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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
-rw-r--r--source/blender/draw/intern/draw_cache.c80
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.c22
-rw-r--r--source/blender/draw/intern/draw_cache_impl_lattice.c4
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c30
-rw-r--r--source/blender/draw/intern/draw_cache_impl_metaball.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_particles.c8
-rw-r--r--source/blender/draw/intern/draw_common.c4
-rw-r--r--source/blender/draw/intern/draw_debug.c4
-rw-r--r--source/blender/draw/intern/draw_hair.c10
-rw-r--r--source/blender/draw/intern/draw_instance_data.c8
-rw-r--r--source/blender/draw/intern/draw_manager_data.c4
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c6
-rw-r--r--source/blender/draw/intern/draw_manager_profiling.c6
-rw-r--r--source/blender/draw/modes/edit_armature_mode.c2
-rw-r--r--source/blender/draw/modes/object_mode.c6
-rw-r--r--source/blender/draw/modes/pose_mode.c2
43 files changed, 183 insertions, 183 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);
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index 520932bc429..54c78fd583b 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -296,15 +296,15 @@ static GPUVertBuf *sphere_wire_vbo(const float rad)
/* a single ring of vertices */
float p[NSEGMENTS][2];
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
p[i][0] = rad * cosf(angle);
p[i][1] = rad * sinf(angle);
}
- for (int axis = 0; axis < 3; ++axis) {
- for (int i = 0; i < NSEGMENTS; ++i) {
- for (int j = 0; j < 2; ++j) {
+ for (int axis = 0; axis < 3; axis++) {
+ for (int i = 0; i < NSEGMENTS; i++) {
+ for (int j = 0; j < 2; j++) {
float cv[2], v[3];
cv[0] = p[(i + j) % NSEGMENTS][0];
@@ -352,7 +352,7 @@ GPUBatch *DRW_cache_fullscreen_quad_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 3);
- for (int i = 0; i < 3; ++i) {
+ for (int i = 0; i < 3; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]);
GPU_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]);
}
@@ -382,7 +382,7 @@ GPUBatch *DRW_cache_quad_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 4);
- for (int i = 0; i < 4; ++i) {
+ for (int i = 0; i < 4; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]);
GPU_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]);
}
@@ -437,8 +437,8 @@ GPUBatch *DRW_cache_grid_get(void)
GPU_vertbuf_data_alloc(vbo, 8 * 8 * 2 * 3);
uint v_idx = 0;
- for (int i = 0; i < 8; ++i) {
- for (int j = 0; j < 8; ++j) {
+ for (int i = 0; i < 8; i++) {
+ for (int j = 0; j < 8; j++) {
float pos0[2] = {(float)i / 8.0f, (float)j / 8.0f};
float pos1[2] = {(float)(i + 1) / 8.0f, (float)j / 8.0f};
float pos2[2] = {(float)i / 8.0f, (float)(j + 1) / 8.0f};
@@ -510,7 +510,7 @@ GPUBatch *DRW_cache_cube_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 36);
- for (int i = 0; i < 36; ++i) {
+ for (int i = 0; i < 36; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]);
}
@@ -549,7 +549,7 @@ GPUBatch *DRW_cache_empty_cube_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 24);
- for (int i = 0; i < 24; ++i) {
+ for (int i = 0; i < 24; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]);
}
@@ -751,7 +751,7 @@ GPUBatch *DRW_cache_gpencil_axes_get(void)
}
/* draw cube */
- for (int i = 0; i < 24; ++i) {
+ for (int i = 0; i < 24; i++) {
GPU_vertbuf_attr_set(vbo, pos_id, i + 6, verts[indices[i]]);
}
@@ -982,7 +982,7 @@ GPUBatch *DRW_cache_empty_cone_get(void)
if (!SHC.drw_empty_cone) {
/* a single ring of vertices */
float p[NSEGMENTS][2];
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
p[i][0] = cosf(angle);
p[i][1] = sinf(angle);
@@ -1000,7 +1000,7 @@ GPUBatch *DRW_cache_empty_cone_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4);
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float cv[2], v[3];
