Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index f31d7c95997..8aaffd4dde8 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -70,7 +70,7 @@ namespace Freestyle {
const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"};
-BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer()
+BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count)
{
freestyle_bmain = BKE_main_new();
@@ -141,7 +141,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : Str
view_layer->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
// Camera
- Object *object_camera = BKE_object_add(freestyle_bmain, view_layer, OB_CAMERA, NULL);
+ Object *object_camera = BKE_object_add(freestyle_bmain, view_layer, OB_CAMERA, nullptr);
Camera *camera = (Camera *)object_camera->data;
camera->type = CAM_ORTHO;
@@ -174,7 +174,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : Str
BlenderStrokeRenderer::~BlenderStrokeRenderer()
{
- BLI_ghash_free(_nodetree_hash, NULL, NULL);
+ BLI_ghash_free(_nodetree_hash, nullptr, nullptr);
DEG_graph_free(freestyle_depsgraph);
@@ -188,7 +188,7 @@ BlenderStrokeRenderer::~BlenderStrokeRenderer()
BKE_main_free(freestyle_bmain);
}
-float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
+float BlenderStrokeRenderer::get_stroke_vertex_z() const
{
float z = _z;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
@@ -199,7 +199,7 @@ float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
return -z;
}
-unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
+unsigned int BlenderStrokeRenderer::get_stroke_mesh_id() const
{
unsigned mesh_id = _mesh_id;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
@@ -213,7 +213,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
{
Material *ma = BKE_material_add(bmain, "stroke_shader");
bNodeTree *ntree;
- bNode *output_linestyle = NULL;
+ bNode *output_linestyle = nullptr;
bNodeSocket *fromsock, *tosock;
PointerRNA fromptr, toptr;
NodeShaderAttribute *storage;
@@ -233,19 +233,19 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
}
}
else {
- ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
+ ntree = ntreeAddTree(nullptr, "stroke_shader", "ShaderNodeTree");
}
ma->nodetree = ntree;
ma->use_nodes = 1;
ma->blend_method = MA_BM_HASHED;
- bNode *input_attr_color = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
+ bNode *input_attr_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
input_attr_color->locx = 0.0f;
input_attr_color->locy = -200.0f;
storage = (NodeShaderAttribute *)input_attr_color->storage;
BLI_strncpy(storage->name, "Color", sizeof(storage->name));
- bNode *mix_rgb_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
+ bNode *mix_rgb_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB);
mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_color->locx = 200.0f;
mix_rgb_color->locy = -200.0f;
@@ -253,13 +253,13 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", 0.0f);
- bNode *input_attr_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
+ bNode *input_attr_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
input_attr_alpha->locx = 400.0f;
input_attr_alpha->locy = 300.0f;
storage = (NodeShaderAttribute *)input_attr_alpha->storage;
BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
- bNode *mix_rgb_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
+ bNode *mix_rgb_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB);
mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_alpha->locx = 600.0f;
mix_rgb_alpha->locy = 300.0f;
@@ -267,27 +267,27 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
RNA_float_set(&toptr, "default_value", 0.0f);
- bNode *shader_emission = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
+ bNode *shader_emission = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION);
shader_emission->locx = 400.0f;
shader_emission->locy = -200.0f;
- bNode *input_light_path = nodeAddStaticNode(NULL, ntree, SH_NODE_LIGHT_PATH);
+ bNode *input_light_path = nodeAddStaticNode(nullptr, ntree, SH_NODE_LIGHT_PATH);
input_light_path->locx = 400.0f;
input_light_path->locy = 100.0f;
- bNode *mix_shader_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
+ bNode *mix_shader_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
mix_shader_color->locx = 600.0f;
mix_shader_color->locy = -100.0f;
- bNode *shader_transparent = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_TRANSPARENT);
+ bNode *shader_transparent = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_TRANSPARENT);
shader_transparent->locx = 600.0f;
shader_transparent->locy = 100.0f;
- bNode *mix_shader_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
+ bNode *mix_shader_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
mix_shader_alpha->locx = 800.0f;
mix_shader_alpha->locy = 100.0f;
- bNode *output_material = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
+ bNode *output_material = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
output_material->locx = 1000.0f;
output_material->locy = 100.0f;
@@ -393,7 +393,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
// add new UV Map node
- bNode *input_uvmap = nodeAddStaticNode(NULL, ntree, SH_NODE_UVMAP);
+ bNode *input_uvmap = nodeAddStaticNode(nullptr, ntree, SH_NODE_UVMAP);
input_uvmap->locx = node->locx - 200.0f;
input_uvmap->locy = node->locy;
NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
@@ -590,31 +590,31 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
mesh->totcol = group->materials.size();
mesh->mvert = (MVert *)CustomData_add_layer(
- &mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
+ &mesh->vdata, CD_MVERT, CD_CALLOC, nullptr, mesh->totvert);
mesh->medge = (MEdge *)CustomData_add_layer(
- &mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
+ &mesh->edata, CD_MEDGE, CD_CALLOC, nullptr, mesh->totedge);
mesh->mpoly = (MPoly *)CustomData_add_layer(
- &mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
+ &mesh->pdata, CD_MPOLY, CD_CALLOC, nullptr, mesh->totpoly);
mesh->mloop = (MLoop *)CustomData_add_layer(
- &mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
+ &mesh->ldata, CD_MLOOP, CD_CALLOC, nullptr, mesh->totloop);
MVert *vertices = mesh->mvert;
MEdge *edges = mesh->medge;
MPoly *polys = mesh->mpoly;
MLoop *loops = mesh->mloop;
- MLoopUV *loopsuv[2] = {NULL};
+ MLoopUV *loopsuv[2] = {nullptr};
if (hasTex) {
// First UV layer
CustomData_add_layer_named(
- &mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[0]);
+ &mesh->ldata, CD_MLOOPUV, CD_CALLOC, nullptr, mesh->totloop, uvNames[0]);
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
BKE_mesh_update_customdata_pointers(mesh, true);
loopsuv[0] = mesh->mloopuv;
// Second UV layer
CustomData_add_layer_named(
- &mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[1]);
+ &mesh->ldata, CD_MLOOPUV, CD_CALLOC, nullptr, mesh->totloop, uvNames[1]);
CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
BKE_mesh_update_customdata_pointers(mesh, true);
loopsuv[1] = mesh->mloopuv;
@@ -622,9 +622,9 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
// colors and transparency (the latter represented by grayscale colors)
MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(
- &mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Color");
+ &mesh->ldata, CD_MLOOPCOL, CD_CALLOC, nullptr, mesh->totloop, "Color");
MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(
- &mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Alpha");
+ &mesh->ldata, CD_MLOOPCOL, CD_CALLOC, nullptr, mesh->totloop, "Alpha");
mesh->mloopcol = colors;
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");