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