cv[0] = p[(i) % NSEGMENTS][0];
cv[1] = p[(i) % NSEGMENTS][1];
@@ -1032,7 +1032,7 @@ GPUBatch *DRW_cache_empty_cylinder_get(void)
if (!SHC.drw_empty_cylinder) {
/* a single ring of vertices */
float p[NSEGMENTS][2];
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
p[i][0] = cosf(angle);
p[i][1] = sinf(angle);
@@ -1050,7 +1050,7 @@ GPUBatch *DRW_cache_empty_cylinder_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 6);
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float cv[2], pv[2], v[3];
cv[0] = p[(i) % NSEGMENTS][0];
cv[1] = p[(i) % NSEGMENTS][1];
@@ -1121,7 +1121,7 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void)
if (!SHC.drw_empty_capsule_cap) {
/* a single ring of vertices */
float p[NSEGMENTS][2];
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
p[i][0] = cosf(angle);
p[i][1] = sinf(angle);
@@ -1141,7 +1141,7 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void)
/* Base circle */
int vidx = 0;
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float v[3] = {0.0f, 0.0f, 0.0f};
copy_v2_v2(v, p[(i) % NSEGMENTS]);
GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
@@ -1149,7 +1149,7 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
}
- for (int i = 0; i < NSEGMENTS / 2; ++i) {
+ for (int i = 0; i < NSEGMENTS / 2; i++) {
float v[3] = {0.0f, 0.0f, 0.0f};
int ci = i % NSEGMENTS;
int pi = (i + 1) % NSEGMENTS;
@@ -1690,7 +1690,7 @@ GPUBatch *DRW_cache_light_spot_get(void)
float n[NSEGMENTS][3];
float neg[NSEGMENTS][3];
float half_angle = 2 * M_PI / ((float)NSEGMENTS * 2);
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
p[i][0] = cosf(angle);
p[i][1] = sinf(angle);
@@ -1715,7 +1715,7 @@ GPUBatch *DRW_cache_light_spot_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4);
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float cv[2], v[3];
cv[0] = p[i % NSEGMENTS][0];
cv[1] = p[i % NSEGMENTS][1];
@@ -1757,7 +1757,7 @@ GPUBatch *DRW_cache_light_spot_volume_get(void)
if (!SHC.drw_light_spot_volume) {
/* a single ring of vertices */
float p[NSEGMENTS][2];
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
p[i][0] = cosf(angle);
p[i][1] = sinf(angle);
@@ -1775,7 +1775,7 @@ GPUBatch *DRW_cache_light_spot_volume_get(void)
GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 3);
uint v_idx = 0;
- for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int i = 0; i < NSEGMENTS; i++) {
float cv[2], v[3];
ARRAY_SET_ITEMS(v, 0.0f, 0.0f, 0.0f);
@@ -1824,7 +1824,7 @@ GPUBatch *DRW_cache_light_spot_square_get(void)
GPU_vertbuf_data_alloc(vbo, 16);
/* piramid sides */
- for (int i = 1; i <= 4; ++i) {
+ for (int i = 1; i <= 4; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]);
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[i]);
@@ -1863,7 +1863,7 @@ GPUBatch *DRW_cache_light_spot_square_volume_get(void)
GPU_vertbuf_data_alloc(vbo, 12);
/* piramid sides */
- for (int i = 1; i <= 4; ++i) {
+ for (int i = 1; i <= 4; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]);
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[((i + 1) % 4) + 1]);
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[(i % 4) + 1]);
@@ -1974,7 +1974,7 @@ GPUBatch *DRW_cache_lightprobe_cube_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, (6 + 3) * 2);
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]);
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 6]);
}
@@ -2021,7 +2021,7 @@ GPUBatch *DRW_cache_lightprobe_grid_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, (6 * 2 + 3) * 2);
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
float tmp_v1[3], tmp_v2[3], tmp_tr[3];
copy_v3_v3(tmp_v1, v[i]);
copy_v3_v3(tmp_v2, v[(i + 1) % 6]);
@@ -2029,7 +2029,7 @@ GPUBatch *DRW_cache_lightprobe_grid_get(void)
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v2);
/* Internal wires. */
- for (int j = 1; j < 2; ++j) {
+ for (int j = 1; j < 2; j++) {
