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-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c26
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cascade.c16
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c6
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c6
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c6
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c4
-rw-r--r--source/blender/draw/engines/workbench/workbench_studiolight.c16
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c2
26 files changed, 83 insertions, 83 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index 14faa827be5..c6cc336db56 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -128,7 +128,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
/* Downsample buffers */
copy_v2_v2_int(texsize, blitsize);
- for (int i = 0; i < effects->bloom_iteration_len; ++i) {
+ for (int i = 0; i < effects->bloom_iteration_len; i++) {
texsize[0] /= 2;
texsize[1] /= 2;
@@ -147,7 +147,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
/* Upsample buffers */
copy_v2_v2_int(texsize, blitsize);
- for (int i = 0; i < effects->bloom_iteration_len - 1; ++i) {
+ for (int i = 0; i < effects->bloom_iteration_len - 1; i++) {
texsize[0] /= 2;
texsize[1] /= 2;
@@ -167,7 +167,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb);
- for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) {
+ for (int i = 0; i < MAX_BLOOM_STEP - 1; i++) {
GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]);
}
@@ -288,7 +288,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata)
last = effects->bloom_downsample[0];
- for (int i = 1; i < effects->bloom_iteration_len; ++i) {
+ for (int i = 1; i < effects->bloom_iteration_len; i++) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]);
effects->unf_source_buffer = last;
@@ -300,7 +300,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata)
}
/* Upsample and accumulate */
- for (int i = effects->bloom_iteration_len - 2; i >= 0; --i) {
+ for (int i = effects->bloom_iteration_len - 2; i >= 0; i--) {
copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
effects->unf_source_buffer = effects->bloom_downsample[i];
effects->unf_base_buffer = last;
@@ -324,7 +324,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata)
void EEVEE_bloom_free(void)
{
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]);
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 12d70131031..572e38a9395 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -269,7 +269,7 @@ void EEVEE_depth_of_field_draw(EEVEE_Data *vedata)
void EEVEE_depth_of_field_free(void)
{
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[i]);
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 0ca1e0b2858..7df1c299454 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -206,7 +206,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
/**
* Compute Mipmap texel alignment.
*/
- for (int i = 0; i < 10; ++i) {
+ for (int i = 0; i < 10; i++) {
int mip_size[2];
GPU_texture_get_mipmap_size(txl->color, i, mip_size);
common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, i));
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index e32194a11de..5b5bb82ef98 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -188,7 +188,7 @@ static uint eevee_lightcache_memsize_get(LightCache *lcache)
}
if (lcache->cube_tx.data) {
size += MEM_allocN_len(lcache->cube_tx.data);
- for (int mip = 0; mip < lcache->mips_len; ++mip) {
+ for (int mip = 0; mip < lcache->mips_len; mip++) {
size += MEM_allocN_len(lcache->cube_mips[mip].data);
}
}
@@ -199,7 +199,7 @@ static int eevee_lightcache_irradiance_sample_count(LightCache *lcache)
{
int total_irr_samples = 0;
- for (int i = 1; i < lcache->grid_len; ++i) {
+ for (int i = 1; i < lcache->grid_len; i++) {
EEVEE_LightGrid *egrid = lcache->grid_data + i;
total_irr_samples += egrid->resolution[0] * egrid->resolution[1] * egrid->resolution[2];
}
@@ -305,7 +305,7 @@ LightCache *EEVEE_lightcache_create(const int grid_len,
light_cache->cube_mips = MEM_callocN(sizeof(LightCacheTexture) * light_cache->mips_len,
"LightCacheTexture");
- for (int mip = 0; mip < light_cache->mips_len; ++mip) {
+ for (int mip = 0; mip < light_cache->mips_len; mip++) {
GPU_texture_get_mipmap_size(
light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size);
}
@@ -346,7 +346,7 @@ void EEVEE_lightcache_load(LightCache *lcache)
NULL);
