diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_materials.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 2885619d8d8..e0ed2eadf7a 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -223,7 +223,7 @@ static void workbench_init_object_data(ObjectEngineData *engine_data) static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value) { /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */ - int color_type = wpd->drawtype == OB_SOLID? wpd->shading.color_type:V3D_SHADING_MATERIAL_COLOR; + int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR; static float default_color[] = {0.8f, 0.8f, 0.8f}; if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) { copy_v3_v3(color, wpd->shading.single_color); @@ -304,7 +304,7 @@ void workbench_materials_engine_init(WORKBENCH_Data *vedata) void workbench_materials_engine_free() { - for (int index = 0; index < MAX_SHADERS; index ++) { + for (int index = 0; index < MAX_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]); DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } @@ -352,7 +352,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata) /* Deferred Mix Pass */ { WORKBENCH_UBO_World *wd = &wpd->world_data; - UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD:TH_HIGH_GRAD, wd->background_color_low); + UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low); UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high); /* XXX: Really quick conversion to avoid washed out background. @@ -428,7 +428,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash)); if (material == NULL) { material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); - material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID?wpd->prepass_solid_sh:wpd->prepass_texture_sh, psl->prepass_pass); + material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass); DRW_shgroup_stencil_mask(material->shgrp, 0xFF); material->object_id = engine_object_data->object_id; copy_v3_v3(material->color, material_template.color); @@ -540,7 +540,7 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob else { /* MATERIAL colors */ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); - for (int i = 0; i < materials_len; i ++) { + for (int i = 0; i < materials_len; i++) { gpumat_array[i] = NULL; } |