From ab4a2aaf4a4b2b4e416aa1f113b30362cbe0dec3 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 24 Mar 2012 06:38:07 +0000 Subject: style cleanup: follow style guide for formatting of if/for/while loops, and else if's --- source/blender/gpu/intern/gpu_material.c | 428 ++++++++++++++++--------------- 1 file changed, 215 insertions(+), 213 deletions(-) (limited to 'source/blender/gpu/intern/gpu_material.c') diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 89b3a7d5f3f..efb931bf8e5 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -157,13 +157,13 @@ static void gpu_material_set_attrib_id(GPUMaterial *material) attribs= &material->attribs; pass= material->pass; - if(!pass) { + if (!pass) { attribs->totlayer = 0; return; } shader= GPU_pass_shader(pass); - if(!shader) { + if (!shader) { attribs->totlayer = 0; return; } @@ -172,11 +172,11 @@ static void gpu_material_set_attrib_id(GPUMaterial *material) * in case the attrib does not get a valid index back, it was probably * removed by the glsl compiler by dead code elimination */ - for(a=0, b=0; atotlayer; a++) { + for (a=0, b=0; atotlayer; a++) { BLI_snprintf(name, sizeof(name), "att%d", attribs->layer[a].attribid); attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name); - if(attribs->layer[a].glindex >= 0) { + if (attribs->layer[a].glindex >= 0) { attribs->layer[b] = attribs->layer[a]; b++; } @@ -195,24 +195,24 @@ static int GPU_material_construct_end(GPUMaterial *material) material->pass = GPU_generate_pass(&material->nodes, outlink, &material->attribs, &material->builtins, material->ma->id.name); - if(!material->pass) + if (!material->pass) return 0; gpu_material_set_attrib_id(material); shader = GPU_pass_shader(material->pass); - if(material->builtins & GPU_VIEW_MATRIX) + if (material->builtins & GPU_VIEW_MATRIX) material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX)); - if(material->builtins & GPU_INVERSE_VIEW_MATRIX) + if (material->builtins & GPU_INVERSE_VIEW_MATRIX) material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX)); - if(material->builtins & GPU_OBJECT_MATRIX) + if (material->builtins & GPU_OBJECT_MATRIX) material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX)); - if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) + if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX)); - if(material->builtins & GPU_OBCOLOR) + if (material->builtins & GPU_OBCOLOR) material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR)); - if(material->builtins & GPU_AUTO_BUMPSCALE) + if (material->builtins & GPU_AUTO_BUMPSCALE) material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE)); return 1; } @@ -225,18 +225,18 @@ void GPU_material_free(Material *ma) LinkData *link; LinkData *nlink, *mlink, *next; - for(link=ma->gpumaterial.first; link; link=link->next) { + for (link=ma->gpumaterial.first; link; link=link->next) { GPUMaterial *material = link->data; - if(material->pass) + if (material->pass) GPU_pass_free(material->pass); - for(nlink=material->lamps.first; nlink; nlink=nlink->next) { + for (nlink=material->lamps.first; nlink; nlink=nlink->next) { GPULamp *lamp = nlink->data; - for(mlink=lamp->materials.first; mlink; mlink=next) { + for (mlink=lamp->materials.first; mlink; mlink=next) { next = mlink->next; - if(mlink->data == ma) + if (mlink->data == ma) BLI_freelinkN(&lamp->materials, mlink); } } @@ -251,15 +251,15 @@ void GPU_material_free(Material *ma) void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap) { - if(material->pass) { + if (material->pass) { LinkData *nlink; GPULamp *lamp; /* handle layer lamps */ - for(nlink=material->lamps.first; nlink; nlink=nlink->next) { + for (nlink=material->lamps.first; nlink; nlink=nlink->next) { lamp= nlink->data; - if(!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) { + if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) { lamp->dynenergy = lamp->energy; copy_v3_v3(lamp->dyncol, lamp->col); } @@ -276,53 +276,53 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4], float autobumpscale) { - if(material->pass) { + if (material->pass) { GPUShader *shader = GPU_pass_shader(material->pass); LinkData *nlink; GPULamp *lamp; float invmat[4][4], col[4]; /* handle builtins */ - if(material->builtins & GPU_VIEW_MATRIX) { + if (material->builtins & GPU_VIEW_MATRIX) { GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat); } - if(material->builtins & GPU_INVERSE_VIEW_MATRIX) { + if (material->builtins & GPU_INVERSE_VIEW_MATRIX) { GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv); } - if(material->builtins & GPU_OBJECT_MATRIX) { + if (material->builtins & GPU_OBJECT_MATRIX) { GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat); } - if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) { + if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) { invert_m4_m4(invmat, obmat); GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat); } - if(material->builtins & GPU_OBCOLOR) { + if (material->builtins & GPU_OBCOLOR) { copy_v4_v4(col, obcol); CLAMP(col[3], 