Cycles: Cleanup, style
This commit is contained in:
@@ -847,7 +847,7 @@ static void sync_mesh_fluid_motion(BL::Object& b_ob, Scene *scene, Mesh *mesh)
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/* Only export previous and next frame, we don't have any in between data. */
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float motion_times[2] = {-1.0f, 1.0f};
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for (int step = 0; step < 2; step++) {
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for(int step = 0; step < 2; step++) {
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float relative_time = motion_times[step] * scene->motion_shutter_time() * 0.5f;
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float3 *mP = attr_mP->data_float3() + step*mesh->verts.size();
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@@ -1081,7 +1081,7 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
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/* fluid motion is exported immediate with mesh, skip here */
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BL::DomainFluidSettings b_fluid_domain = object_fluid_domain_find(b_ob);
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if (b_fluid_domain)
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if(b_fluid_domain)
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return;
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if(ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
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@@ -147,7 +147,7 @@ void BVH::pack_primitives()
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/* Count number of triangles primitives in BVH. */
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for(unsigned int i = 0; i < tidx_size; i++) {
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if((pack.prim_index[i] != -1)) {
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if ((pack.prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
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if((pack.prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
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++num_prim_triangles;
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}
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}
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@@ -450,7 +450,7 @@ void RegularBVH::pack_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1)
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{
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if (e0.node->is_unaligned() || e1.node->is_unaligned()) {
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if(e0.node->is_unaligned() || e1.node->is_unaligned()) {
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pack_unaligned_inner(e, e0, e1);
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} else {
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pack_aligned_inner(e, e0, e1);
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@@ -597,8 +597,8 @@ void RegularBVH::pack_nodes(const BVHNode *root)
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else {
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/* innner node */
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int idx[2];
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for (int i = 0; i < 2; ++i) {
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if (e.node->get_child(i)->is_leaf()) {
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for(int i = 0; i < 2; ++i) {
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if(e.node->get_child(i)->is_leaf()) {
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idx[i] = nextLeafNodeIdx++;
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}
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else {
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@@ -66,7 +66,7 @@ public:
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inline void set_aligned_space(const Transform& aligned_space)
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{
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m_is_unaligned = true;
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if (m_aligned_space == NULL) {
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if(m_aligned_space == NULL) {
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m_aligned_space = new Transform(aligned_space);
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}
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else {
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@@ -409,7 +409,7 @@ void OpenCLDeviceBase::enqueue_kernel(cl_kernel kernel, size_t w, size_t h)
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* much work per pixel (if we don't check global ID on Y axis) or will
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* be checking for global ID to always have Y of 0.
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*/
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if (h == 1) {
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if(h == 1) {
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global_size[h] = 1;
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}
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@@ -109,7 +109,7 @@ ccl_device void camera_sample_perspective(KernelGlobals *kg, float raster_x, flo
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D = normalize(transform_direction(&cameratoworld, D));
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bool use_stereo = kernel_data.cam.interocular_offset != 0.0f;
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if (!use_stereo) {
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if(!use_stereo) {
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/* No stereo */
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ray->P = P;
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ray->D = D;
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@@ -300,7 +300,7 @@ ccl_device_inline void camera_sample_panorama(KernelGlobals *kg,
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/* Stereo transform */
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bool use_stereo = kernel_data.cam.interocular_offset != 0.0f;
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if (use_stereo) {
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if(use_stereo) {
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spherical_stereo_transform(kg, &P, &D);
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}
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@@ -316,7 +316,7 @@ ccl_device_inline void camera_sample_panorama(KernelGlobals *kg,
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float3 Dcenter = panorama_to_direction(kg, Pcenter.x, Pcenter.y);
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Pcenter = transform_point(&cameratoworld, Pcenter);
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Dcenter = normalize(transform_direction(&cameratoworld, Dcenter));
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if (use_stereo) {
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if(use_stereo) {
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spherical_stereo_transform(kg, &Pcenter, &Dcenter);
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}
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@@ -324,7 +324,7 @@ ccl_device_inline void camera_sample_panorama(KernelGlobals *kg,
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float3 Dx = panorama_to_direction(kg, Px.x, Px.y);
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Px = transform_point(&cameratoworld, Px);
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Dx = normalize(transform_direction(&cameratoworld, Dx));
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if (use_stereo) {
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if(use_stereo) {
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spherical_stereo_transform(kg, &Px, &Dx);
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}
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@@ -335,7 +335,7 @@ ccl_device_inline void camera_sample_panorama(KernelGlobals *kg,
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float3 Dy = panorama_to_direction(kg, Py.x, Py.y);
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Py = transform_point(&cameratoworld, Py);
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Dy = normalize(transform_direction(&cameratoworld, Dy));
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if (use_stereo) {
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if(use_stereo) {
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spherical_stereo_transform(kg, &Py, &Dy);
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}
