Cleanup: remove this-> for m_ prefixed members in Compositor
For cleaning old code style as new code usually omit it.
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@@ -28,9 +28,9 @@ RenderLayersProg::RenderLayersProg(const char *passName, DataType type, int elem
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: m_passName(passName)
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{
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this->setScene(nullptr);
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this->m_inputBuffer = nullptr;
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this->m_elementsize = elementsize;
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this->m_rd = nullptr;
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m_inputBuffer = nullptr;
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m_elementsize = elementsize;
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m_rd = nullptr;
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layer_buffer_ = nullptr;
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this->addOutputSocket(type);
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@@ -52,8 +52,7 @@ void RenderLayersProg::initExecution()
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RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
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if (rl) {
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this->m_inputBuffer = RE_RenderLayerGetPass(
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rl, this->m_passName.c_str(), this->m_viewName);
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m_inputBuffer = RE_RenderLayerGetPass(rl, m_passName.c_str(), m_viewName);
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if (m_inputBuffer) {
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layer_buffer_ = new MemoryBuffer(m_inputBuffer, m_elementsize, getWidth(), getHeight());
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}
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@@ -73,10 +72,10 @@ void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelS
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int ix = x, iy = y;
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if (ix < 0 || iy < 0 || ix >= width || iy >= height) {
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if (this->m_elementsize == 1) {
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if (m_elementsize == 1) {
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output[0] = 0.0f;
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}
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else if (this->m_elementsize == 3) {
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else if (m_elementsize == 3) {
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zero_v3(output);
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}
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else {
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@@ -87,28 +86,26 @@ void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelS
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switch (sampler) {
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case PixelSampler::Nearest: {
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offset = (iy * width + ix) * this->m_elementsize;
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offset = (iy * width + ix) * m_elementsize;
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if (this->m_elementsize == 1) {
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output[0] = this->m_inputBuffer[offset];
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if (m_elementsize == 1) {
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output[0] = m_inputBuffer[offset];
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}
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else if (this->m_elementsize == 3) {
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copy_v3_v3(output, &this->m_inputBuffer[offset]);
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else if (m_elementsize == 3) {
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copy_v3_v3(output, &m_inputBuffer[offset]);
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}
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else {
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copy_v4_v4(output, &this->m_inputBuffer[offset]);
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copy_v4_v4(output, &m_inputBuffer[offset]);
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}
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break;
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}
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case PixelSampler::Bilinear:
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BLI_bilinear_interpolation_fl(
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this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
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BLI_bilinear_interpolation_fl(m_inputBuffer, output, width, height, m_elementsize, x, y);
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break;
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case PixelSampler::Bicubic:
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BLI_bicubic_interpolation_fl(
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this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
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BLI_bicubic_interpolation_fl(m_inputBuffer, output, width, height, m_elementsize, x, y);
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break;
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}
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}
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@@ -116,7 +113,7 @@ void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelS
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void RenderLayersProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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#if 0
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const RenderData *rd = this->m_rd;
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const RenderData *rd = m_rd;
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int dx = 0, dy = 0;
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@@ -138,7 +135,7 @@ void RenderLayersProg::executePixelSampled(float output[4], float x, float y, Pi
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#ifndef NDEBUG
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{
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const DataType data_type = this->getOutputSocket()->getDataType();
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int actual_element_size = this->m_elementsize;
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int actual_element_size = m_elementsize;
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int expected_element_size;
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if (data_type == DataType::Value) {
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expected_element_size = 1;
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@@ -157,8 +154,8 @@ void RenderLayersProg::executePixelSampled(float output[4], float x, float y, Pi
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}
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#endif
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if (this->m_inputBuffer == nullptr) {
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int elemsize = this->m_elementsize;
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if (m_inputBuffer == nullptr) {
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int elemsize = m_elementsize;
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if (elemsize == 1) {
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output[0] = 0.0f;
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}
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@@ -177,7 +174,7 @@ void RenderLayersProg::executePixelSampled(float output[4], float x, float y, Pi
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void RenderLayersProg::deinitExecution()
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{
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this->m_inputBuffer = nullptr;
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m_inputBuffer = nullptr;
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if (layer_buffer_) {
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delete layer_buffer_;
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layer_buffer_ = nullptr;
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