Cleanup: Clang-Tidy modernize-use-nullptr
Replace `NULL` with `nullptr` in C++ code. No functional changes.
This commit is contained in:
@@ -33,18 +33,18 @@ BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgrap
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{
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_re = re;
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_depsgraph = depsgraph;
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_Scene = NULL;
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_Scene = nullptr;
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_numFacesRead = 0;
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#if 0
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_minEdgeSize = DBL_MAX;
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#endif
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_smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
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_pRenderMonitor = NULL;
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_pRenderMonitor = nullptr;
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}
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BlenderFileLoader::~BlenderFileLoader()
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{
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_Scene = NULL;
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_Scene = nullptr;
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}
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NodeGroup *BlenderFileLoader::Load()
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@@ -104,7 +104,7 @@ NodeGroup *BlenderFileLoader::Load()
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continue;
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}
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Mesh *mesh = BKE_object_to_mesh(NULL, ob, false);
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Mesh *mesh = BKE_object_to_mesh(nullptr, ob, false);
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if (mesh) {
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insertShapeNode(ob, mesh, ++id);
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@@ -422,7 +422,7 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
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// Compute loop normals
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BKE_mesh_calc_normals_split(me);
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float(*lnors)[3] = NULL;
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float(*lnors)[3] = nullptr;
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if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
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lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
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@@ -633,16 +633,16 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
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// We might have several times the same vertex. We want a clean
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// shape with no real-vertex. Here, we are making a cleaning pass.
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float *cleanVertices = NULL;
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float *cleanVertices = nullptr;
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unsigned int cvSize;
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unsigned int *cleanVIndices = NULL;
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unsigned int *cleanVIndices = nullptr;
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GeomCleaner::CleanIndexedVertexArray(
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vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
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float *cleanNormals = NULL;
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float *cleanNormals = nullptr;
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unsigned int cnSize;
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unsigned int *cleanNIndices = NULL;
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unsigned int *cleanNIndices = nullptr;
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GeomCleaner::CleanIndexedVertexArray(
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normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
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@@ -777,7 +777,7 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
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cnSize,
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marray,
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meshFrsMaterials.size(),
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0,
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nullptr,
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0,
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numFaces,
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numVertexPerFaces,
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@@ -789,7 +789,7 @@ void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
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niSize,
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MIndices,
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viSize,
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0,
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nullptr,
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0,
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0);
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// sets the id of the rep
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@@ -141,7 +141,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count)
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view_layer->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA;
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// Camera
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Object *object_camera = BKE_object_add(freestyle_bmain, view_layer, OB_CAMERA, NULL);
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Object *object_camera = BKE_object_add(freestyle_bmain, view_layer, OB_CAMERA, nullptr);
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Camera *camera = (Camera *)object_camera->data;
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camera->type = CAM_ORTHO;
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@@ -174,7 +174,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count)
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BlenderStrokeRenderer::~BlenderStrokeRenderer()
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{
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BLI_ghash_free(_nodetree_hash, NULL, NULL);
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BLI_ghash_free(_nodetree_hash, nullptr, nullptr);
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DEG_graph_free(freestyle_depsgraph);
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@@ -213,7 +213,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
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{
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Material *ma = BKE_material_add(bmain, "stroke_shader");
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bNodeTree *ntree;
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bNode *output_linestyle = NULL;
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bNode *output_linestyle = nullptr;
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bNodeSocket *fromsock, *tosock;
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PointerRNA fromptr, toptr;
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NodeShaderAttribute *storage;
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@@ -233,19 +233,19 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
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}
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}
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else {
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ntree = ntreeAddTree(NULL, "stroke_shader", "ShaderNodeTree");
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ntree = ntreeAddTree(nullptr, "stroke_shader", "ShaderNodeTree");
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}
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ma->nodetree = ntree;
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ma->use_nodes = 1;
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ma->blend_method = MA_BM_HASHED;
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bNode *input_attr_color = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
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bNode *input_attr_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
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input_attr_color->locx = 0.0f;
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input_attr_color->locy = -200.0f;
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storage = (NodeShaderAttribute *)input_attr_color->storage;
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BLI_strncpy(storage->name, "Color", sizeof(storage->name));
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bNode *mix_rgb_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