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@@ -162,16 +162,18 @@ ccl_device float4 kernel_tex_image_interp_3d(KernelGlobals *kg, int id, float x,
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svm_image_texture_frac(y*height, &iy);
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svm_image_texture_frac(z*depth, &iz);
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if (extension == EXTENSION_REPEAT) {
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if(extension == EXTENSION_REPEAT) {
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ix = svm_image_texture_wrap_periodic(ix, width);
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iy = svm_image_texture_wrap_periodic(iy, height);
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iz = svm_image_texture_wrap_periodic(iz, depth);
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}
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else {
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if (extension == EXTENSION_CLIP) {
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if(extension == EXTENSION_CLIP) {
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if(x < 0.0f || y < 0.0f || z < 0.0f ||
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x > 1.0f || y > 1.0f || z > 1.0f)
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{
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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/* Fall through. */
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/* EXTENSION_EXTEND */
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@@ -196,10 +198,12 @@ ccl_device float4 kernel_tex_image_interp_3d(KernelGlobals *kg, int id, float x,
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niz = svm_image_texture_wrap_periodic(iz+1, depth);
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}
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else {
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if (extension == EXTENSION_CLIP)
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if(extension == EXTENSION_CLIP)
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if(x < 0.0f || y < 0.0f || z < 0.0f ||
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x > 1.0f || y > 1.0f || z > 1.0f)
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{
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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/* Fall through. */
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/* EXTENSION_EXTEND */
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nix = svm_image_texture_wrap_clamp(ix+1, width);
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@@ -27,9 +27,9 @@ ccl_device_inline float3 rgb_ramp_lookup(const float3 *ramp,
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bool extrapolate,
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int table_size)
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{
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if ((f < 0.0f || f > 1.0f) && extrapolate) {
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if((f < 0.0f || f > 1.0f) && extrapolate) {
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float3 t0, dy;
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if (f < 0.0f) {
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if(f < 0.0f) {
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t0 = ramp[0];
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dy = t0 - ramp[1],
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f = -f;
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@@ -50,8 +50,9 @@ ccl_device_inline float3 rgb_ramp_lookup(const float3 *ramp,
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float3 result = ramp[i];
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if (interpolate && t > 0.0f)
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if(interpolate && t > 0.0f) {
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result = (1.0f - t) * result + t * ramp[i + 1];
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}
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return result;
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}
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@@ -62,9 +63,9 @@ ccl_device float float_ramp_lookup(const float *ramp,
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bool extrapolate,
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int table_size)
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{
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if ((f < 0.0f || f > 1.0f) && extrapolate) {
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if((f < 0.0f || f > 1.0f) && extrapolate) {
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float t0, dy;
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if (f < 0.0f) {
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if(f < 0.0f) {
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t0 = ramp[0];
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dy = t0 - ramp[1],
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f = -f;
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@@ -85,8 +86,9 @@ ccl_device float float_ramp_lookup(const float *ramp,
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float result = ramp[i];
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if (interpolate && t > 0.0f)
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if(interpolate && t > 0.0f) {
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result = (1.0f - t) * result + t * ramp[i + 1];
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}
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return result;
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}
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@@ -32,8 +32,9 @@ CCL_NAMESPACE_BEGIN
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static float shutter_curve_eval(float x,
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array<float>& shutter_curve)
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{
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if (shutter_curve.size() == 0)
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if(shutter_curve.size() == 0) {
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return 1.0f;
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}
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x *= shutter_curve.size();
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int index = (int)x;
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@@ -148,8 +148,9 @@ void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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bool ShaderNode::equals(const ShaderNode& other)
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{
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if (type != other.type || bump != other.bump)
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if(type != other.type || bump != other.bump) {
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return false;
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}
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assert(inputs.size() == other.inputs.size());
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@@ -597,13 +598,13 @@ void ShaderGraph::deduplicate_nodes()
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/* Try to merge this node with another one. */
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ShaderNode *merge_with = NULL;
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foreach(ShaderNode *other_node, candidates[node->type->name]) {
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if (node != other_node && node->equals(*other_node)) {
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if(node != other_node && node->equals(*other_node)) {
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merge_with = other_node;
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break;
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}
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}
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/* If found an equivalent, merge; otherwise keep node for later merges */
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if (merge_with != NULL) {
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if(merge_with != NULL) {
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for(int i = 0; i < node->outputs.size(); ++i) {
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relink(node, node->outputs[i], merge_with->outputs[i]);
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}
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@@ -43,7 +43,7 @@ ImageManager::ImageManager(const DeviceInfo& info)
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* be screwed on so many levels..
