Cleanup: spelling
This commit is contained in:
@@ -616,7 +616,7 @@ ccl_device_noinline float perlin_3d(float x, float y, float z)
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* Point Offset from v0
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* Point Offset from v0
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* v0 (0, 0, 0, 0)
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* v0 (0, 0, 0, 0)
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* v1 (0, 0, 1, 0) The full AVX type is computed by inserting the following
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* v1 (0, 0, 1, 0) The full AVX type is computed by inserting the following
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* v2 (0, 1, 0, 0) sse types into both the low and high parts of the AVX.
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* v2 (0, 1, 0, 0) SSE types into both the low and high parts of the AVX.
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* v3 (0, 1, 1, 0)
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* v3 (0, 1, 1, 0)
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* v4 (1, 0, 0, 0)
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* v4 (1, 0, 0, 0)
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* v5 (1, 0, 1, 0) (0, 1, 0, 1) = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(V, V + 1))
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* v5 (1, 0, 1, 0) (0, 1, 0, 1) = shuffle<0, 2, 0, 2>(shuffle<2, 2, 2, 2>(V, V + 1))
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@@ -365,7 +365,7 @@ class GHOST_ImeWin32 {
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* MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED);
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* MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED);
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* * "ja-JP" (0x0411)
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* * "ja-JP" (0x0411)
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* MAKELANGID(LANG_JAPANESE, SUBLANG_JAPANESE_JAPAN), etc.
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* MAKELANGID(LANG_JAPANESE, SUBLANG_JAPANESE_JAPAN), etc.
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* (See <winnt.h> for other available values.)
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* (See `winnt.h` for other available values.)
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* This Language ID is used for processing language-specific operations in
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* This Language ID is used for processing language-specific operations in
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* IME functions.
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* IME functions.
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*/
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*/
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@@ -570,7 +570,7 @@ class GHOST_WindowWin32 : public GHOST_Window {
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GHOST_WIN32_WTEnable enable;
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GHOST_WIN32_WTEnable enable;
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GHOST_WIN32_WTOverlap overlap;
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GHOST_WIN32_WTOverlap overlap;
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/** Stores the Tablet context if detected Tablet features using WinTab.dll */
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/** Stores the Tablet context if detected Tablet features using `WinTab.dll` */
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HCTX tablet;
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HCTX tablet;
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LONG maxPressure;
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LONG maxPressure;
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LONG maxAzimuth, maxAltitude;
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LONG maxAzimuth, maxAltitude;
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@@ -151,8 +151,9 @@ char *blf_dir_search(const char *file)
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return s;
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return s;
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}
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}
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/* Some font have additional file with metrics information,
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/**
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* in general, the extension of the file is: .afm or .pfm
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* Some font have additional file with metrics information,
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* in general, the extension of the file is: `.afm` or `.pfm`
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*/
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*/
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char *blf_dir_metrics_search(const char *filename)
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char *blf_dir_metrics_search(const char *filename)
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{
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{
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@@ -132,8 +132,8 @@ void BLI_uvproject_from_view(float target[2],
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target[1] = (y + target[1]) / winy;
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target[1] = (y + target[1]) / winy;
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}
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}
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/* 'rotmat' can be obedit->obmat when uv project is used.
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/* 'rotmat' can be `obedit->obmat` when uv project is used.
