pass Cull", + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); } diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index cb4032f198c..54a851fd3ab 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -140,19 +140,28 @@ void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, E /* Initialize Textures Arrays first so DRW_framebuffer_init just bind them */ if (!txl->shadow_depth_cube_pool) { - txl->shadow_depth_cube_pool = DRW_texture_create_2D_array(512, 512, MAX2(1, linfo->num_cube * 6), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); - if (fbl->shadow_cube_fb) + txl->shadow_depth_cube_pool = DRW_texture_create_2D_array( + 512, 512, MAX2(1, linfo->num_cube * 6), DRW_TEX_DEPTH_24, + DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); + if (fbl->shadow_cube_fb) { DRW_framebuffer_texture_attach(fbl->shadow_cube_fb, txl->shadow_depth_cube_pool, 0, 0); + } } if (!txl->shadow_depth_map_pool) { - txl->shadow_depth_map_pool = DRW_texture_create_2D_array(512, 512, MAX2(1, linfo->num_map), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); - if (fbl->shadow_map_fb) + txl->shadow_depth_map_pool = DRW_texture_create_2D_array( + 512, 512, MAX2(1, linfo->num_map), DRW_TEX_DEPTH_24, + DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); + if (fbl->shadow_map_fb) { DRW_framebuffer_texture_attach(fbl->shadow_map_fb, txl->shadow_depth_map_pool, 0, 0); + } } if (!txl->shadow_depth_cascade_pool) { - txl->shadow_depth_cascade_pool = DRW_texture_create_2D_array(512, 512, MAX2(1, linfo->num_cascade * MAX_CASCADE_NUM), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); - if (fbl->shadow_cascade_fb) + txl->shadow_depth_cascade_pool = DRW_texture_create_2D_array( + 512, 512, MAX2(1, linfo->num_cascade * MAX_CASCADE_NUM), DRW_TEX_DEPTH_24, + DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); + if (fbl->shadow_cascade_fb) { DRW_framebuffer_texture_attach(fbl->shadow_cascade_fb, txl->shadow_depth_map_pool, 0, 0); + } } DRWFboTexture tex_cube = {&txl->shadow_depth_cube_pool, DRW_BUF_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE}; diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 234f29b3fb5..50e5741b527 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -190,7 +190,9 @@ typedef struct DRWFboTexture { DRWTextureFlag flag; } DRWFboTexture; -void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr); +void DRW_framebuffer_init( + struct GPUFrameBuffer **fb, int width, int height, + DRWFboTexture textures[MAX_FBO_TEX], int textures_len); void DRW_framebuffer_bind(struct GPUFrameBuffer *fb); void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth); void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data); @@ -200,8 +202,10 @@ void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *UNUSED(fb_read), int w, int h); /* Shaders */ -struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines); -struct GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines); +struct GPUShader *DRW_shader_create( + const char *vert, const char *geom, const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_with_lib( + const char *vert, const char *geom, const char *frag, const char *lib, const char *defines); struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines); diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c index 2e4a4cd0f5e..c93d69fb33a 100644 --- a/source/blender/draw/intern/draw_armature.c +++ b/source/blender/draw/intern/draw_armature.c @@ -403,7 +403,8 @@ static void draw_armature_pose(Object *ob, const float const_color[4]) /* this function set the object space to use * for all subsequent DRW_shgroup_bone_*** calls */ static void DRW_shgroup_armature( - Object *ob, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, DRWShadingGroup *shgrp_relationship_lines) + Object *ob, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, + DRWShadingGroup *shgrp_relationship_lines) { current_armature = ob; bone_octahedral_solid = NULL; @@ -418,7 +419,8 @@ static void DRW_shgroup_armature( } void DRW_shgroup_armature_object( - Object *ob, SceneLayer *sl, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, DRWShadingGroup *shgrp_relationship_lines) + Object *ob, SceneLayer *sl, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, + DRWShadingGroup *shgrp_relationship_lines) { float *color; DRW_object_wire_theme_get(ob, sl, &color); @@ -428,15 +430,17 @@ void DRW_shgroup_armature_object( } void DRW_shgroup_armature_pose( - Object *ob, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, DRWShadingGroup *shgrp_relationship_lines) + Object *ob, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, + DRWShadingGroup *shgrp_relationship_lines) { DRW_shgroup_armature(ob, pass_bone_solid, pass_bone_wire, shgrp_relationship_lines); draw_armature_pose(ob, NULL); } void DRW_shgroup_armature_edit( - Object *ob, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, DRWShadingGroup *shgrp_relationship_lines) + Object *ob, DRWPass *pass_bone_solid, DRWPass *pass_bone_wire, + DRWShadingGroup *shgrp_relationship_lines) { DRW_shgroup_armature(ob, pass_bone_solid, pass_bone_wire, shgrp_relationship_lines); draw_armature_edit(ob); -}
