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Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r--source/blender/editors/render/render_preview.c229
1 files changed, 115 insertions, 114 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 8cdde5f160f..9ba961302f1 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -202,29 +202,29 @@ void ED_preview_init_dbase(void)
void ED_preview_free_dbase(void)
{
- if(pr_main)
+ if (pr_main)
free_main(pr_main);
}
static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
{
- if(mat) {
- if(mat->sss_flag & MA_DIFF_SSS)
+ if (mat) {
+ if (mat->sss_flag & MA_DIFF_SSS)
return 1;
- if(mat->nodetree)
- if( preview_mat_has_sss(NULL, mat->nodetree))
+ if (mat->nodetree)
+ if ( preview_mat_has_sss(NULL, mat->nodetree))
return 1;
}
- else if(ntree) {
+ else if (ntree) {
bNode *node;
- for(node= ntree->nodes.first; node; node= node->next) {
- if(node->type==NODE_GROUP && node->id) {
- if( preview_mat_has_sss(NULL, (bNodeTree *)node->id))
+ for (node= ntree->nodes.first; node; node= node->next) {
+ if (node->type==NODE_GROUP && node->id) {
+ if ( preview_mat_has_sss(NULL, (bNodeTree *)node->id))
return 1;
}
- else if(node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
+ else if (node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
mat= (Material *)node->id;
- if(mat->sss_flag & MA_DIFF_SSS)
+ if (mat->sss_flag & MA_DIFF_SSS)
return 1;
}
}
@@ -239,17 +239,17 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
Scene *sce;
Base *base;
- if(pr_main==NULL) return NULL;
+ if (pr_main==NULL) return NULL;
sce= pr_main->scene.first;
- if(sce) {
+ if (sce) {
/* this flag tells render to not execute depsgraph or ipos etc */
sce->r.scemode |= R_PREVIEWBUTS;
/* set world always back, is used now */
sce->world= pr_main->world.first;
/* now: exposure copy */
- if(scene->world) {
+ if (scene->world) {
sce->world->exp= scene->world->exp;
sce->world->range= scene->world->range;
}
@@ -257,16 +257,16 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
/* prevent overhead for small renders and icons (32) */
- if(id && sp->sizex < 40)
+ if (id && sp->sizex < 40)
sce->r.xparts= sce->r.yparts= 1;
else
sce->r.xparts= sce->r.yparts= 4;
/* exception: don't color manage texture previews or icons */
- if((id && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
+ if ((id && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
- if((id && sp->pr_method==PR_ICON_RENDER) && id_type != ID_WO)
+ if ((id && sp->pr_method==PR_ICON_RENDER) && id_type != ID_WO)
sce->r.alphamode= R_ALPHAPREMUL;
else
sce->r.alphamode= R_ADDSKY;
@@ -274,10 +274,10 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
sce->r.cfra= scene->r.cfra;
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
- if(id_type==ID_MA) {
+ if (id_type==ID_MA) {
Material *mat= NULL, *origmat= (Material *)id;
- if(origmat) {
+ if (origmat) {
/* work on a copy */
mat= localize_material(origmat);
sp->matcopy= mat;
@@ -287,27 +287,27 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
end_render_material(mat);
/* un-useful option */
- if(sp->pr_method==PR_ICON_RENDER)
+ if (sp->pr_method==PR_ICON_RENDER)
mat->shade_flag &= ~MA_OBCOLOR;
/* turn on raytracing if needed */
- if(mat->mode_l & MA_RAYMIRROR)
+ if (mat->mode_l & MA_RAYMIRROR)
sce->r.mode |= R_RAYTRACE;
- if(mat->material_type == MA_TYPE_VOLUME)
+ if (mat->material_type == MA_TYPE_VOLUME)
sce->r.mode |= R_RAYTRACE;
- if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
+ if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
sce->r.mode |= R_RAYTRACE;
- if(preview_mat_has_sss(mat, NULL))
+ if (preview_mat_has_sss(mat, NULL))
sce->r.mode |= R_SSS;
/* turn off fake shadows if needed */
/* this only works in a specific case where the preview.blend contains
* an object starting with 'c' which has a material linked to it (not the obdata)
* and that material has a fake shadow texture in the active texture slot */
- for(base= sce->base.first; base; base= base->next) {
- if(base->object->id.name[2]=='c') {