mul_v3_v3fl(tmp_tr, v[(i / 2) * 2 + 1], -0.5f * j);
add_v3_v3v3(tmp_v1, v[i], tmp_tr);
add_v3_v3v3(tmp_v2, v[(i + 1) % 6], tmp_tr);
@@ -2076,7 +2076,7 @@ GPUBatch *DRW_cache_lightprobe_planar_get(void)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 4 * 2);
- for (int i = 0; i < 4; ++i) {
+ for (int i = 0; i < 4; i++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]);
GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 4]);
}
@@ -2214,7 +2214,7 @@ GPUBatch *DRW_cache_bone_octahedral_get(void)
GPU_vertbuf_data_alloc(vbo, 24);
for (int i = 0; i < 8; i++) {
- for (int j = 0; j < 3; ++j) {
+ for (int j = 0; j < 3; j++) {
GPU_vertbuf_attr_set(vbo, attr_id.nor, v_idx, bone_octahedral_solid_normals[i]);
GPU_vertbuf_attr_set(vbo,
attr_id.snor,
@@ -2710,7 +2710,7 @@ GPUBatch *DRW_cache_bone_stick_get(void)
GPU_indexbuf_init_ex(&elb, GPU_PRIM_TRI_FAN, (CIRCLE_RESOL + 2) * 2 + 6 + 2, vcount);
/* head/tail points */
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
/* center vertex */
copy_v2_fl(pos, 0.0f);
flag = (i == 0) ? POS_HEAD : POS_TAIL;
@@ -2735,7 +2735,7 @@ GPUBatch *DRW_cache_bone_stick_get(void)
/* Bone rectangle */
pos[0] = 0.0f;
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
pos[1] = (i == 0 || i == 3) ? 0.0f : ((i < 3) ? 1.0f : -1.0f);
flag = ((i < 2 || i > 4) ? POS_HEAD : POS_TAIL) | ((i == 0 || i == 3) ? 0 : COL_WIRE) |
COL_BONE | POS_BONE;
@@ -2896,8 +2896,8 @@ GPUBatch *DRW_cache_bone_arrows_get(void)
set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c);
/* Axis end marker */
- for (int j = 1; j < MARKER_FILL_LAYER + 1; ++j) {
- for (int i = 0; i < MARKER_LEN; ++i) {
+ for (int j = 1; j < MARKER_FILL_LAYER + 1; j++) {
+ for (int i = 0; i < MARKER_LEN; i++) {
float tmp[2];
mul_v2_v2fl(tmp, axis_marker[i], j / (float)MARKER_FILL_LAYER);
set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, tmp, c);
@@ -2924,8 +2924,8 @@ GPUBatch *DRW_cache_bone_arrows_get(void)
/* Axis name shadows */
copy_v3_fl(c, 0.0f);
c[axis] = 0.3f;
- for (int j = 0; j < SHADOW_RES; ++j) {
- for (int i = 0; i < axis_v_len; ++i) {
+ for (int j = 0; j < SHADOW_RES; j++) {
+ for (int i = 0; i < axis_v_len; i++) {
float tmp[2];
add_v2_v2v2(tmp, axis_verts[i], axis_name_shadow[j]);
set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, tmp, c);
@@ -2935,7 +2935,7 @@ GPUBatch *DRW_cache_bone_arrows_get(void)
/* Axis name */
copy_v3_fl(c, 0.1f);
c[axis] = 1.0f;
- for (int i = 0; i < axis_v_len; ++i) {
+ for (int i = 0; i < axis_v_len; i++) {
set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, axis_verts[i], c);
}
}
@@ -2990,12 +2990,12 @@ GPUBatch *DRW_cache_bone_dof_sphere_get(void)
GPU_vertbuf_data_alloc(vbo, n * n * 6 * 4);
uint v = 0;
- for (q = 0; q < 4; ++q) {
+ for (q = 0; q < 4; q++) {
pz = 0.0f;
- for (i = 1; i < n; ++i) {
+ for (i = 1; i < n; i++) {
z = staticSine[i];
px = 0.0f;
- for (j = 1; j <= (n - i); ++j) {
+ for (j = 1; j <= (n - i); j++) {
x = staticSine[j];
if (j == n - i) {
set_vert(px, z, q);
@@ -3937,7 +3937,7 @@ GPUBatch *DRW_cache_cursor_get(bool crosshair_lines)
GPU_vertbuf_data_alloc(vbo, vert_len);
int v = 0;
- for (int i = 0; i < segments; ++i) {
+ for (int i = 0; i < segments; i++) {
float angle = (float)(2 * M_PI) * ((float)i / (float)segments);
float x = f10 * cosf(angle);
float y = f10 * sinf(angle);
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 2518cfb399d..48c28496584 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -523,7 +523,7 @@ static void extract_tris_finish(const MeshRenderData *mr, void *ibo, void *_data
/* HACK Create ibo subranges and assign them to each GPUBatch. */
if (mr->use_final_mesh && mr->cache->surface_per_mat && mr->cache->surface_per_mat[0]) {
BLI_assert(mr->cache->surface_per_mat[0]->elem == ibo);
- for (int i = 0; i < mr->mat_len; ++i) {
+ for (int i = 0; i < mr->mat_len; i++) {
