From a4fe338dd8c6822d27b8858bae5fa9a54972719c Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 25 Jan 2019 07:10:13 +1100 Subject: Cleanup: add missing braces to draw manager --- .../blender/draw/engines/eevee/eevee_lightcache.c | 3 +- .../blender/draw/engines/eevee/eevee_lightprobes.c | 9 ++++-- source/blender/draw/engines/eevee/eevee_lights.c | 6 ++-- .../blender/draw/engines/eevee/eevee_materials.c | 9 ++++-- source/blender/draw/engines/eevee/eevee_render.c | 6 ++-- .../engines/eevee/shaders/bsdf_common_lib.glsl | 3 +- .../engines/eevee/shaders/effect_dof_frag.glsl | 9 ++++-- .../engines/eevee/shaders/effect_ssr_frag.glsl | 15 ++++++--- .../draw/engines/eevee/shaders/lamps_lib.glsl | 3 +- .../shaders/lightprobe_cube_display_frag.glsl | 3 +- .../shaders/lightprobe_grid_display_frag.glsl | 3 +- .../engines/eevee/shaders/lit_surface_frag.glsl | 3 +- .../draw/engines/eevee/shaders/ltc_lib.glsl | 9 ++++-- .../draw/engines/eevee/shaders/prepass_frag.glsl | 6 ++-- .../draw/engines/external/external_engine.c | 3 +- .../draw/engines/gpencil/gpencil_draw_utils.c | 12 +++++--- .../draw/engines/gpencil/gpencil_shader_fx.c | 6 ++-- .../gpencil/shaders/fx/gpencil_fx_wave_frag.glsl | 3 +- .../gpencil/shaders/gpencil_blend_frag.glsl | 6 ++-- .../gpencil/shaders/gpencil_point_frag.glsl | 5 +-- .../gpencil/shaders/gpencil_zdepth_mix_frag.glsl | 12 +++++--- .../workbench/shaders/workbench_cavity_lib.glsl | 15 ++++++--- .../workbench/shaders/workbench_common_lib.glsl | 6 ++-- .../workbench/shaders/workbench_shadow_geom.glsl | 6 ++-- .../draw/engines/workbench/workbench_data.c | 3 +- .../draw/engines/workbench/workbench_deferred.c | 3 +- .../draw/engines/workbench/workbench_forward.c | 3 +- source/blender/draw/intern/draw_armature.c | 36 ++++++++++++++-------- source/blender/draw/intern/draw_cache.c | 5 +-- source/blender/draw/intern/draw_cache_impl_mesh.c | 27 ++++++++++------ .../draw/intern/draw_cache_impl_particles.c | 3 +- source/blender/draw/intern/draw_instance_data.c | 6 ++-- source/blender/draw/intern/draw_manager.c | 15 ++++++--- source/blender/draw/intern/draw_manager_data.c | 27 ++++++++++------ source/blender/draw/intern/draw_manager_exec.c | 18 +++++++---- source/blender/draw/modes/edit_text_mode.c | 6 ++-- source/blender/draw/modes/object_mode.c | 12 +++++--- .../modes/shaders/armature_shape_outline_geom.glsl | 6 ++-- .../shaders/edit_curve_overlay_handle_geom.glsl | 3 +- .../shaders/edit_mesh_overlay_facedot_frag.glsl | 6 ++-- .../shaders/edit_mesh_overlay_facefill_vert.glsl | 12 +++++--- .../draw/modes/shaders/edit_mesh_overlay_frag.glsl | 4 ++- .../modes/shaders/edit_mesh_overlay_geom_tri.glsl | 12 +++++--- .../draw/modes/shaders/edit_mesh_overlay_vert.glsl | 12 +++++--- .../modes/shaders/object_outline_prepass_geom.glsl | 3 +- .../modes/shaders/object_particle_prim_vert.glsl | 9 ++++-- .../draw/modes/shaders/paint_weight_frag.glsl | 9 ++++-- 47 files changed, 265 insertions(+), 136 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 93162c6eae2..0420e85ee70 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -514,8 +514,9 @@ wmJob *EEVEE_lightbake_job_create( EEVEE_LightBake *lbake = NULL; /* only one render job at a time */ - if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) + if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) { return NULL; + } wmJob *wm_job = WM_jobs_get(wm, win, scene, "Bake Lighting", WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS, WM_JOB_TYPE_LIGHT_BAKE); diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 3199fc430cf..601073a7be2 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -78,15 +78,18 @@ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data) EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data; /* test disabled if group is NULL */ - if (oed->test_data->collection == NULL) + if (oed->test_data->collection == NULL) { return vis_in; + } - if (oed->test_data->cached == false) + if (oed->test_data->cached == false) { oed->ob_vis_dirty = true; + } /* early out, don't need to compute ob_vis yet. */ - if (vis_in == false) + if (vis_in == false) { return vis_in; + } if (oed->ob_vis_dirty) { oed->ob_vis_dirty = false; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index af3531e9a6c..57a93a27ca0 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -457,8 +457,9 @@ void EEVEE_lights_cache_shcaster_material_add( DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - if (alpha_threshold != NULL) + if (alpha_threshold != NULL) { DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1); + } DRW_shgroup_call_object_add(grp, geom, ob); } @@ -599,8 +600,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) float light_attenuation_radius_get(Lamp *la, float light_threshold) { - if (la->mode & LA_CUSTOM_ATTENUATION) + if (la->mode & LA_CUSTOM_ATTENUATION) { return la->att_dist; + } /* Compute max light power. */ float power = max_fff(la->r, la->g, la->b); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 6786bf7e911..527fa515deb 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -784,8 +784,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get( options |= VAR_MAT_CLIP; } - if (is_shadow) + if (is_shadow) { options |= VAR_MAT_SHADOW; + } GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true); if (mat) { @@ -1485,8 +1486,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld shgrp_depth_array[i] = NULL; shgrp_depth_clip_array[i] = NULL; - if (ma == NULL) + if (ma == NULL) { ma = &defmaterial; + } switch (ma->blend_method) { case MA_BM_SOLID: @@ -1536,8 +1538,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld EEVEE_ObjectEngineData *oedata = NULL; Material *ma = give_current_material(ob, i + 1); - if (ma == NULL) + if (ma == NULL) { ma = &defmaterial; + } /* Do not render surface if we are rendering a volume object * and do not have a surface closure. */ diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 373618102e5..6e2cac6dbce 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -288,8 +288,9 @@ static void eevee_render_result_normal( EEVEE_PrivateData *g_data = stl->g_data; /* Only read the center texel. */ - if (stl->effects->taa_current_sample > 1) + if (stl->effects->taa_current_sample > 1) { return; + } if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname); @@ -336,8 +337,9 @@ static void eevee_render_result_z( EEVEE_PrivateData *g_data = stl->g_data; /* Only read the center texel. */ - if (stl->effects->taa_current_sample > 1) + if (stl->effects->taa_current_sample > 1) { return; + } if ((view_layer->passflag & SCE_PASS_Z) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname); diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index a54cefc5b85..28ffe37abf1 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -244,8 +244,9 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection) float dist = 1e15; float determinant = b * b - a * c; - if (determinant >= 0) + if (determinant >= 0) { dist = (sqrt(determinant) - b) / a; + } return dist; } diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl index 27517ebd86e..067b0786e34 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl @@ -108,15 +108,17 @@ layout(location = 1) out float fragAlpha; void main(void) { /* Discard to avoid bleeding onto the next layer */ - if (int(gl_FragCoord.x) * edge.x + edge.y > 0) + if (int(gl_FragCoord.x) * edge.x + edge.y > 0) { discard; + } /* Circle Dof */ float dist = length(particlecoord); /* Ouside of bokeh shape */ - if (dist > 1.0) + if (dist > 1.0) { discard; + } /* Regular Polygon Dof */ if (bokeh_sides.x > 0.0) { @@ -134,8 +136,9 @@ void main(void) dist /= r; /* Ouside of bokeh shape */ - if (dist > 1.0) + if (dist > 1.0) { discard; + } } fragColor = color; diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index b8a86f8d742..d44cf5e3518 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -91,8 +91,9 @@ void main() /* Early out */ /* We can't do discard because we don't clear the render target. */ - if (depth == 1.0) + if (depth == 1.0) { return; + } vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0)); @@ -105,16 +106,18 @@ void main() vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; /* Early out */ - if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) + if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { return; + } float roughness = speccol_roughness.a; float roughnessSquared = max(1e-3, roughness * roughness); float a2 = roughnessSquared * roughnessSquared; /* Early out */ - if (roughness > ssrMaxRoughness + 0.2) + if (roughness > ssrMaxRoughness + 0.2) { return; + } vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0); @@ -394,8 +397,9 @@ void main() float depth = textureLod(depthBuffer, uvs, 0.0).r; /* Early out */ - if (depth == 1.0) + if (depth == 1.0) { discard; + } /* Using world space */ vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */ @@ -406,8 +410,9 @@ void main() vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; /* Early out */ - if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) + if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { discard; + } float roughness = speccol_roughness.a; float roughnessSquared = max(1e-3, roughness * roughness); diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index fb18af494b4..5a73950746d 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -52,8 +52,9 @@ float shadow_test(ShadowSample moments, float dist, ShadowData sd) { float p = 0.0; - if (dist <= moments.x) + if (dist <= moments.x) { p = 1.0; + } float variance = moments.y - (moments.x * moments.x); variance = max(variance, sd.sh_bias / 10.0); diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl index 5a72244cfbe..bd51546eadf 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl @@ -9,8 +9,9 @@ void main() float dist_sqr = dot(quadCoord, quadCoord); /* Discard outside the circle. */ - if (dist_sqr > 1.0) + if (dist_sqr > 1.0) { discard; + } vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr))); vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor); diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl index fd8eb157aa5..fe0e173ba3d 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl @@ -9,8 +9,9 @@ void main() float dist_sqr = dot(quadCoord, quadCoord); /* Discard outside the circle. */ - if (dist_sqr > 1.0) + if (dist_sqr > 1.0) { discard; + } vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr))); vec3 world_nor = mat3(ViewMatrixInverse) * view_nor; diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 5631957ca31..6fb8ebc719e 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -217,8 +217,9 @@ void CLOSURE_NAME( float l_vis = light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector); - if (l_vis < 1e-8) + if (l_vis < 1e-8) { continue; + } vec3 l_color_vis = ld.l_color * l_vis; diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index 11c223a45d6..b042b7fab45 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -93,10 +93,12 @@ vec3 solve_cubic(vec4 coefs) float x_3d = 2.0 * sqrt(-C_d) * cos(theta + (2.0 / 3.0) * M_PI); float xs; - if (x_1d + x_3d < 2.0 * C) + if (x_1d + x_3d < 2.0 * C) { xs = x_1d; - else + } + else { xs = x_3d; + } xsc = vec2(-D, xs + C); } @@ -279,8 +281,9 @@ float ltc_evaluate_disk(vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3]) /* Now find front facing ellipse with same solid angle. */ vec3 V3 = normalize(cross(V1, V2)); - if (dot(C, V3) < 0.0) + if (dot(C, V3) < 0.0) { V3 *= -1.0; + } float L = dot(V3, C); float x0 = dot(V1, C) / L; diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl index 6b6ab0c0bcc..bbc49fea6ba 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl @@ -75,12 +75,14 @@ void main() #if defined(USE_ALPHA_HASH) /* Hashed Alpha Testing */ - if (cl.opacity < hashed_alpha_threshold(worldPosition)) + if (cl.opacity < hashed_alpha_threshold(worldPosition)) { discard; + } #elif defined(USE_ALPHA_CLIP) /* Alpha clip */ - if (cl.opacity <= alphaThreshold) + if (cl.opacity <= alphaThreshold) { discard; + } #endif #endif } diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index f0a83b7c926..26586aef84d 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -128,8 +128,9 @@ static void external_cache_populate(void *vedata, Object *ob) { EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl; - if (!DRW_object_is_renderable(ob)) + if (!DRW_object_is_renderable(ob)) { return; + } struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c index 59a8a5f73e1..0cc835b8d4e 100644 --- a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c +++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c @@ -156,8 +156,9 @@ static bool gpencil_can_draw_stroke( const bool onion, const bool is_mat_preview) { /* skip stroke if it doesn't have any valid data */ - if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) + if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) { return false; + } /* if mat preview render always visible */ if (is_mat_preview) { @@ -1130,8 +1131,9 @@ void DRW_gpencil_triangulate_stroke_fill(Object *ob, bGPDstroke *gps) } else { /* No triangles needed - Free anything allocated previously */ - if (gps->triangles) + if (gps->triangles) { MEM_freeN(gps->triangles); + } gps->triangles = NULL; } @@ -1496,8 +1498,9 @@ void DRW_gpencil_populate_multiedit( /* draw strokes */ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) { /* don't draw layer if hidden */ - if (gpl->flag & GP_LAYER_HIDE) + if (gpl->flag & GP_LAYER_HIDE) { continue; + } /* list of frames to draw */ if (!playing) { @@ -1603,8 +1606,9 @@ void DRW_gpencil_populate_datablock( } gpf = BKE_gpencil_layer_getframe(gpl, remap_cfra, GP_GETFRAME_USE_PREV); - if (gpf == NULL) + if (gpf == NULL) { continue; + } /* if solo mode, display only frames with keyframe in the current frame */ if ((is_solomode) && (gpf->framenum != remap_cfra)) { diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c index 925eaebab1f..1f47be0c34a 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c @@ -92,13 +92,15 @@ static bool effect_is_active(bGPdata *gpd, ShaderFxData *fx, bool is_render) static bool get_normal_vector(bGPdata *gpd, float r_point[3], float r_normal[3]) { for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) { - if (gpl->flag & GP_LAYER_HIDE) + if (gpl->flag & GP_LAYER_HIDE) { continue; + } /* get frame */ bGPDframe *gpf = gpl->actframe; - if (gpf == NULL) + if (gpf == NULL) { continue; + } for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) { if (gps->totpoints >= 3) { bGPDspoint *pt = &gps->points[0]; diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl index 3dbab0297c4..04ab1557d07 100644 --- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl @@ -38,6 +38,7 @@ void main() FragColor = outcolor; gl_FragDepth = stroke_depth; - if (outcolor.a < 0.02f) + if (outcolor.a < 0.02f) { discard; + } } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl index f5696116eea..fdaad9890a0 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl @@ -79,10 +79,12 @@ vec4 get_blend_color(int mode, vec4 src_color, vec4 blend_color) float linearrgb_to_srgb(float c) { - if (c < 0.0031308) + if (c < 0.0031308) { return (c < 0.0) ? 