0.0f, 1.0f); GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col); } - if(material->builtins & GPU_AUTO_BUMPSCALE) { + if (material->builtins & GPU_AUTO_BUMPSCALE) { GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale); } /* update lamps */ - for(nlink=material->lamps.first; nlink; nlink=nlink->next) { + for (nlink=material->lamps.first; nlink; nlink=nlink->next) { lamp= nlink->data; - if(material->dynproperty & DYN_LAMP_VEC) { + if (material->dynproperty & DYN_LAMP_VEC) { copy_v3_v3(lamp->dynvec, lamp->vec); normalize_v3(lamp->dynvec); negate_v3(lamp->dynvec); mul_mat3_m4_v3(viewmat, lamp->dynvec); } - if(material->dynproperty & DYN_LAMP_CO) { + if (material->dynproperty & DYN_LAMP_CO) { copy_v3_v3(lamp->dynco, lamp->co); mul_m4_v3(viewmat, lamp->dynco); } - if(material->dynproperty & DYN_LAMP_IMAT) + if (material->dynproperty & DYN_LAMP_IMAT) mult_m4_m4m4(lamp->dynimat, lamp->imat, viewinv); - if(material->dynproperty & DYN_LAMP_PERSMAT) + if (material->dynproperty & DYN_LAMP_PERSMAT) mult_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv); } @@ -350,7 +350,7 @@ void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *att void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link) { - if(!material->outlink) + if (!material->outlink) material->outlink= link; } @@ -361,7 +361,7 @@ void GPU_material_enable_alpha(GPUMaterial *material) GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]) { - if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f)) + if (material->alpha || (material->obcolalpha && obcol[3] < 1.0f)) return GPU_BLEND_ALPHA; else return GPU_BLEND_SOLID; @@ -385,7 +385,7 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode GPUNodeLink *visifac, *inpr; /* from get_lamp_visibility */ - if(lamp->type==LA_SUN || lamp->type==LA_HEMI) { + if (lamp->type==LA_SUN || lamp->type==LA_HEMI) { mat->dynproperty |= DYN_LAMP_VEC; GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac); return visifac; @@ -394,7 +394,7 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode mat->dynproperty |= DYN_LAMP_CO; GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac); - if(lamp->type==LA_AREA) + if (lamp->type==LA_AREA) return visifac; switch(lamp->falloff_type) @@ -421,11 +421,11 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode break; } - if(lamp->mode & LA_SPHERE) + if (lamp->mode & LA_SPHERE) GPU_link(mat, "lamp_visibility_sphere", GPU_uniform(&lamp->dist), *dist, visifac, &visifac); - if(lamp->type == LA_SPOT) { - if(lamp->mode & LA_SQUARE) { + if (lamp->type == LA_SPOT) { + if (lamp->mode & LA_SQUARE) { mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_IMAT; GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob), *lv, &inpr); } @@ -511,9 +511,9 @@ static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff) GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac; - if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) { - if(ma->ramp_col) { - if(ma->rampin_col==MA_RAMP_IN_RESULT) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) { + if (ma->ramp_col) { + if (ma->rampin_col==MA_RAMP_IN_RESULT) { GPU_link(mat, "ramp_rgbtobw", *diff, &fac); /* colorband + blend */ @@ -527,10 +527,10 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G { GPUNodeLink *fac, *tmp, *addcol; - if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && + if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && ma->ramp_col && (ma->mode & MA_RAMP_COL)) { /* MA_RAMP_IN_RESULT is exceptional */ - if(ma->rampin_col==MA_RAMP_IN_RESULT) { + if (ma->rampin_col==MA_RAMP_IN_RESULT) { addcol = shi->rgb; } else { @@ -567,7 +567,7 @@ static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec) GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac; - if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && + if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) { GPU_link(mat, "ramp_rgbtobw", *spec, &fac); @@ -585,7 +585,7 @@ static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t *spec = shi->specrgb; /* MA_RAMP_IN_RESULT is exception */ - if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) { + if (ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) { /* input */ switch(ma->rampin_spec) { @@ -623,7 +623,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la GPUNodeLink *outcol, *specfac, *t, *shadfac= NULL; float one = 1.0f; - if((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW)) + if ((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW)) return; vn= shi->vn; @@ -636,14 +636,14 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la GPU_link(mat, "shade_inp", vn, lv, &inp); - if(lamp->mode & LA_NO_DIFF) { + if (lamp->mode & LA_NO_DIFF) { GPU_link(mat, "shade_is_no_diffuse", &is); } - else if(lamp->type == LA_HEMI) { + else if (lamp->type == LA_HEMI) { GPU_link(mat, "shade_is_hemi", inp, &is); } else { - if(lamp->type == LA_AREA) { + if (lamp->type == LA_AREA) { float area[4][4]= {{0.0f}}, areasize= 0.0f; mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_CO; @@ -653,35 +653,35 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la is= inp; /* Lambert */ - if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) { - if(ma->diff_shader==MA_DIFF_ORENNAYAR) + if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) { + if (ma->diff_shader==MA_DIFF_ORENNAYAR) GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is); - else if(ma->diff_shader==MA_DIFF_TOON) + else if (ma->diff_shader==MA_DIFF_TOON) GPU_link(mat, "shade_diffuse_toon", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is); - else if(ma->diff_shader==MA_DIFF_MINNAERT) + else if (ma->diff_shader==MA_DIFF_MINNAERT) GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view, GPU_uniform(&ma->darkness), &is); - else if(ma->diff_shader==MA_DIFF_FRESNEL) + else if (ma->diff_shader==MA_DIFF_FRESNEL) GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is); } } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) - if(ma->shade_flag & MA_CUBIC) + if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) + if (ma->shade_flag & MA_CUBIC) GPU_link(mat, "shade_cubic", is, &is); i = is; GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i); #if 0 - if(ma->mode & MA_TANGENT_VN) + if (ma->mode & MA_TANGENT_VN) GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn); #endif /* this replaces if(i > 0.0) conditional until that is supported */ // done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); - if((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) { - if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) { + if ((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) { mat->dynproperty |= DYN_LAMP_PERSMAT; GPU_link(mat, "test_shadowbuf", @@ -690,15 +690,15 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), GPU_uniform(&lamp->bias), inp, &shadfac); - if(lamp->mode & LA_ONLYSHADOW) { + if (lamp->mode & LA_ONLYSHADOW) { GPU_link(mat, "shade_only_shadow", i, shadfac, GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &shadfac); - if(!(lamp->mode & LA_NO_DIFF)) + if (!(lamp->mode & LA_NO_DIFF)) GPU_link(mat, "shade_only_shadow_diffuse", shadfac, shi->rgb, shr->diff, &shr->diff); - if(!(lamp->mode & LA_NO_SPEC)) + if (!(lamp->mode & LA_NO_SPEC)) GPU_link(mat, "shade_only_shadow_specular", shadfac, shi->specrgb, shr->spec, &shr->spec); @@ -710,7 +710,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la GPU_link(mat, "math_multiply", i, shadfac, &i); } } - else if((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) { + else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) { add_user_list(&mat->lamps, lamp); add_user_list(&lamp->materials, shi->gpumat->ma); return; @@ -718,40 +718,40 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la else GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac); - if(GPU_link_changed(shi->refl) || ma->ref != 0.0f) { - if(!(lamp->mode & LA_NO_DIFF)) { + if (GPU_link_changed(shi->refl) || ma->ref != 0.0f) { + if (!(lamp->mode & LA_NO_DIFF)) { GPUNodeLink *rgb; GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &rgb); add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff); } } - if(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS); - else if(!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) && + if (mat->scene->gm.flag & GAME_GLSL_NO_SHADERS); + else if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) && (GPU_link_changed(shi->spec) || ma->spec != 0.0f)) { - if(lamp->type == LA_HEMI) { + if (lamp->type == LA_HEMI) { GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t); GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol); GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); } else { - if(ma->spec_shader==MA_SPEC_PHONG) + if (ma->spec_shader==MA_SPEC_PHONG) GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac); - else if(ma->spec_shader==MA_SPEC_COOKTORR) + else if (ma->spec_shader==MA_SPEC_COOKTORR) GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac); - else if(ma->spec_shader==MA_SPEC_BLINN) + else if (ma->spec_shader==MA_SPEC_BLINN) GPU_link(mat, "shade_blinn_spec", vn, lv, view, GPU_uniform(&ma->refrac), shi->har, &specfac); - else if(ma->spec_shader==MA_SPEC_WARDISO) + else if (ma->spec_shader==MA_SPEC_WARDISO) GPU_link(mat, "shade_wardiso_spec", vn, lv, view, GPU_uniform(&ma->rms), &specfac); else GPU_link(mat, "shade_toon_spec", vn, lv, view, GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac); - if(lamp->type==LA_AREA) + if (lamp->type==LA_AREA) GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac); GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t); - if(ma->mode & MA_RAMP_SPEC) { + if (ma->mode & MA_RAMP_SPEC) { GPUNodeLink *spec; do_specular_ramp(shi, specfac, t, &spec); GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), spec, &outcol); @@ -775,12 +775,12 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) Scene *sce_iter; GPULamp *lamp; - for(SETLOOPER(shi->gpumat->scene, sce_iter, base)) { + for (SETLOOPER(shi->gpumat->scene, sce_iter, base)) { ob= base->object; - if(ob->type==OB_LAMP) { + if (ob->type==OB_LAMP) { lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL); - if(lamp) + if (lamp) shade_one_light(shi, shr, lamp); } @@ -788,14 +788,14 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) DupliObject *dob; ListBase *lb = object_duplilist(shi->gpumat->scene, ob); - for(dob=lb->first; dob; dob=dob->next) { + for (dob=lb->first; dob; dob=dob->next) { Object *ob_iter = dob->ob; - if(ob_iter->type==OB_LAMP) { + if (ob_iter->type==OB_LAMP) { copy_m4_m4(ob_iter->obmat, dob->mat); lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob); - if(lamp) + if (lamp) shade_one_light(shi, shr, lamp); } } @@ -924,33 +924,33 @@ static void do_material_tex(GPUShadeInput *shi) orn= texco_norm; /* go over texture slots */ - for(tex_nr=0; tex_nrseptex & (1<septex & (1<mtex[tex_nr]) { + if (ma->mtex[tex_nr]) { mtex= ma->mtex[tex_nr]; tex= mtex->tex; - if(tex == NULL) continue; + if (tex == NULL) continue; /* which coords */ - if(mtex->texco==TEXCO_ORCO) + if (mtex->texco==TEXCO_ORCO) texco= texco_orco; - else if(mtex->texco==TEXCO_OBJECT) + else if (mtex->texco==TEXCO_OBJECT) texco= texco_object; - else if(mtex->texco==TEXCO_NORM) + else if (mtex->texco==TEXCO_NORM) texco= orn; - else if(mtex->texco==TEXCO_TANGENT) + else if (mtex->texco==TEXCO_TANGENT) texco= texco_object; - else if(mtex->texco==TEXCO_GLOB) + else if (mtex->texco==TEXCO_GLOB) texco= texco_global; - else if(mtex->texco==TEXCO_REFL) { + else if (mtex->texco==TEXCO_REFL) { GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); texco= shi->ref; } - else if(mtex->texco==TEXCO_UV) { - if(1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) { + else if (mtex->texco==TEXCO_UV) { + if (1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) { GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv); /*lastuvname = mtex->uvname;*/ /*UNUSED*/ } @@ -960,98 +960,98 @@ static void do_material_tex(GPUShadeInput *shi) continue; /* in case of uv, this would just undo a multiplication in texco_uv */ - if(mtex->texco != TEXCO_UV) + if (mtex->texco != TEXCO_UV) GPU_link(mat, "mtex_2d_mapping", texco, &texco); - if(mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) + if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco); ofs[0] = mtex->ofs[0] + 0.5f - 0.5f*mtex->size[0]; ofs[1] = mtex->ofs[1] + 0.5f - 0.5f*mtex->size[1]; ofs[2] = 0.0f; - if(ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f) + if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f) GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco); talpha = 0; - if(tex && tex->type == TEX_IMAGE && tex->ima) { + if (tex && tex->type == TEX_IMAGE && tex->ima) { GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser), &tin, &trgb); rgbnor= TEX_RGB; - if(tex->imaflag & TEX_USEALPHA) + if (tex->imaflag & TEX_USEALPHA) talpha= 1; } else continue; /* texture output */ - if((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) { + if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) { GPU_link(mat, "mtex_rgbtoint", trgb, &tin); rgbnor -= TEX_RGB; } - if(mtex->texflag & MTEX_NEGATIVE) { - if(rgbnor & TEX_RGB) + if (mtex->texflag & MTEX_NEGATIVE) { + if (rgbnor & TEX_RGB) GPU_link(mat, "mtex_rgb_invert", trgb, &trgb); else GPU_link(mat, "mtex_value_invert", tin, &tin); } - if(mtex->texflag & MTEX_STENCIL) { - if(rgbnor & TEX_RGB) + if (mtex->texflag & MTEX_STENCIL) { + if (rgbnor & TEX_RGB) GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb); else GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin); } /* mapping */ - if(mtex->mapto & (MAP_COL+MAP_COLSPEC)) { + if (mtex->mapto & (MAP_COL+MAP_COLSPEC)) { /* stencil maps on the texture control slider, not texture intensity value */ - if((rgbnor & TEX_RGB)==0) { + if ((rgbnor & TEX_RGB)==0) { GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol); } else { GPU_link(mat, "set_rgba", trgb, &tcol); - if(mtex->mapto & MAP_ALPHA) + if (mtex->mapto & MAP_ALPHA) GPU_link(mat, "set_value", stencil, &tin); - else if(talpha) + else if (talpha) GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); else GPU_link(mat, "set_value_one", &tin); } - if(tex->type==TEX_IMAGE) - if(gpu_do_color_management(mat)) + if (tex->type==TEX_IMAGE) + if (gpu_do_color_management(mat)) GPU_link(mat, "srgb_to_linearrgb", tcol, &tcol); - if(mtex->mapto & MAP_COL) { + if (mtex->mapto & MAP_COL) { GPUNodeLink *colfac; - if(mtex->colfac == 1.0f) colfac = stencil; + if (mtex->colfac == 1.0f) colfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac); texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb); } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) { GPUNodeLink *colspecfac; - if(mtex->colspecfac == 1.0f) colspecfac = stencil; + if (mtex->colspecfac == 1.0f) colspecfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colspecfac), stencil, &colspecfac); texture_rgb_blend(mat, tcol, shi->specrgb, tin, colspecfac, mtex->blendtype, &shi->specrgb); } } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { - if(tex->type==TEX_IMAGE) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { + if (tex->type==TEX_IMAGE) { found_deriv_map = tex->imaflag & TEX_DERIVATIVEMAP; - if(tex->imaflag & TEX_NORMALMAP) { + if (tex->imaflag & TEX_NORMALMAP) { /* normalmap image */ GPU_link(mat, "mtex_normal", texco, GPU_image(tex->ima, &tex->iuser), &tnor ); - if(mtex->norfac < 0.0f) + if (mtex->norfac < 0.0f) GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor); if (mtex->normapspace == MTEX_NSPACE_TANGENT) { @@ -1072,20 +1072,20 @@ static void do_material_tex(GPUShadeInput *shi) norfac = minf(fabsf(mtex->norfac), 1.0f); - if(norfac == 1.0f && !GPU_link_changed(stencil)) { + if (norfac == 1.0f && !GPU_link_changed(stencil)) { shi->vn = newnor; } else { tnorfac = GPU_uniform(&norfac); - if(GPU_link_changed(stencil)) + if (GPU_link_changed(stencil)) GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac); GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn); } } - else if( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) || found_deriv_map) { + else if ( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) || found_deriv_map) { /* ntap bumpmap image */ int iBumpSpace; float ima_x, ima_y; @@ -1099,16 +1099,16 @@ static void do_material_tex(GPUShadeInput *shi) GPUNodeLink *dBs, *dBt, *fDet; hScale = 0.1; // compatibility adjustment factor for all bumpspace types - if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) + if ( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) hScale = 13.0f; // factor for scaling texspace bumps - else if(found_deriv_map!=0) + else if (found_deriv_map!=0) hScale = 1.0f; // resolve texture resolution - if( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) { + if ( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) { ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser); ima_x= 512.0f; ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only - if(ibuf) { + if (ibuf) { ima_x= ibuf->x; ima_y= ibuf->y; aspect = ((float) ima_y) / ima_x; @@ -1127,13 +1127,13 @@ static void do_material_tex(GPUShadeInput *shi) tnorfac = GPU_uniform(&norfac); - if(found_deriv_map) + if (found_deriv_map) GPU_link(mat, "math_multiply", tnorfac, GPU_builtin(GPU_AUTO_BUMPSCALE), &tnorfac); - if(GPU_link_changed(stencil)) + if (GPU_link_changed(stencil)) GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac); - if( !init_done ) { + if ( !init_done ) { // copy shi->vn to vNorg and vNacc, set magnitude to 1 GPU_link(mat, "mtex_bump_normals_init", shi->vn, &vNorg, &vNacc, &fPrevMagnitude); iBumpSpacePrev = 0; @@ -1141,17 +1141,17 @@ static void do_material_tex(GPUShadeInput *shi) } // find current bump space - if( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) + if ( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) iBumpSpace = 1; - else if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) + else if ( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) iBumpSpace = 2; else iBumpSpace = 4; // ViewSpace // re-initialize if bump space changed - if( iBumpSpacePrev != iBumpSpace ) { + if ( iBumpSpacePrev != iBumpSpace ) { - if( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) + if ( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) GPU_link( mat, "mtex_bump_init_objspace", surf_pos, vNorg, GPU_builtin(GPU_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), @@ -1159,7 +1159,7 @@ static void do_material_tex(GPUShadeInput *shi) &fPrevMagnitude, &vNacc, &vR1, &vR2, &fDet ); - else if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) + else if ( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) GPU_link( mat, "mtex_bump_init_texturespace", surf_pos, vNorg, fPrevMagnitude, vNacc, @@ -1177,25 +1177,26 @@ static void do_material_tex(GPUShadeInput *shi) } - if(found_deriv_map) { + if (found_deriv_map) { GPU_link( mat, "mtex_bump_deriv", texco, GPU_image(tex->ima, &tex->iuser), GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac, &dBs, &dBt ); } - else if( mtex->texflag & MTEX_3TAP_BUMP ) + else if ( mtex->texflag & MTEX_3TAP_BUMP ) GPU_link( mat, "mtex_bump_tap3", texco, GPU_image(tex->ima, &tex->iuser), tnorfac, &dBs, &dBt ); - else if( mtex->texflag & MTEX_5TAP_BUMP ) + else if ( mtex->texflag & MTEX_5TAP_BUMP ) GPU_link( mat, "mtex_bump_tap5", texco, GPU_image(tex->ima, &tex->iuser), tnorfac, &dBs, &dBt ); - else if( mtex->texflag & MTEX_BICUBIC_BUMP ){ - if(GPU_bicubic_bump_support()){ + else if ( mtex->texflag & MTEX_BICUBIC_BUMP ) { + if (GPU_bicubic_bump_support()) { GPU_link( mat, "mtex_bump_bicubic", texco, GPU_image(tex->ima, &tex->iuser), tnorfac, &dBs, &dBt ); - }else{ + } + else { GPU_link( mat, "mtex_bump_tap5", texco, GPU_image(tex->ima, &tex->iuser), tnorfac, &dBs, &dBt ); @@ -1203,14 +1204,15 @@ static void do_material_tex(GPUShadeInput *shi) } - if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) { + if ( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) { float imag_tspace_dimension_y = aspect*imag_tspace_dimension_x; GPU_link( mat, "mtex_bump_apply_texspace", fDet, dBs, dBt, vR1, vR2, GPU_image(tex->ima, &tex->iuser), texco, GPU_uniform(&imag_tspace_dimension_x), GPU_uniform(&imag_tspace_dimension_y), vNacc, &vNacc, &shi->vn ); - } else + } + else GPU_link( mat, "mtex_bump_apply", fDet, dBs, dBt, vR1, vR2, vNacc, &vNacc, &shi->vn ); @@ -1221,64 +1223,64 @@ static void do_material_tex(GPUShadeInput *shi) GPU_link(mat, "vec_math_negate", shi->vn, &orn); } - if((mtex->mapto & MAP_VARS)) { - if(rgbnor & TEX_RGB) { - if(talpha) + if ((mtex->mapto & MAP_VARS)) { + if (rgbnor & TEX_RGB) { + if (talpha) GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); else GPU_link(mat, "mtex_rgbtoint", trgb, &tin); } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) { GPUNodeLink *difffac; - if(mtex->difffac == 1.0f) difffac = stencil; + if (mtex->difffac == 1.0f) difffac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->difffac), stencil, &difffac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac, mtex->blendtype, &shi->refl); GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl); } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) { GPUNodeLink *specfac; - if(mtex->specfac == 1.0f) specfac = stencil; + if (mtex->specfac == 1.0f) specfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->specfac), stencil, &specfac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac, mtex->blendtype, &shi->spec); GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec); } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) { GPUNodeLink *emitfac; - if(mtex->emitfac == 1.0f) emitfac = stencil; + if (mtex->emitfac == 1.0f) emitfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->emitfac), stencil, &emitfac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac, mtex->blendtype, &shi->emit); GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit); } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) { GPUNodeLink *hardfac; - if(mtex->hardfac == 1.0f) hardfac = stencil; + if (mtex->hardfac == 1.0f) hardfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->hardfac), stencil, &hardfac); GPU_link(mat, "mtex_har_divide", shi->har, &shi->har); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac, mtex->blendtype, &shi->har); GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har); } - if(mtex->mapto & MAP_ALPHA) { + if (mtex->mapto & MAP_ALPHA) { GPUNodeLink *alphafac; - if(mtex->alphafac == 1.0f) alphafac = stencil; + if (mtex->alphafac == 1.0f) alphafac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->alphafac), stencil, &alphafac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac, mtex->blendtype, &shi->alpha); GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha); } - if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) { + if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) { GPUNodeLink *ambfac; - if(mtex->ambfac == 1.0f) ambfac = stencil; + if (mtex->ambfac == 1.0f) ambfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->ambfac), stencil, &ambfac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac, mtex->blendtype, &shi->amb); @@ -1309,7 +1311,7 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi) GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &shi->amb); GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view); GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol); - if(gpu_do_color_management(mat)) + if (gpu_do_color_management(mat)) GPU_link(mat, "srgb_to_linearrgb", shi->vcol, &shi->vcol); GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); } @@ -1324,23 +1326,23 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) memset(shr, 0, sizeof(*shr)); - if(ma->mode & MA_VERTEXCOLP) + if (ma->mode & MA_VERTEXCOLP) shi->rgb = shi->vcol; do_material_tex(shi); - if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) + if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) GPU_material_enable_alpha(mat); - if((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) { + if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) { shr->combined = shi->rgb; shr->alpha = shi->alpha; GPU_link(mat, "set_rgb", shi->rgb, &shr->diff); GPU_link(mat, "set_rgb_zero", &shr->spec); } else { - if(GPU_link_changed(shi->emit) || ma->emit != 0.0f) { - if((ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL) { + if (GPU_link_changed(shi->emit) || ma->emit != 0.0f) { + if ((ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL) { GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit); GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff); } @@ -1357,9 +1359,9 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) shr->combined = shr->diff; shr->alpha = shi->alpha; - if(world) { + if (world) { /* exposure correction */ - if(world->exp!=0.0f || world->range!=1.0f) { + if (world->exp!=0.0f || world->range!=1.0f) { linfac= 1.0f + powf((2.0f*world->exp + 0.5f), -10); logfac= logf((linfac-1.0f)/linfac)/world->range; @@ -1373,26 +1375,26 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) } /* ambient color */ - if(world->ambr!