Cleanup: style/whitespace

Also use 'uint'.
This commit is contained in:
2018-05-30 19:45:03 +02:00
parent 61fc9fcffa
commit 1f693aefca
16 changed files with 250 additions and 203 deletions

View File

@@ -32,13 +32,14 @@
#include "eevee_private.h"
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, World *world, EEVEE_LightProbesInfo *pinfo)
void EEVEE_lookdev_cache_init(
EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass,
World *world, EEVEE_LightProbesInfo *pinfo)
{
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_MODE_ENABLED(v3d))
{
if (LOOK_DEV_MODE_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATION_WORLD);
if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
@@ -57,14 +58,18 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShad
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
tex = sl->equirectangular_irradiance_gputexture;
} else {
}
else {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
tex = sl->equirectangular_radiance_gputexture;
}
DRW_shgroup_uniform_texture(*grp, "image", tex);
/* Do we need to recalc the lightprobes? */
if (pinfo && (pinfo->studiolight_index != sl->index || pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)) {
if (pinfo &&
((pinfo->studiolight_index != sl->index) ||
(pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)))
{
pinfo->update_world |= PROBE_UPDATE_ALL;
pinfo->studiolight_index = sl->index;
pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
@@ -106,8 +111,8 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
BKE_camera_params_compute_matrix(&params);
const float *viewport_size = DRW_viewport_size_get();
int viewport_inset_x = viewport_size[0]/4;
int viewport_inset_y = viewport_size[1]/4;
int viewport_inset_x = viewport_size[0] / 4;
int viewport_inset_y = viewport_size[1] / 4;
EEVEE_CommonUniformBuffer *common = &sldata->common_data;
common->la_num_light = 0;
@@ -137,10 +142,10 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
GPUFrameBuffer *fb = effects->final_fb;
GPU_framebuffer_bind(fb);
GPU_framebuffer_viewport_set(fb, viewport_size[0]-viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
GPU_framebuffer_viewport_set(fb, viewport_size[0] - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
DRW_draw_pass(psl->lookdev_pass);
DRW_viewport_matrix_override_unset_all();
DRW_stats_group_end();
}
}
}