GPU_texture_bind(lcache->cube_tx.tex, 0);
GPU_texture_mipmap_mode(lcache->cube_tx.tex, true, true);
- for (int mip = 0; mip < lcache->mips_len; ++mip) {
+ for (int mip = 0; mip < lcache->mips_len; mip++) {
GPU_texture_add_mipmap(
lcache->cube_tx.tex, GPU_DATA_10_11_11_REV, mip + 1, lcache->cube_mips[mip].data);
}
@@ -369,7 +369,7 @@ static void eevee_lightbake_readback_reflections(LightCache *lcache)
lcache->cube_tx.data_type = LIGHTCACHETEX_UINT;
lcache->cube_tx.components = 1;
- for (int mip = 0; mip < lcache->mips_len; ++mip) {
+ for (int mip = 0; mip < lcache->mips_len; mip++) {
LightCacheTexture *cube_mip = lcache->cube_mips + mip;
MEM_SAFE_FREE(cube_mip->data);
GPU_texture_get_mipmap_size(lcache->cube_tx.tex, mip + 1, cube_mip->tex_size);
@@ -388,7 +388,7 @@ void EEVEE_lightcache_free(LightCache *lcache)
MEM_SAFE_FREE(lcache->grid_tx.data);
if (lcache->cube_mips) {
- for (int i = 0; i < lcache->mips_len; ++i) {
+ for (int i = 0; i < lcache->mips_len; i++) {
MEM_SAFE_FREE(lcache->cube_mips[i].data);
}
MEM_SAFE_FREE(lcache->cube_mips);
@@ -471,7 +471,7 @@ static void eevee_lightbake_create_render_target(EEVEE_LightBake *lbake, int rt_
lbake->rt_color = DRW_texture_create_cube(
rt_res, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
GPU_framebuffer_ensure_config(&lbake->rt_fb[i],
{GPU_ATTACHMENT_TEXTURE_CUBEFACE(lbake->rt_depth, i),
GPU_ATTACHMENT_TEXTURE_CUBEFACE(lbake->rt_color, i)});
@@ -670,7 +670,7 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake)
DRW_TEXTURE_FREE_SAFE(lbake->rt_color);
DRW_TEXTURE_FREE_SAFE(lbake->grid_prev);
GPU_FRAMEBUFFER_FREE_SAFE(lbake->store_fb);
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
GPU_FRAMEBUFFER_FREE_SAFE(lbake->rt_fb[i]);
}
@@ -875,10 +875,10 @@ static void compute_cell_id(EEVEE_LightGrid *egrid,
*r_stride = 0;
*r_final_idx = 0;
r_local_cell[0] = r_local_cell[1] = r_local_cell[2] = 0;
- for (int lvl = max_lvl; lvl >= 0; --lvl) {
+ for (int lvl = max_lvl; lvl >= 0; lvl--) {
*r_stride = 1 << lvl;
int prev_stride = *r_stride << 1;
- for (int i = 0; i < cell_count; ++i) {
+ for (int i = 0; i < cell_count; i++) {
*r_final_idx = i;
cell_id_to_grid_loc(egrid, *r_final_idx, r_local_cell);
if (((r_local_cell[0] % *r_stride) == 0) && ((r_local_cell[1] % *r_stride) == 0) &&
@@ -1210,12 +1210,12 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
/* Render irradiance grids */
if (lcache->flag & LIGHTCACHE_UPDATE_GRID) {
- for (lbake->bounce_curr = 0; lbake->bounce_curr < lbake->bounce_len; ++lbake->bounce_curr) {
+ for (lbake->bounce_curr = 0; lbake->bounce_curr < lbake->bounce_len; lbake->bounce_curr++) {
/* Bypass world, start at 1. */
lbake->probe = lbake->grid_prb + 1;
lbake->grid = lcache->grid_data + 1;
for (lbake->grid_curr = 1; lbake->grid_curr < lbake->grid_len;
- ++lbake->grid_curr, ++lbake->probe, ++lbake->grid) {
+ lbake->grid_curr++, lbake->probe++, lbake->grid++) {
LightProbe *prb = *lbake->probe;
lbake->grid_sample_len = prb->grid_resolution_x * prb->grid_resolution_y *
prb->grid_resolution_z;
@@ -1233,7 +1233,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
lbake->probe = lbake->cube_prb + 1;
lbake->cube = lcache->cube_data + 1;
for (lbake->cube_offset = 1; lbake->cube_offset < lbake->cube_len;
- ++lbake->cube_offset, ++lbake->probe, ++lbake->cube) {
+ lbake->cube_offset++, lbake->probe++, lbake->cube++) {
lightbake_do_sample(lbake, eevee_lightbake_render_probe_sample);
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 2d23359a175..19f3983998e 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -410,7 +410,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
/* Grid Display */
if (scene_eval->eevee.flag & SCE_EEVEE_SHOW_IRRADIANCE) {
EEVEE_LightGrid *egrid = lcache->grid_data + 1;
- for (int p = 1; p < lcache->grid_len; ++p, egrid++) {
+ for (int p = 1; p < lcache->grid_len; p++, egrid++) {
DRWShadingGroup *shgrp = DRW_shgroup_create(EEVEE_shaders_probe_grid_display_sh_get(),
psl->probe_display);
@@ -471,7 +471,7 @@ static bool eevee_lightprobes_culling_test(Object *ob)
normalize_v3(tmp[2]);
mul_v3_fl(tmp[2], probe->distinf);
- for (int v = 0; v < 8; ++v) {
+ for (int v = 0; v < 8; v++) {
mul_m4_v3(tmp, bbox.vec[v]);
}
const DRWView *default_view = DRW_view_default_get();
@@ -845,7 +845,7 @@ static void render_cubemap(void (*callback)(int face, EEVEE_BakeRenderData *user
}
}
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
