Cleanup: code style
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@@ -4739,10 +4739,12 @@ bool BKE_image_remove_renderslot(Image *ima, ImageUser *iuser, int index)
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RenderSlot *current_last_slot = BLI_findlink(&ima->renderslots, ima->last_render_slot);
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RenderSlot *next_slot;
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if (current_slot == remove_slot)
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next_slot = BLI_findlink(&ima->renderslots, (index == num_slots-1)? index-1 : index+1);
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else
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if (current_slot == remove_slot) {
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next_slot = BLI_findlink(&ima->renderslots, (index == num_slots - 1) ? index - 1 : index + 1);
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}
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else {
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next_slot = current_slot;
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}
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/* If the slot to be removed is the slot with the last render, make another slot the last render slot. */
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if (remove_slot == current_last_slot) {
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@@ -194,20 +194,21 @@ static void studiolight_create_equierectangular_radiance_gputexture(StudioLight
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ImBuf *ibuf = sl->equirectangular_radiance_buffer;
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if (sl->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL) {
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sl->gpu_matcap_3components = MEM_callocN(sizeof(float) * ibuf->x * ibuf->y * 3, __func__);
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float* offset4 = ibuf->rect_float;
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float* offset3 = sl->gpu_matcap_3components;
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for (int i = 0 ; i < ibuf->x * ibuf->y; i ++)
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{
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sl->gpu_matcap_3components = MEM_callocN(sizeof(float[3]) * ibuf->x * ibuf->y, __func__);
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float *offset4 = ibuf->rect_float;
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float *offset3 = sl->gpu_matcap_3components;
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for (int i = 0 ; i < ibuf->x * ibuf->y; i++) {
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copy_v3_v3(offset3, offset4);
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offset3 += 3;
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offset4 += 4;
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}
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sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_R11F_G11F_B10F, sl->gpu_matcap_3components, error);
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sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(
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ibuf->x, ibuf->y, GPU_R11F_G11F_B10F, sl->gpu_matcap_3components, error);
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}
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else {
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sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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sl->equirectangular_radiance_gputexture = GPU_texture_create_2D(
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ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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GPUTexture *tex = sl->equirectangular_radiance_gputexture;
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, true);
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@@ -224,7 +225,8 @@ static void studiolight_create_equierectangular_irradiance_gputexture(StudioLigh
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char error[256];
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
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ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
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sl->equirectangular_irradiance_gputexture = GPU_texture_create_2D(ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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sl->equirectangular_irradiance_gputexture = GPU_texture_create_2D(
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ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
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GPUTexture *tex = sl->equirectangular_irradiance_gputexture;
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, true);
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@@ -1592,7 +1592,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
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if (ima->type == IMA_TYPE_R_RESULT) {
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for (int i = 0; i < 8; i++) {
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RenderSlot *slot = MEM_callocN(sizeof(RenderSlot), "Image Render Slot Init");
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BLI_snprintf(slot->name, sizeof(slot->name), "Slot %d", i+1);
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BLI_snprintf(slot->name, sizeof(slot->name), "Slot %d", i + 1);
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BLI_addtail(&ima->renderslots, slot);
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}
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}
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@@ -1318,11 +1318,11 @@ typedef struct ParticleDrawSource {
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} ParticleDrawSource;
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static void drw_particle_get_hair_source(
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Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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PTCacheEdit *edit,
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ParticleDrawSource *r_draw_source)
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Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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PTCacheEdit *edit,
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ParticleDrawSource *r_draw_source)
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{
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r_draw_source->object = object;
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r_draw_source->psys = psys;
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@@ -1435,7 +1435,7 @@ int UI_rnaptr_icon_get(bContext *C, PointerRNA *ptr, int rnaicon, const bool big
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id = RNA_pointer_get(ptr, "texture").data;
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}
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else if (RNA_struct_is_a(ptr->type, &RNA_DynamicPaintSurface)) {
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DynamicPaintSurface *surface = (DynamicPaintSurface *)ptr->data;
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DynamicPaintSurface *surface = ptr->data;
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if (surface->format == MOD_DPAINT_SURFACE_F_PTEX)
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return ICON_TEXTURE_SHADED;
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@@ -1445,9 +1445,8 @@ int UI_rnaptr_icon_get(bContext *C, PointerRNA *ptr, int rnaicon, const bool big
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return ICON_FILE_IMAGE;
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}
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else if (RNA_struct_is_a(ptr->type, &RNA_StudioLight)) {
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StudioLight *sl = (StudioLight *)ptr->data;
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switch (sl->flag & STUDIOLIGHT_FLAG_ORIENTATIONS)
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{
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StudioLight *sl = ptr->data;
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switch (sl->flag & STUDIOLIGHT_FLAG_ORIENTATIONS) {
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case STUDIOLIGHT_ORIENTATION_CAMERA:
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return sl->icon_id_irradiance;
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case STUDIOLIGHT_ORIENTATION_WORLD:
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