/* Multiply by 3 because these are triangle indices. */
int start = data->tri_mat_start[i] * 3;
int len = data->tri_mat_end[i] * 3 - data->tri_mat_start[i] * 3;
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
index 241cd68bc3a..c0cbe3266cb 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.c
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -464,7 +464,7 @@ static void curve_batch_cache_init(Curve *cu)
cache->surf_per_mat = MEM_mallocN(sizeof(*cache->surf_per_mat) * cache->mat_len, __func__);
/* TODO Might be wiser to alloc in one chunk. */
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
cache->surf_per_mat_tris[i] = MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf");
cache->surf_per_mat[i] = MEM_callocN(sizeof(GPUBatch), "GPUBatch");
}
@@ -516,24 +516,24 @@ static void curve_batch_cache_clear(Curve *cu)
return;
}
- for (int i = 0; i < sizeof(cache->ordered) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->ordered) / sizeof(void *); i++) {
GPUVertBuf **vbo = (GPUVertBuf **)&cache->ordered;
GPU_VERTBUF_DISCARD_SAFE(vbo[i]);
}
- for (int i = 0; i < sizeof(cache->edit) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->edit) / sizeof(void *); i++) {
GPUVertBuf **vbo = (GPUVertBuf **)&cache->edit;
GPU_VERTBUF_DISCARD_SAFE(vbo[i]);
}
- for (int i = 0; i < sizeof(cache->ibo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->ibo) / sizeof(void *); i++) {
GPUIndexBuf **ibo = (GPUIndexBuf **)&cache->ibo;
GPU_INDEXBUF_DISCARD_SAFE(ibo[i]);
}
- for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) {
GPUBatch **batch = (GPUBatch **)&cache->batch;
GPU_BATCH_DISCARD_SAFE(batch[i]);
}
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
GPU_INDEXBUF_DISCARD_SAFE(cache->surf_per_mat_tris[i]);
GPU_BATCH_DISCARD_SAFE(cache->surf_per_mat[i]);
}
@@ -891,7 +891,7 @@ GPUBatch **DRW_curve_batch_cache_get_surface_shaded(struct Curve *cu,
curve_cd_calc_used_gpu_layers(&cache->cd_needed, gpumat_array, gpumat_array_len);
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
DRW_batch_request(&cache->surf_per_mat[i]);
}
return cache->surf_per_mat;
@@ -929,7 +929,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob)
/* Verify that all surface batches have needed attribute layers. */
/* TODO(fclem): We could be a bit smarter here and only do it per material. */
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
if ((cache->cd_used & cache->cd_needed) != cache->cd_needed) {
/* We can't discard batches at this point as they have been
* referenced for drawing. Just clear them in place. */
@@ -979,7 +979,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob)
if (DRW_batch_requested(cache->batch.edit_normals, GPU_PRIM_LINES)) {
DRW_vbo_request(cache->batch.edit_normals, &cache->edit.curves_nor);
}
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
if (DRW_batch_requested(cache->surf_per_mat[i], GPU_PRIM_TRIS)) {
if (cache->mat_len > 1) {
DRW_ibo_request(cache->surf_per_mat[i], &cache->surf_per_mat_tris[i]);
@@ -1014,7 +1014,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob)
DRW_ADD_FLAG_FROM_IBO_REQUEST(mr_flag, cache->ibo.edit_verts_points, CU_DATATYPE_OVERLAY);
DRW_ADD_FLAG_FROM_IBO_REQUEST(mr_flag, cache->ibo.edit_lines, CU_DATATYPE_OVERLAY);
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
DRW_ADD_FLAG_FROM_IBO_REQUEST(mr_flag, cache->surf_per_mat_tris[i], CU_DATATYPE_SURFACE);
}
@@ -1080,7 +1080,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob)
#ifdef DEBUG
/* Make sure all requested batches have been setup. */
- for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) {
BLI_assert(!DRW_batch_requested(((GPUBatch **)&cache->batch)[i], 0));
}
#endif
diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c
index 8b3864684b5..01cd2b52ae3 100644
--- a/source/blender/draw/intern/draw_cache_impl_lattice.c