\ No newline at end of file +} diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index e102a4c52d2..9f7729e0fd8 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -299,7 +299,8 @@ GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWText return tex; } -GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) +GPUTexture *DRW_texture_create_2D_array( + int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex; GPUTextureFormat data_type; @@ -362,7 +363,8 @@ GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *fra return GPU_shader_create(vert, frag, geom, NULL, defines); } -GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines) +GPUShader *DRW_shader_create_with_lib( + const char *vert, const char *geom, const char *frag, const char *lib, const char *defines) { GPUShader *sh; char *vert_with_lib = NULL; @@ -700,10 +702,12 @@ static void shgroup_dynamic_batch(DRWShadingGroup *shgroup) for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next) { BLI_assert(attrib->size <= 4); /* matrices have no place here for now */ if (attrib->type == DRW_ATTRIB_FLOAT) { - attrib->format_id = VertexFormat_add_attrib(&interface->vbo_format, attrib->name, COMP_F32, attrib->size, KEEP_FLOAT); + attrib->format_id = VertexFormat_add_attrib( + &interface->vbo_format, attrib->name, COMP_F32, attrib->size, KEEP_FLOAT); } else if (attrib->type == DRW_ATTRIB_INT) { - attrib->format_id = VertexFormat_add_attrib(&interface->vbo_format, attrib->name, COMP_I8, attrib->size, KEEP_INT); + attrib->format_id = VertexFormat_add_attrib( + &interface->vbo_format, attrib->name, COMP_I8, attrib->size, KEEP_INT); } else { BLI_assert(false); @@ -1060,12 +1064,14 @@ static void draw_shgroup(DRWShadingGroup *shgroup) switch (uni->type) { case DRW_UNIFORM_BOOL: case DRW_UNIFORM_INT: - GPU_shader_uniform_vector_int(shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value); + GPU_shader_uniform_vector_int( + shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value); break; case DRW_UNIFORM_FLOAT: case DRW_UNIFORM_MAT3: case DRW_UNIFORM_MAT4: - GPU_shader_uniform_vector(shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value); + GPU_shader_uniform_vector( + shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value); break; case DRW_UNIFORM_TEXTURE: tex = (GPUTexture *)uni->value; @@ -1250,16 +1256,17 @@ static GPUTextureFormat convert_tex_format(int fbo_format, int *channels, bool * } } -void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], - int texnbr) +void DRW_framebuffer_init( + struct GPUFrameBuffer **fb, int width, int height, + DRWFboTexture textures[MAX_FBO_TEX], int textures_len) { - BLI_assert(texnbr <= MAX_FBO_TEX); + BLI_assert(textures_len <= MAX_FBO_TEX); if (!*fb) { int color_attachment = -1; *fb = GPU_framebuffer_create(); - for (int i = 0; i < texnbr; ++i) { + for (int i = 0; i < textures_len; ++i) { int channels; bool is_depth; diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 4816b66220c..e10036916a0 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -103,7 +103,9 @@ static int gridline_count(ARegion *ar, double x0, double y0, double dx) return total_ct; } -static bool drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3]) +static bool drawgrid_draw( + ARegion *ar, double x0, double y0, double dx, int skip_mod, + unsigned pos, unsigned col, GLubyte col_value[3]) { /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw * always skip exact x0 & y0 axes; they will be drawn later in color @@ -297,8 +299,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** if (grids_to_draw == 2) { UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2); - if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) + if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) { drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col); + } } else if (grids_to_draw == 1) { drawgrid_draw(ar, x, y, dx, 0, pos, color, col); |