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*/
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DeviceType device_type = info.type;
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if (device_type == DEVICE_MULTI) {
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if(device_type == DEVICE_MULTI) {
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device_type = info.multi_devices[0].type;
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}
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@@ -1462,7 +1462,7 @@ void MeshManager::device_update_mesh(Device *device,
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else {
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PackedBVH& pack = bvh->pack;
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for(size_t i = 0; i < pack.prim_index.size(); ++i) {
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if ((pack.prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
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if((pack.prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
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tri_prim_index[pack.prim_index[i]] = pack.prim_tri_index[i];
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}
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}
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@@ -2378,8 +2378,9 @@ void EmissionNode::constant_fold(const ConstantFolder& folder)
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ShaderInput *color_in = input("Color");
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ShaderInput *strength_in = input("Strength");
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if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f)) {
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if((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f))
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{
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folder.discard();
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}
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}
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@@ -2430,8 +2431,9 @@ void BackgroundNode::constant_fold(const ConstantFolder& folder)
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ShaderInput *color_in = input("Color");
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ShaderInput *strength_in = input("Strength");
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if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f)) {
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if((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f))
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{
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folder.discard();
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}
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}
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@@ -4864,8 +4866,9 @@ void CurvesNode::constant_fold(const ConstantFolder& folder, ShaderInput *value_
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/* evaluate fully constant node */
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if(folder.all_inputs_constant()) {
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if (curves.size() == 0)
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if(curves.size() == 0) {
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return;
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}
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float3 pos = (value - make_float3(min_x, min_x, min_x)) / (max_x - min_x);
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float3 result;
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@@ -5140,7 +5143,7 @@ OSLNode* OSLNode::create(size_t num_inputs, const OSLNode *from)
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char *node_memory = (char*) operator new(node_size + inputs_size);
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memset(node_memory, 0, node_size + inputs_size);
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if (!from) {
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if(!from) {
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return new(node_memory) OSLNode();
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}
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else {
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@@ -253,7 +253,7 @@ vector<float> Object::motion_times()
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bool Object::is_traceable()
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{
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/* Mesh itself can be empty,can skip all such objects. */
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if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
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if(!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
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return false;
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}
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/* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
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@@ -624,8 +624,9 @@ void ObjectManager::device_update_flags(Device *device,
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void ObjectManager::device_update_patch_map_offsets(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if (scene->objects.size() == 0)
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if(scene->objects.size() == 0) {
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return;
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}
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uint4* objects = (uint4*)dscene->objects.get_data();
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@@ -825,7 +825,7 @@ void OSLCompiler::parameter(ShaderNode* node, const char *name)
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// OSL does not support booleans, so convert to int
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const array<bool>& value = node->get_bool_array(socket);
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array<int> intvalue(value.size());
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for (size_t i = 0; i < value.size(); i++)
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for(size_t i = 0; i < value.size(); i++)
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intvalue[i] = value[i];
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ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data());
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break;
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@@ -861,8 +861,7 @@ void OSLCompiler::parameter(ShaderNode* node, const char *name)
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// convert to tightly packed array since float3 has padding
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const array<float3>& value = node->get_float3_array(socket);
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array<float> fvalue(value.size() * 3);
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for (size_t i = 0, j = 0; i < value.size(); i++)
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{
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for(size_t i = 0, j = 0; i < value.size(); i++) {
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fvalue[j++] = value[i].x;
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fvalue[j++] = value[i].y;
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fvalue[j++] = value[i].z;
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@@ -46,7 +46,7 @@ struct PatchMapQuadNode {
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/* sets all the children to point to the patch of index */
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void set_child(int index)
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{
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for (int i = 0; i < 4; i++) {
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for(int i = 0; i < 4; i++) {
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children[i] = index | PATCH_MAP_NODE_IS_SET | PATCH_MAP_NODE_IS_LEAF;
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}
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}
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@@ -1407,8 +1407,9 @@ void init_test_curve(array<T> &buffer, T start, T end, int steps)
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{
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buffer.resize(steps);
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for (int i = 0; i < steps; i++)
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for(int i = 0; i < steps; i++) {
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buffer[i] = lerp(start, end, float(i)/(steps-1));
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}
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}
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/*
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