+++ b/source/blender/draw/intern/draw_cache_impl_lattice.c
@@ -420,7 +420,7 @@ static GPUVertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata,
cache->pos = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(cache->pos, vert_len);
- for (int i = 0; i < vert_len; ++i) {
+ for (int i = 0; i < vert_len; i++) {
const BPoint *bp = lattice_render_data_vert_bpoint(rdata, i);
GPU_vertbuf_attr_set(cache->pos, attr_id.pos, i, bp->vec);
@@ -516,7 +516,7 @@ static void lattice_batch_cache_create_overlay_batches(Lattice *lt)
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, vert_len);
- for (int i = 0; i < vert_len; ++i) {
+ for (int i = 0; i < vert_len; i++) {
const BPoint *bp = lattice_render_data_vert_bpoint(rdata, i);
char vflag = 0;
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 96c677dc184..f0afbe2afe5 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -603,14 +603,14 @@ static void mesh_batch_cache_clear(Mesh *me)
{
GPUVertBuf **vbos = (GPUVertBuf **)&mbufcache->vbo;
GPUIndexBuf **ibos = (GPUIndexBuf **)&mbufcache->ibo;
- for (int i = 0; i < sizeof(mbufcache->vbo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(mbufcache->vbo) / sizeof(void *); i++) {
GPU_VERTBUF_DISCARD_SAFE(vbos[i]);
}
- for (int i = 0; i < sizeof(mbufcache->ibo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(mbufcache->ibo) / sizeof(void *); i++) {
GPU_INDEXBUF_DISCARD_SAFE(ibos[i]);
}
}
- for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) {
GPUBatch **batch = (GPUBatch **)&cache->batch;
GPU_BATCH_DISCARD_SAFE(batch[i]);
}
@@ -756,7 +756,7 @@ GPUBatch **DRW_mesh_batch_cache_get_surface_shaded(Mesh *me,
*auto_layer_is_srgb = cache->auto_layer_is_srgb;
*auto_layer_count = cache->auto_layer_len;
}
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
DRW_batch_request(&cache->surface_per_mat[i]);
}
return cache->surface_per_mat;
@@ -767,7 +767,7 @@ GPUBatch **DRW_mesh_batch_cache_get_surface_texpaint(Mesh *me)
MeshBatchCache *cache = mesh_batch_cache_get(me);
mesh_batch_cache_add_request(cache, MBC_SURF_PER_MAT);
texpaint_request_active_uv(cache, me);
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
DRW_batch_request(&cache->surface_per_mat[i]);
}
return cache->surface_per_mat;
@@ -1054,7 +1054,7 @@ void DRW_mesh_batch_cache_create_requested(
* This is only if the cd_needed changes so it is ok to keep them.*/
if (cache->surface_per_mat[0] && cache->surface_per_mat[0]->elem) {
saved_elem_ranges = MEM_callocN(sizeof(saved_elem_ranges) * cache->mat_len, __func__);
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
saved_elem_ranges[i] = cache->surface_per_mat[i]->elem;
/* Avoid deletion as the batch is owner. */
cache->surface_per_mat[i]->elem = NULL;
@@ -1063,7 +1063,7 @@ void DRW_mesh_batch_cache_create_requested(
}
/* We can't discard batches at this point as they have been
* referenced for drawing. Just clear them in place. */
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
GPU_BATCH_CLEAR_SAFE(cache->surface_per_mat[i]);
}
GPU_BATCH_CLEAR_SAFE(cache->batch.surface);
@@ -1181,7 +1181,7 @@ void DRW_mesh_batch_cache_create_requested(
}
/* Per Material */
- for (int i = 0; i < cache->mat_len; ++i) {
+ for (int i = 0; i < cache->mat_len; i++) {
if (DRW_batch_requested(cache->surface_per_mat[i], GPU_PRIM_TRIS)) {
if (saved_elem_ranges && saved_elem_ranges[i]) {
/* XXX assign old element buffer range (it did not change).*/
@@ -1325,25 +1325,25 @@ void DRW_mesh_batch_cache_create_requested(
#ifdef DEBUG
check:
/* Make sure all requested batches have been setup. */
- for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) {
BLI_assert(!DRW_batch_requested(((GPUBatch **)&cache->batch)[i], 0));
}
- for (int i = 0; i < sizeof(cache->final.vbo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->final.vbo) / sizeof(void *); i++) {
BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->final.vbo)[i]));
