diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 8138b9a0ffd..1fa5aae4492 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -128,8 +128,8 @@ void EEVEE_lights_init(EEVEE_SceneLayerData *sldata) EEVEE_LampsInfo *linfo = sldata->lamps; if ((linfo->shadow_size != sh_size) || - (linfo->shadow_method != sh_method) || - (linfo->shadow_high_bitdepth != sh_high_bitdepth)) + (linfo->shadow_method != sh_method) || + (linfo->shadow_high_bitdepth != sh_high_bitdepth)) { BLI_assert((sh_size > 0) && (sh_size <= 8192)); DRW_TEXTURE_FREE_SAFE(sldata->shadow_pool); @@ -242,7 +242,7 @@ void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, Object *ob) MEM_SAFE_FREE(led->storage); if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) { - if (la->type == LA_SUN) { + if (la->type == LA_SUN) { int sh_nbr = 1; /* TODO : MSM */ int cascade_nbr = MAX_CASCADE_NUM; /* TODO : Custom cascade number */ @@ -463,12 +463,12 @@ static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngi /* Make illumination power constant */ if (la->type == LA_AREA) { - power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */ - * 80.0f; /* XXX : Empirical, Fit cycles power */ + power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */ + 80.0f; /* XXX : Empirical, Fit cycles power */ } else if (la->type == LA_SPOT || la->type == LA_LOCAL) { - power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */ - * M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */ + power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(4*r²*Pi²) */ + M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */ /* for point lights (a.k.a radius == 0.0) */ // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */ @@ -525,7 +525,7 @@ static void frustum_min_bounding_sphere(const float corners[8][4], float r_cente /* compute the bounding box */ INIT_MINMAX(minvec, maxvec); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; ++i) { minmax_v3v3_v3(minvec, maxvec, corners[i]); } @@ -542,7 +542,7 @@ static void frustum_min_bounding_sphere(const float corners[8][4], float r_cente /* Search the largest distance between the sphere center * and the front plane corners. */ for (int i = 0; i < 4; ++i) { - float rad = len_v3v3(corners[4+i], r_center); + float rad = len_v3v3(corners[4 + i], r_center); if (rad > *r_radius) { *r_radius = rad; } @@ -648,11 +648,11 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE else { cascade_data->split_start[c] = linear_split; } - cascade_data->split_end[c-1] = cascade_data->split_start[c]; + cascade_data->split_end[c - 1] = cascade_data->split_start[c]; /* Add some overlap for smooth transition */ - cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c-1], - (c > 1) ? cascade_data->split_end[c-2] : cascade_data->split_start[0]); + cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c - 1], + (c > 1) ? cascade_data->split_end[c - 2] : cascade_data->split_start[0]); /* NDC Space */ { @@ -667,20 +667,20 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE } { - float p[4] = {1.0f, 1.0f, cascade_data->split_end[c-1], 1.0f}; + float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 1], 1.0f}; /* TODO: we don't need full m4 multiply here */ mul_m4_v4(viewprojmat, p); - splits_end_ndc[c-1] = p[2]; + splits_end_ndc[c - 1] = p[2]; if (is_persp) { - splits_end_ndc[c-1] /= p[3]; + splits_end_ndc[c - 1] /= p[3]; } } } /* Set last cascade split fade distance into the first split_start. */ - float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr-2] : cascade_data->split_start[0]; - cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr-1], prev_split); + float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr - 2] : cascade_data->split_start[0]; + cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr - 1], prev_split); /* For each cascade */ for (int c = 0; c < cascade_nbr; ++c) { @@ -699,7 +699,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE }; /* Transform them into world space */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; ++i) { mul_m4_v4(persinv, corners[i]); mul_v3_fl(corners[i], 1.0f / corners[i][3]); corners[i][3] = 1.0f; @@ -712,7 +712,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE normalize_v3(viewmat[1]); normalize_v3(viewmat[2]); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; ++i) { mul_m4_v4(viewmat, corners[i]); } @@ -779,8 +779,8 @@ static bool cube_bbox_intersect(const float cube_center[3], float cube_half_dim, minmax_v3v3_v3(min, max, vec); } - if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false; - if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false; + if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false; + if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false; return true; } |