+ for (base= sce->base.first; base; base= base->next) {
+ if (base->object->id.name[2]=='c') {
Material *shadmat= give_current_material(base->object, base->object->actcol);
- if(shadmat) {
+ if (shadmat) {
if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
else shadmat->septex |= 1;
}
@@ -316,11 +316,11 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
/* turn off bounce lights for volume,
* doesn't make much visual difference and slows it down too */
- if(mat->material_type == MA_TYPE_VOLUME) {
- for(base= sce->base.first; base; base= base->next) {
- if(base->object->type == OB_LAMP) {
+ if (mat->material_type == MA_TYPE_VOLUME) {
+ for (base= sce->base.first; base; base= base->next) {
+ if (base->object->type == OB_LAMP) {
/* if doesn't match 'Lamp.002' --> main key light */
- if( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
+ if ( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
}
@@ -328,7 +328,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
}
- if(sp->pr_method==PR_ICON_RENDER) {
+ if (sp->pr_method==PR_ICON_RENDER) {
if (mat->material_type == MA_TYPE_HALO) {
sce->lay= 1<<MA_FLAT;
}
@@ -338,7 +338,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
}
else {
sce->lay= 1<<mat->pr_type;
- if(mat->nodetree && sp->pr_method==PR_NODE_RENDER) {
+ if (mat->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
@@ -350,45 +350,46 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
}
- for(base= sce->base.first; base; base= base->next) {
- if(base->object->id.name[2]=='p') {
+ for (base= sce->base.first; base; base= base->next) {
+ if (base->object->id.name[2]=='p') {
/* copy over object color, in case material uses it */
copy_v4_v4(base->object->col, sp->col);
- if(OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
+ if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
/* don't use assign_material, it changed mat->id.us, which shows in the UI */
Material ***matar= give_matarar(base->object);
int actcol= MAX2(base->object->actcol > 0, 1) - 1;
- if(matar && actcol < base->object->totcol)
+ if (matar && actcol < base->object->totcol)
(*matar)[actcol]= mat;
- } else if (base->object->type == OB_LAMP) {
+ }
+ else if (base->object->type == OB_LAMP) {
base->object->restrictflag &= ~OB_RESTRICT_RENDER;
}
}
}
}
- else if(id_type==ID_TE) {
+ else if (id_type==ID_TE) {
Tex *tex= NULL, *origtex= (Tex *)id;
- if(origtex) {
+ if (origtex) {
tex= localize_texture(origtex);
sp->texcopy= tex;
BLI_addtail(&pr_main->tex, tex);
}
sce->lay= 1<<MA_TEXTURE;
- for(base= sce->base.first; base; base= base->next) {
- if(base->object->id.name[2]=='t') {
+ for (base= sce->base.first; base; base= base->next) {
+ if (base->object->id.name[2]=='t') {
Material *mat= give_current_material(base->object, base->object->actcol);
- if(mat && mat->mtex[0]) {
+ if (mat && mat->mtex[0]) {
mat->mtex[0]->tex= tex;
- if(tex && sp->slot)
+ if (tex && sp->slot)
mat->mtex[0]->which_output = sp->slot->which_output;
/* show alpha in this case */
- if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
+ if (tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
mat->mtex[0]->mapto |= MAP_ALPHA;
mat->alpha= 0.0f;
}
@@ -400,23 +401,23 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
}
}
- if(tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
+ if (tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
}
}
- else if(id_type==ID_LA) {
+ else if (id_type==ID_LA) {
Lamp *la= NULL, *origla= (Lamp *)id;
/* work on a copy */
- if(origla) {
+ if (origla) {
la= localize_lamp(origla);
sp->lampcopy= la;
BLI_addtail(&pr_main->lamp, la);
}
- if(la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
+ if (la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
sce->lay= 1<<MA_ATMOS;
sce->world= scene->world;
sce->camera= (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name)+2);
@@ -428,23 +429,23 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
}
sce->r.mode &= ~R_SHADOW;
- for(base= sce->base.first; base; base= base->next) {
- if(base->object->id.name[2]=='p') {