}
- for (int i = 0; i < sizeof(cache->final.ibo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->final.ibo) / sizeof(void *); i++) {
BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->final.ibo)[i]));
}
- for (int i = 0; i < sizeof(cache->cage.vbo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->cage.vbo) / sizeof(void *); i++) {
BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->cage.vbo)[i]));
}
- for (int i = 0; i < sizeof(cache->cage.ibo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->cage.ibo) / sizeof(void *); i++) {
BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->cage.ibo)[i]));
}
- for (int i = 0; i < sizeof(cache->uv_cage.vbo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->uv_cage.vbo) / sizeof(void *); i++) {
BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->uv_cage.vbo)[i]));
}
- for (int i = 0; i < sizeof(cache->uv_cage.ibo) / sizeof(void *); ++i) {
+ for (int i = 0; i < sizeof(cache->uv_cage.ibo) / sizeof(void *); i++) {
BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->uv_cage.ibo)[i]));
}
#endif
diff --git a/source/blender/draw/intern/draw_cache_impl_metaball.c b/source/blender/draw/intern/draw_cache_impl_metaball.c
index 60f15338412..e3bfcbde3ef 100644
--- a/source/blender/draw/intern/draw_cache_impl_metaball.c
+++ b/source/blender/draw/intern/draw_cache_impl_metaball.c
@@ -212,7 +212,7 @@ GPUBatch **DRW_metaball_batch_cache_get_surface_shaded(Object *ob,
cache->shaded_triangles = MEM_callocN(sizeof(*cache->shaded_triangles) * cache->mat_len,
__func__);
cache->shaded_triangles[0] = DRW_metaball_batch_cache_get_triangles_with_normals(ob);
- for (int i = 1; i < cache->mat_len; ++i) {
+ for (int i = 1; i < cache->mat_len; i++) {
cache->shaded_triangles[i] = NULL;
}
}
diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c
index 6cd03d14bfd..3afdd77b6a7 100644
--- a/source/blender/draw/intern/draw_cache_impl_particles.c
+++ b/source/blender/draw/intern/draw_cache_impl_particles.c
@@ -190,18 +190,18 @@ static void particle_batch_cache_clear_hair(ParticleHairCache *hair_cache)
DRW_TEXTURE_FREE_SAFE(hair_cache->strand_tex);
DRW_TEXTURE_FREE_SAFE(hair_cache->strand_seg_tex);
- for (int i = 0; i < MAX_MTFACE; ++i) {
+ for (int i = 0; i < MAX_MTFACE; i++) {
GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_uv_buf[i]);
DRW_TEXTURE_FREE_SAFE(hair_cache->uv_tex[i]);
}
- for (int i = 0; i < MAX_MCOL; ++i) {
+ for (int i = 0; i < MAX_MCOL; i++) {
GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_col_buf[i]);
DRW_TEXTURE_FREE_SAFE(hair_cache->col_tex[i]);
}
- for (int i = 0; i < MAX_HAIR_SUBDIV; ++i) {
+ for (int i = 0; i < MAX_HAIR_SUBDIV; i++) {
GPU_VERTBUF_DISCARD_SAFE(hair_cache->final[i].proc_buf);
DRW_TEXTURE_FREE_SAFE(hair_cache->final[i].proc_tex);
- for (int j = 0; j < MAX_THICKRES; ++j) {
+ for (int j = 0; j < MAX_THICKRES; j++) {
GPU_BATCH_DISCARD_SAFE(hair_cache->final[i].proc_hairs[j]);
}
}
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 096e1c2aeca..8e0f713add6 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -296,13 +296,13 @@ static struct {
void DRW_globals_free(void)
{
struct GPUVertFormat **format = &g_formats.instance_screenspace;
- for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) {
+ for (int i = 0; i < sizeof(g_formats) / sizeof(void *); i++, format++) {
MEM_SAFE_FREE(*format);
}
for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) {
struct GPUShader **shader = &g_shaders[j].shape_outline;
- for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) {
+ for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); i++, shader++) {
DRW_SHADER_FREE_SAFE(*shader);
}
}
diff --git a/source/blender/draw/intern/draw_debug.c b/source/blender/draw/intern/draw_debug.c
index 9681ffd9d3d..6b05bb07c0f 100644
--- a/source/blender/draw/intern/draw_debug.c
