[Bf-blender-cvs] [3b6eaf8d96b] blender2.8: Cleanup: style

Campbell Barton noreply at git.blender.org
Mon Apr 3 14:11:35 CEST 2017


Commit: 3b6eaf8d96bce59756f669e0c5105ae3bb31bef8
Author: Campbell Barton
Date:   Mon Apr 3 21:58:53 2017 +1000
Branches: blender2.8
https://developer.blender.org/rB3b6eaf8d96bce59756f669e0c5105ae3bb31bef8

Cleanup: style

===================================================================

M	source/blender/editors/screen/glutil.c
M	source/blender/gpu/intern/gpu_batch.c
M	source/blender/windowmanager/intern/wm_gesture.c

===================================================================

diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 13e3fa2f50b..3108f965075 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -87,8 +87,7 @@ static void imm_draw_circle(PrimitiveType prim_type, unsigned pos, float x, floa
 	immBegin(prim_type, nsegments);
 	for (int i = 0; i < nsegments; ++i) {
 		float angle = 2 * M_PI * ((float)i / (float)nsegments);
-		immVertex2f(pos, x + rad * cosf(angle),
-		                 y + rad * sinf(angle));
+		immVertex2f(pos, x + rad * cosf(angle), y + rad * sinf(angle));
 	}
 	immEnd();
 }
@@ -140,8 +139,7 @@ void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float rad, int nse
 	immBegin(PRIM_LINE_LOOP, nsegments);
 	for (int i = 0; i < nsegments; ++i) {
 		float angle = 2 * M_PI * ((float)i / (float)nsegments);
-		immVertex3f(pos, x + rad * cosf(angle),
-		                 y + rad * sinf(angle), 0.0f);
+		immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
 	}
 	immEnd();
 }
@@ -183,9 +181,9 @@ void imm_draw_checker_box(float x1, float y1, float x2, float y2)
 
 void imm_cpack(unsigned int x)
 {
-	immUniformColor3ub(((x)& 0xFF),
-		(((x) >> 8) & 0xFF),
-		(((x) >> 16) & 0xFF));
+	immUniformColor3ub(((x) & 0xFF),
+	                   (((x) >> 8) & 0xFF),
+	                   (((x) >> 16) & 0xFF));
 }
 
 void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
@@ -193,7 +191,7 @@ void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top,
 	immBegin(GL_TRIANGLES, 6 * slices * stacks);
 	for (int i = 0; i < slices; ++i) {
 		const float angle1 = 2 * M_PI * ((float)i / (float)slices);
-		const float angle2 = 2 * M_PI * ((float)(i+1) / (float)slices);
+		const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
 		const float cos1 = cosf(angle1);
 		const float sin1 = sinf(angle1);
 		const float cos2 = cosf(angle2);
@@ -201,26 +199,26 @@ void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top,
 
 		for (int j = 0; j < stacks; ++j) {
 			float fac1 = (float)j / (float)stacks;
-			float fac2 = (float)(j+1) / (float)stacks;
+			float fac2 = (float)(j + 1) / (float)stacks;
 			float r1 = base * (1.f - fac1) + top * fac1;
 			float r2 = base * (1.f - fac2) + top * fac2;
 			float h1 = height * ((float)j / (float)stacks);
-			float h2 = height * ((float)(j+1) / (float)stacks);
+			float h2 = height * ((float)(j + 1) / (float)stacks);
 
-			float v1[3] = {r1 * cos2, r1 * sin2, h1};
-			float v2[3] = {r2 * cos2, r2 * sin2, h2};
-			float v3[3] = {r2 * cos1, r2 * sin1, h2};
-			float v4[3] = {r1 * cos1, r1 * sin1, h1};
+			float v1[3] = {r1 *cos2, r1 * sin2, h1};
+			float v2[3] = {r2 *cos2, r2 * sin2, h2};
+			float v3[3] = {r2 *cos1, r2 * sin1, h2};
+			float v4[3] = {r1 *cos1, r1 * sin1, h1};
 			float n1[3], n2[3];
 