DRW_view_set_active(views[i]);
callback(i, user_data);
}
@@ -860,11 +860,11 @@ static void render_reflections(void (*callback)(int face, EEVEE_BakeRenderData *
DRWView *main_view = stl->effects->taa_view;
DRWView **views = stl->g_data->planar_views;
/* Prepare views at the same time for faster culling. */
- for (int i = 0; i < ref_count; ++i) {
+ for (int i = 0; i < ref_count; i++) {
lightbake_planar_ensure_view(&planar_data[i], main_view, &views[i]);
}
- for (int i = 0; i < ref_count; ++i) {
+ for (int i = 0; i < ref_count; i++) {
DRW_view_set_active(views[i]);
callback(i, user_data);
}
@@ -1217,7 +1217,7 @@ static void downsample_planar(void *vedata, int level)
const float *size = DRW_viewport_size_get();
copy_v2_v2(stl->g_data->planar_texel_size, size);
- for (int i = 0; i < level - 1; ++i) {
+ for (int i = 0; i < level - 1; i++) {
stl->g_data->planar_texel_size[0] /= 2.0f;
stl->g_data->planar_texel_size[1] /= 2.0f;
min_ff(floorf(stl->g_data->planar_texel_size[0]), 1.0f);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 99bfba0d203..712bcc43f52 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -447,7 +447,7 @@ static void eevee_init_util_texture(void)
texels_layer += 64 * 64;
/* Copy Refraction GGX LUT in layer 5 - 21 */
- for (int j = 0; j < 16; ++j) {
+ for (int j = 0; j < 16; j++) {
for (int i = 0; i < 64 * 64; i++) {
texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i];
texels_layer[i][1] = 0.0; /* UNUSED */
@@ -1457,7 +1457,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len);
struct Material **ma_array = BLI_array_alloca(ma_array, materials_len);
- for (int i = 0; i < materials_len; ++i) {
+ for (int i = 0; i < materials_len; i++) {
ma_array[i] = eevee_object_material_get(ob, i);
gpumat_array[i] = NULL;
gpumat_depth_array[i] = NULL;
@@ -1525,7 +1525,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
/* TODO(fclem): Support shadows in sculpt mode. */
}
else if (mat_geom) {
- for (int i = 0; i < materials_len; ++i) {
+ for (int i = 0; i < materials_len; i++) {
if (mat_geom[i] == NULL) {
continue;
}
@@ -1551,7 +1551,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata);
char *name = auto_layer_names;
- for (int j = 0; j < auto_layer_count; ++j) {
+ for (int j = 0; j < auto_layer_count; j++) {
/* TODO don't add these uniform when not needed (default pass shaders). */
/* FIXME: This is broken, as it overrides any autolayers srgb bool of the previous mesh
* that shares the same material. */
@@ -1728,7 +1728,7 @@ void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
void EEVEE_materials_free(void)
{
- for (int i = 0; i < VAR_MAT_MAX; ++i) {
+ for (int i = 0; i < VAR_MAT_MAX; i++) {
DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
}
MEM_SAFE_FREE(e_data.frag_shader_lib);
@@ -1747,7 +1747,7 @@ void EEVEE_materials_free(void)
void EEVEE_materials_draw_opaque(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl)
{
- for (int i = 0; i < VAR_MAT_MAX; ++i) {
+ for (int i = 0; i < VAR_MAT_MAX; i++) {
if (psl->default_pass[i]) {
DRW_draw_pass(psl->default_pass[i]);
}
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index da957239f42..75e837f140b 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -369,7 +369,7 @@ static void eevee_render_result_z(RenderLayer *rl,
DRW_view_winmat_get(NULL, winmat, false);
/* Convert ogl depth [0..1] to view Z [near..far] */
- for (int i = 0; i < rp->rectx * rp->recty; ++i) {
+ for (int i = 0; i < rp->rectx * rp->recty; i++) {
if (rp->rect[i] == 1.0f) {
rp->rect[i] = 1e10f; /* Background */
}
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 3d1b64422a4..2daf2388d63 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -338,7 +338,7 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
void EEVEE_screen_raytrace_free(void)
{
- for (int i = 0; i < SSR_MAX_SHADER; ++i) {
+ for (int i = 0; i < SSR_MAX_SHADER; i++) {
DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index a709e668f34..284742ae149 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -70,7 +70,7 @@ void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata)
sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
sldata->shcasters_buffers[i].bbox = MEM_callocN(
sizeof(EEVEE_BoundBox) * SH_CASTER_ALLOC_CHUNK, __func__);
sldata->shcasters_buffers[i].update = BLI_BITMAP_NEW(SH_CASTER_ALLOC_CHUNK, __func__);
@@ -221,7 +221,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob)