- if(base->object->type==OB_LAMP)
+ for (base= sce->base.first; base; base= base->next) {
+ if (base->object->id.name[2]=='p') {
+ if (base->object->type==OB_LAMP)
base->object->data= la;
}
}
- if(la && la->nodetree && sp->pr_method==PR_NODE_RENDER) {
+ if (la && la->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(origla->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(la->nodetree, sp->sizex, sp->sizey);
}
}
- else if(id_type==ID_WO) {
+ else if (id_type==ID_WO) {
World *wrld= NULL, *origwrld= (World *)id;
- if(origwrld) {
+ if (origwrld) {
wrld= localize_world(origwrld);
sp->worldcopy= wrld;
BLI_addtail(&pr_main->world, wrld);
@@ -453,7 +454,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
sce->lay= 1<<MA_SKY;
sce->world= wrld;
- if(wrld && wrld->nodetree && sp->pr_method==PR_NODE_RENDER) {
+ if (wrld && wrld->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(wrld->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(origwrld->nodetree, sp->sizex, sp->sizey);
@@ -484,11 +485,11 @@ static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int
}
}
- if(!split || first) sprintf(name, "Preview %p", (void *)sa);
+ if (!split || first) sprintf(name, "Preview %p", (void *)sa);
else sprintf(name, "SecondPreview %p", (void *)sa);
- if(split) {
- if(first) {
+ if (split) {
+ if (first) {
offx= 0;
newx= newx/2;
}
@@ -501,14 +502,14 @@ static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int
re= RE_GetRender(name);
RE_AcquireResultImage(re, &rres);
- if(rres.rectf) {
+ if (rres.rectf) {
- if(ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2) {
+ if (ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2) {
newrect->xmax = MAX2(newrect->xmax, rect->xmin + rres.rectx + offx);
newrect->ymax = MAX2(newrect->ymax, rect->ymin + rres.recty);
- if(rres.rectx && rres.recty) {
+ if (rres.rectx && rres.recty) {
/* temporary conversion to byte for drawing */
float fx= rect->xmin + offx;
float fy= rect->ymin;
@@ -538,7 +539,7 @@ static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int
void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
{
- if(idp) {
+ if (idp) {
ScrArea *sa= CTX_wm_area(C);
Scene *sce = CTX_data_scene(C);
ID *id = (ID *)idp;
@@ -554,23 +555,23 @@ void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, r
newrect.ymin = rect->ymin;
newrect.ymax = rect->ymin;
- if(parent) {
+ if (parent) {
ok = ed_preview_draw_rect(sa, sce, id, 1, 1, rect, &newrect);
ok &= ed_preview_draw_rect(sa, sce, parent, 1, 0, rect, &newrect);
}
else
ok = ed_preview_draw_rect(sa, sce, id, 0, 0, rect, &newrect);
- if(ok)
+ if (ok)
*rect= newrect;
/* check for spacetype... */
- if(sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
+ if (sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
sbuts->preview= 0;
ok= 0;
}
- if(ok==0) {
+ if (ok==0) {
ED_preview_shader_job(C, sa, id, parent, slot, newx, newy, PR_BUTS_RENDER);
}
}
@@ -599,30 +600,30 @@ static void shader_preview_updatejob(void *spv)
{
ShaderPreview *sp= spv;
- if(sp->id) {
- if(sp->pr_method==PR_NODE_RENDER) {
- if( GS(sp->id->name) == ID_MA) {
+ if (sp->id) {
+ if (sp->pr_method==PR_NODE_RENDER) {
+ if ( GS(sp->id->name) == ID_MA) {
Material *mat= (Material *)sp->id;
- if(sp->matcopy && mat->nodetree && sp->matcopy->nodetree)
+ if (sp->matcopy && mat->nodetree && sp->matcopy->nodetree)
ntreeLocalSync(sp->matcopy->nodetree, mat->nodetree);
}
- else if( GS(sp->id->name) == ID_TE) {
+ else if ( GS(sp->id->name) == ID_TE) {
Tex *tex= (Tex *)sp->id;
- if(sp->texcopy && tex->nodetree && sp->texcopy->nodetree)
+ if (sp->texcopy && tex->nodetree && sp->texcopy->nodetree)
ntreeLocalSync(sp->texcopy->nodetree, tex->nodetree);
}
- else if( GS(sp->id->name) == ID_WO) {
+ else if ( GS(sp->id->name) == ID_WO) {
World *wrld= (World *)sp->id;
- if(sp->worldcopy && wrld->nodetree && sp->worldcopy->nodetree)
+ if (sp->worldcopy && wrld->nodetree && sp->worldcopy->nodetree)
ntreeLocalSync(sp->worldcopy->nodetree, wrld->nodetree);
}
- else if( GS(sp->id->name) == ID_LA) {
