[Bf-blender-cvs] [df10a2e0305] blender2.8: Cleanup: style

Campbell Barton noreply at git.blender.org
Fri May 11 07:50:18 CEST 2018


Commit: df10a2e030583ff9b2210e74ac262ec05d0684ae
Author: Campbell Barton
Date:   Fri May 11 07:47:25 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBdf10a2e030583ff9b2210e74ac262ec05d0684ae

Cleanup: style

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

M	source/blender/draw/engines/workbench/solid_mode.c
M	source/blender/draw/engines/workbench/workbench_materials.c
M	source/blender/draw/engines/workbench/workbench_studiolight.c

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

diff --git a/source/blender/draw/engines/workbench/solid_mode.c b/source/blender/draw/engines/workbench/solid_mode.c
index c001cd13bb8..e2db345d8b0 100644
--- a/source/blender/draw/engines/workbench/solid_mode.c
+++ b/source/blender/draw/engines/workbench/solid_mode.c
@@ -36,38 +36,38 @@
 
 static void workbench_solid_engine_init(void *vedata)
 {
-	WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+	WORKBENCH_Data *data = vedata;
 	workbench_materials_engine_init(data);
 }
 
 static void workbench_solid_cache_init(void *vedata)
 {
 
-	WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+	WORKBENCH_Data *data = vedata;
 	workbench_materials_cache_init(data);
 }
 
 static void workbench_solid_cache_populate(void *vedata, Object *ob)
 {
-	WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+	WORKBENCH_Data *data = vedata;
 	workbench_materials_solid_cache_populate(data, ob);
 }
 
 static void workbench_solid_cache_finish(void *vedata)
 {
-	WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+	WORKBENCH_Data *data = vedata;
 	workbench_materials_cache_finish(data);
 }
 
 static void workbench_solid_draw_background(void *vedata)
 {
-	WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+	WORKBENCH_Data *data = vedata;
 	workbench_materials_draw_background(data);
 }
 
 static void workbench_solid_draw_scene(void *vedata)
 {
-	WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+	WORKBENCH_Data *data = vedata;
 	workbench_materials_draw_scene(data);
 }
 
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 2885619d8d8..e0ed2eadf7a 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -223,7 +223,7 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
 static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
 {
 	/* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
-	int color_type = wpd->drawtype == OB_SOLID? wpd->shading.color_type:V3D_SHADING_MATERIAL_COLOR;
+	int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
 	static float default_color[] = {0.8f, 0.8f, 0.8f};
 	if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
 		copy_v3_v3(color, wpd->shading.single_color);
@@ -304,7 +304,7 @@ void workbench_materials_engine_init(WORKBENCH_Data *vedata)
 
 void workbench_materials_engine_free()
 {
-	for (int index = 0; index < MAX_SHADERS; index ++) {
+	for (int index = 0; index < MAX_SHADERS; index++) {
 		DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
 		DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
 	}
@@ -352,7 +352,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
 	/* Deferred Mix Pass */
 	{
 		WORKBENCH_UBO_World *wd = &wpd->world_data;
-		UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD:TH_HIGH_GRAD, wd->background_color_low);
+		UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low);
 		UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
 
 		/* XXX: Really quick conversion to avoid washed out background.
@@ -428,7 +428,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
 	material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
 	if (material == NULL) {
 		material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
-		material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID?wpd->prepass_solid_sh:wpd->prepass_texture_sh, psl->prepass_pass);
+		material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
 		DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
 		material->object_id = engine_object_data->object_id;
 		copy_v3_v3(material->color, material_template.color);
@@ -540,7 +540,7 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
 			else { /* MATERIAL colors */
 				const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
 				struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
-				for (int i = 0; i < materials_len; i ++) {
+				for (int i = 0; i < materials_len; i++) {
 					gpumat_array[i] = NULL;
 				}
 
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
index 09cfc2608d2..8de7eaa52ea 100644
--- a/source/blender/draw/engines/workbench/workbench_studiolight.c
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -90,22 +90,22 @@ void studiolight_update_world(int studio_light, WORKBENCH_UBO_World *wd)
 
 uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size)
 {
-	unsigned int* rect = MEM_mallocN(icon_size * icon_size * sizeof(unsigned int), __func__);
+	unsigned int *rect = MEM_mallocN(icon_size * icon_size * sizeof(unsigned int), __func__);
 	int icon_center = icon_size / 2;
 	float sphere_radius = icon_center * 0.9;
 
 	int offset = 0;
-	for (int y = 0 ; y < icon_size ; y ++) {
+	for (int y = 0; y < icon_size; y++) {
 		float dy = y - icon_center;
-		for (int x = 0 ; x < icon_size ; x ++) {
+		for (int x = 0; x < icon_size; x++) {
 			float dx = x - icon_center;
 			/* calculate aliasing */
 			float alias = 0;
 			const float alias_step = 0.2;
-			for (float ay = dy - 0.5; ay < dy + 0.5 ; ay += alias_step) {
-				for (float ax = dx - 0.5; ax < dx + 0.5 ; ax += alias_step) {
-					if (sqrt(ay*ay + ax*ax) < sphere_radius) {
-						alias += alias_step*alias_step;
+			for (float ay = dy - 0.5; ay < dy + 0.5; ay += alias_step) {
+				for (float ax = dx - 0.5; ax < dx + 0.5; ax += alias_step) {
+					if (sqrt(ay * ay + ax * ax) < sphere_radius) {
+						alias += alias_step * alias_step;
 					}
 				}
 			}
@@ -117,7 +117,7 @@ uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size)
 				float normal[3];
 				normal[0] = dx / sphere_radius;
 				normal[1] = dy / sphere_radius;
-				normal[2] = sqrt(-(normal[0]*normal[0])-(normal[1]*normal[1]) + 1);
+				normal[2] = sqrt(-(normal[0] * normal[0]) - (normal[1] * normal[1]) + 1);
 				normalize_v3(normal);
 
 				float color[3];
@@ -128,10 +128,9 @@ uint *WORKBENCH_generate_studiolight_preview(int studiolight_id, int icon_size)
 				interp_v3_v3v3(color, color, studiolights[studiolight_id][STUDIOLIGHT_Z_POS], clamp_f(normal[2], 0.0, 1.0));
 
 				pixelresult = rgb_to_cpack(
-					linearrgb_to_srgb(color[0]),
-					linearrgb_to_srgb(color[1]),
-					linearrgb_to_srgb(color[2])
-				) | alias_mask;
+				        linearrgb_to_srgb(color[0]),
+				        linearrgb_to_srgb(color[1]),
+				        linearrgb_to_srgb(color[2])) | alias_mask;
 			}
 			rect[offset++] = pixelresult;
 		}



More information about the Bf-blender-cvs mailing list