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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c42
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;
}