[Bf-blender-cvs] [92567c072a9] master: Cleanup: Fix clang format
Antonio Vazquez
noreply at git.blender.org
Thu Jan 28 11:03:12 CET 2021
Commit: 92567c072a97cbacf2edf0d84a8000d139fb8dbe
Author: Antonio Vazquez
Date: Thu Jan 28 11:01:08 2021 +0100
Branches: master
https://developer.blender.org/rB92567c072a97cbacf2edf0d84a8000d139fb8dbe
Cleanup: Fix clang format
Due a problem in the mergetool, the clang format was totally wrong in the previous commit.
===================================================================
M source/blender/draw/engines/gpencil/gpencil_engine.c
===================================================================
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index f437223aae3..cecaefa0ca8 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -16,9 +16,9 @@
* Copyright 2017, Blender Foundation.
*/
- /** \file
- * \ingroup draw
- */
+/** \file
+ * \ingroup draw
+ */
#include "DRW_engine.h"
#include "DRW_render.h"
@@ -53,948 +53,940 @@
#include "UI_resources.h"
- /* *********** FUNCTIONS *********** */
+/* *********** FUNCTIONS *********** */
-void GPENCIL_engine_init(void* ved)
+void GPENCIL_engine_init(void *ved)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_StorageList* stl = vedata->stl;
- GPENCIL_TextureList* txl = vedata->txl;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- DefaultTextureList* dtxl = DRW_viewport_texture_list_get();
- DefaultFramebufferList* dfbl = DRW_viewport_framebuffer_list_get();
- const DRWContextState* ctx = DRW_context_state_get();
- const View3D* v3d = ctx->v3d;
-
- if (!stl->pd) {
- stl->pd = MEM_callocN(sizeof(GPENCIL_PrivateData), "GPENCIL_PrivateData");
- }
-
- if (txl->dummy_texture == NULL) {
- const float pixels[1][4] = { {1.0f, 0.0f, 1.0f, 1.0f} };
- txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float*)pixels);
- }
-
- GPENCIL_ViewLayerData* vldata = GPENCIL_view_layer_data_ensure();
-
- /* Resize and reset memblocks. */
- BLI_memblock_clear(vldata->gp_light_pool, gpencil_light_pool_free);
- BLI_memblock_clear(vldata->gp_material_pool, gpencil_material_pool_free);
- BLI_memblock_clear(vldata->gp_object_pool, NULL);
- BLI_memblock_clear(vldata->gp_layer_pool, NULL);
- BLI_memblock_clear(vldata->gp_vfx_pool, NULL);
- BLI_memblock_clear(vldata->gp_maskbit_pool, NULL);
-
- stl->pd->gp_light_pool = vldata->gp_light_pool;
- stl->pd->gp_material_pool = vldata->gp_material_pool;
- stl->pd->gp_maskbit_pool = vldata->gp_maskbit_pool;
- stl->pd->gp_object_pool = vldata->gp_object_pool;
- stl->pd->gp_layer_pool = vldata->gp_layer_pool;
- stl->pd->gp_vfx_pool = vldata->gp_vfx_pool;
- stl->pd->view_layer = ctx->view_layer;
- stl->pd->scene = ctx->scene;
- stl->pd->v3d = ctx->v3d;
- stl->pd->last_light_pool = NULL;
- stl->pd->last_material_pool = NULL;
- stl->pd->tobjects.first = NULL;
- stl->pd->tobjects.last = NULL;
- stl->pd->tobjects_infront.first = NULL;
- stl->pd->tobjects_infront.last = NULL;
- stl->pd->sbuffer_tobjects.first = NULL;
- stl->pd->sbuffer_tobjects.last = NULL;
- stl->pd->dummy_tx = txl->dummy_texture;
- stl->pd->draw_depth_only = !DRW_state_is_fbo();
- stl->pd->draw_wireframe = (v3d && v3d->shading.type == OB_WIRE) && !stl->pd->draw_depth_only;
- stl->pd->scene_depth_tx = stl->pd->draw_depth_only ? txl->dummy_texture : dtxl->depth;
- stl->pd->scene_fb = dfbl->default_fb;