+++ b/source/blender/draw/intern/draw_debug.c
@@ -63,7 +63,7 @@ void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float c
{
BLI_assert(vert_len > 1);
- for (int i = 0; i < vert_len; ++i) {
+ for (int i = 0; i < vert_len; i++) {
DRW_debug_line_v3v3(v[i], v[(i + 1) % vert_len], color);
}
}
@@ -117,7 +117,7 @@ void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool
}
BKE_boundbox_init_from_minmax(&bb, min, max);
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
mul_project_m4_v3(project_matrix, bb.vec[i]);
}
DRW_debug_bbox(&bb, color);
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 44ed01c47aa..f77243ca9f1 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -151,13 +151,13 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
}
/* TODO optimize this. Only bind the ones GPUMaterial needs. */
- for (int i = 0; i < hair_cache->num_uv_layers; ++i) {
- for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) {
+ for (int i = 0; i < hair_cache->num_uv_layers; i++) {
+ for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) {
DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
}
}
- for (int i = 0; i < hair_cache->num_col_layers; ++i) {
- for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; ++n) {
+ for (int i = 0; i < hair_cache->num_col_layers; i++) {
+ for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; n++) {
DRW_shgroup_uniform_texture(
shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
}
@@ -323,7 +323,7 @@ void DRW_hair_update(void)
void DRW_hair_free(void)
{
- for (int i = 0; i < PART_REFINE_MAX_SHADER; ++i) {
+ for (int i = 0; i < PART_REFINE_MAX_SHADER; i++) {
DRW_SHADER_FREE_SAFE(g_refine_shaders[i]);
}
}
diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c
index 8f26cc72a02..69756203d66 100644
--- a/source/blender/draw/intern/draw_instance_data.c
+++ b/source/blender/draw/intern/draw_instance_data.c
@@ -298,7 +298,7 @@ void DRW_instance_data_list_free(DRWInstanceDataList *idatalist)
{
DRWInstanceData *idata, *next_idata;
- for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) {
for (idata = idatalist->idata_head[i]; idata; idata = next_idata) {
next_idata = idata->next;
DRW_instance_data_free(idata);
@@ -319,7 +319,7 @@ void DRW_instance_data_list_reset(DRWInstanceDataList *idatalist)
{
DRWInstanceData *idata;
- for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) {
for (idata = idatalist->idata_head[i]; idata; idata = idata->next) {
idata->used = false;
}
@@ -331,7 +331,7 @@ void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist)
DRWInstanceData *idata, *next_idata;
/* Remove unused data blocks and sanitize each list. */
- for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) {
idatalist->idata_tail[i] = NULL;
for (idata = idatalist->idata_head[i]; idata; idata = next_idata) {
next_idata = idata->next;
@@ -360,7 +360,7 @@ void DRW_instance_data_list_resize(DRWInstanceDataList *idatalist)
{
DRWInstanceData *idata;
- for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) {
for (idata = idatalist->idata_head[i]; idata; idata = idata->next) {
BLI_mempool_clear_ex(idata->mempool, BLI_mempool_len(idata->mempool));
}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 8b7cb9c1dad..cd174e899d4 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -787,7 +787,7 @@ void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint
GPU_vertbuf_data_resize(buf, count + DRW_BUFFER_VERTS_CHUNK);
}
- for (int i = 0; i < attr_len; ++i) {
+ for (int i = 0; i < attr_len; i++) {
GPU_vertbuf_attr_set(buf, i, count, attr[i]);
}
@@ -939,7 +939,7 @@ GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat att
{
GPUVertFormat *format = MEM_callocN(sizeof(GPUVertFormat), "GPUVertFormat");
- for (int i = 0; i < arraysize; ++i) {
+ for (int i = 0; i < arraysize; i++) {
GPU_vertformat_attr_add(format,
attrs[i].name,