+ else if ( GS(sp->id->name) == ID_LA) {
Lamp *la= (Lamp *)sp->id;
- if(sp->lampcopy && la->nodetree && sp->lampcopy->nodetree)
+ if (sp->lampcopy && la->nodetree && sp->lampcopy->nodetree)
ntreeLocalSync(sp->lampcopy->nodetree, la->nodetree);
}
}
@@ -640,27 +641,27 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
/* get the stuff from the builtin preview dbase */
sce= preview_prepare_scene(sp->scene, id, idtype, sp); // XXX sizex
- if(sce==NULL) return;
+ if (sce==NULL) return;
- if(!split || first) sprintf(name, "Preview %p", sp->owner);
+ if (!split || first) sprintf(name, "Preview %p", sp->owner);
else sprintf(name, "SecondPreview %p", sp->owner);
re= RE_GetRender(name);
/* full refreshed render from first tile */
- if(re==NULL)
+ if (re==NULL)
re= RE_NewRender(name);
/* sce->r gets copied in RE_InitState! */
sce->r.scemode &= ~(R_MATNODE_PREVIEW|R_TEXNODE_PREVIEW);
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
- if(sp->pr_method==PR_ICON_RENDER) {
+ if (sp->pr_method==PR_ICON_RENDER) {
sce->r.scemode |= R_NO_IMAGE_LOAD;
sce->r.mode |= R_OSA;
}
- else if(sp->pr_method==PR_NODE_RENDER) {
- if(idtype == ID_MA) sce->r.scemode |= R_MATNODE_PREVIEW;
- else if(idtype == ID_TE) sce->r.scemode |= R_TEXNODE_PREVIEW;
+ else if (sp->pr_method==PR_NODE_RENDER) {
+ if (idtype == ID_MA) sce->r.scemode |= R_MATNODE_PREVIEW;
+ else if (idtype == ID_TE) sce->r.scemode |= R_TEXNODE_PREVIEW;
sce->r.mode &= ~R_OSA;
}
else { /* PR_BUTS_RENDER */
@@ -668,8 +669,8 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
}
/* in case of split preview, use border render */
- if(split) {
- if(first) sizex= sp->sizex/2;
+ if (split) {
+ if (first) sizex= sp->sizex/2;
else sizex= sp->sizex - sp->sizex/2;
}
else sizex= sp->sizex;
@@ -680,7 +681,7 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
sce->r.size= 100;
/* callbacs are cleared on GetRender() */
- if(ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
+ if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
RE_display_draw_cb(re, sp, shader_preview_draw);
}
/* set this for all previews, default is react to G.afbreek still */
@@ -688,7 +689,7 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
/* lens adjust */
oldlens= ((Camera *)sce->camera->data)->lens;
- if(sizex > sp->sizey)
+ if (sizex > sp->sizey)
((Camera *)sce->camera->data)->lens *= (float)sp->sizey/(float)sizex;
/* entire cycle for render engine */
@@ -697,10 +698,10 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
((Camera *)sce->camera->data)->lens= oldlens;
/* handle results */
- if(sp->pr_method==PR_ICON_RENDER) {
+ if (sp->pr_method==PR_ICON_RENDER) {
// char *rct= (char *)(sp->pr_rect + 32*16 + 16);
- if(sp->pr_rect)
+ if (sp->pr_rect)
RE_ResultGet32(re, sp->pr_rect);
}
else {
@@ -714,9 +715,9 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
preview_prepare_scene(sp->scene, NULL, GS(id->name), sp);
/* XXX bad exception, end-exec is not being called in render, because it uses local main */
-// if(idtype == ID_TE) {
+// if (idtype == ID_TE) {
// Tex *tex= (Tex *)id;
-// if(tex->use_nodes && tex->nodetree)
+// if (tex->use_nodes && tex->nodetree)
// ntreeEndExecTree(tex->nodetree);
// }
@@ -730,7 +731,7 @@ static void shader_preview_startjob(void *customdata, short *stop, short *do_upd
sp->stop= stop;
sp->do_update= do_update;
- if(sp->parent) {
+ if (sp->parent) {
shader_preview_render(sp, sp->id, 1, 1);
shader_preview_render(sp, sp->parent, 1, 0);
}
@@ -744,7 +745,7 @@ static void shader_preview_free(void *customdata)
{
ShaderPreview *sp= customdata;
- if(sp->matcopy) {
+ if (sp->matcopy) {
struct IDProperty *properties;
int a;
@@ -755,9 +756,9 @@ static void shader_preview_free(void *customdata)
BLI_remlink(&pr_main->mat, sp->matcopy);
/* free_material decrements texture, prevent this. hack alert! */
- for(a=0; a<MAX_MTEX; a++) {
+ for (a=0; a<MAX_MTEX; a++) {
MTex *mtex= sp->matcopy->mtex[a];
- if(mtex && mtex->tex) mtex->tex= NULL;
+ if (mtex && mtex->tex) mtex->tex= NULL;
}
free_material(sp->matcopy);
