From b6c28002acb802dcad8a23c0721209103f00f686 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 30 Jun 2022 12:14:22 +1000 Subject: Cleanup: spelling in comments --- .../gpencil_modifiers/intern/lineart/MOD_lineart.h | 12 +++++----- .../gpencil_modifiers/intern/lineart/lineart_cpu.c | 8 +++---- .../intern/lineart/lineart_shadow.c | 28 ++++++++++++---------- 3 files changed, 26 insertions(+), 22 deletions(-) (limited to 'source/blender/gpencil_modifiers/intern') diff --git a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h index 5e9b2556fe0..d7005a4bc61 100644 --- a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h +++ b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h @@ -108,7 +108,7 @@ typedef struct LineartEdgeSegment { typedef struct LineartShadowEdge { struct LineartShadowEdge *next, *prev; - /* Two end points in framebuffer coordinates viewed from the light source. */ + /* Two end points in frame-buffer coordinates viewed from the light source. */ double fbc1[4], fbc2[4]; double g1[3], g2[3]; bool orig1, orig2; @@ -129,11 +129,11 @@ typedef struct LineartShadowSegment { /* eLineartShadowSegmentFlag */ int flag; /* The point after which a property of the segment is changed. e.g. shadow mask/target_ref etc. - * Coordinates in NDC during shadow caluclation but transformed to global linear before cutting + * Coordinates in NDC during shadow calculation but transformed to global linear before cutting * onto edges during the loading stage of the "actual" rendering. */ double ratio; /* Left and right pos, because when casting shadows at some point there will be - * non-continuous cuts, see #lineart_shadow_edge_cut for detailed explaination. */ + * non-continuous cuts, see #lineart_shadow_edge_cut for detailed explanation. */ double fbc1[4], fbc2[4]; /* Global position. */ double g1[4], g2[4]; @@ -276,7 +276,7 @@ typedef struct LineartData { * calculation is finished. */ LineartStaticMemPool *shadow_data_pool; - /* Storing shadow edge eln, array, and cuts for shadow information, so it's avaliable when line + /* Storing shadow edge eln, array, and cuts for shadow information, so it's available when line * art runs the second time for occlusion. Either a reference to LineartCache::shadow_data_pool * (shadow stage) or a reference to LineartData::render_data_pool (final stage). */ LineartStaticMemPool *edge_data_pool; @@ -746,8 +746,8 @@ BLI_INLINE int lineart_line_isec_2d_ignore_line2pos(const double a1[2], double *r_a_ratio) { /* The define here is used to check how vector or slope method handles boundary cases. The result - * of lim(div->0) and lim(k->0) could both produce some unwanted flickers in line art, the - * influence of which is still not fully understood, so keep the switch there for futher + * of `lim(div->0)` and `lim(k->0)` could both produce some unwanted flickers in line art, the + * influence of which is still not fully understood, so keep the switch there for further * investigations. */ #define USE_VECTOR_LINE_INTERSECTION_IGN #ifdef USE_VECTOR_LINE_INTERSECTION_IGN diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c b/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c index c17827b7228..236e2df1537 100644 --- a/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c +++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c @@ -3658,7 +3658,7 @@ static LineartData *lineart_create_render_buffer(Scene *scene, ld->chain_data_pool = &lc->chain_data_pool; - /* See LineartData::edge_data_pool for explaination. */ + /* See #LineartData::edge_data_pool for explanation. */ ld->edge_data_pool = &ld->render_data_pool; BLI_spin_init(&ld->lock_task); @@ -4494,7 +4494,7 @@ static void lineart_create_edges_from_isec_data(LineartIsecData *d) return; } - /* We don't care about removing duplicated vert in this method, chaning can handle that, + /* We don't care about removing duplicated vert in this method, chaining can handle that, * and it saves us from using locks and look up tables. */ LineartVert *v = lineart_mem_acquire(ld->edge_data_pool, sizeof(LineartVert) * total_lines * 2); LineartEdge *e = lineart_mem_acquire(ld->edge_data_pool, sizeof(LineartEdge) * total_lines); @@ -4565,7 +4565,7 @@ static void lineart_create_edges_from_isec_data(LineartIsecData *d) } else { /* equal priority */ if (ob1 == ob2) { - /* object_ref should be ambigious if intersection lines comes from different objects. */ + /* object_ref should be ambiguous if intersection lines comes from different objects. */ e->object_ref = ob1; } } @@ -5165,7 +5165,7 @@ static void lineart_gpencil_generate(LineartCache *cache, } if (shaodow_selection) { if (ec->shadow_mask_bits != LRT_SHADOW_MASK_UNDEFINED) { - /* TODO(Yiming): Give a behaviour option for how to display undefined shadow info. */ + /* TODO(@Yiming): Give a behavior option for how to display undefined shadow info. */ if ((shaodow_selection == LRT_SHADOW_FILTER_LIT && (!