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bNode *mix_rgb_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB);
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mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
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mix_rgb_color->locx = 200.0f;
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mix_rgb_color->locy = -200.0f;
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@@ -253,13 +253,13 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
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RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
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RNA_float_set(&toptr, "default_value", 0.0f);
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bNode *input_attr_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_ATTRIBUTE);
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bNode *input_attr_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
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input_attr_alpha->locx = 400.0f;
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input_attr_alpha->locy = 300.0f;
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storage = (NodeShaderAttribute *)input_attr_alpha->storage;
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BLI_strncpy(storage->name, "Alpha", sizeof(storage->name));
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bNode *mix_rgb_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_RGB);
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bNode *mix_rgb_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB);
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mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
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mix_rgb_alpha->locx = 600.0f;
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mix_rgb_alpha->locy = 300.0f;
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@@ -267,27 +267,27 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
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RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock, &toptr);
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RNA_float_set(&toptr, "default_value", 0.0f);
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bNode *shader_emission = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
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bNode *shader_emission = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION);
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shader_emission->locx = 400.0f;
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shader_emission->locy = -200.0f;
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bNode *input_light_path = nodeAddStaticNode(NULL, ntree, SH_NODE_LIGHT_PATH);
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bNode *input_light_path = nodeAddStaticNode(nullptr, ntree, SH_NODE_LIGHT_PATH);
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input_light_path->locx = 400.0f;
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input_light_path->locy = 100.0f;
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bNode *mix_shader_color = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
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bNode *mix_shader_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
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mix_shader_color->locx = 600.0f;
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mix_shader_color->locy = -100.0f;
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bNode *shader_transparent = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_TRANSPARENT);
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bNode *shader_transparent = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_TRANSPARENT);
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shader_transparent->locx = 600.0f;
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shader_transparent->locy = 100.0f;
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bNode *mix_shader_alpha = nodeAddStaticNode(NULL, ntree, SH_NODE_MIX_SHADER);
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bNode *mix_shader_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
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mix_shader_alpha->locx = 800.0f;
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mix_shader_alpha->locy = 100.0f;
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bNode *output_material = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
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bNode *output_material = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
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output_material->locx = 1000.0f;
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output_material->locy = 100.0f;
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@@ -393,7 +393,7 @@ Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
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bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
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// add new UV Map node
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bNode *input_uvmap = nodeAddStaticNode(NULL, ntree, SH_NODE_UVMAP);
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bNode *input_uvmap = nodeAddStaticNode(nullptr, ntree, SH_NODE_UVMAP);
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input_uvmap->locx = node->locx - 200.0f;
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input_uvmap->locy = node->locy;
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NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
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@@ -590,31 +590,31 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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mesh->totcol = group->materials.size();
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mesh->mvert = (MVert *)CustomData_add_layer(
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&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
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&mesh->vdata, CD_MVERT, CD_CALLOC, nullptr, mesh->totvert);
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mesh->medge = (MEdge *)CustomData_add_layer(
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&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
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&mesh->edata, CD_MEDGE, CD_CALLOC, nullptr, mesh->totedge);
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mesh->mpoly = (MPoly *)CustomData_add_layer(
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&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
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&mesh->pdata, CD_MPOLY, CD_CALLOC, nullptr, mesh->totpoly);
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mesh->mloop = (MLoop *)CustomData_add_layer(
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&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
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&mesh->ldata, CD_MLOOP, CD_CALLOC, nullptr, mesh->totloop);
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MVert *vertices = mesh->mvert;
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MEdge *edges = mesh->medge;
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MPoly *polys = mesh->mpoly;
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MLoop *loops = mesh->mloop;
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MLoopUV *loopsuv[2] = {NULL};
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MLoopUV *loopsuv[2] = {nullptr};
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if (hasTex) {
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// First UV layer
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CustomData_add_layer_named(
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&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[0]);
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&mesh->ldata, CD_MLOOPUV, CD_CALLOC, nullptr, mesh->totloop, uvNames[0]);
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CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
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BKE_mesh_update_customdata_pointers(mesh, true);
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loopsuv[0] = mesh->mloopuv;
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// Second UV layer
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CustomData_add_layer_named(
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&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, uvNames[1]);
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&mesh->ldata, CD_MLOOPUV, CD_CALLOC, nullptr, mesh->totloop, uvNames[1]);
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CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
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BKE_mesh_update_customdata_pointers(mesh, true);
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loopsuv[1] = mesh->mloopuv;
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@@ -622,9 +622,9 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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// colors and transparency (the latter represented by grayscale colors)