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* 'winx' and 'winy' can be from scene->r.xsch/ysch */
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* 'winx' and 'winy' can be from `scene->r.xsch/ysch` */
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ProjCameraInfo *BLI_uvproject_camera_info(Object *ob, float (*rotmat)[4], float winx, float winy)
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ProjCameraInfo *BLI_uvproject_camera_info(Object *ob, float (*rotmat)[4], float winx, float winy)
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{
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{
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ProjCameraInfo uci;
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ProjCameraInfo uci;
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@@ -888,7 +888,7 @@ void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
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sub_v3_v3v3(r_plane, vec, eve->co);
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sub_v3_v3v3(r_plane, vec, eve->co);
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}
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}
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else {
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else {
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/* make a fake plane that's at rightangles to the normal
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/* make a fake plane that's at right-angles to the normal
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* we can't make a crossvec from a vec that's the same as the vec
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* we can't make a crossvec from a vec that's the same as the vec
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* unlikely but possible, so make sure if the normal is (0, 0, 1)
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* unlikely but possible, so make sure if the normal is (0, 0, 1)
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* that vec isn't the same or in the same direction even. */
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* that vec isn't the same or in the same direction even. */
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@@ -274,7 +274,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
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float user_overblur = scene_eval->eevee.bokeh_overblur / 100.0f;
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float user_overblur = scene_eval->eevee.bokeh_overblur / 100.0f;
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effects->dof_coc_params[1] *= minimal_overblur + user_overblur;
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effects->dof_coc_params[1] *= minimal_overblur + user_overblur;
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/* Avoid dilating the shape. Overblur only soften. */
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/* Avoid dilating the shape. Over-blur only soften. */
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effects->dof_jitter_radius -= effects->dof_coc_params[1];
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effects->dof_jitter_radius -= effects->dof_coc_params[1];
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}
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}
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}
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}
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@@ -536,7 +536,7 @@ static void dof_dilate_tiles_pass_draw(EEVEE_FramebufferList *fbl,
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}
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}
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/**
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/**
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* Create mipmaped color & COC textures for gather passes.
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* Create mipmapped color & COC textures for gather passes.
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**/
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**/
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static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
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static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
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EEVEE_PassList *psl,
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EEVEE_PassList *psl,
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@@ -820,7 +820,7 @@ static void dof_filter_pass_init(EEVEE_FramebufferList *fbl,
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}
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}
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/**
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/**
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* Do the Scatter convolution. A sprite is emited for every 4 pixels but is only expanded if the
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* Do the Scatter convolution. A sprite is emitted for every 4 pixels but is only expanded if the
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* pixels are bright enough to be scattered.
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* pixels are bright enough to be scattered.
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**/
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**/
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static void dof_scatter_pass_init(EEVEE_FramebufferList *fbl,
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static void dof_scatter_pass_init(EEVEE_FramebufferList *fbl,
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@@ -1028,11 +1028,11 @@ void EEVEE_depth_of_field_draw(EEVEE_Data *vedata)
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}
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}
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{
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{
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/* Holefill convolution. */
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/* Hole-fill convolution. */
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GPU_framebuffer_bind(fbl->dof_gather_fg_holefill_fb);
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GPU_framebuffer_bind(fbl->dof_gather_fg_holefill_fb);
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DRW_draw_pass(psl->dof_gather_fg_holefill);
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DRW_draw_pass(psl->dof_gather_fg_holefill);
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/* NOTE: do not filter the holefill pass as we use it as out filter input buffer. */
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/* NOTE: do not filter the hole-fill pass as we use it as out filter input buffer. */
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}
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}
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GPU_framebuffer_bind(fx->target_buffer);
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GPU_framebuffer_bind(fx->target_buffer);
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@@ -442,7 +442,7 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_EffectsInfo *effects = stl->effects;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* We can only draw a single renderpass. Lightpasses also select their color pass
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/* We can only draw a single render-pass. Light-passes also select their color pass
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* (a second pass). We mask the light pass when a light pass is selected. */
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* (a second pass). We mask the light pass when a light pass is selected. */
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const eViewLayerEEVEEPassType render_pass =
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const eViewLayerEEVEEPassType render_pass =
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((stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) != 0) ?
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((stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) != 0) ?
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@@ -86,7 +86,7 @@ short ANIM_fcurve_keyframes_loop(KeyframeEditData *ked,
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return 0;
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return 0;
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}
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}
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/* set the F-Curve into the editdata so that it can be accessed */
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/* Set the F-Curve into the edit-data so that it can be accessed. */
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if (ked) {
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if (ked) {
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ked->fcu = fcu;
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ked->fcu = fcu;
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ked->curIndex = 0;
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ked->curIndex = 0;
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@@ -138,8 +138,10 @@ void ED_pose_bone_select(Object *ob, bPoseChannel *pchan, bool select)
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}
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}
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}
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}
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/* called from editview.c, for mode-less pose selection */
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/**
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/* assumes scene obact and basact is still on old situation */
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* Called for mode-less pose selection.
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* assumes the active object is still on old situation.