BoundBox *bb = BKE_object_boundbox_get(ob);
float min[3], max[3];
INIT_MINMAX(min, max);
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
float vec[3];
copy_v3_v3(vec, bb->vec[i]);
mul_m4_v3(ob->obmat, vec);
@@ -316,7 +316,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_BoundBox *bbox = backbuffer->bbox;
BoundSphere *bsphere = linfo->shadow_bounds;
/* Search for deleted shadow casters or if shcaster WAS in shadow radius. */
- for (int i = 0; i < backbuffer->count; ++i) {
+ for (int i = 0; i < backbuffer->count; i++) {
/* If the shadowcaster has been deleted or updated. */
if (BLI_BITMAP_TEST(backbuffer->update, i)) {
for (int j = 0; j < linfo->cube_len; j++) {
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]);
}
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
index 96924efa8bc..e5f89aab4d1 100644
--- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -63,7 +63,7 @@ static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE]
{
cdf[0] = 0.0f;
/* Actual CDF evaluation. */
- for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) {
+ for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) {
float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1);
cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */
}
@@ -80,7 +80,7 @@ static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE],
{
for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) {
float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1);
- for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
+ for (int i = 0; i < FILTER_CDF_TABLE_SIZE; i++) {
if (cdf[i] >= x) {
if (i == FILTER_CDF_TABLE_SIZE - 1) {
invert_cdf[u] = 1.0f;
@@ -123,7 +123,7 @@ static void eevee_create_cdf_table_temporal_sampling(void)
invert_cdf(cdf_table, e_data.inverted_cdf);
/* Scale and offset table. */
- for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
+ for (int i = 0; i < FILTER_CDF_TABLE_SIZE; i++) {
e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 44f22848c2f..598cc3e5183 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -147,7 +147,7 @@ void main()
make_orthonormal_basis(N, T, B); /* Generate tangent space */
/* Planar Reflections */
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) {
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0);
@@ -504,7 +504,7 @@ void main()
/* Find Planar Reflections affecting this pixel */
PlanarData pd;
float planar_index;
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) {
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index 7edb0053da7..86f53522bc6 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -141,7 +141,7 @@ void main(void)
rand.xy *= fast_sqrt(rand.z);
vec3 accum = vec3(0.0);
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
/* Only shadowed light can produce translucency */
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index 37b02a2130f..296c1581545 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -64,7 +64,7 @@ void main()
float weight_accum = 0.0;
vec3 sh = vec3(0.0);
- for (int face = 0; face < 6; ++face) {
+ for (int face = 0; face < 6; face++) {
for (float x = halfpix; x < 1.0; x += pixstep) {
for (float y = halfpix; y < 1.0; y += pixstep) {
float weight, coef;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
index e10cb5f4999..f8bc1703c66 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
@@ -37,7 +37,7 @@ void main()
fFace = face[0];
gl_Layer = Layer + fFace;
- for (int v = 0; v < 3; ++v) {
+ for (int v = 0; v < 3; v++) {
gl_Position = vPos[v];
worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
#ifdef USE_ATTR
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 56c05e3c036..ab205b78274 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -233,7 +233,7 @@ void fallback_cubemap(vec3 N,
#endif
/* Starts at 1 because 0 is world probe */
- for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) {
+ for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; i++) {
float fade = probe_attenuation_cube(i, W);
if (fade > 0.0) {
@@ -262,7 +262,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
vec3 irradiance_accum = vec3(0.0);
/* For each neighbor cells */
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index f55b42eb148..3774054659d 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -234,7 +234,7 @@ void CLOSURE_NAME(vec3 N
vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
@@ -304,7 +304,7 @@ void CLOSURE_NAME(vec3 N
