[Bf-blender-cvs] [f67efb54263] cycles_procedural_api: run clang format

Kévin Dietrich noreply at git.blender.org
Sat Sep 26 19:24:35 CEST 2020


Commit: f67efb542636e5d74d44db87b6514426c0e8944c
Author: Kévin Dietrich
Date:   Tue Sep 22 17:43:10 2020 +0200
Branches: cycles_procedural_api
https://developer.blender.org/rBf67efb542636e5d74d44db87b6514426c0e8944c

run clang format

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

M	intern/cycles/blender/blender_mesh.cpp
M	intern/cycles/graph/node.cpp
M	intern/cycles/render/geometry.cpp
M	intern/cycles/render/hair.cpp
M	intern/cycles/render/mesh.cpp

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

diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index a656bad2b2c..7ba6d07002e 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -49,7 +49,7 @@ struct MikkUserData {
       : mesh(mesh), texface(NULL), orco(NULL), tangent(tangent), tangent_sign(tangent_sign)
   {
     const AttributeSet &attributes = (mesh->num_subd_faces()) ? mesh->subd_attributes :
-                                                                       mesh->attributes;
+                                                                mesh->attributes;
 
     Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
     vertex_normal = attr_vN->data_float3();
@@ -222,8 +222,7 @@ static void mikk_compute_tangents(
     const BL::Mesh &b_mesh, const char *layer_name, Mesh *mesh, bool need_sign, bool active_render)
 {
   /* Create tangent attributes. */
-  AttributeSet &attributes = (mesh->num_subd_faces()) ? mesh->subd_attributes :
-                                                               mesh->attributes;
+  AttributeSet &attributes = (mesh->num_subd_faces()) ? mesh->subd_attributes : mesh->attributes;
   Attribute *attr;
   ustring name;
   if (layer_name != NULL) {
@@ -1041,8 +1040,13 @@ void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph,
     if (b_mesh) {
       /* Sync mesh itself. */
       if (new_mesh.get_subdivision_type() != Mesh::SUBDIVISION_NONE)
-        create_subd_mesh(
-            scene, &new_mesh, b_ob, b_mesh, new_mesh.get_used_shaders(), dicing_rate, max_subdivisions);
+        create_subd_mesh(scene,
+                         &new_mesh,
+                         b_ob,
+                         b_mesh,
+                         new_mesh.get_used_shaders(),
+                         dicing_rate,
+                         max_subdivisions);
       else
         create_mesh(scene, &new_mesh, b_mesh, new_mesh.get_used_shaders(), false);
 
@@ -1073,13 +1077,11 @@ void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph,
   mesh->set_time_stamp(b_depsgraph.scene().frame_current());
 
   /* tag update */
-  bool rebuild = (mesh->triangles_is_modified()) ||
-      (mesh->subd_num_corners_is_modified()) ||
-      (mesh->subd_shader_is_modified()) ||
-      (mesh->subd_smooth_is_modified()) ||
-      (mesh->subd_ptex_offset_is_modified()) ||
-      (mesh->subd_start_corner_is_modified()) ||
-      (mesh->subd_face_corners_is_modified());
+  bool rebuild = (mesh->triangles_is_modified()) || (mesh->subd_num_corners_is_modified()) ||
+                 (mesh->subd_shader_is_modified()) || (mesh->subd_smooth_is_modified()) ||
+                 (mesh->subd_ptex_offset_is_modified()) ||
+                 (mesh->subd_start_corner_is_modified()) ||
+                 (mesh->subd_face_corners_is_modified());
 
   mesh->tag_update(scene, rebuild);
 }
diff --git a/intern/cycles/graph/node.cpp b/intern/cycles/graph/node.cpp
index d4a139264b2..8a027033c39 100644
--- a/intern/cycles/graph/node.cpp
+++ b/intern/cycles/graph/node.cpp
@@ -334,9 +334,9 @@ static void copy_array(const Node *node,
 