 			/* calc normals */
 			sub_v3_v3v3(n1, v2, v1);
 			normalize_v3(n1);
-			n1[0] = cos1; n1[1] = sin1; n1[2] = 1-n1[2];
+			n1[0] = cos1; n1[1] = sin1; n1[2] = 1 - n1[2];
 
 			sub_v3_v3v3(n2, v3, v4);
 			normalize_v3(n2);
-			n2[0] = cos2; n2[1] = sin2; n2[2] = 1-n2[2];
+			n2[0] = cos2; n2[1] = sin2; n2[2] = 1 - n2[2];
 
 			/* first tri */
 			immAttrib3fv(nor, n2);
@@ -244,7 +242,7 @@ void imm_cylinder_wire(unsigned int pos, float base, float top, float height, in
 	immBegin(GL_LINES, 6 * slices * stacks);
 	for (int i = 0; i < slices; ++i) {
 		const float angle1 = 2 * M_PI * ((float)i / (float)slices);
-		const float angle2 = 2 * M_PI * ((float)(i+1) / (float)slices);
+		const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
 		const float cos1 = cosf(angle1);
 		const float sin1 = sinf(angle1);
 		const float cos2 = cosf(angle2);
@@ -252,11 +250,11 @@ void imm_cylinder_wire(unsigned int pos, float base, float top, float height, in
 
 		for (int j = 0; j < stacks; ++j) {
 			float fac1 = (float)j / (float)stacks;
-			float fac2 = (float)(j+1) / (float)stacks;
+			float fac2 = (float)(j + 1) / (float)stacks;
 			float r1 = base * (1.f - fac1) + top * fac1;
 			float r2 = base * (1.f - fac2) + top * fac2;
 			float h1 = height * ((float)j / (float)stacks);
-			float h2 = height * ((float)(j+1) / (float)stacks);
+			float h2 = height * ((float)(j + 1) / (float)stacks);
 
 			float v1[3] = {r1 * cos2, r1 * sin2, h1};
 			float v2[3] = {r2 * cos2, r2 * sin2, h2};
@@ -295,10 +293,10 @@ void imm_cylinder(unsigned int pos, float base, float top, float height, int sli
 			float h1 = height * ((float)j / (float)stacks);
 			float h2 = height * ((float)(j + 1) / (float)stacks);
 
-			float v1[3] = { r1 * cos2, r1 * sin2, h1 };
-			float v2[3] = { r2 * cos2, r2 * sin2, h2 };
-			float v3[3] = { r2 * cos1, r2 * sin1, h2 };
-			float v4[3] = { r1 * cos1, r1 * sin1, h1 };
+			float v1[3] = {r1 * cos2, r1 * sin2, h1};
+			float v2[3] = {r2 * cos2, r2 * sin2, h2};
+			float v3[3] = {r2 * cos1, r2 * sin1, h2};
+			float v4[3] = {r1 * cos1, r1 * sin1, h1};
 
 			/* first tri */
 			immVertex3fv(pos, v1);
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 19229cde7f0..65a827febde 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -31,7 +31,7 @@
 #include "GPU_batch.h"
 #include "gpu_shader_private.h"
 
-void Batch_set_builtin_program(Batch* batch, GPUBuiltinShader shader_id)
+void Batch_set_builtin_program(Batch *batch, GPUBuiltinShader shader_id)
 {
 	GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
 	Batch_set_program(batch, shader->program);
@@ -72,23 +72,23 @@ static Batch *batch_sphere(int lat_res, int lon_res)
 	}
 
 	vbo = VertexBuffer_create_with_format(&format);
-	VertexBuffer_allocate_data(vbo, (lat_res-1) * lon_res * 6);
+	VertexBuffer_allocate_data(vbo, (lat_res - 1) * lon_res * 6);
 	vert = 0;
 