/* Planar Reflections */
/* ---------------------------- */
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) {
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) {
PlanarData pd = planars_data[i];
/* Fade on geometric normal. */
@@ -380,7 +380,7 @@ void CLOSURE_NAME(vec3 N
# endif
/* Starts at 1 because 0 is world probe */
- for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) {
+ for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) {
float fade = probe_attenuation_cube(i, worldPosition);
if (fade > 0.0) {
@@ -515,7 +515,7 @@ void CLOSURE_NAME(vec3 N
/* Irradiance Grids */
/* ---------------------------- */
/* Start at 1 because 0 is world irradiance */
- for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) {
+ for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) {
GridData gd = grids_data[i];
vec3 localpos;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
index acd1e58ff97..1ae6a258d3d 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -39,7 +39,7 @@ void main()
/* Without compute shader and arbitrary write we need to
* accumulate from the beginning of the ray for each cell. */
float integration_end = float(slice);
- for (int i = 0; i < slice; ++i) {
+ for (int i = 0; i < slice; i++) {
ivec3 volume_cell = ivec3(gl_FragCoord.xy, i);
vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
index d345cd5c808..9621fa1cc0d 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
@@ -38,7 +38,7 @@ void main()
phase_function_isotropic();
#ifdef VOLUME_LIGHTING /* Lights */
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 0428b0d408c..bd16189db32 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -256,7 +256,7 @@ void main()
float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg);
float max_radius = coc;
vec2 noise = get_random_vector(noiseOffset) * 0.2 * clamp(max_radius * 0.2 - 4.0, 0.0, 1.0);
- for (int i = 0; i < NUM_SAMPLES; ++i) {
+ for (int i = 0; i < NUM_SAMPLES; i++) {
vec2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius;
/* decode_signed_coc return biggest coc. */
@@ -359,8 +359,8 @@ void main()
vec v[9];
/* Add the pixels which make up our window to the pixel array. */
- for (int dX = -1; dX <= 1; ++dX) {
- for (int dY = -1; dY <= 1; ++dY) {
+ for (int dX = -1; dX <= 1; dX++) {
+ for (int dY = -1; dY <= 1; dY++) {
vec2 offset = vec2(float(dX), float(dY));
/* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) +
* (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index fd06c85747f..4a9b0ae3b7d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -172,7 +172,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max
float noise = fract(dither_mat[tx.x][tx.y] + noiseOfs);
float ray_len = noise * ray_inc;
- for (int i = 0; i < samplesLen && ray_len < ray_max; ++i, ray_len += ray_inc) {
+ for (int i = 0; i < samplesLen && ray_len < ray_max; i++, ray_len += ray_inc) {
vec3 ls_pos = ray_ori + ray_dir * ray_len;
vec3 Lscat;
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index c1c9d8b5a96..262ea7110a4 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -652,7 +652,7 @@ void workbench_deferred_engine_free(void)
for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
- for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) {
+ for (int index = 0; index < MAX_CAVITY_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]);
}
DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh);
@@ -1105,7 +1105,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (use_sculpt_pbvh) {
struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len);
- for (int i = 0; i < materials_len; ++i) {
+ for (int i = 0; i < materials_len; i++) {
struct Material *mat = give_current_material(ob, i + 1);
if (mat != NULL && mat->a < 1.0f) {
material = workbench_forward_get_or_create_material_data(
@@ -1127,7 +1127,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
geoms = DRW_cache_object_surface_material_get(
ob, gpumat_array, materials_len, NULL, NULL, NULL);
- for (int i = 0; i < materials_len; ++i) {
+ for (int i = 0; i < materials_len; i++) {
if (geoms != NULL && geoms[i] != NULL) {
Material *mat = give_current_material(ob, i + 1);
if (mat != NULL && mat->a < 1.0f) {
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index 22840a2a756..169b91a6474 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -94,9 +94,9 @@ static void workbench_dof_setup_samples(struct GPUUniformBuffer **ubo,