 template<typename T>
 static void steal_array(const Node *node,
-                       const SocketType &socket,
-                       const Node *other,
-                       const SocketType &other_socket)
+                        const SocketType &socket,
+                        const Node *other,
+                        const SocketType &other_socket)
 {
   array<T> *src = (array<T> *)(((char *)other) + other_socket.struct_offset);
   array<T> *dst = (array<T> *)(((char *)node) + socket.struct_offset);
@@ -435,38 +435,38 @@ void Node::set_value(const SocketType &socket, const Node &other, const SocketTy
   else {
     switch (socket.type) {
       case SocketType::BOOLEAN:
-          set(socket, get_socket_value<bool>(&other, socket));
-          break;
+        set(socket, get_socket_value<bool>(&other, socket));
+        break;
       case SocketType::FLOAT:
-          set(socket, get_socket_value<float>(&other, socket));
-          break;
+        set(socket, get_socket_value<float>(&other, socket));
+        break;
       case SocketType::INT:
-          set(socket, get_socket_value<int>(&other, socket));
-          break;
+        set(socket, get_socket_value<int>(&other, socket));
+        break;
       case SocketType::UINT:
-          set(socket, get_socket_value<uint>(&other, socket));
-          break;
+        set(socket, get_socket_value<uint>(&other, socket));
+        break;
       case SocketType::COLOR:
       case SocketType::VECTOR:
       case SocketType::POINT:
       case SocketType::NORMAL:
-          set(socket, get_socket_value<float3>(&other, socket));
-          break;
+        set(socket, get_socket_value<float3>(&other, socket));
+        break;
       case SocketType::POINT2:
-          set(socket, get_socket_value<float2>(&other, socket));
-          break;
+        set(socket, get_socket_value<float2>(&other, socket));
+        break;
       case SocketType::STRING:
-          set(socket, get_socket_value<ustring>(&other, socket));
-          break;
+        set(socket, get_socket_value<ustring>(&other, socket));
+        break;
       case SocketType::ENUM:
-          set(socket, get_socket_value<int>(&other, socket));
-          break;
+        set(socket, get_socket_value<int>(&other, socket));
+        break;
       case SocketType::TRANSFORM:
-          set(socket, get_socket_value<Transform>(&other, socket));
-          break;
+        set(socket, get_socket_value<Transform>(&other, socket));
+        break;
       case SocketType::NODE:
-          set(socket, get_socket_value<Node *>(&other, socket));
-          break;
+        set(socket, get_socket_value<Node *>(&other, socket));
+        break;
       default:
         assert(0);
         break;
diff --git a/intern/cycles/render/geometry.cpp b/intern/cycles/render/geometry.cpp
index 64c1282113c..c59d35e95f3 100644
--- a/intern/cycles/render/geometry.cpp
+++ b/intern/cycles/render/geometry.cpp
@@ -115,7 +115,7 @@ bool Geometry::need_attribute(Scene * /*scene*/, ustring name)
     Shader *shader = static_cast<Shader *>(node);
     if (shader->attributes.find(name))
       return true;
-   }
+  }
 
   return false;
 }
diff --git a/intern/cycles/render/hair.cpp b/intern/cycles/render/hair.cpp
index 875a078b9d6..ff337b08810 100644
--- a/intern/cycles/render/hair.cpp
+++ b/intern/cycles/render/hair.cpp
@@ -474,8 +474,9 @@ void Hair::pack_curves(Scene *scene,
   for (size_t i = 0; i < curve_num; i++) {
     Curve curve = get_curve(i);
     int shader_id = curve_shader[i];
-    Shader *shader = (shader_id < used_shaders.size()) ? static_cast<Shader *>(used_shaders[shader_id]) :
-                                                         scene->default_surface;
+    Shader *shader = (shader_id < used_shaders.size()) ?
+                         static_cast<Shader *>(used_shaders[shader_id]) :
+                         scene->default_surface;
     shader_id = scene->shader_manager->get_shader_id(shader, false);
 
     curve_data[i] = make_float4(__int_as_float(curve.first_key + curvekey_offset),
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index ad6b76f2b7f..ba471a654db 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -667,8 +667,9 @@ void Mesh::pack_shaders(Scene *scene, uint *tri_shader)
     if (shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
       last_shader = shader_ptr[i];
       last_smooth = smooth[i];
-      Shader *shader = (last_shader < used_shaders.size()) ? static_cast<Shader *>(used_shaders[last_shader]) :
-                                                             scene->default_surface;
+      Shader *shader = (last_shader < used_shaders.size()) ?
+                           static_cast<Shader *>(used_shaders[last_shader]) :
+                           scene->default_surface;
       shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
     }



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