- stl->pd->is_render = txl->render_depth_tx || (v3d && v3d->shading.type == OB_RENDER);
- stl->pd->is_viewport = (v3d != NULL);
- stl->pd->global_light_pool = gpencil_light_pool_add(stl->pd);
- stl->pd->shadeless_light_pool = gpencil_light_pool_add(stl->pd);
- /* Small HACK: we don't want the global pool to be reused,
- * so we set the last light pool to NULL. */
- stl->pd->last_light_pool = NULL;
-
- bool use_scene_lights = false;
- bool use_scene_world = false;
-
- if (v3d) {
- use_scene_lights = ((v3d->shading.type == OB_MATERIAL) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
- ((v3d->shading.type == OB_RENDER) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER));
-
- use_scene_world = ((v3d->shading.type == OB_MATERIAL) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
- ((v3d->shading.type == OB_RENDER) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER));
-
- stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
- /* Special case: If Vertex Paint mode, use always Vertex mode. */
- if (v3d->shading.type == OB_SOLID && ctx->obact && ctx->obact->type == OB_GPENCIL &&
- ctx->obact->mode == OB_MODE_VERTEX_GPENCIL) {
- stl->pd->v3d_color_type = V3D_SHADING_VERTEX_COLOR;
- }
-
- copy_v3_v3(stl->pd->v3d_single_color, v3d->shading.single_color);
-
- /* For non active frame, use only lines in multiedit mode. */
- const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
- stl->pd->use_multiedit_lines_only = !overlays_on ||
- (v3d->gp_flag & V3D_GP_SHOW_MULTIEDIT_LINES) != 0;
-
- const bool shmode_xray_support = v3d->shading.type <= OB_SOLID;
- stl->pd->xray_alpha = (shmode_xray_support && XRAY_ENABLED(v3d)) ? XRAY_ALPHA(v3d) : 1.0f;
- }
- else if (stl->pd->is_render) {
- use_scene_lights = true;
- use_scene_world = true;
- stl->pd->use_multiedit_lines_only = false;
- stl->pd->xray_alpha = 1.0f;
- stl->pd->v3d_color_type = -1;
- }
-
- stl->pd->use_lighting = (v3d && v3d->shading.type > OB_SOLID) || stl->pd->is_render;
- stl->pd->use_lights = use_scene_lights;
-
- if (txl->render_depth_tx != NULL) {
- stl->pd->scene_depth_tx = txl->render_depth_tx;
- stl->pd->scene_fb = fbl->render_fb;
- }
-
- gpencil_light_ambient_add(stl->pd->shadeless_light_pool, (float[3]) { 1.0f, 1.0f, 1.0f });
-
- World* world = ctx->scene->world;
- if (world != NULL && use_scene_world) {
- gpencil_light_ambient_add(stl->pd->global_light_pool, &world->horr);
- }
- else if (v3d) {
- float world_light[3];
- copy_v3_fl(world_light, v3d->shading.studiolight_intensity);
- gpencil_light_ambient_add(stl->pd->global_light_pool, world_light);
- }
-
- float viewmatinv[4][4];
- DRW_view_viewmat_get(NULL, viewmatinv, true);
- copy_v3_v3(stl->pd->camera_z_axis, viewmatinv[2]);
- copy_v3_v3(stl->pd->camera_pos, viewmatinv[3]);
- stl->pd->camera_z_offset = dot_v3v3(viewmatinv[3], viewmatinv[2]);
-
- if (ctx && ctx->rv3d && v3d) {
- stl->pd->camera = (ctx->rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
- }
- else {
- stl->pd->camera = NULL;
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_StorageList *stl = vedata->stl;
+ GPENCIL_TextureList *txl = vedata->txl;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ const DRWContextState *ctx = DRW_context_state_get();
+ const View3D *v3d = ctx->v3d;
+
+ if (!stl->pd) {
+ stl->pd = MEM_callocN(sizeof(GPENCIL_PrivateData), "GPENCIL_PrivateData");
+ }
+
+ if (txl->dummy_texture == NULL) {
+ const float pixels[1][4] = {{1.0f, 0.0f, 1.0f, 1.0f}};
+ txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float *)pixels);
+ }
+
+ GPENCIL_ViewLayerData *vldata = GPENCIL_view_layer_data_ensure();
+
+ /* Resize and reset memblocks. */
+ BLI_memblock_clear(vldata->gp_light_pool, gpencil_light_pool_free);
+ BLI_memblock_clear(vldata->gp_material_pool, gpencil_material_pool_free);
+ BLI_memblock_clear(vldata->gp_object_pool, NULL);
+ BLI_memblock_clear(vldata->gp_layer_pool, NULL);
+ BLI_memblock_clear(vldata->gp_vfx_pool, NULL);
+ BLI_memblock_clear(vldata->gp_maskbit_pool, NULL);
+
+ stl->pd->gp_light_pool = vldata->gp_light_pool;
+ stl->pd->gp_material_pool = vldata->gp_material_pool;
+ stl->pd->gp_maskbit_pool = vldata->gp_maskbit_pool;
+ stl->pd->gp_object_pool = vldata->gp_object_pool;
+ stl->pd->gp_layer_pool = vldata->gp_layer_pool;
+ stl->pd->gp_vfx_pool = vldata->gp_vfx_pool;
+ stl->pd->view_layer = ctx->view_layer;
+ stl->pd->scene = ctx->scene;
+ stl->pd->v3d = ctx->v3d;
+ stl->pd->last_light_pool = NULL;
+ stl->pd->last_material_pool = NULL;
+ stl->pd->tobjects.first = NULL;
+ stl->pd->tobjects.last = NULL;
+ stl->pd->tobjects_infront.first = NULL;
+ stl->pd->tobjects_infront.last = NULL;
+ stl->pd->sbuffer_tobjects.first = NULL;
+ stl->pd->sbuffer_tobjects.last = NULL;
+ stl->pd->dummy_tx = txl->dummy_texture;
+ stl->pd->draw_depth_only = !DRW_state_is_fbo();
+ stl->pd->draw_wireframe = (v3d && v3d->shading.type == OB_WIRE) && !stl->pd->draw_depth_only;
+ stl->pd->scene_depth_tx = stl->pd->draw_depth_only ? txl->dummy_texture : dtxl->depth;
+ stl->pd->scene_fb = dfbl->default_fb;
+ stl->pd->is_render = txl->render_depth_tx || (v3d && v3d->shading.type == OB_RENDER);
+ stl->pd->is_viewport = (v3d != NULL);
+ stl->pd->global_light_pool = gpencil_light_pool_add(stl->pd);
+ stl->pd->shadeless_light_pool = gpencil_light_pool_add(stl->pd);
+ /* Small HACK: we don't want the global pool to be reused,
+ * so we set the last light pool to NULL. */
+ stl->pd->last_light_pool = NULL;
+
+ bool use_scene_lights = false;
+ bool use_scene_world = false;
+
+ if (v3d) {
+ use_scene_lights = ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER));
+
+ use_scene_world = ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER));
+
+ stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
+ /* Special case: If Vertex Paint mode, use always Vertex mode. */
+ if (v3d->shading.type == OB_SOLID && ctx->obact && ctx->obact->type == OB_GPENCIL &&
+ ctx->obact->mode == OB_MODE_VERTEX_GPENCIL) {
+ stl->pd->v3d_color_type = V3D_SHADING_VERTEX_COLOR;
+ }
+
+ copy_v3_v3(stl->pd->v3d_single_color, v3d->shading.single_color);
+
+ /* For non active frame, use only lines in multiedit mode. */
+ const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
+ stl->pd->use_multiedit_lines_only = !overlays_on ||
+ (v3d->gp_flag & V3D_GP_SHOW_MULTIEDIT_LINES) != 0;
+
+ const bool shmode_xray_support = v3d->shading.type <= OB_SOLID;
+ stl->pd->xray_alpha = (shmode_xray_support && XRAY_ENABLED(v3d)) ? XRAY_ALPHA(v3d) : 1.0f;
+ }
+ else if (stl->pd->is_render) {
+ use_scene_lights = true;
+ use_scene_world = true;
+ stl->pd->use_mu
@@ Diff output truncated at 10240 characters. @@
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