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 --- source/blender/draw/intern/draw_common.h | 301 ++++++++++++++++++------------- 1 file changed, 174 insertions(+), 127 deletions(-) (limited to 'source/blender/draw/intern/draw_common.h') diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index f6ebfcab788..db8f8d46e85 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -40,81 +40,81 @@ struct ViewLayer; /* Keep in sync with: common_globals_lib.glsl (globalsBlock) */ /* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */ typedef struct GlobalsUboStorage { - /* UBOs data needs to be 16 byte aligned (size of vec4) */ - float colorWire[4]; - float colorWireEdit[4]; - float colorActive[4]; - float colorSelect[4]; - float colorDupliSelect[4]; - float colorDupli[4]; - float colorLibrarySelect[4]; - float colorLibrary[4]; - float colorTransform[4]; - float colorLight[4]; - float colorSpeaker[4]; - float colorCamera[4]; - float colorEmpty[4]; - float colorVertex[4]; - float colorVertexSelect[4]; - float colorVertexUnreferenced[4]; - float colorVertexMissingData[4]; - float colorEditMeshActive[4]; - float colorEdgeSelect[4]; - float colorEdgeSeam[4]; - float colorEdgeSharp[4]; - float colorEdgeCrease[4]; - float colorEdgeBWeight[4]; - float colorEdgeFaceSelect[4]; - float colorEdgeFreestyle[4]; - float colorFace[4]; - float colorFaceSelect[4]; - float colorFaceFreestyle[4]; - float colorNormal[4]; - float colorVNormal[4]; - float colorLNormal[4]; - float colorFaceDot[4]; - - float colorDeselect[4]; - float colorOutline[4]; - float colorLightNoAlpha[4]; - - float colorBackground[4]; - float colorEditMeshMiddle[4]; - - float colorHandleFree[4]; - float colorHandleAuto[4]; - float colorHandleVect[4]; - float colorHandleAlign[4]; - float colorHandleAutoclamp[4]; - float colorHandleSelFree[4]; - float colorHandleSelAuto[4]; - float colorHandleSelVect[4]; - float colorHandleSelAlign[4]; - float colorHandleSelAutoclamp[4]; - float colorNurbUline[4]; - float colorNurbVline[4]; - float colorNurbSelUline[4]; - float colorNurbSelVline[4]; - float colorActiveSpline[4]; - - float colorBonePose[4]; - - float colorCurrentFrame[4]; - - float colorGrid[4]; - float colorGridEmphasise[4]; - float colorGridAxisX[4]; - float colorGridAxisY[4]; - float colorGridAxisZ[4]; - - /* NOTE! Put all color before UBO_LAST_COLOR */ - - /* Pack individual float at the end of the buffer to avoid alignment errors */ - float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow; - float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; - float gridDistance, gridResolution, gridSubdivisions, gridScale; - - float pad_globalsBlock; + /* UBOs data needs to be 16 byte aligned (size of vec4) */ + float colorWire[4]; + float colorWireEdit[4]; + float colorActive[4]; + float colorSelect[4]; + float colorDupliSelect[4]; + float colorDupli[4]; + float colorLibrarySelect[4]; + float colorLibrary[4]; + float colorTransform[4]; + float colorLight[4]; + float colorSpeaker[4]; + float colorCamera[4]; + float colorEmpty[4]; + float colorVertex[4]; + float colorVertexSelect[4]; + float colorVertexUnreferenced[4]; + float colorVertexMissingData[4]; + float colorEditMeshActive[4]; + float colorEdgeSelect[4]; + float colorEdgeSeam[4]; + float colorEdgeSharp[4]; + float colorEdgeCrease[4]; + float colorEdgeBWeight[4]; + float colorEdgeFaceSelect[4]; + float colorEdgeFreestyle[4]; + float colorFace[4]; + float colorFaceSelect[4]; + float colorFaceFreestyle[4]; + float colorNormal[4]; + float colorVNormal[4]; + float colorLNormal[4]; + float colorFaceDot[4]; + + float colorDeselect[4]; + float colorOutline[4]; + float colorLightNoAlpha[4]; + + float colorBackground[4]; + float colorEditMeshMiddle[4]; + + float colorHandleFree[4]; + float colorHandleAuto[4]; + float colorHandleVect[4]; + float colorHandleAlign[4]; + float colorHandleAutoclamp[4]; + float colorHandleSelFree[4]; + float colorHandleSelAuto[4]; + float colorHandleSelVect[4]; + float colorHandleSelAlign[4]; + float colorHandleSelAutoclamp[4]; + float colorNurbUline[4]; + float colorNurbVline[4]; + float colorNurbSelUline[4]; + float colorNurbSelVline[4]; + float colorActiveSpline[4]; + + float colorBonePose[4]; + + float colorCurrentFrame[4]; + + float colorGrid[4]; + float colorGridEmphasise[4]; + float colorGridAxisX[4]; + float colorGridAxisY[4]; + float colorGridAxisZ[4]; + + /* NOTE! Put all color before UBO_LAST_COLOR */ + + /* Pack individual float at the end of the buffer to avoid alignment errors */ + float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow; + float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; + float gridDistance, gridResolution, gridSubdivisions, gridScale; + + float pad_globalsBlock; } GlobalsUboStorage; /* Keep in sync with globalsBlock in shaders */ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16) @@ -122,34 +122,78 @@ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16) void DRW_globals_update(void); void DRW_globals_free(void); -void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d); +void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, + const RegionView3D *rv3d); struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, + const float color[4], + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, + const float color[4], + const float *size, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, + const float color[4], + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, + const float color[4], + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, + struct GPUBatch *geom, + const float *size, + eGPUShaderConfig sh_cfg); struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom); struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom); -struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid); -struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, + struct GPUBatch *geom, + int *baseid); +struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, + eGPUShaderConfig sh_cfg); struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, + bool transp, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, + struct GPUBatch *geom, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, + struct GPUBatch *geom, + bool transp, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass, + eGPUShaderConfig sh_cfg); +struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, + bool transp, + eGPUShaderConfig sh_cfg); struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom); @@ -158,8 +202,7 @@ struct GPUShader *mpath_points_shader_get(void); struct GPUShader *volume_velocity_shader_get(bool use_needle); -int DRW_object_wire_theme_get( - struct Object *ob, struct ViewLayer *view_layer, float **r_color); +int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color); float *DRW_color_background_blend_get(int theme_id); bool DRW_object_is_flat(Object *ob, int *axis); @@ -167,15 +210,18 @@ bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis); /* draw_armature.c */ typedef struct DRWArmaturePasses { - struct DRWPass *bone_solid; - struct DRWPass *bone_outline; - struct DRWPass *bone_wire; - struct DRWPass *bone_envelope; - struct DRWPass *bone_axes; - struct DRWPass *relationship_lines; + struct DRWPass *bone_solid; + struct DRWPass *bone_outline; + struct DRWPass *bone_wire; + struct DRWPass *bone_envelope; + struct DRWPass *bone_axes; + struct DRWPass *relationship_lines; } DRWArmaturePasses; -void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes, bool transp); +void DRW_shgroup_armature_object(struct Object *ob, + struct ViewLayer *view_layer, + struct DRWArmaturePasses passes, + bool transp); void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp); void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp); @@ -183,37 +229,38 @@ void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passe /* This creates a shading group with display hairs. * The draw call is already added by this function, just add additional uniforms. */ -struct DRWShadingGroup *DRW_shgroup_hair_create( - struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, - struct DRWPass *hair_pass, - struct GPUShader *shader); - -struct DRWShadingGroup *DRW_shgroup_material_hair_create( - struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, - struct DRWPass *hair_pass, - struct GPUMaterial *material); +struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object, + struct ParticleSystem *psys, + struct ModifierData *md, + struct DRWPass *hair_pass, + struct GPUShader *shader); + +struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object, + struct ParticleSystem *psys, + struct ModifierData *md, + struct DRWPass *hair_pass, + struct GPUMaterial *material); void DRW_hair_init(void); void DRW_hair_update(void); void DRW_hair_free(void); /* pose_mode.c */ -bool DRW_pose_mode_armature( - struct Object *ob, struct Object *active_ob); +bool DRW_pose_mode_armature(struct Object *ob, struct Object *active_ob); /* draw_common.c */ struct DRW_Global { - /** If needed, contains all global/Theme colors - * Add needed theme colors / values to DRW_globals_update() and update UBO - * Not needed for constant color. */ - GlobalsUboStorage block; - /** Define "globalsBlock" uniform for 'block'. */ - struct GPUUniformBuffer *block_ubo; + /** If needed, contains all global/Theme colors + * Add needed theme colors / values to DRW_globals_update() and update UBO + * Not needed for constant color. */ + GlobalsUboStorage block; + /** Define "globalsBlock" uniform for 'block'. */ + struct GPUUniformBuffer *block_ubo; - struct GPUTexture *ramp; - struct GPUTexture *weight_ramp; + struct GPUTexture *ramp; + struct GPUTexture *weight_ramp; - struct GPUUniformBuffer *view_ubo; + struct GPUUniformBuffer *view_ubo; }; extern struct DRW_Global G_draw; -- cgit v1.2.3