(ec->shadow_mask_bits & LRT_SHADOW_MASK_LIT))) || (shaodow_selection == LRT_SHADOW_FILTER_SHADED && diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c b/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c index ec1d9a14233..ad0137fe0f0 100644 --- a/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c +++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c @@ -193,10 +193,12 @@ static void lineart_shadow_segment_slice_get(double *fb_co_1, interp_v3_v3v3_db(r_gloc, gloc_1, gloc_2, ga); } -/* This function tries to get the closest projected segments along two end points. - * The x,y of s1, s2 are aligned in framebuffer coordinates, only z,w are different. +/** + * This function tries to get the closest projected segments along two end points. + * The x,y of s1, s2 are aligned in frame-buffer coordinates, only z,w are different. * We will get the closest z/w as well as the corresponding global coordinates. * + * \code{.unparsed} * (far side) * l-------r [s1] ^ * _-r [s2] | In this situation it will essentially return the coordinates of s2. @@ -209,9 +211,11 @@ static void lineart_shadow_segment_slice_get(double *fb_co_1, * l-----_c`-----r [s1] | and `r_new` will be assigned coordinates of `c`. * _-` | * l-` | + * \endcode * * Returns true when a new cut (`c`) is needed in the middle, otherwise returns false, and - * `*r_new_xxx` are not touched. */ + * `*r_new_xxx` are not touched. + */ static bool lineart_do_closest_segment(bool is_persp, double *s1_fb_co_1, double *s1_fb_co_2, @@ -309,7 +313,7 @@ static void lineart_shadow_create_shadow_edge_array(LineartData *ld, LRT_ITER_ALL_LINES_BEGIN { /* Only contour and loose edges can actually cast shadows. We allow light contour here because - * we want to see if it also doubles as a view contouror, in that case we also need to project + * we want to see if it also doubles as a view contour, in that case we also need to project * them. */ if (!(e->flags & accept_types)) { continue; @@ -383,7 +387,7 @@ static void lineart_shadow_create_shadow_edge_array(LineartData *ld, interp_v3_v3v3_db(sedge[i].g2, e->v1->gloc, e->v2->gloc, ga2); /* Assign an absurdly big W for initial distance so when triangles show up to catch the - * shadow, their w must certainlly be smaller than this value so the shadow catches + * shadow, their w must certainly be smaller than this value so the shadow catches * successfully. */ sedge[i].fbc1[3] = 1e30; sedge[i].fbc2[3] = 1e30; @@ -712,7 +716,7 @@ static bool lineart_shadow_cast_onto_triangle(LineartData *ld, /* Bound box check. Because we have already done occlusion in the shadow camera, so any visual * intersection found in this function must mean that the triangle is behind the given line so it - * will always project a shadow, hence no need to do depth boundbox check. */ + * will always project a shadow, hence no need to do depth bound-box check. */ if ((MAX3(FBC0[0], FBC1[0], FBC2[0]) < MIN2(LFBC[0], RFBC[0])) || (MIN3(FBC0[0], FBC1[0], FBC2[0]) > MAX2(LFBC[0], RFBC[0])) || (MAX3(FBC0[1], FBC1[1], FBC2[1]) < MIN2(LFBC[1], RFBC[1])) || @@ -1055,7 +1059,7 @@ static void lineart_shadow_register_enclosed_shapes(LineartData *ld, LineartData e = shadow_ld->pending_edges.array[i]; /* Only care about shade-on-light and light-on-light situations, hence we only need - * non-occludded segments in shadow buffer. */ + * non-occluded segments in shadow buffer. */ if (e->min_occ > 0) { continue; } @@ -1103,7 +1107,7 @@ static void lineart_shadow_register_enclosed_shapes(LineartData *ld, LineartData } } -/* This call would internally duplicate #original_ld, override necessary configureations for shadow +/* This call would internally duplicate #original_ld, override necessary configurations for shadow * computations. It will return: * * 1) Generated shadow edges in format of `LineartElementLinkNode` which can be directly loaded @@ -1151,7 +1155,7 @@ bool lineart_main_try_generate_shadow(Depsgraph *depsgraph, ld->conf.do_shadow_cast = true; ld->shadow_data_pool = shadow_data_pool; - /* See LineartData::edge_data_pool for explaination. */ + /* See LineartData::edge_data_pool for explanation. */ if (ld->conf.shadow_selection) { ld->edge_data_pool = shadow_data_pool; } @@ -1180,7 +1184,7 @@ bool lineart_main_try_generate_shadow(Depsgraph *depsgraph, } ld->qtree.recursive_level = is_persp ? LRT_TILE_RECURSIVE_PERSPECTIVE : LRT_TILE_RECURSIVE_ORTHO; - /* Contour and loose edge from light viewing direction will be casted as shadow, so only + /* Contour and loose edge from light viewing direction will be cast as shadow, so only * force them on. If we need lit/shaded information for other line types, they are then * enabled as-is so that cutting positions can also be calculated through shadow projection. */ @@ -1250,7 +1254,7 @@ bool lineart_main_try_generate_shadow(Depsgraph *depsgraph, } if (ld->conf.shadow_enclose_shapes) { - /* Need loaded data for reprojecting the 3rd time to get shape boundary against lit/shaded + /* Need loaded data for re-projecting the 3rd time to get shape boundary against lit/shaded * region. */ (*r_shadow_ld_if_reproject) = ld; } @@ -1342,7 +1346,7 @@ void lineart_main_transform_and_add_shadow(LineartData *ld, } /* Does the 3rd stage reprojection, will not re-load objects because #shadow_ld is not deleted. - * Only reprojects view camera edges and check visibility in light camera, then we can determine + * Only re-projects view camera edges and check visibility in light camera, then we can determine * whether an edge landed on a lit or shaded area. */ void lineart_main_make_enclosed_shapes(LineartData *ld, LineartData *shadow_ld) { -- cgit v1.2.3