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*/
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bool ED_armature_pose_select_pick_with_buffer(ViewLayer *view_layer,
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bool ED_armature_pose_select_pick_with_buffer(ViewLayer *view_layer,
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View3D *v3d,
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View3D *v3d,
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Base *base,
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Base *base,
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@@ -189,8 +189,8 @@ static void ringsel_finish(bContext *C, wmOperator *op)
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const int seltype = is_edge_wire ? SUBDIV_SELECT_INNER :
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const int seltype = is_edge_wire ? SUBDIV_SELECT_INNER :
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is_single ? SUBDIV_SELECT_NONE : SUBDIV_SELECT_LOOPCUT;
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is_single ? SUBDIV_SELECT_NONE : SUBDIV_SELECT_LOOPCUT;
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/* Enable gridfill, so that intersecting loopcut works as one would expect.
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/* Enable grid-fill, so that intersecting loop-cut works as one would expect.
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* Note though that it will break edgeslide in this specific case.
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* Note though that it will break edge-slide in this specific case.
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* See T31939. */
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* See T31939. */
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BM_mesh_esubdivide(em->bm,
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BM_mesh_esubdivide(em->bm,
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BM_ELEM_SELECT,
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BM_ELEM_SELECT,
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@@ -477,7 +477,7 @@ static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
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if (node->typeinfo->draw_buttons && (node->flag & NODE_OPTIONS)) {
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if (node->typeinfo->draw_buttons && (node->flag & NODE_OPTIONS)) {
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dy -= NODE_DYS / 2;
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dy -= NODE_DYS / 2;
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/* set this for uifunc() that don't use layout engine yet */
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/* Set this for `uifunc()` that don't use layout engine yet. */
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node->butr.xmin = 0;
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node->butr.xmin = 0;
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node->butr.xmax = NODE_WIDTH(node) - 2 * NODE_DYS;
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node->butr.xmax = NODE_WIDTH(node) - 2 * NODE_DYS;
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node->butr.ymin = 0;
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node->butr.ymin = 0;
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@@ -2029,8 +2029,8 @@ void node_draw_space(const bContext *C, ARegion *region)
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GPU_depth_test(GPU_DEPTH_NONE);
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GPU_depth_test(GPU_DEPTH_NONE);
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GPU_scissor_test(true);
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GPU_scissor_test(true);
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/* XXX snode->runtime->cursor set in coordspace for placing new nodes, used for drawing noodles
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/* XXX `snode->runtime->cursor` set in coordinate-space for placing new nodes,
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* too */
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* used for drawing noodles too. */
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UI_view2d_region_to_view(®ion->v2d,
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UI_view2d_region_to_view(®ion->v2d,
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win->eventstate->x - region->winrct.xmin,
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win->eventstate->x - region->winrct.xmin,
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win->eventstate->y - region->winrct.ymin,
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win->eventstate->y - region->winrct.ymin,
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@@ -1483,7 +1483,7 @@ static int outliner_item_drag_drop_invoke(bContext *C,
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/* Outliner drag and drop. This operator mostly exists to support dragging
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/* Outliner drag and drop. This operator mostly exists to support dragging
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* from outliner text instead of only from the icon, and also to show a
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* from outliner text instead of only from the icon, and also to show a
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* hint in the statusbar keymap. */
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* hint in the status-bar key-map. */
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void OUTLINER_OT_item_drag_drop(wmOperatorType *ot)
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void OUTLINER_OT_item_drag_drop(wmOperatorType *ot)
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{
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{
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@@ -672,7 +672,7 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
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}
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}
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}
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}
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/* for axismat we use bone's own transform */
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/* For `axismtx` we use bone's own transform. */
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copy_m3_m4(pmat, pchan->pose_mat);
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copy_m3_m4(pmat, pchan->pose_mat);
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mul_m3_m3m3(td->axismtx, omat, pmat);
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mul_m3_m3m3(td->axismtx, omat, pmat);
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normalize_m3(td->axismtx);
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normalize_m3(td->axismtx);
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@@ -1341,7 +1341,7 @@ static void pose_transform_mirror_update(TransInfo *t, TransDataContainer *tc, O
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}
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}
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BKE_pchan_apply_mat4(pchan, pchan_mtx_final, false);
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BKE_pchan_apply_mat4(pchan, pchan_mtx_final, false);
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/* Set flag to let autokeyframe know to keyframe the mirrred bone. */
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/* Set flag to let auto key-frame know to key-frame the mirrored bone. */
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pchan->bone->flag |= BONE_TRANSFORM_MIRROR;
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pchan->bone->flag |= BONE_TRANSFORM_MIRROR;
