From d15d78a33a8df76b02fa0d27dacd85c8a77ec109 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 27 Mar 2013 20:27:07 +0000 Subject: style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's --- intern/cycles/kernel/shaders/node_brightness.osl | 8 ++++---- intern/cycles/kernel/shaders/node_normal_map.osl | 5 +++-- intern/cycles/kernel/shaders/node_vector_curves.osl | 4 ++-- intern/cycles/kernel/shaders/node_ward_bsdf.osl | 2 +- release/scripts/startup/bl_ui/space_sequencer.py | 4 ++-- source/blender/gpu/intern/gpu_extensions.c | 4 ++-- source/blender/nodes/composite/nodes/node_composite_image.c | 2 +- source/gameengine/Ketsji/KX_Dome.cpp | 4 ++-- 8 files changed, 17 insertions(+), 16 deletions(-) diff --git a/intern/cycles/kernel/shaders/node_brightness.osl b/intern/cycles/kernel/shaders/node_brightness.osl index 2de3c94ecc1..7b1db8efbde 100644 --- a/intern/cycles/kernel/shaders/node_brightness.osl +++ b/intern/cycles/kernel/shaders/node_brightness.osl @@ -25,10 +25,10 @@ shader node_brightness( output color ColorOut = 0.8) { float a = 1.0 + Contrast; - float b = Bright - Contrast*0.5; + float b = Bright - Contrast * 0.5; - ColorOut[0] = max(a*ColorIn[0] + b, 0.0); - ColorOut[1] = max(a*ColorIn[1] + b, 0.0); - ColorOut[2] = max(a*ColorIn[2] + b, 0.0); + ColorOut[0] = max(a * ColorIn[0] + b, 0.0); + ColorOut[1] = max(a * ColorIn[1] + b, 0.0); + ColorOut[2] = max(a * ColorIn[2] + b, 0.0); } diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl index 21382fab06f..4428a12ac41 100644 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ b/intern/cycles/kernel/shaders/node_normal_map.osl @@ -35,9 +35,10 @@ shader node_normal_map( float tangent_sign; // get _unnormalized_ interpolated normal and tangent - if(!getattribute(attr_name, tangent) || + if (!getattribute(attr_name, tangent) || !getattribute(attr_sign_name, tangent_sign) || - !getattribute("geom:N", ninterp)) { + !getattribute("geom:N", ninterp)) + { Normal = normal(0, 0, 0); } else { diff --git a/intern/cycles/kernel/shaders/node_vector_curves.osl b/intern/cycles/kernel/shaders/node_vector_curves.osl index 94082287f4d..d1477467836 100644 --- a/intern/cycles/kernel/shaders/node_vector_curves.osl +++ b/intern/cycles/kernel/shaders/node_vector_curves.osl @@ -21,7 +21,7 @@ float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component) { - float f = clamp((at + 1.0)*0.5, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1); + float f = clamp((at + 1.0) * 0.5, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1); /* clamp int as well in case of NaN */ int i = (int)f; @@ -34,7 +34,7 @@ float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component) if (t > 0.0) result = (1.0 - t) * result + t * ramp[i + 1][component]; - return result*2.0 - 1.0; + return result * 2.0 - 1.0; } shader node_vector_curves( diff --git a/intern/cycles/kernel/shaders/node_ward_bsdf.osl b/intern/cycles/kernel/shaders/node_ward_bsdf.osl index bae55bcceaf..35c2b514328 100644 --- a/intern/cycles/kernel/shaders/node_ward_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_ward_bsdf.osl @@ -31,7 +31,7 @@ shader node_ward_bsdf( vector T = Tangent; if (Rotation != 0.0) - T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal); + T = rotate(T, Rotation * 2.0 * M_PI, point(0.0, 0.0, 0.0), Normal); /* compute roughness */ float RoughnessU, RoughnessV; diff --git a/release/scripts/startup/bl_ui/space_sequencer.py b/release/scripts/startup/bl_ui/space_sequencer.py index bc8deaec403..ae9e0f72009 100644 --- a/release/scripts/startup/bl_ui/space_sequencer.py +++ b/release/scripts/startup/bl_ui/space_sequencer.py @@ -284,8 +284,8 @@ class SEQUENCER_MT_strip(Menu): layout.operator("transform.transform", text="Grab/Move").mode = 'TRANSLATION' layout.operator("transform.transform", text="Grab/Extend from frame").mode = 'TIME_EXTEND' - layout.operator("sequencer.no_gap") - layout.operator("sequencer.insert_gap") + layout.operator("sequencer.gap_remove") + layout.operator("sequencer.gap_insert") # uiItemO(layout, NULL, 0, "sequencer.strip_snap"); // TODO - add this operator layout.separator() diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index c7a421a49fc..c455e8f7642 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -402,7 +402,7 @@ static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, in } else { glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, - format, type, NULL); + format, type, NULL); if (fpixels) { glTexSubImage2D(tex->target, 0, 0, 0, w, h, @@ -677,7 +677,7 @@ GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]) /* Now we tweak some of the settings */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, NULL); GPU_texture_unbind(tex); } diff --git a/source/blender/nodes/composite/nodes/node_composite_image.c b/source/blender/nodes/composite/nodes/node_composite_image.c index e2c4db55fd8..9b0a435f9a9 100644 --- a/source/blender/nodes/composite/nodes/node_composite_image.c +++ b/source/blender/nodes/composite/nodes/node_composite_image.c @@ -175,7 +175,7 @@ static void cmp_node_image_create_outputs(bNodeTree *ntree, bNode *node) Image *ima= (Image *)node->id; if (ima) { ImageUser *iuser = node->storage; - ImageUser load_iuser = {0}; + ImageUser load_iuser = {NULL}; ImBuf *ibuf; int offset = BKE_image_sequence_guess_offset(ima); diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index e2fb9573129..b96d25e04d9 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -199,7 +199,7 @@ void KX_Dome::CreateGLImages(void) for (int j=0;j