}
float *samp = *data;
- for (int i = 0; i <= KERNEL_RAD; ++i) {
- for (int j = -KERNEL_RAD; j <= KERNEL_RAD; ++j) {
- for (int k = -KERNEL_RAD; k <= KERNEL_RAD; ++k) {
+ for (int i = 0; i <= KERNEL_RAD; i++) {
+ for (int j = -KERNEL_RAD; j <= KERNEL_RAD; j++) {
+ for (int k = -KERNEL_RAD; k <= KERNEL_RAD; k++) {
if (abs(j) > i || abs(k) > i) {
continue;
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 824c6e7bd76..1cbc60ef858 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -701,7 +701,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (use_sculpt_pbvh) {
struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len);
- for (int i = 0; i < materials_len; ++i) {
+ for (int i = 0; i < materials_len; i++) {
struct Material *mat = give_current_material(ob, i + 1);
material = workbench_forward_get_or_create_material_data(
vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
@@ -720,7 +720,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get(
ob, gpumat_array, materials_len, NULL, NULL, NULL);
if (mat_geom) {
- for (int i = 0; i < materials_len; ++i) {
+ for (int i = 0; i < materials_len; i++) {
if (mat_geom[i] == NULL) {
continue;
}
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
index 1a09498b228..fed6ca680a7 100644
--- a/source/blender/draw/engines/workbench/workbench_studiolight.c
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -77,7 +77,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd,
/* Use Geomerics non-linear SH. */
mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI);
/* Swizzle to make shader code simpler. */
- for (int i = 0; i < 3; ++i) {
+ for (int i = 0; i < 3; i++) {
copy_v3_fl3(wd->spherical_harmonics_coefs[i + 1],
-sl->spherical_harmonics_coefs[3][i],
sl->spherical_harmonics_coefs[2][i],
@@ -89,7 +89,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd,
/* Precompute as much as we can. See shader code for derivation. */
float len_r1[3], lr1_r0[3], p[3], a[3];
- for (int i = 0; i < 3; ++i) {
+ for (int i = 0; i < 3; i++) {
mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f);
len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]);
mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]);
@@ -179,7 +179,7 @@ void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_dire
mul_v3_mat3_m4v3(wpd->shadow_near_corners[3], wpd->shadow_inv, frustum_corners.vec[4]);
INIT_MINMAX(wpd->shadow_near_min, wpd->shadow_near_max);
- for (int i = 0; i < 4; ++i) {
+ for (int i = 0; i < 4; i++) {
minmax_v3v3_v3(wpd->shadow_near_min, wpd->shadow_near_max, wpd->shadow_near_corners[i]);
}
@@ -206,7 +206,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd,
/* From object space to shadow space */
BoundBox *bbox = BKE_object_boundbox_get(ob);
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
float corner[3];
mul_v3_m4v3(corner, tmp_mat, bbox->vec[i]);
minmax_v3v3_v3(oed->shadow_min, oed->shadow_max, corner);
@@ -217,7 +217,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd,
/* Get extended AABB in world space. */
BKE_boundbox_init_from_minmax(&oed->shadow_bbox, oed->shadow_min, oed->shadow_max);
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
mul_m4_v3(wpd->shadow_mat, oed->shadow_bbox.vec[i]);
}
oed->shadow_bbox_dirty = false;
@@ -243,7 +243,7 @@ float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd,
int corners[4] = {0, 3, 4, 7};
float dist = 1e4f, dist_isect;
- for (int i = 0; i < 4; ++i) {
+ for (int i = 0; i < 4; i++) {
if (isect_ray_plane_v3(shadow_bbox->vec[corners[i]],
wpd->cached_shadow_direction,
wpd->shadow_far_plane,
@@ -291,9 +291,9 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd,
{oed->shadow_max[0], oed->shadow_max[1]},
};
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
float min_dst = FLT_MAX, max_dst = -FLT_MAX;
- for (int j = 0; j < 4; ++j) {
+ for (int j = 0; j < 4; j++) {
float dst = dot_v2v2(wpd->shadow_near_sides[i], pts[j]);
/* Do min max */
if (min_dst > dst) {
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index 1beb02ea3a0..7ae9d90daff 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -101,7 +101,7 @@ void workbench_volume_engine_init(void)
void workbench_volume_engine_free(void)
{
- for (int i = 0; i < VOLUME_SH_MAX; ++i) {
+ for (int i = 0; i < VOLUME_SH_MAX; i++) {
DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]);
}
DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex);