diff options
Diffstat (limited to 'source/blender/draw')
44 files changed, 148 insertions, 112 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index e5d33daa0d0..b0013151a70 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -206,31 +206,32 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved if ((effects->enabled_effects & EFFECT_BLOOM) != 0) { /** Bloom algorithm * - * Overview : + * Overview: * - Downsample the color buffer doing a small blur during each step. * - Accumulate bloom color using previously downsampled color buffers * and do an upsample blur for each new accumulated layer. * - Finally add accumulation buffer onto the source color buffer. * * [1/1] is original copy resolution (can be half or quarter res for performance) + * <pre> + * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN] * - * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN] - * - * Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color - * | Λ - * [Downsample First] Source Color ─> + [Resolve] - * v | - * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2] - * | Λ - * ─── ─── - * Repeat Repeat - * ─── ─── - * v | - * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1] - * | Λ - * [Downsample] [Upsample] - * v | - * Color Downsampled [1/N] ─────────────────────────┘ + * Source Color ─ [Blit] ─> Bright Color Extract [1/1] Final Color + * | Λ + * [Downsample First] Source Color ─> + [Resolve] + * v | + * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2] + * | Λ + * ─── ─── + * Repeat Repeat + * ─── ─── + * v | + * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1] + * | Λ + * [Downsample] [Upsample] + * v | + * Color Downsampled [1/N] ─────────────────────────┘ + * </pre> */ DRWShadingGroup *grp; const bool use_highres = true; 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 62ccf30e12c..0864d869451 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -141,10 +141,12 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), float focus_dist = BKE_camera_object_dof_distance(camera); float focal_len = cam->lens; - /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm - * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though - * because the shader reads coordinates in world space, which is in blender units. - * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ + /* this is factor that converts to the scene scale. focal length and sensor are expressed in + * mm unit.scale_length is how many meters per blender unit we have. We want to convert to + * blender units though because the shader reads coordinates in world space, which is in + * blender units. + * Note however that focus_distance is already in blender units and shall not be scaled here + * (see T48157). */ float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f; float scale_camera = 0.001f / scale; /* we want radius here for the aperture number */ diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 550821ee92a..a4a17de7a57 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -145,7 +145,8 @@ static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref) width, height, max_ii(1, num_planar_ref), GPU_DEPTH_COMPONENT24, 0, NULL); } else if (num_planar_ref == 0) { - /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */ + /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still + * bound to shader. */ txl->planar_pool = DRW_texture_create_2d_array( 1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); txl->planar_depth = DRW_texture_create_2d_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL); diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 917043d70e7..270defb039b 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -680,7 +680,8 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli) power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */ 80.0f; /* XXX : Empirical, Fit cycles power */ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { - /* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */ + /* Scale power to account for the lower area of the ellipse compared to the surrounding + * rectangle. */ power *= 4.0f / M_PI; } } @@ -693,8 +694,9 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli) } else { power = 1.0f / (evli->radius * evli->radius * M_PI); /* 1/(r²*Pi) */ - /* Make illumation power closer to cycles for bigger radii. Cycles uses a cos^3 term that we cannot reproduce - * so we account for that by scaling the light power. This function is the result of a rough manual fitting. */ + /* Make illumation power closer to cycles for bigger radii. Cycles uses a cos^3 term that we + * cannot reproduce so we account for that by scaling the light power. This function is the + * result of a rough manual fitting. */ power += 1.0f / (2.0f * M_PI); /* power *= 1 + r²/2 */ } return power; @@ -1383,7 +1385,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRW_draw_pass(psl->shadow_pass); } - /* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. */ + /* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. + */ float filter_texture_size = la->soft * 0.001f; float filter_pixel_size = ceil(filter_texture_size / srd->cube_texel_size); linfo->filter_size = srd->cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index ae145546856..8d90a2d29cc 