 	lon = 0.0f;
-	for(int i = 0; i < lon_res; i++, lon += lon_inc) {
+	for (int i = 0; i < lon_res; i++, lon += lon_inc) {
 		lat = 0.0f;
-		for(int j = 0; j < lat_res; j++, lat += lat_inc) {
+		for (int j = 0; j < lat_res; j++, lat += lat_inc) {
 			if (j != lat_res - 1) { /* Pole */
-				batch_sphere_lat_lon_vert(lat+lat_inc, lon+lon_inc);
-				batch_sphere_lat_lon_vert(lat+lat_inc, lon);
-				batch_sphere_lat_lon_vert(lat,         lon);
+				batch_sphere_lat_lon_vert(lat + lat_inc, lon + lon_inc);
+				batch_sphere_lat_lon_vert(lat + lat_inc, lon);
+				batch_sphere_lat_lon_vert(lat,           lon);
 			}
 
 			if (j != 0) { /* Pole */
-				batch_sphere_lat_lon_vert(lat,         lon+lon_inc);
-				batch_sphere_lat_lon_vert(lat+lat_inc, lon+lon_inc);
-				batch_sphere_lat_lon_vert(lat,         lon);
+				batch_sphere_lat_lon_vert(lat,           lon + lon_inc);
+				batch_sphere_lat_lon_vert(lat + lat_inc, lon + lon_inc);
+				batch_sphere_lat_lon_vert(lat,           lon);
 			}
 		}
 	}
@@ -108,19 +108,19 @@ static Batch *batch_sphere_wire(int lat_res, int lon_res)
 	}
 
 	vbo = VertexBuffer_create_with_format(&format);
-	VertexBuffer_allocate_data(vbo, (lat_res * lon_res * 2) + ((lat_res-1) * lon_res * 2));
+	VertexBuffer_allocate_data(vbo, (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2));
 	vert = 0;
 
 	lon = 0.0f;
-	for(int i = 0; i < lon_res; i++, lon += lon_inc) {
+	for (int i = 0; i < lon_res; i++, lon += lon_inc) {
 		lat = 0.0f;
-		for(int j = 0; j < lat_res; j++, lat += lat_inc) {
-			batch_sphere_lat_lon_vert(lat+lat_inc, lon);
-			batch_sphere_lat_lon_vert(lat,         lon);
+		for (int j = 0; j < lat_res; j++, lat += lat_inc) {
+			batch_sphere_lat_lon_vert(lat + lat_inc, lon);
+			batch_sphere_lat_lon_vert(lat,           lon);
 
 			if (j != lat_res - 1) { /* Pole */
-				batch_sphere_lat_lon_vert(lat+lat_inc, lon+lon_inc);
-				batch_sphere_lat_lon_vert(lat+lat_inc, lon);
+				batch_sphere_lat_lon_vert(lat + lat_inc, lon + lon_inc);
+				batch_sphere_lat_lon_vert(lat + lat_inc, lon);
 			}
 		}
 	}
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index d4bbc4c7a61..30867a2bba4 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -171,7 +171,7 @@ static void wm_gesture_draw_line(wmGesture *gt)
 {
 	rcti *rect = (rcti *)gt->customdata;
 	
-	VertexFormat* format = immVertexFormat();
+	VertexFormat *format = immVertexFormat();
 	unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 	unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
 
@@ -219,7 +219,7 @@ static void wm_gesture_draw_rect(wmGesture *gt)
 {
 	rcti *rect = (rcti *)gt->customdata;
 
-	VertexFormat* format = immVertexFormat();
+	VertexFormat *format = immVertexFormat();
 	unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 
 	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -290,7 +290,7 @@ static void wm_gesture_draw_circle(wmGesture *gt)
 
 	glEnable(GL_BLEND);
 
-	VertexFormat* format = immVertexFormat();
+	VertexFormat *format = immVertexFormat();
 	unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 
 	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -406,11 +406,11 @@ static void wm_gesture_draw_lasso(wmWindow *win, wmGesture *gt, bool filled)
 	}
 
 	/* Nothing to drawe, do early output. */
-	if(numverts < 2) {
+	if (numverts < 2) {
 		return;
 	}
 
-	VertexFormat* format = immVertexFormat();
+	VertexFormat *format = immVertexFormat();
 	unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 	unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
 
@@ -454,7 +454,7 @@ static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
 
 	float x1, x2, y1, y2;
 
-	VertexFormat* format = immVertexFormat();
+	VertexFormat *format = immVertexFormat();
 	unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 	unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);




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