=0.0f || world->ambg!=0.0f || world->ambb!=0.0f) { - if(GPU_link_changed(shi->amb) || ma->amb != 0.0f) + if (world->ambr!=0.0f || world->ambg!=0.0f || world->ambb!=0.0f) { + if (GPU_link_changed(shi->amb) || ma->amb != 0.0f) GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb), GPU_uniform(&world->ambr), &shr->combined); } } - if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined); - if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec); + if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined); + if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec); - if(GPU_link_changed(shi->spec) || ma->spec != 0.0f) + if (GPU_link_changed(shi->spec) || ma->spec != 0.0f) GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined); } GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined); - if(ma->shade_flag & MA_OBCOLOR) + if (ma->shade_flag & MA_OBCOLOR) GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); - if(world && (world->mode & WO_MIST) && !(ma->mode & MA_NOMIST)) { + if (world && (world->mode & WO_MIST) && !(ma->mode & MA_NOMIST)) { misttype = world->mistype; GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION), @@ -1403,15 +1405,15 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) GPU_uniform(&world->horr), &shr->combined); } - if(!((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))) { - if(world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f)) + if (!((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))) { + if (world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f)) GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr), shr->combined, &shr->combined); GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined); } - if(ma->shade_flag & MA_OBCOLOR) { + if (ma->shade_flag & MA_OBCOLOR) { mat->obcolalpha = 1; GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); } @@ -1434,15 +1436,15 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) GPUNodeLink *outlink; LinkData *link; - for(link=ma->gpumaterial.first; link; link=link->next) - if(((GPUMaterial*)link->data)->scene == scene) + for (link=ma->gpumaterial.first; link; link=link->next) + if (((GPUMaterial*)link->data)->scene == scene) return link->data; /* allocate material */ mat = GPU_material_construct_begin(ma); mat->scene = scene; - if(!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { + if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { /* create nodes */ ntreeGPUMaterialNodes(ma->nodetree, mat); } @@ -1452,9 +1454,9 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) GPU_material_output_link(mat, outlink); } - if(!scene_use_new_shading_nodes(scene)) { - if(gpu_do_color_management(mat)) - if(mat->outlink) + if (!scene_use_new_shading_nodes(scene)) { + if (gpu_do_color_management(mat)) + if (mat->outlink) GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink); } @@ -1478,12 +1480,12 @@ void GPU_materials_free(void) Material *ma; extern Material defmaterial; - for(ma=G.main->mat.first; ma; ma=ma->id.next) + for (ma=G.main->mat.first; ma; ma=ma->id.next) GPU_material_free(ma); GPU_material_free(&defmaterial); - for(ob=G.main->object.first; ob; ob=ob->id.next) + for (ob=G.main->object.first; ob; ob=ob->id.next) GPU_lamp_free(ob); } @@ -1508,7 +1510,7 @@ void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4]) void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy) { lamp->energy = energy; - if(lamp->mode & LA_NEG) lamp->energy= -lamp->energy; + if (lamp->mode & LA_NEG) lamp->energy= -lamp->energy; lamp->col[0]= r* lamp->energy; lamp->col[1]= g* lamp->energy; @@ -1529,7 +1531,7 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l lamp->type = la->type; lamp->energy = la->energy; - if(lamp->mode & LA_NEG) lamp->energy= -lamp->energy; + if (lamp->mode & LA_NEG) lamp->energy= -lamp->energy; lamp->col[0]= la->r*lamp->energy; lamp->col[1]= la->g*lamp->energy; @@ -1538,8 +1540,8 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat); lamp->spotsi= la->spotsize; - if(lamp->mode & LA_HALO) - if(lamp->spotsi > 170.0f) + if (lamp->mode & LA_HALO) + if (lamp->spotsi > 170.0f) lamp->spotsi = 170.0f; lamp->spotsi= cosf((float)M_PI*lamp->spotsi/360.0f); lamp->spotbl= (1.0f - lamp->spotsi)*la->spotblend; @@ -1571,11 +1573,11 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l static void gpu_lamp_shadow_free(GPULamp *lamp) { - if(lamp->tex) { + if (lamp->tex) { GPU_texture_free(lamp->tex); lamp->tex= NULL; } - if(lamp->fb) { + if (lamp->fb) { GPU_framebuffer_free(lamp->fb); lamp->fb= NULL; } @@ -1587,10 +1589,10 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) GPULamp *lamp; LinkData *link; - for(link=ob->gpulamp.first; link; link=link->next) { + for (link=ob->gpulamp.first; link; link=link->next) { lamp = (GPULamp*)link->data; - if(lamp->par == par && lamp->scene == scene) + if (lamp->par == par && lamp->scene == scene) return link->data; } @@ -1603,21 +1605,21 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) la = ob->data; gpu_lamp_from_blender(scene, ob, par, la, lamp); - if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) { + if (la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) { /* opengl */ lamp->fb = GPU_framebuffer_create(); - if(!lamp->fb) { + if (!lamp->fb) { gpu_lamp_shadow_free(lamp); return lamp; } lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); - if(!lamp->tex) { + if (!lamp->tex) { gpu_lamp_shadow_free(lamp); return lamp; } - if(!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } @@ -1635,7 +1637,7 @@ void GPU_lamp_free(Object *ob) LinkData *nlink; Material *ma; - for(link=ob->gpulamp.first; link; link=link->next) { + for (link=ob->gpulamp.first; link; link=link->next) { lamp = link->data; while(lamp->materials.first) { @@ -1643,7 +1645,7 @@ void GPU_lamp_free(Object *ob) ma = nlink->data; BLI_freelinkN(&lamp->materials, nlink); - if(ma->gpumaterial.first) + if (ma->gpumaterial.first) GPU_material_free(ma); } @@ -1706,7 +1708,7 @@ void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp) int GPU_lamp_shadow_layer(GPULamp *lamp) { - if(lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW))) + if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW))) return lamp->lay; else return -1; @@ -1739,19 +1741,19 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) GLint lastbindcode; int i, liblen, fraglen; - if(!GPU_glsl_support()) + if (!GPU_glsl_support()) return NULL; mat = GPU_material_from_blender(scene, ma); pass = (mat)? mat->pass: NULL; - if(pass && pass->fragmentcode && pass->vertexcode) { + if (pass && pass->fragmentcode && pass->vertexcode) { shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport"); - for(input = pass->inputs.first; input; input = input->next) { + for (input = pass->inputs.first; input; input = input->next) { uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform"); - if(input->ima) { + if (input->ima) { /* image sampler uniform */ uniform->type = GPU_DYNAMIC_SAMPLER_2DIMAGE; uniform->datatype = GPU_DATA_1I; @@ -1759,7 +1761,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) uniform->texnumber = input->texid; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); } - else if(input->tex) { + else if (input->tex) { /* generated buffer */ uniform->texnumber = input->texid; uniform->datatype = GPU_DATA_1I; @@ -1771,7 +1773,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) uniform->lamp = input->dynamicdata; break; case GPU_TEX2D: - if(GPU_texture_opengl_bindcode(input->tex)) { + if (GPU_texture_opengl_bindcode(input->tex)) { uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER; glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode); glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex)); @@ -1807,19 +1809,19 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) break; } - if(uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST) + if (uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST) uniform->lamp = input->dynamicdata; } - if(uniform->type != GPU_DYNAMIC_NONE) + if (uniform->type != GPU_DYNAMIC_NONE) BLI_addtail(&shader->uniforms, uniform); else MEM_freeN(uniform); } /* process builtin uniform */ - for(i=0; builtins[i].gputype; i++) { - if(mat->builtins & builtins[i].gputype) { + for (i=0; builtins[i].gputype; i++) { + if (mat->builtins & builtins[i].gputype) { uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform"); uniform->type = builtins[i].dynamictype; uniform->datatype = builtins[i].datatype; @@ -1833,13 +1835,13 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) liblen = (pass->libcode) ? strlen(pass->libcode) : 0; fraglen = strlen(pass->fragmentcode); shader->fragment = (char *)MEM_mallocN(liblen+fraglen+1, "GPUFragShader"); - if(pass->libcode) + if (pass->libcode) memcpy(shader->fragment, pass->libcode, liblen); memcpy(&shader->fragment[liblen], pass->fragmentcode, fraglen); shader->fragment[liblen+fraglen] = 0; // export the attribute - for(i=0; iattribs.totlayer; i++) { + for (i=0; iattribs.totlayer; i++) { attribute = MEM_callocN(sizeof(GPUInputAttribute), "GPUInputAttribute"); attribute->type = mat->attribs.layer[i].type; attribute->number = mat->attribs.layer[i].glindex; @@ -1862,7 +1864,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) break; } - if(attribute->datatype != GPU_DATA_NONE) + if (attribute->datatype != GPU_DATA_NONE) BLI_addtail(&shader->attributes, attribute); else MEM_freeN(attribute); @@ -1879,19 +1881,19 @@ void GPU_free_shader_export(GPUShaderExport *shader) { GPUInputUniform *uniform; - if(shader == NULL) + if (shader == NULL) return; - for(uniform = shader->uniforms.first; uniform; uniform=uniform->next) - if(uniform->texpixels) + for (uniform = shader->uniforms.first; uniform; uniform=uniform->next) + if (uniform->texpixels) MEM_freeN(uniform->texpixels); BLI_freelistN(&shader->uniforms); BLI_freelistN(&shader->attributes); - if(shader->vertex) + if (shader->vertex) MEM_freeN(shader->vertex); - if(shader->fragment) + if (shader->fragment) MEM_freeN(shader->fragment); MEM_freeN(shader); -- cgit v1.2.3