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/* In this case we can do target-less IK grabbing. */
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/* In this case we can do target-less IK grabbing. */
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@@ -151,7 +151,7 @@ static void gizmo_mesh_extrude_setup(const bContext *C, wmGizmoGroup *gzgroup)
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{
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{
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const char *op_idname = NULL;
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const char *op_idname = NULL;
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/* grease pencil does not use obedit */
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/* Grease pencil does not use `obedit`. */
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/* GPXX: Remove if OB_MODE_EDIT_GPENCIL is merged with OB_MODE_EDIT */
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/* GPXX: Remove if OB_MODE_EDIT_GPENCIL is merged with OB_MODE_EDIT */
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const Object *obact = CTX_data_active_object(C);
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const Object *obact = CTX_data_active_object(C);
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if (obact->type == OB_GPENCIL) {
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if (obact->type == OB_GPENCIL) {
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@@ -732,7 +732,7 @@ float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float di
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#else
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#else
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static float depth_fac = 0.0f;
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static float depth_fac = 0.0f;
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if (depth_fac == 0.0f) {
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if (depth_fac == 0.0f) {
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/* Hardcode for 24 bit precision. */
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/* Hard-code for 24 bit precision. */
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int depthbits = 24;
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int depthbits = 24;
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depth_fac = 1.0f / (float)((1 << depthbits) - 1);
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depth_fac = 1.0f / (float)((1 << depthbits) - 1);
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}
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}
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@@ -60,7 +60,7 @@ class ShaderInterface {
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uint attr_len_ = 0;
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uint attr_len_ = 0;
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uint ubo_len_ = 0;
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uint ubo_len_ = 0;
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uint uniform_len_ = 0;
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uint uniform_len_ = 0;
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/** Enabled bindpoints that needs to be fed with data. */
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/** Enabled bind-points that needs to be fed with data. */
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uint16_t enabled_attr_mask_ = 0;
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uint16_t enabled_attr_mask_ = 0;
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uint16_t enabled_ubo_mask_ = 0;
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uint16_t enabled_ubo_mask_ = 0;
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uint8_t enabled_ima_mask_ = 0;
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uint8_t enabled_ima_mask_ = 0;
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@@ -297,15 +297,15 @@ void GLTexture::update_sub(
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void GLTexture::generate_mipmap()
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void GLTexture::generate_mipmap()
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{
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{
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this->ensure_mipmaps(9999);
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this->ensure_mipmaps(9999);
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/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
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/* Some drivers have bugs when using #glGenerateMipmap with depth textures (see T56789).
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* In this case we just create a complete texture with mipmaps manually without
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* In this case we just create a complete texture with mipmaps manually without
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* down-sampling. You must initialize the texture levels using other methods like
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* down-sampling. You must initialize the texture levels using other methods like
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* GPU_framebuffer_recursive_downsample(). */
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* #GPU_framebuffer_recursive_downsample(). */
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if (format_flag_ & GPU_FORMAT_DEPTH) {
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if (format_flag_ & GPU_FORMAT_DEPTH) {
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return;
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return;
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}
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}
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/* Downsample from mip 0 using implementation. */
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/* Down-sample from mip 0 using implementation. */
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if (GLContext::direct_state_access_support) {
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if (GLContext::direct_state_access_support) {
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glGenerateTextureMipmap(tex_id_);
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glGenerateTextureMipmap(tex_id_);
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}
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}
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@@ -196,7 +196,7 @@ typedef struct ColorManagedViewSettings {
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char look[64];
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char look[64];
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/** View transform which is being applied when displaying buffer on the screen. */
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/** View transform which is being applied when displaying buffer on the screen. */
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char view_transform[64];
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char view_transform[64];
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/** Fstop exposure. */
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/** F-stop exposure. */
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float exposure;
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float exposure;
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/** Post-display gamma transform. */
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/** Post-display gamma transform. */
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float gamma;
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float gamma;
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Reference in New Issue
Block a user