0.0 : c * 12.92; - else + } + else { return 1.055 * pow(c, 1.0 / 2.4) - 0.055; + } } vec4 tone(vec4 stroke_color) diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl index db973056110..a1285029e4c 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl @@ -23,9 +23,10 @@ void main() float dist_squared = dot(centered, centered); const float rad_squared = 0.25; - // round point with jaggy edges - if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared)) + /* Round point with jaggy edges. */ + if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared)) { discard; + } vec4 tmp_color = texture2D(myTexture, mTexCoord); diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl index f4b6201e503..eb64947999e 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl @@ -8,18 +8,22 @@ uniform int tonemapping; float srgb_to_linearrgb(float c) { - if (c < 0.04045) + if (c < 0.04045) { return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); - else + } + else { return pow((c + 0.055) * (1.0 / 1.055), 2.4); + } } float linearrgb_to_srgb(float c) { - if (c < 0.0031308) + if (c < 0.0031308) { return (c < 0.0) ? 0.0 : c * 12.92; - else + } + else { return 1.055 * pow(c, 1.0 / 2.4) - 0.055; + } } void main() diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 7b77139fb6c..998517e2e72 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -9,8 +9,9 @@ void ssao_factors( { cavities = edges = 0.0; /* early out if there is no need for SSAO */ - if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0) + if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0) { return; + } /* take the normalized ray direction here */ vec3 noise = texture(ssao_jitter, screenco.xy * jitter_tilling).rgb; @@ -45,8 +46,9 @@ void ssao_factors( vec2 uvcoords = screenco.xy + dir_jittered * offset; - if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0) + if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0) { continue; + } float depth_new = texture(depthBuffer, uvcoords).r; @@ -56,8 +58,9 @@ void ssao_factors( /* This trick provide good edge effect even if no neighboor is found. */ vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new); - if (is_background) + if (is_background) { pos_new.z -= ssao_distance; + } vec3 dir = pos_new - position; float len = length(dir); @@ -68,11 +71,13 @@ void ssao_factors( float attenuation = 1.0 / (len * (1.0 + len * len * ssao_attenuation)); /* use minor bias here to avoid self shadowing */ - if (f_cavities > -f_bias) + if (f_cavities > -f_bias) { cavities += f_cavities * attenuation; + } - if (f_edge > f_bias) + if (f_edge > f_bias) { edges += f_edge * attenuation; + } } cavities /= ssao_samples_num; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index ce8988de4a5..5f3dbd75b15 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -144,10 +144,12 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped) float srgb_to_linearrgb(float c) { - if (c < 0.04045) + if (c < 0.04045) { return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); - else + } + else { return pow((c + 0.055) * (1.0 / 1.055), 2.4); + } } vec4 srgb_to_linearrgb(vec4 col_from) diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl index a2f23fbf3dc..14f47556896 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl @@ -64,8 +64,9 @@ void main() bvec2 degen_faces = lessThan(abs(faces_area), vec2(DEGENERATE_THRESHOLD)); /* Both triangles are degenerate, abort. */ - if (all(degen_faces)) + if (all(degen_faces)) { return; + } #endif vec2 facing = vec2(dot(n1, lightDirection), @@ -92,8 +93,9 @@ void main() #endif /* If both faces face the same direction it's not an outline edge. */ - if (backface.x == backface.y) + if (backface.x == backface.y) { return; + } #ifdef USE_INVOC_EXT if (gl_InvocationID == 0) { diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c index b5e55d157d0..2fdec4cf8fc 100644 --- a/source/blender/draw/engines/workbench/workbench_data.c +++ b/source/blender/draw/engines/workbench/workbench_data.c @@ -169,8 +169,9 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd) /* normalized trick see: * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); - if (is_persp) + if (is_persp) { mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); + } viewvecs[i][3] = 1.0; copy_v4_v4(wpd->viewvecs[i], viewvecs[i]); diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index ac473dbdf7d..b48e64293fa 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -813,8 +813,9 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; - if (!DRW_object_is_renderable(ob)) + if (!DRW_object_is_renderable(ob)) { return; + } if (ob->type == OB_MESH) { workbench_cache_populate_particles(vedata, ob); diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 66ee25c0d82..80c35f3cfcd 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -498,8 +498,9 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) Scene *scene = draw_ctx->scene; const bool is_wire = (ob->dt == OB_WIRE); - if (!DRW_object_is_renderable(ob)) + if (!DRW_object_is_renderable(ob)) { return; + } if (ob->type == OB_MESH) { workbench_forward_cache_populate_particles(vedata, ob); diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c index b4076b6c7e9..08abf85912b 100644 --- a/source/blender/draw/intern/draw_armature.c +++ b/source/blender/draw/intern/draw_armature.c @@ -516,8 +516,9 @@ static void set_pchan_colorset(Object *ob, bPoseChannel *pchan) */ if (pchan->agrp_index) { grp = (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1)); - if (grp) + if (grp) { color_index = grp->customCol; + } } } @@ -775,8 +776,9 @@ static const float *get_bone_solid_color( const EditBone *UNUSED(eBone), const bPoseChannel *pchan, const bArmature *arm, const int boneflag, const short constflag) { - if (g_theme.const_color) + if (g_theme.const_color) { return g_theme.bone_solid_color; + } if (arm->flag & ARM_POSEMODE) { static float disp_color[4]; @@ -792,8 +794,9 @@ static const float *get_bone_solid_with_consts_color( const EditBone *eBone, const bPoseChannel *pchan, const bArmature *arm, const int boneflag, const short constflag) { - if (g_theme.const_color) + if (g_theme.const_color) { return g_theme.bone_solid_color; + } const float *col = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag); @@ -809,12 +812,15 @@ static const float *get_bone_solid_with_consts_color( static float get_bone_wire_thickness(int boneflag) { - if (g_theme.const_color) + if (g_theme.const_color) { return g_theme.const_wire; - else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) + } + else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) { return 2.0f; - else + } + else { return 1.0f; + } } static const float *get_bone_wire_color( @@ -1576,8 +1582,9 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const float *line_start = NULL, *line_end = NULL; for (con = pchan->constraints.first; con; con = con->next) { - if (con->enforce == 0.0f) + if (con->enforce == 0.0f) { continue; + } switch (con->type) { case CONSTRAINT_TYPE_KINEMATIC: @@ -1586,8 +1593,9 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const int segcount = 0; /* if only_temp, only draw if it is a temporary ik-chain */ - if (only_temp && !(data->flag & CONSTRAINT_IK_TEMP)) + if (only_temp && !(data->flag & CONSTRAINT_IK_TEMP)) { continue; + } /* exclude tip from chain? */ parchan = ((data->flag & CONSTRAINT_IK_TIP) == 0) ? pchan->parent : pchan; @@ -1605,10 +1613,12 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const if (parchan) { line_end = parchan->pose_head; - if (constflag & PCHAN_HAS_TARGET) + if (constflag & PCHAN_HAS_TARGET) { drw_shgroup_bone_ik_lines(line_start, line_end); - else + } + else { drw_shgroup_bone_ik_no_target_lines(line_start, line_end); + } } break; } @@ -1618,8 +1628,9 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const int segcount = 0; /* don't draw if only_temp, as Spline IK chains cannot be temporary */ - if (only_temp) + if (only_temp) { continue; + } parchan = pchan; line_start = parchan->pose_tail; @@ -1826,8 +1837,9 @@ static void draw_armature_pose(Object *ob, const float const_color[4]) } /* set temporary flag for drawing bone as active, but only if selected */ - if (bone == arm->act_bone) + if (bone == arm->act_bone) { boneflag |= BONE_DRAW_ACTIVE; + } draw_bone_relations(NULL, pchan, arm, boneflag, constflag, show_relations); diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 45fca44772f..2bc73700462 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -3623,10 +3623,7 @@ GPUBatch *DRW_cache_cursor_get(bool crosshair_lines) float x = f10 * cosf(angle); float y = f10 * sinf(angle); - if (i % 2 == 0) - GPU_vertbuf_attr_set(vbo, attr_id.color, v, red); - else - GPU_vertbuf_attr_set(vbo, attr_id.color, v, white); + GPU_vertbuf_attr_set(vbo, attr_id.color, v, (i % 2 == 0) ? red : white); GPU_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){x, y}); GPU_indexbuf_add_generic_vert(&elb, v++); diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index d4e5027dcb2..af2539188ec 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -1491,11 +1491,13 @@ static uchar mesh_render_data_looptri_flag(MeshRenderData *rdata, const BMFace * { uchar fflag = 0; - if (efa == rdata->efa_act) + if (efa == rdata->efa_act) { fflag |= VFLAG_FACE_ACTIVE; + } - if (BM_elem_flag_test(efa, BM_ELEM_SELECT)) + if (BM_elem_flag_test(efa, BM_ELEM_SELECT)) { fflag |= VFLAG_FACE_SELECTED; + } #ifdef WITH_FREESTYLE if (rdata->cd.offset.freestyle_face != -1) { @@ -1515,17 +1517,21 @@ static void mesh_render_data_edge_flag( { eattr->e_flag |= VFLAG_EDGE_EXISTS; - if (eed == rdata->eed_act) + if (eed == rdata->eed_act) { eattr->e_flag |= VFLAG_EDGE_ACTIVE; + } - if (BM_elem_flag_test(eed, BM_ELEM_SELECT)) + if (BM_elem_flag_test(eed, BM_ELEM_SELECT)) { eattr->e_flag |= VFLAG_EDGE_SELECTED; + } - if (BM_elem_flag_test(eed, BM_ELEM_SEAM)) + if (BM_elem_flag_test(eed, BM_ELEM_SEAM)) { eattr->e_flag |= VFLAG_EDGE_SEAM; + } - if (!BM_elem_flag_test(eed, BM_ELEM_SMOOTH)) + if (!BM_elem_flag_test(eed, BM_ELEM_SMOOTH)) { eattr->e_flag |= VFLAG_EDGE_SHARP; + } /* Use a byte for value range */ if (rdata->cd.offset.crease != -1) { @@ -1558,11 +1564,13 @@ static uchar mesh_render_data_vertex_flag(MeshRenderData *rdata, const BMVert *e uchar vflag = VFLAG_VERTEX_EXISTS; /* Current vertex */ - if (eve == rdata->eve_act) + if (eve == rdata->eve_act) { vflag |= VFLAG_VERTEX_ACTIVE; + } - if (BM_elem_flag_test(eve, BM_ELEM_SELECT)) + if (BM_elem_flag_test(eve, BM_ELEM_SELECT)) { vflag |= VFLAG_VERTEX_SELECTED; + } return vflag; } @@ -4803,8 +4811,9 @@ static void uvedit_fill_buffer_data( float (*av)[3], (*auv)[2]; ushort area_stretch; /* Skip hidden faces. */ - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) + if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) { continue; + } uchar face_flag = edit_uv_get_face_flag(efa, efa_act, cd_loop_uv_offset, &scene); /* Face preprocess */ diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c index b383fcf4b92..ef44d69424b 100644 --- a/source/blender/draw/intern/draw_cache_impl_particles.c +++ b/source/blender/draw/intern/draw_cache_impl_particles.c @@ -1309,8 +1309,9 @@ static void particle_batch_cache_ensure_pos( if (psys->part->phystype == PART_PHYS_KEYED) { if (psys->flag & PSYS_KEYED) { psys_count_keyed_targets(&sim); - if (psys->totkeyed == 0) + if (psys->totkeyed == 0) { return; + } } } diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 0fc4582ab44..be077126d10 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -150,8 +150,9 @@ void DRW_batching_buffer_request( } int new_id = 0; /* Find insertion point. */ for (; new_id < chunk->alloc_size; ++new_id) { - if (chunk->bbufs[new_id].format == NULL) + if (chunk->bbufs[new_id].format == NULL) { break; + } } /* If there is no batch left. Allocate more. */ if (new_id == chunk->alloc_size) { @@ -191,8 +192,9 @@ void DRW_instancing_buffer_request( } int new_id = 0; /* Find insertion point. */ for (; new_id < chunk->alloc_size; ++new_id) { - if (chunk->ibufs[new_id].format == NULL) + if (chunk->ibufs[new_id].format == NULL) { break; + } } /* If there is no batch left. Allocate more. */ if (new_id == chunk->alloc_size) { diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index d311b3e8156..ad045e9ea1f 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -842,8 +842,9 @@ static bool id_type_can_have_drawdata(const short id_type) static bool id_can_have_drawdata(const ID *id) { /* sanity check */ - if (id == NULL) + if (id == NULL) { return false; + } return id_type_can_have_drawdata(GS(id->name)); } @@ -861,16 +862,18 @@ DrawDataList *DRW_drawdatalist_from_id(ID *id) IdDdtTemplate *idt = (IdDdtTemplate *)id; return &idt->drawdata; } - else + else { return NULL; + } } DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type) { DrawDataList *drawdata = DRW_drawdatalist_from_id(id); - if (drawdata == NULL) + if (drawdata == NULL) { return NULL; + } LISTBASE_FOREACH(DrawData *, dd, drawdata) { if (dd->engine_type == engine_type) { @@ -930,8 +933,9 @@ void DRW_drawdata_free(ID *id) { DrawDataList *drawdata = DRW_drawdatalist_from_id(id); - if (drawdata == NULL) + if (drawdata == NULL) { return; + } LISTBASE_FOREACH(DrawData *, dd, drawdata) { if (dd->free != NULL) { @@ -948,8 +952,9 @@ static void drw_drawdata_unlink_dupli(ID *id) if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) { DrawDataList *drawdata = DRW_drawdatalist_from_id(id); - if (drawdata == NULL) + if (drawdata == NULL) { return; + } BLI_listbase_clear((ListBase *)drawdata); } diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 79a658829be..204896c5132 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -674,24 +674,33 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) shgroup->callid = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CALLID); shgroup->matflag = 0; - if (shgroup->modelinverse > -1) + if (shgroup->modelinverse > -1) { shgroup->matflag |= DRW_CALL_MODELINVERSE; - if (shgroup->modelview > -1) + } + if (shgroup->modelview > -1) { shgroup->matflag |= DRW_CALL_MODELVIEW; - if (shgroup->modelviewinverse > -1) + } + if (shgroup->modelviewinverse > -1) { shgroup->matflag |= DRW_CALL_MODELVIEWINVERSE; - if (shgroup->modelviewprojection > -1) + } + if (shgroup->modelviewprojection > -1) { shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION; - if (shgroup->normalview > -1) + } + if (shgroup->normalview > -1) { shgroup->matflag |= DRW_CALL_NORMALVIEW; - if (shgroup->normalworld > -1) + } + if (shgroup->normalworld > -1) { shgroup->matflag |= DRW_CALL_NORMALWORLD; - if (shgroup->orcotexfac > -1) + } + if (shgroup->orcotexfac > -1) { shgroup->matflag |= DRW_CALL_ORCOTEXFAC; - if (shgroup->objectinfo > -1) + } + if (shgroup->objectinfo > -1) { shgroup->matflag |= DRW_CALL_OBJECTINFO; - if (shgroup->eye > -1) + } + if (shgroup->eye > -1) { shgroup->matflag |= DRW_CALL_EYEVEC; + } } static void drw_shgroup_instance_init( diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index df2daa998fe..787f4ee7b40 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -521,8 +521,9 @@ static void draw_frustum_boundbox_calc(const float(*projmat)[4], BoundBox *r_bbo static void draw_clipping_setup_from_view(void) { - if (DST.clipping.updated) + if (DST.clipping.updated) { return; + } float (*viewinv)[4] = DST.view_data.matstate.mat[DRW_MAT_VIEWINV]; float (*projmat)[4] = DST.view_data.matstate.mat[DRW_MAT_WIN]; @@ -684,14 +685,16 @@ bool DRW_culling_sphere_test(BoundSphere *bsphere) draw_clipping_setup_from_view(); /* Bypass test if radius is negative. */ - if (bsphere->radius < 0.0f) + if (bsphere->radius < 0.0f) { return true; + } /* Do a rough test first: Sphere VS Sphere intersect. */ BoundSphere *frustum_bsphere = &DST.clipping.frustum_bsphere; float center_dist = len_squared_v3v3(bsphere->center, frustum_bsphere->center); - if (center_dist > SQUARE(bsphere->radius + frustum_bsphere->radius)) + if (center_dist > SQUARE(bsphere->radius + frustum_bsphere->radius)) { return false; + } /* Test against the 6 frustum planes. */ for (int p = 0; p < 6; p++) { @@ -1012,8 +1015,9 @@ static void release_texture_slots(bool with_persist) } else { for (int i = 0; i < GPU_max_textures(); ++i) { - if (DST.RST.bound_tex_slots[i] != BIND_PERSIST) + if (DST.RST.bound_tex_slots[i] != BIND_PERSIST) { DST.RST.bound_tex_slots[i] = BIND_NONE; + } } } @@ -1029,8 +1033,9 @@ static void release_ubo_slots(bool with_persist) } else { for (int i = 0; i < GPU_max_ubo_binds(); ++i) { - if (DST.RST.bound_ubo_slots[i] != BIND_PERSIST) + if (DST.RST.bound_ubo_slots[i] != BIND_PERSIST) { DST.RST.bound_ubo_slots[i] = BIND_NONE; + } } } @@ -1317,8 +1322,9 @@ static void drw_update_view(void) static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group) { - if (start_group == NULL) + if (start_group == NULL) { return; + } DST.shader = NULL; diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c index ff0e77b0df1..f287f7b1018 100644 --- a/source/blender/draw/modes/edit_text_mode.c +++ b/source/blender/draw/modes/edit_text_mode.c @@ -219,10 +219,12 @@ static void edit_text_cache_populate_select(void *vedata, Object *ob) float selboxw; if (i + 1 != ef->selboxes_len) { - if (ef->selboxes[i + 1].y == sb->y) + if (ef->selboxes[i + 1].y == sb->y) { selboxw = ef->selboxes[i + 1].x - sb->x; - else + } + else { selboxw = sb->w; + } } else { selboxw = sb->w; diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index bd8a112f710..0757403ad01 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -542,12 +542,15 @@ static void OBJECT_engine_init(void *vedata) grid_res = fabsf(tanf(fov)) / grid_scale; e_data.grid_flag = (1 << 4); /* XY plane */ - if (show_axis_x) + if (show_axis_x) { e_data.grid_flag |= SHOW_AXIS_X; - if (show_axis_y) + } + if (show_axis_y) { e_data.grid_flag |= SHOW_AXIS_Y; - if (show_floor) + } + if (show_floor) { e_data.grid_flag |= SHOW_GRID; + } } else { @@ -925,8 +928,9 @@ static void DRW_shgroup_empty_image( { /* TODO: 'StereoViews', see draw_empty_image. */ - if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) + if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) { return; + } /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */ int size[2] = {0}; diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl index bcfa097b277..e12c48453a7 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl @@ -69,13 +69,15 @@ void main(void) if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) { /* If both adjacent verts are facing the camera the same way, * then it isn't an outline edge. */ - if (sign(fac0) == sign(fac3)) + if (sign(fac0) == sign(fac3)) { return; + } } /* Don't outline if concave edge. */ - if (dot(n0, v13) > 0.0001) + if (dot(n0, v13) > 0.0001) { return; + } vec2 thick = vColSize[0].w * (lineThickness / viewportSize); vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]); diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl index bf253d0121c..24df1923a66 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl +++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl @@ -37,8 +37,9 @@ void main() int color_id = (vertFlag[1] >> 4); /* Don't output any edges if we don't show handles */ - if (!showCurveHandles && (color_id < 5)) + if (!showCurveHandles && (color_id < 5)) { return; + } bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERTEX_SELECTED) != 0); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl index 71cc1ccde8d..a4c911c56e3 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl @@ -8,10 +8,12 @@ out vec4 FragColor; void main() { - if (isSelected != 0) + if (isSelected != 0) { FragColor = colorFaceDot; - else + } + else { FragColor = colorVertex; + } #ifdef VERTEX_FACING FragColor.a *= 1.0 - abs(facing) * 0.4; diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl index 95630fc2e0f..bc46b3fe0f4 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl @@ -18,14 +18,18 @@ void main() ivec4 data_m = data & dataMask; - if ((data_m.x & FACE_ACTIVE) != 0) + if ((data_m.x & FACE_ACTIVE) != 0) { faceColor = colorFaceSelect; - else if ((data_m.x & FACE_SELECTED) != 0) + } + else if ((data_m.x & FACE_SELECTED) != 0) { faceColor = colorFaceSelect; - else if ((data_m.x & FACE_FREESTYLE) != 0) + } + else if ((data_m.x & FACE_FREESTYLE) != 0) { faceColor = colorFaceFreestyle; - else + } + else { faceColor = colorFace; + } #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 0d5c76ad790..c6cbd712d40 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -148,5 +148,7 @@ void main() #endif /* don't write depth if not opaque */ - if (FragColor.a == 0.0) discard; + if (FragColor.a == 0.0) { + discard; + } } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index 1c88f1ff959..e4baa57ac8f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -150,14 +150,18 @@ void main() /* Face */ vec4 fcol; - if ((vData[0].x & FACE_ACTIVE) != 0) + if ((vData[0].x & FACE_ACTIVE) != 0) { fcol = colorFaceSelect; - else if ((vData[0].x & FACE_SELECTED) != 0) + } + else if ((vData[0].x & FACE_SELECTED) != 0) { fcol = colorFaceSelect; - else if ((vData[0].x & FACE_FREESTYLE) != 0) + } + else if ((vData[0].x & FACE_FREESTYLE) != 0) { fcol = colorFaceFreestyle; - else + } + else { fcol = colorFace; + } /* Vertex */ ssPos[0] = proj(pPos[0]); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index 13431168fb0..8b9bcb33fae 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -82,14 +82,18 @@ void main() } /* Face */ - if ((vData[0].x & FACE_ACTIVE) != 0) + if ((vData[0].x & FACE_ACTIVE) != 0) { faceColor = colorFaceSelect; - else if ((vData[0].x & FACE_SELECTED) != 0) + } + else if ((vData[0].x & FACE_SELECTED) != 0) { faceColor = colorFaceSelect; - else if ((vData[0].x & FACE_FREESTYLE) != 0) + } + else if ((vData[0].x & FACE_FREESTYLE) != 0) { faceColor = colorFaceFreestyle; - else + } + else { faceColor = colorFace; + } # ifdef VERTEX_SELECTION vertexColor = EDIT_MESH_vertex_color(data0.x).rgb; diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl index 85da0f25654..36999267ef2 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl +++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl @@ -33,8 +33,9 @@ void main() /* If both adjacent verts are facing the camera the same way, * then it isn't an outline edge. */ - if (sign(fac0) == sign(fac3)) + if (sign(fac0) == sign(fac3)) { return; + } /* Don't outline if concave edge. */ /* That would hide a lot of non useful edge but it flickers badly. diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl index 54ae319307a..3df5115db76 100644 --- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl +++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl @@ -39,12 +39,15 @@ void main() } #ifdef USE_AXIS - if (axis == 0) + if (axis == 0) { finalColor = vec4(1.0, 0.0, 0.0, 1.0); - else if (axis == 1) + } + else if (axis == 1) { finalColor = vec4(0.0, 1.0, 0.0, 1.0); - else + } + else { finalColor = vec4(0.0, 0.0, 1.0, 1.0); + } #else if (val < 0.0) { finalColor = vec4(color, 1.0); diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/modes/shaders/paint_weight_frag.glsl index faa36f5535e..7460eabedbe 100644 --- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl +++ b/source/blender/draw/modes/shaders/paint_weight_frag.glsl @@ -18,15 +18,17 @@ float contours(float value, float steps, float width_px, float max_rel_width, fl /* Don't draw lines at 0 or 1. */ float rel_value = value * steps; - if (rel_value < 0.5 || rel_value > steps - 0.5) + if (rel_value < 0.5 || rel_value > steps - 0.5) { return 0.0; + } /* Check if completely invisible due to fade out. */ float rel_gradient = gradient * steps; float rel_min_width = min_width_px * rel_gradient; - if (max_rel_width <= rel_min_width) + if (max_rel_width <= rel_min_width) { return 0.0; + } /* Main shape of the line, accounting for width bias and maximum weight space width. */ float rel_width = width_px * rel_gradient; @@ -48,8 +50,9 @@ vec4 contour_grid(float weight, float weight_gradient) /* Fade away when the gradient is too low to avoid big fills and noise. */ float flt_eps = max(1e-8, 1e-6 * weight); - if (weight_gradient <= flt_eps) + if (weight_gradient <= flt_eps) { return vec4(0.0); + } /* Three levels of grid lines */ float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient); -- cgit v1.2.3