Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shadows_cascade.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cascade.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c
index d5e038f716c..26f83a3e8e0 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c
@@ -61,7 +61,7 @@ static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int
#ifndef DEBUG_SHADOW_DISTRIBUTION
EEVEE_sample_ellipse(sample_ofs, mat[0], mat[1], radius, radius, jitter);
#else
- for (int i = 0; i <= sample_ofs; ++i) {
+ for (int i = 0; i <= sample_ofs; i++) {
EEVEE_sample_ellipse(i, mat[0], mat[1], radius, radius, jitter);
float p[3];
add_v3_v3v3(p, jitter, mat[2]);
@@ -87,7 +87,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3],
/* 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]);
}
@@ -98,14 +98,14 @@ static void frustum_min_bounding_sphere(const float corners[8][3],
#else
/* Find averaged center. */
zero_v3(r_center);
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
add_v3_v3(r_center, corners[i]);
}
mul_v3_fl(r_center, 1.0f / 8.0f);
/* Search the largest distance from the sphere center. */
*r_radius = 0.0f;
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
float rad = len_squared_v3v3(corners[i], r_center);
if (rad > *r_radius) {
*r_radius = rad;
@@ -218,7 +218,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo,
}
/* init near/far */
- for (int c = 0; c < MAX_CASCADE_NUM; ++c) {
+ for (int c = 0; c < MAX_CASCADE_NUM; c++) {
csm_data->split_start[c] = csm_end;
csm_data->split_end[c] = csm_end;
}
@@ -252,7 +252,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo,
csm_data->split_start[0] = csm_start;
csm_data->split_end[cascade_nbr - 1] = csm_end;
- for (int c = 1; c < cascade_nbr; ++c) {
+ for (int c = 1; c < cascade_nbr; c++) {
/* View Space */
float linear_split = lerp(((float)(c) / (float)cascade_nbr), csm_start, csm_end);
float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr);
@@ -301,7 +301,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo,
csm_data->split_start[0] = lerp(cascade_fade, csm_data->split_end[cascade_nbr - 1], prev_split);
/* For each cascade */
- for (int c = 0; c < cascade_nbr; ++c) {
+ for (int c = 0; c < cascade_nbr; c++) {
float(*projmat)[4] = csm_render->projmat[c];
/* Given 8 frustum corners */
float corners[8][3] = {
@@ -318,7 +318,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo,
};
/* Transform them into world space */
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
mul_project_m4_v3(persinv, corners[i]);
}