@@ -769,7 +770,7 @@ static void shader_preview_free(void *customdata)
}
MEM_freeN(sp->matcopy);
}
- if(sp->texcopy) {
+ if (sp->texcopy) {
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
@@ -785,7 +786,7 @@ static void shader_preview_free(void *customdata)
}
MEM_freeN(sp->texcopy);
}
- if(sp->worldcopy) {
+ if (sp->worldcopy) {
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
@@ -801,7 +802,7 @@ static void shader_preview_free(void *customdata)
}
MEM_freeN(sp->worldcopy);
}
- if(sp->lampcopy) {
+ if (sp->lampcopy) {
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
@@ -831,7 +832,7 @@ static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned
short ex, ey, dx, dy;
/* paranoia test */
- if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL))
+ if (ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL))
return;
/* waste of cpu cyles... but the imbuf API has no other way to scale fast (ton) */
@@ -858,14 +859,14 @@ static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned
IMB_scalefastImBuf(ima, ex, ey);
/* if needed, convert to 32 bits */
- if(ima->rect==NULL)
+ if (ima->rect==NULL)
IMB_rect_from_float(ima);
srect = ima->rect;
drect = rect;
drect+= dy*w+dx;
- for (;ey > 0; ey--){
+ for (;ey > 0; ey--) {
memcpy(drect,srect, ex * sizeof(int));
drect += w;
srect += ima->x;
@@ -878,7 +879,7 @@ static void set_alpha(char *cp, int sizex, int sizey, char alpha)
{
int a, size= sizex*sizey;
- for(a=0; a<size; a++, cp+=4)
+ for (a=0; a<size; a++, cp+=4)
cp[3]= alpha;
}
@@ -888,13 +889,13 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
ID *id= sp->id;
short idtype= GS(id->name);
- if(idtype == ID_IM) {
+ if (idtype == ID_IM) {
Image *ima= (Image*)id;
ImBuf *ibuf= NULL;
ImageUser iuser= {NULL};
/* ima->ok is zero when Image cannot load */
- if(ima==NULL || ima->ok==0)
+ if (ima==NULL || ima->ok==0)
return;
/* setup dummy image user */
@@ -905,21 +906,21 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
* already there. Very expensive for large images. Need to find a way to
* only get existing ibuf */
ibuf = BKE_image_get_ibuf(ima, &iuser);
- if(ibuf==NULL || ibuf->rect==NULL)
+ if (ibuf==NULL || ibuf->rect==NULL)
return;
icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
*do_update= 1;
}
- else if(idtype == ID_BR) {
+ else if (idtype == ID_BR) {
Brush *br= (Brush*)id;
br->icon_imbuf= get_brush_icon(br);
memset(sp->pr_rect, 0x888888, sp->sizex*sp->sizey*sizeof(unsigned int));
- if(!(br->icon_imbuf) || !(br->icon_imbuf->rect))
+ if (!(br->icon_imbuf) || !(br->icon_imbuf->rect))
return;
icon_copy_rect(br->icon_imbuf, sp->sizex, sp->sizey, sp->pr_rect);
@@ -932,13 +933,13 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
/* world is rendered with alpha=0, so it wasn't displayed
* this could be render option for sky to, for later */
- if(idtype == ID_WO) {
+ if (idtype == ID_WO) {
set_alpha((char*)sp->pr_rect, sp->sizex, sp->sizey, 255);
}
- else if(idtype == ID_MA) {
+ else if (idtype == ID_MA) {
Material* ma = (Material*)id;
- if(ma->material_type == MA_TYPE_HALO)
+ if (ma->material_type == MA_TYPE_HALO)
set_alpha((char*)sp->pr_rect, sp->sizex, sp->sizey, 255);
}
}
@@ -951,7 +952,7 @@ static void common_preview_startjob(void *customdata, short *stop, short *do_upd
{
ShaderPreview *sp= customdata;
- if(sp->pr_method == PR_ICON_RENDER)
+ if (sp->pr_method == PR_ICON_RENDER)
icon_preview_startjob(customdata, stop, do_update);
else
shader_preview_startjob(customdata, stop, do_update);
@@ -1069,7 +1070,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
sp->id = id;
sp->parent= parent;
sp->slot= slot;
- if(ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
+ if (ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
else sp->col[0]= sp->col[1]= sp->col[2]= sp->col[3]= 1.0f;
/* setup job */
@@ -1083,7 +1084,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
void ED_preview_kill_jobs(const struct bContext *C)
{
wmWindowManager *wm= CTX_wm_manager(C);
- if(wm)
+ if (wm)
WM_jobs_kill(wm, NULL, common_preview_startjob);
}