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -1409,9 +1409,9 @@ static void material_opaque(Material *ma, } else { if (use_translucency) { - /* NOTE: This is a nasty workaround, because the sss profile might not have been generated - * but the UBO is still declared in this case even if not used. But rendering without a - * bound UBO might result in crashes on certain platform. */ + /* NOTE: This is a nasty workaround, because the sss profile might not have been + * generated but the UBO is still declared in this case even if not used. + * But rendering without a bound UBO might result in crashes on certain platform. */ DRW_shgroup_uniform_block(*shgrp, "sssProfile", e_data.dummy_sss_profile); } } diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index a3603fc3d64..22c7dd00b97 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -296,8 +296,9 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v /* Resolve at fullres */ int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample : effects->taa_current_sample; - /* Doing a neighbor shift only after a few iteration. We wait for a prime number of cycles to avoid - * noise correlation. This reduces variance faster. */ + /* Doing a neighbor shift only after a few iteration. + * We wait for a prime number of cycles to avoid noise correlation. + * This reduces variance faster. */ effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4; switch ((sample / 11) % 4) { case 0: diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index f23303c5b93..32076b47d8c 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -1,7 +1,8 @@ /* Based on Practical Realtime Strategies for Accurate Indirect Occlusion * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */ + * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx + */ #if defined(MESH_SHADER) # if !defined(USE_ALPHA_HASH) diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 2edc827b7fa..3a5f20b952e 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -319,7 +319,8 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection) float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) { - /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */ + /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ + */ vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection; vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection; vec3 furthestplane = max(firstplane, secondplane); diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl index 3ec695fcdbc..518eff29c62 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -14,7 +14,8 @@ vec4 safe_color(vec4 c) /** * Adapted from https://casual-effects.com/g3d/G3D10/data-files/shader/Film/Film_temporalAA.pix - * which is adapted from https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc + * which is adapted from + * https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc * which is adapted from https://github.com/playdeadgames/temporal * Optimization by Stubbesaurus and epsilon adjustment to avoid division by zero. * diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 0c7be71d914..a70ac686efd 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -161,7 +161,8 @@ vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness) /* From Frostbite PBR Course * Distance based roughness - * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */ + * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + */ float original_roughness = roughness; float linear_roughness = sqrt(roughness); float distance_roughness = saturate(dist * linear_roughness / length(intersection)); 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 c8b57c5dec2..37b0ebb33cf 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -282,7 +282,8 @@ void CLOSURE_NAME(vec3 N /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */ /* ---------------------------------------------------------------- */ - /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */ + /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and + * BRDF. */ #ifdef CLOSURE_GLOSSY vec4 spec_accum = vec4(0.0); #endif diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index 88dd9f46b55..2cf8501de9b 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -164,8 +164,8 @@ void ltc_transform_quad(vec3 N, vec3 V, mat3 Minv, inout vec3 corners[4]) corners[3] = normalize(Minv * corners[3]); } -/* If corners have already pass through ltc_transform_quad(), then N **MUST** be vec3(0.0, 0.0, 1.0), - * corresponding to the Up axis of the shading basis. */ +/* If corners have already pass through ltc_transform_quad(), + * then N **MUST** be vec3(0.0, 0.0, 1.0), corresponding to the Up axis of the shading basis. */ float ltc_evaluate_quad(vec3 corners[4], vec3 N) { /* Approximation using a sphere of the same solid angle than the quad. diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 49c4569f585..82581f2327b 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -84,8 +84,8 @@ void prepare_raycast(vec3 ray_origin, ss_end.w = project_point(ProjectionMatrix, ray_end).z; /* XXX This is a hack a better method is welcome ! */ - /* We take the delta between the offseted depth and the depth and substract it from the ray depth. - * This will change the world space thickness appearance a bit but we can have negative + /* We take the delta between the offseted depth and the depth and substract it from the ray + * depth. This will change the world space thickness appearance a bit but we can have negative * values without worries. We cannot do this in viewspace because of the perspective division. */ ss_start.w = 2.0 * ss_start.z - ss_start.w; ss_end.w = 2.0 * ss_end.z - ss_end.w; diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl index 5c0f5adda27..f24032c4360 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl @@ -36,7 +36,8 @@ vec3 octahedral_to_cubemap_proj(vec2 co) } /* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */ -/* http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf Slide 55*/ +/* http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf + * Slide 55. */ #define ln_space_prefilter_step(ref, sample) exp(sample - ref) #define ln_space_prefilter_finalize(ref, sum) (ref + log(shadowInvSampleCount * sum)) diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index 29749ce6712..d0f8826c914 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -216,7 +216,8 @@ static DrawEngineType draw_engine_external_type = { NULL, }; -/* Note: currently unused, we should not register unless we want to see this when debugging the view. */ +/* Note: currently unused, + * we should not register unless we want to see this when debugging the view. */ RenderEngineType DRW_engine_viewport_external_type = { NULL, diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c b/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c index c1014bb5ca4..7dabbcf4c41 100644 --- a/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c +++ b/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c @@ -634,8 +634,9 @@ GPUBatch *DRW_gpencil_get_buffer_fill_geom(bGPdata *gpd) float(*points2d)[2] = MEM_mallocN(sizeof(*points2d) * totpoints, __func__); /* Convert points to array and triangulate - * Here a cache is not used because while drawing the information changes all the time, so the cache - * would be recalculated constantly, so it is better to do direct calculation for each function call + * Here a cache is not used because while drawing the information changes all the time, so the + * cache would be recalculated constantly, so it is better to do direct calculation for each + * function call */ for (int i = 0; i < totpoints; i++) { const tGPspoint *pt = &points[i]; diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c index 1f50b76ac82..4b6c913785d 100644 --- a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c +++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c @@ -1072,7 +1072,8 @@ static void gpencil_draw_strokes(GpencilBatchCache *cache, DRW_gpencil_recalc_geometry_caches(ob, gpl, gp_style, src_gps); } - /* if the fill has any value, it's considered a fill and is not drawn if simplify fill is enabled */ + /* if the fill has any value, it's considered a fill and is not drawn if simplify fill is + * enabled */ if ((stl->storage->simplify_fill) && (scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_REMOVE_FILL_LINE)) { if ((gp_style->fill_rgba[3] > GPENCIL_ALPHA_OPACITY_THRESH) || @@ -1367,7 +1368,8 @@ static void gpencil_copy_frame(bGPDframe *gpf, bGPDframe *derived_gpf) } } -/* Triangulate stroke for high quality fill (this is done only if cache is null or stroke was modified) */ +/* Triangulate stroke for high quality fill (this is done only if cache is null or stroke was + * modified) */ void DRW_gpencil_triangulate_stroke_fill(Object *ob, bGPDstroke *gps) { BLI_assert(gps->totpoints >= 3); diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index 6fa07245396..ea578187765 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -328,7 +328,8 @@ void GPENCIL_cache_init(void *vedata) stl->g_data->shgrps_edit_point = NULL; if (!stl->shgroups) { - /* Alloc maximum size because count strokes is very slow and can be very complex due onion skinning. + /* Alloc maximum size because count strokes is very slow and can be very complex due onion + * skinning. */ stl->shgroups = MEM_mallocN(sizeof(GPENCIL_shgroup) * GPENCIL_MAX_SHGROUPS, "GPENCIL_shgroup"); } diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c index b133d9310b0..355235618f6 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c @@ -119,10 +119,11 @@ static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2]) float focus_dist = BKE_camera_object_dof_distance(camera); float focal_len = cam->lens; - /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm - * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though - * because the shader reads coordinates in world space, which is in blender units. - * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ + /* This is factor that converts to the scene scale. focal length and sensor are expressed in mm + * unit.scale_length is how many meters per blender unit we have. We want to convert to blender + * units though because the shader reads coordinates in world space, which is in blender units. + * Note however that focus_distance is already in blender units and shall not be scaled here + * (see T48157). */ float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f; float scale_camera = 0.001f / scale; /* we want radius here for the aperture number */ diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl index 16ec0ee9374..acf60fc2d59 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl @@ -180,7 +180,8 @@ void main() gl_FragDepth = min(-0.05, (gl_FragCoord.z / gl_FragCoord.w)); } else if (xraymode == GP_XRAY_3DSPACE) { - /* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same stroke */ + /* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same + * stroke */ if (drawmode == GP_DRAWMODE_3D) { gl_FragDepth = gl_FragCoord.z * 1.0001; } 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 54440f7b120..0428b0d408c 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 @@ -362,9 +362,9 @@ void main() 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 the window at pixel[0] and the - * bottom right pixel of the window at pixel[N-1]. */ + /* 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 + * the window at pixel[0] and the bottom right pixel of the window at pixel[N-1]. */ v[(dX + 1) * 3 + (dY + 1)] = toVec(texture(blurTex, uv + offset * pixel_size * rad)); } } 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 26ebe7a4553..a1c269d5a65 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -64,7 +64,8 @@ float max_v3(vec3 v) float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) { - /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */ + /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ + */ vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection; vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection; vec3 furthestplane = min(firstplane, secondplane); diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index f55b744481e..3dea99a76cf 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -243,9 +243,10 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera) /* TODO(fclem) deduplicate with eevee */ /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm - * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though - * because the shader reads coordinates in world space, which is in blender units. - * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ + * unit.scale_length is how many meters per blender unit we have. We want to convert to blender + * units though because the shader reads coordinates in world space, which is in blender units. + * Note however that focus_distance is already in blender units and shall not be scaled here + * (see T48157). */ float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f; float scale_camera = 0.001f / scale; /* we want radius here for the aperture number */ diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 6151c1f54dd..c403e358d6a 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -43,7 +43,8 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Material *mat, WORKBENCH_MaterialData *data) { - /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */ + /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no + * texture could be determined */ int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? V3D_SHADING_MATERIAL_COLOR : wpd->shading.color_type; diff --git a/source/blender/draw/intern/draw_anim_viz.c b/source/blender/draw/intern/draw_anim_viz.c index e851a3aa0bf..a6026c9da3a 100644 --- a/source/blender/draw/intern/draw_anim_viz.c +++ b/source/blender/draw/intern/draw_anim_viz.c @@ -259,7 +259,8 @@ static void MPATH_cache_motion_path(MPATH_PassList *psl, else if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) { bMotionPathVert *mpvP = (mpv - stepsize); bMotionPathVert *mpvN = (mpv + stepsize); - /* only draw framenum if several consecutive highlighted points don't occur on same point */ + /* only draw framenum if several consecutive highlighted points don't occur on same point + */ if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) { numstr_len = sprintf(numstr, " %d", frame); DRW_text_cache_add(dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, col); diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c index a949ec355dd..9b52f282944 100644 --- a/source/blender/draw/intern/draw_armature.c +++ b/source/blender/draw/intern/draw_armature.c @@ -1185,8 +1185,8 @@ static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pc size_to_mat4(s, (const float[3]){xwidth, length / bbone_segments, zwidth}); /* Compute BBones segment matrices... */ - /* Note that we need this even for one-segment bones, because box drawing need specific weirdo matrix for the box, - * that we cannot use to draw end points & co. */ + /* Note that we need this even for one-segment bones, because box drawing need specific weirdo + * matrix for the box, that we cannot use to draw end points & co. */ if (pchan) { Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; if (bbone_segments > 1) { @@ -1797,7 +1797,8 @@ static void draw_bone_relations(EditBone *ebone, } else if (pchan && pchan->parent) { if (do_relations) { - /* Only draw if bone or its parent is selected - reduces viewport complexity with complex rigs */ + /* Only draw if bone or its parent is selected - reduces viewport complexity with complex + * rigs */ if ((boneflag & BONE_SELECTED) || (pchan->parent->bone && (pchan->parent->bone->flag & BONE_SELECTED))) { if ((boneflag & BONE_CONNECTED) == 0) { diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 490f478225b..6b4c4cef9c8 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -3017,7 +3017,8 @@ GPUBatch *DRW_cache_bone_dof_lines_get(void) * We could make these more generic functions. * although filling 1d lines is not common. * - * \note Use x coordinate to identify the vertex the vertex shader take care to place it appropriately. + * \note Use x coordinate to identify the vertex the vertex shader take care to place it + * appropriately. */ static const float camera_coords_frame_bounds[5] = { diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 85130ee9472..1d8c7f0e5a7 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -325,8 +325,8 @@ typedef enum eMRDataType { #define MR_DATATYPE_LOOSE_VERT_EGDE (MR_DATATYPE_LOOSE_VERT | MR_DATATYPE_LOOSE_EDGE) /** - * These functions look like they would be slow but they will typically return true on the first iteration. - * Only false when all attached elements are hidden. + * These functions look like they would be slow but they will typically return true on the first + * iteration. Only false when all attached elements are hidden. */ static bool bm_vert_has_visible_edge(const BMVert *v) { @@ -1159,7 +1159,8 @@ static MeshRenderData *mesh_render_data_create_ex(Mesh *me, /* note: BKE_editmesh_loop_tangent_calc calculates 'CD_TANGENT', * not 'CD_MLOOPTANGENT' (as done below). It's OK, they're compatible. */ - /* note: normally we'd use 'i_src' here, but 'i_dst' is in sync with 'rdata->cd.output' */ + /* note: normally we'd use 'i_src' here, but 'i_dst' is in sync with 'rdata->cd.output' + */ rdata->cd.layers.tangent[i_dst] = CustomData_get_layer_n( &rdata->cd.output.ldata, CD_TANGENT, i_dst); if (rdata->tri_len != 0) { diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 465a4f7a897..383d7cccad8 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -90,8 +90,8 @@ void DRW_globals_update(void) dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */ interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f); - /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from black, - * with a darker background we need a more faded color. */ + /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from + * black, with a darker background we need a more faded color. */ interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f); #ifdef WITH_FREESTYLE @@ -1045,7 +1045,7 @@ struct GPUShader *volume_velocity_shader_get(bool use_needle) } } -/* ******************************************** COLOR UTILS *********************************************** */ +/* ******************************************** COLOR UTILS ************************************ */ /* TODO FINISH */ /** diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index b3081a44dfb..cb83265195a 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -193,7 +193,8 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", part->rad_tip * part->rad_scale * 0.5f); DRW_shgroup_uniform_bool_copy( shgrp, "hairCloseTip", (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0); - /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling test. */ + /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling + * test. */ DRW_shgroup_call_object_add_no_cull( shgrp, hair_cache->final[subdiv].proc_hairs[thickness_res - 1], object); diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 27e03a3495a..e8d91309e06 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -22,11 +22,11 @@ /** * DRW Instance Data Manager - * This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation. - * This way we avoid feeding gawain each instance data one by one and unnecessary memcpy. - * Since we loose which memory block was used each #DRWShadingGroup we need to redistribute them in the same order/size - * to avoid to realloc each frame. - * This is why #DRWInstanceDatas are sorted in a list for each different data size. + * This is a special memory manager that keeps memory blocks ready to send as vbo data in one + * continuous allocation. This way we avoid feeding gawain each instance data one by one and + * unnecessary memcpy. Since we loose which memory block was used each #DRWShadingGroup we need to + * redistribute them in the same order/size to avoid to realloc each frame. This is why + * #DRWInstanceDatas are sorted in a list for each different data size. */ #include "draw_instance_data.h" diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index de3505b4ccd..65ef2fa66fa 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -161,7 +161,8 @@ void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, con drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1); } -/* Same as DRW_shgroup_uniform_texture but is guaranteed to be bound if shader does not change between shgrp. */ +/* Same as DRW_shgroup_uniform_texture but is guaranteed to be bound if shader does not change + * between shgrp. */ void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) @@ -178,7 +179,8 @@ void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1); } -/* Same as DRW_shgroup_uniform_block but is guaranteed to be bound if shader does not change between shgrp. */ +/* Same as DRW_shgroup_uniform_block but is guaranteed to be bound if shader does not change + * between shgrp. */ void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) @@ -1178,7 +1180,7 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch /* PERF : This destroys the vaos cache so better check if it's necessary. */ /* Note: This WILL break if batch->verts[0] is destroyed and reallocated * at the same address. Bindings/VAOs would remain obsolete. */ - //if (shgroup->instancing_geom->inst != batch->verts[0]) + // if (shgroup->instancing_geom->inst != batch->verts[0]) GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false); #ifdef USE_GPU_SELECT diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index c5e3ecd0752..7e1fda14608 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -445,8 +445,9 @@ void DRW_state_clip_planes_set_from_rv3d(RegionView3D *rv3d) /* Extract the 8 corners from a Projection Matrix. * Although less accurate, this solution can be simplified as follows: - * BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f}); - * for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, bbox.vec[i]);} + * BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const + * float[3]){1.0f, 1.0f, 1.0f}); for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, + * bbox.vec[i]);} */ static void draw_frustum_boundbox_calc(const float (*projmat)[4], BoundBox *r_bbox) { diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 40d6ae1024a..b60a41ab0c9 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -161,7 +161,7 @@ static void drw_deferred_shader_compilation_free(void *custom_data) static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) { - /* Do not deferre the compilation if we are rendering for image. + /* Do not deferre the compilation if we are rendering for image. * deferred rendering is only possible when `evil_C` is available */ if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION || !deferred) { @@ -183,7 +183,8 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) /* Use original scene ID since this is what the jobs template tests for. */ Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id); - /* Get the running job or a new one if none is running. Can only have one job per type & owner. */ + /* Get the running job or a new one if none is running. Can only have one job per type & owner. + */ wmJob *wm_job = WM_jobs_get(wm, win, scene, diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index 6f7b30efd93..ffe7fe5845c 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -570,7 +570,8 @@ static void EDIT_MESH_cache_init(void *vedata) &stl->g_data->vert_shgrp); } else { - /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */ + /* We render all wires with depth and opaque to a new fbo and blend the result based on depth + * values */ psl->edit_face_occluded = edit_mesh_create_overlay_pass(&zero, stl->g_data->data_mask, stl->g_data->do_edges, diff --git a/source/blender/draw/modes/edit_mesh_mode_text.c b/source/blender/draw/modes/edit_mesh_mode_text.c index f97d1083876..f3630a77e9a 100644 --- a/source/blender/draw/modes/edit_mesh_mode_text.c +++ b/source/blender/draw/modes/edit_mesh_mode_text.c @@ -47,8 +47,8 @@ void DRW_edit_mesh_mode_text_measure_stats(ARegion *ar, Object *ob, const UnitSettings *unit) { - /* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square, etc.). - * See bug #36090. + /* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square, + * etc.). See bug #36090. */ struct DRWTextStore *dt = DRW_text_cache_ensure(); const short txt_flag = DRW_TEXT_CACHE_GLOBALSPACE | (unit->system ? 0 : DRW_TEXT_CACHE_ASCII); @@ -159,15 +159,14 @@ void DRW_edit_mesh_mode_text_measure_stats(ARegion *ar, if (BM_edge_loop_pair(eed, &l_a, &l_b)) { /* Draw selected edges, or edges next to selected verts while dragging. */ if (BM_elem_flag_test(eed, BM_ELEM_SELECT) || - (do_moving && - (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || - BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) || - /* Special case, this is useful to show when verts connected to this edge - * via a face are being transformed. */ - BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) || - BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) || - BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) || - BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)))) { + (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || + BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) || + /* Special case, this is useful to show when verts connected + * to this edge via a face are being transformed. */ + BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) || + BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) || + BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) || + BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)))) { float v1_clip[3], v2_clip[3]; copy_v3_v3(v1, eed->v1->co); @@ -320,7 +319,8 @@ void DRW_edit_mesh_mode_text_measure_stats(ARegion *ar, } } - /* This option is for mesh ops and addons debugging; only available in UI if Blender starts with --debug */ + /* This option is for mesh ops and addons debugging; only available in UI if Blender starts with + * --debug */ if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_INDICES) { int i; diff --git a/source/blender/draw/modes/edit_metaball_mode.c b/source/blender/draw/modes/edit_metaball_mode.c index 90c5676727f..aa7c6863423 100644 --- a/source/blender/draw/modes/edit_metaball_mode.c +++ b/source/blender/draw/modes/edit_metaball_mode.c @@ -126,7 +126,7 @@ static void EDIT_METABALL_cache_init(void *vedata) /* Add geometry to shadingGroups. Execute for each objects */ static void EDIT_METABALL_cache_populate(void *vedata, Object *ob) { - //EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; + // EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl; if (ob->type == OB_MBALL) { diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index f7694f4a6f6..9270e5303eb 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -953,7 +953,8 @@ static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data, return; } - /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */ + /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, + * see: T59347 */ int size[2] = {0}; const bool use_alpha_blend = (ob->empty_image_flag & OB_EMPTY_IMAGE_USE_ALPHA_BLEND) != 0; diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c index 84852ff7ab3..3e292f4e4bc 100644 --- a/source/blender/draw/modes/paint_texture_mode.c +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -294,7 +294,7 @@ static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob) const Mesh *me_orig = DEG_get_original_object(ob)->data; Scene *scene = draw_ctx->scene; const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity != - 0.0; //DRW_object_is_mode_shade(ob) == true; + 0.0; // DRW_object_is_mode_shade(ob) == true; const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL); const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c index e5d10a5d6e1..8adae0a4238 100644 --- a/source/blender/draw/modes/sculpt_mode.c +++ b/source/blender/draw/modes/sculpt_mode.c @@ -200,7 +200,8 @@ static void SCULPT_cache_populate(void *vedata, Object *ob) sculpt_update_pbvh_normals(ob); /* XXX, needed for dyntopo-undo (which clears). - * probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */ + * probably depsgraph should handlle? in 2.7x + * getting derived-mesh does this (mesh_build_data). */ if (ob->sculpt->pbvh == NULL) { /* create PBVH immediately (would be created on the fly too, * but this avoids waiting on first stroke) */ diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl index dcb7c0ba7f2..d9e78855dc9 100644 --- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl @@ -674,7 +674,7 @@ vec4 FxaaPixelShader( posP.x += offNP.x * FXAA_QUALITY__P10; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; - /*--------------------------------------------------------------------------*/ + /*-------------------------------------------------------------------------*/ # if (FXAA_QUALITY__PS > 11) if (doneNP) { if (!doneN) @@ -696,7 +696,7 @@ vec4 FxaaPixelShader( posP.x += offNP.x * FXAA_QUALITY__P11; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; - /*--------------------------------------------------------------------------*/ + /*-----------------------------------------------------------------------*/ # if (FXAA_QUALITY__PS > 12) if (doneNP) { if (!doneN) @@ -718,10 +718,10 @@ vec4 FxaaPixelShader( posP.x += offNP.x * FXAA_QUALITY__P12; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; - /*--------------------------------------------------------------------------*/ + /*-----------------------------------------------------------------------*/ } # endif - /*--------------------------------------------------------------------------*/ + /*-------------------------------------------------------------------------*/ } # endif /*--------------------------------------------------------------------------*/ diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index 02254908232..1c0a31c59fd 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -38,8 +38,8 @@ uniform usamplerBuffer hairStrandBuffer; /* R32UI */ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */ /* Not used, use one buffer per uv layer */ -//uniform samplerBuffer hairUVBuffer; /* RG32F */ -//uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */ +// uniform samplerBuffer hairUVBuffer; /* RG32F */ +// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */ /* -- Subdivision stage -- */ /** diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 2c2cd1f0610..7fe3cea8a42 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -5,8 +5,8 @@ * We want to know how much a pixel is covered by a line. * We replace the square pixel with acircle of the same area and try to find the intersection area. * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment - * The formula for the area uses inverse trig function and is quite complexe. - * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. + * The formula for the area uses inverse trig function and is quite complexe. Instead, + * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl index 841b4a95b21..df2cfe7be82 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl @@ -40,8 +40,8 @@ uniform int gridFlag; * We want to know how much a pixel is covered by a line. * We replace the square pixel with acircle of the same area and try to find the intersection area. * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment - * The formula for the area uses inverse trig function and is quite complexe. - * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. + * The formula for the area uses inverse trig function and is quite complexe. Instead, + * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) |