Cleanup: format

This commit is contained in:
Campbell Barton
2023-08-19 23:44:20 +10:00
parent 9d08be1eec
commit faa3ef6ad5
8 changed files with 15 additions and 16 deletions

View File

@@ -742,8 +742,7 @@ ccl_device int bsdf_hair_huang_sample(const KernelGlobals kg,
const float T3 = 1.0f - R3;
if (cos_theta_t3 != 0.0f &&
microfacet_visible(wtr, -wtrt, make_float3(wmtr.x, 0.0f, wmtr.z), wh3))
{
microfacet_visible(wtr, -wtrt, make_float3(wmtr.x, 0.0f, wmtr.z), wh3)) {
TRT = bsdf->extra->TRT * TR * make_spectrum(T3) *
bsdf_Go(roughness2, cos_mi3, dot(wmtr, -wtrt));
}

View File

@@ -1137,8 +1137,7 @@ int ShaderGraph::get_num_closures()
num_closures += MAX_VOLUME_STACK_SIZE;
}
else if (closure_type == CLOSURE_BSDF_HAIR_CHIANG_ID ||
closure_type == CLOSURE_BSDF_HAIR_HUANG_ID)
{
closure_type == CLOSURE_BSDF_HAIR_HUANG_ID) {
num_closures += 2;
}
else {

View File

@@ -440,8 +440,7 @@ TreeNode::TreeNode(GreasePencilLayerTreeNodeType type, StringRefNull name) : Tre
this->GreasePencilLayerTreeNode::name = BLI_strdup(name.c_str());
}
TreeNode::TreeNode(const TreeNode &other)
: TreeNode(GreasePencilLayerTreeNodeType(other.type))
TreeNode::TreeNode(const TreeNode &other) : TreeNode(GreasePencilLayerTreeNodeType(other.type))
{
this->GreasePencilLayerTreeNode::name = BLI_strdup_null(other.GreasePencilLayerTreeNode::name);
this->flag = other.flag;

View File

@@ -1,7 +1,7 @@
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection area.
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* We replace the square pixel with a circle of the same area and try to find the intersection
* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complex. Instead,
* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
*/

View File

@@ -1,7 +1,7 @@
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection area.
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* We replace the square pixel with a circle of the same area and try to find the intersection
* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complex. Instead,
* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
*/

View File

@@ -1,7 +1,7 @@
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection area.
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* We replace the square pixel with a circle of the same area and try to find the intersection
* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complex. Instead,
* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
*/

View File

@@ -1,7 +1,8 @@
/**
* Infinite grid:
* Draw anti-aliased grid and axes of different sizes with smooth blending between levels of detail.
* We draw multiple triangles to avoid float precision issues due to perspective interpolation.
* Draw anti-aliased grid and axes of different sizes with smooth blending between levels of
* detail. We draw multiple triangles to avoid float precision issues due to perspective
* interpolation.
*/
/**

View File

@@ -1,7 +1,8 @@
/**
* Infinite grid:
* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of details.
* We draw multiple triangles to avoid float precision issues due to perspective interpolation.
* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of
* details. We draw multiple triangles to avoid float precision issues due to perspective
* interpolation.
*/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)