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MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(
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&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Color");
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&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, nullptr, mesh->totloop, "Color");
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MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(
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&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop, "Alpha");
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&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, nullptr, mesh->totloop, "Alpha");
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mesh->mloopcol = colors;
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mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
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@@ -72,9 +72,9 @@ struct FreestyleGlobals g_freestyle;
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// Freestyle configuration
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static bool freestyle_is_initialized = false;
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static Config::Path *pathconfig = NULL;
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static Controller *controller = NULL;
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static AppView *view = NULL;
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static Config::Path *pathconfig = nullptr;
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static Controller *controller = nullptr;
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static AppView *view = nullptr;
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// line set buffer for copy & paste
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static FreestyleLineSet lineset_buffer;
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@@ -89,10 +89,10 @@ static void load_post_callback(struct Main * /*main*/,
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}
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static bCallbackFuncStore load_post_callback_funcstore = {
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NULL,
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NULL, /* next, prev */
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nullptr,
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nullptr, /* next, prev */
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load_post_callback, /* func */
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NULL, /* arg */
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nullptr, /* arg */
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0 /* alloc */
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};
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@@ -111,7 +111,7 @@ void FRS_init()
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view = new AppView;
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controller->setView(view);
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controller->Clear();
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g_freestyle.scene = NULL;
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g_freestyle.scene = nullptr;
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lineset_copied = false;
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BKE_callback_add(&load_post_callback_funcstore, BKE_CB_EVT_LOAD_POST);
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@@ -312,7 +312,7 @@ static void prepare(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
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// load mesh
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re->i.infostr = TIP_("Freestyle: Mesh loading");
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr = NULL;
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re->i.infostr = nullptr;
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if (controller->LoadMesh(
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re, view_layer, depsgraph)) { // returns if scene cannot be loaded or if empty
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return;
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@@ -507,7 +507,7 @@ static void prepare(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
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// compute view map
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re->i.infostr = TIP_("Freestyle: View map creation");
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr = NULL;
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re->i.infostr = nullptr;
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controller->ComputeViewMap();
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}
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@@ -517,7 +517,7 @@ void FRS_composite_result(Render *re, ViewLayer *view_layer, Render *freestyle_r
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float *src, *dest, *pixSrc, *pixDest;
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int x, y, rectx, recty;
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if (freestyle_render == NULL || freestyle_render->result == NULL) {
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if (freestyle_render == nullptr || freestyle_render->result == nullptr) {
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return;
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}
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@@ -676,15 +676,15 @@ void FRS_do_stroke_rendering(Render *re, ViewLayer *view_layer)
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// render strokes
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re->i.infostr = TIP_("Freestyle: Stroke rendering");
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr = NULL;
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re->i.infostr = nullptr;
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g_freestyle.scene = DEG_get_evaluated_scene(depsgraph);
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int strokeCount = controller->DrawStrokes();
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Render *freestyle_render = NULL;
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Render *freestyle_render = nullptr;
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if (strokeCount > 0) {
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freestyle_render = controller->RenderStrokes(re, true);
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}
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controller->CloseFile();
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g_freestyle.scene = NULL;
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g_freestyle.scene = nullptr;
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// composite result
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if (freestyle_render) {
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@@ -762,7 +762,7 @@ void FRS_paste_active_lineset(FreestyleConfig *config)
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lineset->exclude_edge_types = lineset_buffer.exclude_edge_types;
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if (lineset->group) {
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id_us_min(&lineset->group->id);
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lineset->group = NULL;
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lineset->group = nullptr;
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}
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if (lineset_buffer.group) {
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lineset->group = lineset_buffer.group;
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@@ -790,14 +790,14 @@ void FRS_delete_active_lineset(FreestyleConfig *config)
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bool FRS_move_active_lineset(FreestyleConfig *config, int direction)
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{
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FreestyleLineSet *lineset = BKE_freestyle_lineset_get_active(config);
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return (lineset != NULL) && BLI_listbase_link_move(&config->linesets, lineset, direction);
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return (lineset != nullptr) && BLI_listbase_link_move(&config->linesets, lineset, direction);
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}
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// Testing
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Material *FRS_create_stroke_material(Main *bmain, struct FreestyleLineStyle *linestyle)
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{
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bNodeTree *nt = (linestyle->use_nodes) ? linestyle->nodetree : NULL;
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bNodeTree *nt = (linestyle->use_nodes) ? linestyle->nodetree : nullptr;
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Material *ma = BlenderStrokeRenderer::GetStrokeShader(bmain, nt, true);
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ma->id.us = 0;
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return ma;
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