(attrs[i].type == DRW_ATTR_INT) ? GPU_COMP_I32 : GPU_COMP_F32,
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 0d19a257cfa..9732f36e293 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -301,12 +301,12 @@ void drw_state_set(DRWState state)
int test;
if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
if (test == 1) {
- for (int i = 0; i < DST.view_active->clip_planes_len; ++i) {
+ for (int i = 0; i < DST.view_active->clip_planes_len; i++) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
}
else {
- for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
+ for (int i = 0; i < MAX_CLIP_PLANES; i++) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
@@ -771,7 +771,7 @@ static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &active_blocks);
- for (uint i = 0; i < active_blocks; ++i) {
+ for (uint i = 0; i < active_blocks; i++) {
int binding = 0;
int buffer = 0;
diff --git a/source/blender/draw/intern/draw_manager_profiling.c b/source/blender/draw/intern/draw_manager_profiling.c
index bab69cf7a57..76382132230 100644
--- a/source/blender/draw/intern/draw_manager_profiling.c
+++ b/source/blender/draw/intern/draw_manager_profiling.c
@@ -63,7 +63,7 @@ static struct DRWTimerPool {
void DRW_stats_free(void)
{
if (DTP.timers != NULL) {
- for (int i = 0; i < DTP.timer_count; ++i) {
+ for (int i = 0; i < DTP.timer_count; i++) {
DRWTimer *timer = &DTP.timers[i];
glDeleteQueries(2, timer->query);
}
@@ -169,7 +169,7 @@ void DRW_stats_reset(void)
GLuint64 lvl_time[MAX_NESTED_TIMER] = {0};
/* Swap queries for the next frame and sum up each lvl time. */
- for (int i = DTP.timer_increment - 1; i >= 0; --i) {
+ for (int i = DTP.timer_increment - 1; i >= 0; i--) {
DRWTimer *timer = &DTP.timers[i];
SWAP(GLuint, timer->query[0], timer->query[1]);
@@ -323,7 +323,7 @@ void DRW_stats_draw(const rcti *rect)
BLI_strncpy(stat_string, "GPU Render Timings", sizeof(stat_string));
draw_stat(rect, 0, v++, stat_string, sizeof(stat_string));
- for (int i = 0; i < DTP.timer_increment; ++i) {
+ for (int i = 0; i < DTP.timer_increment; i++) {
double time_ms, time_percent;
DRWTimer *timer = &DTP.timers[i];
DRWTimer *timer_parent = (timer->lvl > 0) ? &DTP.timers[lvl_index[timer->lvl - 1]] : NULL;
diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c
index dfe5a4b7a2f..20195b7d9f9 100644
--- a/source/blender/draw/modes/edit_armature_mode.c
+++ b/source/blender/draw/modes/edit_armature_mode.c
@@ -74,7 +74,7 @@ static void EDIT_ARMATURE_cache_init(void *vedata)
}
stl->g_data->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE);
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH);
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 716372560db..663624aa050 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1517,7 +1517,7 @@ static void OBJECT_cache_init(void *vedata)
psl->camera_images_front = DRW_pass_create("Camera Images Front", state);
}
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Solid bones */
@@ -1540,7 +1540,7 @@ static void OBJECT_cache_init(void *vedata)
sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state);
}
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Non Meshes Pass (Camera, empties, lights ...) */
@@ -2982,7 +2982,7 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
{0.0, 0.0, 0.0, 1.0}},
};
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
float clipmat[4][4];
normalize_m4_m4(clipmat, ob->obmat);
mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
index 3a5c87688fe..91e4e2335de 100644
--- a/source/blender/draw/modes/pose_mode.c
+++ b/source/blender/draw/modes/pose_mode.c
@@ -127,7 +127,7 @@ static void POSE_cache_init(void *vedata)
POSE_PrivateData *ppd = stl->g_data;
ppd->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE);
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 2; i++) {
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH);