[Bf-blender-cvs] [8213d1735dd] tmp-workbench-rewrite2: Fix comments style
Miguel Pozo
noreply at git.blender.org
Tue Jan 10 15:55:19 CET 2023
Commit: 8213d1735dd805467f5b78d871427228e3d488f1
Author: Miguel Pozo
Date: Mon Jan 9 17:09:32 2023 +0100
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB8213d1735dd805467f5b78d871427228e3d488f1
Fix comments style
===================================================================
M source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
M source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
M source/blender/draw/engines/workbench/workbench_effect_dof.cc
M source/blender/draw/engines/workbench/workbench_private.hh
M source/blender/draw/engines/workbench/workbench_shadow.cc
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
index bd813a36c6e..c437605574d 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
@@ -58,7 +58,7 @@ GPU_SHADER_CREATE_INFO(workbench_next_composite)
.fragment_source("workbench_next_composite_frag.glsl")
.additional_info("draw_fullscreen", "draw_view");
-// Lighting
+/* Lighting */
GPU_SHADER_CREATE_INFO(workbench_next_resolve_opaque_studio).define("WORKBENCH_LIGHTING_STUDIO");
@@ -68,7 +68,7 @@ GPU_SHADER_CREATE_INFO(workbench_next_resolve_opaque_matcap)
GPU_SHADER_CREATE_INFO(workbench_next_resolve_opaque_flat).define("WORKBENCH_LIGHTING_FLAT");
-// Effects
+/* Effects */
GPU_SHADER_CREATE_INFO(workbench_next_resolve_curvature)
.define("WORKBENCH_CURVATURE")
@@ -78,9 +78,9 @@ GPU_SHADER_CREATE_INFO(workbench_next_resolve_cavity)
.define("WORKBENCH_CAVITY")
.sampler(8, ImageType::FLOAT_2D, "jitter_tx") /* TODO(Miguel Pozo): GPU_SAMPLER_REPEAT is set
in CavityEffect, it doesn't work here ? */
- .uniform_buf(5, "float4", "cavity_samples[512]");
+ .uniform_buf(5, "vec4", "cavity_samples[512]");
-// Variations
+/* Variations */
#define WORKBENCH_FINAL_VARIATION(name, ...) \
GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
index 17e1acb15e4..313aad6244e 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
@@ -13,7 +13,7 @@ class TaaSamples {
samples = blender::Array<float2>(size);
BLI_jitter_init((float(*)[2])samples.begin(), size);
- /* find closest element to center */
+ /* Find closest element to center */
int closest_index = 0;
float closest_squared_distance = 1.0f;
@@ -29,7 +29,7 @@ class TaaSamples {
float2 closest_sample = samples[closest_index];
for (float2 &sample : samples) {
- /* move jitter samples so that closest sample is in center */
+ /* Move jitter samples so that closest sample is in center */
sample -= closest_sample;
/* Avoid samples outside range (wrap around). */
sample = {fmodf(sample.x + 0.5f, 1.0f), fmodf(sample.y + 0.5f, 1.0f)};
@@ -37,7 +37,7 @@ class TaaSamples {
sample = (sample * 2.0f) - 1.0f;
}
- /* swap center sample to the start of the array */
+ /* Swap center sample to the start of the array */
if (closest_index != 0) {
swap_v2_v2(samples[0], samples[closest_index]);
}
@@ -96,7 +96,7 @@ static void setup_taa_weights(const float2 offset, float r_weights[9], float &r_
for (int y = -1; y <= 1; y++, i++) {
float2 sample_co = float2(x, y) - offset;
float r = len_v2(sample_co);
- /* fclem: is radial distance ok here? */
+ /* fclem: Is radial distance ok here? */
float weight = filter_blackman_harris(r, filter_width);
r_weight_sum += weight;
r_weights[i] = weight;
@@ -215,7 +215,7 @@ void AntiAliasingPass::setup_view(View &view, int2 resolution)
/* TODO(Miguel Pozo): New API equivalent? */
const DRWView *default_view = DRW_view_default_get();
float4x4 winmat, viewmat, persmat;
- /* construct new matrices from transform delta */
+ /* Construct new matrices from transform delta */
DRW_view_winmat_get(default_view, winmat.ptr(), false);
DRW_view_viewmat_get(default_view, viewmat.ptr(), false);
DRW_view_persmat_get(default_view, persmat.ptr(), false);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.cc b/source/blender/draw/engines/workbench/workbench_effect_dof.cc
index 25b0c6de74e..11d5cd33f4c 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.cc
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.cc
@@ -128,7 +128,7 @@ void DofPass::init(const SceneState &scene_state)
float focus_dist = BKE_camera_object_dof_distance(scene_state.camera_object);
float focal_len = camera->lens;
- /* TODO(fclem): de-duplicate with EEVEE. */
+ /* TODO(fclem): De-duplicate with EEVEE. */
const float scale_camera = 0.001f;
/* We want radius here for the aperture number. */
float aperture = 0.5f * scale_camera * focal_len / fstop;
diff --git a/source/blender/draw/engines/workbench/workbench_private.hh b/source/blender/draw/engines/workbench/workbench_private.hh
index a0bc247798c..a413dc17ec5 100644
--- a/source/blender/draw/engines/workbench/workbench_private.hh
+++ b/source/blender/draw/engines/workbench/workbench_private.hh
@@ -119,8 +119,9 @@ class CavityEffect {
bool curvature_enabled_;
bool cavity_enabled_;
- static const int max_samples_ = 512; /* This value must be kept in sync with the one declared at
- * workbench_composite_info.hh (cavity_samples) */
+ /* This value must be kept in sync with the one declared at
+ * workbench_composite_info.hh (cavity_samples) */
+ static const int max_samples_ = 512;
UniformArrayBuffer<float4, max_samples_> samples_buf;
void load_samples_buf(int ssao_samples);
@@ -295,13 +296,13 @@ class ShadowPass {
ObjectRef &ob_ref,
SceneState &scene_state,
const bool has_transp_mat);
- void draw(
- Manager &manager,
- View &view,
- SceneResources &resources,
- int2 resolution,
- GPUTexture &depth_stencil_tx,
- bool force_fail_method /*Needed when there are opaque "In Front" objects in the scene*/);
+ void draw(Manager &manager,
+ View &view,
+ SceneResources &resources,
+ int2 resolution,
+ GPUTexture &depth_stencil_tx,
+ /*Needed when there are opaque "In Front" objects in the scene*/
+ bool force_fail_method);
};
class OutlinePass {
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.cc b/source/blender/draw/engines/workbench/workbench_shadow.cc
index aaba9a76877..85f12d9e71e 100644
--- a/source/blender/draw/engines/workbench/workbench_shadow.cc
+++ b/source/blender/draw/engines/workbench/workbench_shadow.cc
@@ -52,12 +52,12 @@ void ShadowPass::ShadowView::setup(View &view, float3 light_direction, bool forc
*/
/* Frustum Planes indices */
- const int x_neg = 0; /* left */
- const int x_pos = 5; /* right */
- const int y_neg = 1; /* bottom */
- const int y_pos = 3; /* top */
- const int z_pos = 4; /* near */
- const int z_neg = 2; /* far */
+ const int x_neg = 0; /* Left */
+ const int x_pos = 5; /* Right */
+ const int y_neg = 1; /* Bottom */
+ const int y_pos = 3; /* Top */
+ const int z_pos = 4; /* Near */
+ const int z_neg = 2; /* Far */
int3 corner_faces[8] = {{x_neg, y_neg, z_pos},
{x_neg, y_neg, z_neg},
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