From e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 06:17:24 +0200 Subject: ClangFormat: apply to source, most of intern Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat --- intern/cycles/render/background.cpp | 150 ++++++++++++++++++------------------ 1 file changed, 75 insertions(+), 75 deletions(-) (limited to 'intern/cycles/render/background.cpp') diff --git a/intern/cycles/render/background.cpp b/intern/cycles/render/background.cpp index d8a49bf6a5e..b32cc55903d 100644 --- a/intern/cycles/render/background.cpp +++ b/intern/cycles/render/background.cpp @@ -30,28 +30,27 @@ CCL_NAMESPACE_BEGIN NODE_DEFINE(Background) { - NodeType* type = NodeType::add("background", create); + NodeType *type = NodeType::add("background", create); - SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); - SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); + SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); + SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); - SOCKET_BOOLEAN(use_shader, "Use Shader", true); - SOCKET_BOOLEAN(use_ao, "Use AO", false); - SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY); + SOCKET_BOOLEAN(use_shader, "Use Shader", true); + SOCKET_BOOLEAN(use_ao, "Use AO", false); + SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY); - SOCKET_BOOLEAN(transparent, "Transparent", false); - SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false); - SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f); + SOCKET_BOOLEAN(transparent, "Transparent", false); + SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false); + SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f); - SOCKET_NODE(shader, "Shader", &Shader::node_type); + SOCKET_NODE(shader, "Shader", &Shader::node_type); - return type; + return type; } -Background::Background() -: Node(node_type) +Background::Background() : Node(node_type) { - need_update = true; + need_update = true; } Background::~Background() @@ -60,78 +59,79 @@ Background::~Background() void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene) { - if(!need_update) - return; - - device_free(device, dscene); - - Shader *bg_shader = shader; - - if(use_shader) { - if(!bg_shader) - bg_shader = scene->default_background; - } - else - bg_shader = scene->default_empty; - - /* set shader index and transparent option */ - KernelBackground *kbackground = &dscene->data.background; - - kbackground->ao_factor = (use_ao)? ao_factor: 0.0f; - kbackground->ao_bounces_factor = ao_factor; - kbackground->ao_distance = ao_distance; - - kbackground->transparent = transparent; - kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader); - - if(transparent && transparent_glass) { - /* Square twice, once for principled BSDF convention, and once for - * faster comparison in kernel with anisotropic roughness. */ - kbackground->transparent_roughness_squared_threshold = sqr(sqr(transparent_roughness_threshold)); - } - else { - kbackground->transparent_roughness_squared_threshold = -1.0f; - } - - if(bg_shader->has_volume) - kbackground->volume_shader = kbackground->surface_shader; - else - kbackground->volume_shader = SHADER_NONE; - - /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */ - if(bg_shader->graph->nodes.size() <= 1) { - kbackground->surface_shader |= SHADER_EXCLUDE_ANY; - } - /* Background present, check visibilities */ - else { - if(!(visibility & PATH_RAY_DIFFUSE)) - kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE; - if(!(visibility & PATH_RAY_GLOSSY)) - kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY; - if(!(visibility & PATH_RAY_TRANSMIT)) - kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT; - if(!(visibility & PATH_RAY_VOLUME_SCATTER)) - kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER; - if(!(visibility & PATH_RAY_CAMERA)) - kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA; - } - - need_update = false; + if (!need_update) + return; + + device_free(device, dscene); + + Shader *bg_shader = shader; + + if (use_shader) { + if (!bg_shader) + bg_shader = scene->default_background; + } + else + bg_shader = scene->default_empty; + + /* set shader index and transparent option */ + KernelBackground *kbackground = &dscene->data.background; + + kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f; + kbackground->ao_bounces_factor = ao_factor; + kbackground->ao_distance = ao_distance; + + kbackground->transparent = transparent; + kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader); + + if (transparent && transparent_glass) { + /* Square twice, once for principled BSDF convention, and once for + * faster comparison in kernel with anisotropic roughness. */ + kbackground->transparent_roughness_squared_threshold = sqr( + sqr(transparent_roughness_threshold)); + } + else { + kbackground->transparent_roughness_squared_threshold = -1.0f; + } + + if (bg_shader->has_volume) + kbackground->volume_shader = kbackground->surface_shader; + else + kbackground->volume_shader = SHADER_NONE; + + /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */ + if (bg_shader->graph->nodes.size() <= 1) { + kbackground->surface_shader |= SHADER_EXCLUDE_ANY; + } + /* Background present, check visibilities */ + else { + if (!(visibility & PATH_RAY_DIFFUSE)) + kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE; + if (!(visibility & PATH_RAY_GLOSSY)) + kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY; + if (!(visibility & PATH_RAY_TRANSMIT)) + kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT; + if (!(visibility & PATH_RAY_VOLUME_SCATTER)) + kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER; + if (!(visibility & PATH_RAY_CAMERA)) + kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA; + } + + need_update = false; } void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/) { } -bool Background::modified(const Background& background) +bool Background::modified(const Background &background) { - return !Node::equals(background); + return !Node::equals(background); } void Background::tag_update(Scene *scene) { - scene->integrator->tag_update(scene); - need_update = true; + scene->integrator->tag_update(scene); + need_update = true; } CCL_NAMESPACE_END -- cgit v1.2.3