style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
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@@ -25,10 +25,10 @@ shader node_brightness(
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output color ColorOut = 0.8)
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output color ColorOut = 0.8)
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{
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{
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float a = 1.0 + Contrast;
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float a = 1.0 + Contrast;
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float b = Bright - Contrast*0.5;
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float b = Bright - Contrast * 0.5;
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ColorOut[0] = max(a*ColorIn[0] + b, 0.0);
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ColorOut[0] = max(a * ColorIn[0] + b, 0.0);
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ColorOut[1] = max(a*ColorIn[1] + b, 0.0);
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ColorOut[1] = max(a * ColorIn[1] + b, 0.0);
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ColorOut[2] = max(a*ColorIn[2] + b, 0.0);
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ColorOut[2] = max(a * ColorIn[2] + b, 0.0);
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}
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}
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@@ -35,9 +35,10 @@ shader node_normal_map(
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float tangent_sign;
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float tangent_sign;
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// get _unnormalized_ interpolated normal and tangent
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// get _unnormalized_ interpolated normal and tangent
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if(!getattribute(attr_name, tangent) ||
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if (!getattribute(attr_name, tangent) ||
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!getattribute(attr_sign_name, tangent_sign) ||
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!getattribute(attr_sign_name, tangent_sign) ||
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!getattribute("geom:N", ninterp)) {
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!getattribute("geom:N", ninterp))
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{
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Normal = normal(0, 0, 0);
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Normal = normal(0, 0, 0);
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}
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}
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else {
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else {
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@@ -21,7 +21,7 @@
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float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component)
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float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component)
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{
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{
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float f = clamp((at + 1.0)*0.5, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1);
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float f = clamp((at + 1.0) * 0.5, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1);
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/* clamp int as well in case of NaN */
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/* clamp int as well in case of NaN */
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int i = (int)f;
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int i = (int)f;
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@@ -34,7 +34,7 @@ float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component)
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if (t > 0.0)
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if (t > 0.0)
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result = (1.0 - t) * result + t * ramp[i + 1][component];
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result = (1.0 - t) * result + t * ramp[i + 1][component];
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return result*2.0 - 1.0;
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return result * 2.0 - 1.0;
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}
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}
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shader node_vector_curves(
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shader node_vector_curves(
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@@ -31,7 +31,7 @@ shader node_ward_bsdf(
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vector T = Tangent;
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vector T = Tangent;
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if (Rotation != 0.0)
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if (Rotation != 0.0)
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T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal);
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T = rotate(T, Rotation * 2.0 * M_PI, point(0.0, 0.0, 0.0), Normal);
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/* compute roughness */
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/* compute roughness */
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float RoughnessU, RoughnessV;
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float RoughnessU, RoughnessV;
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@@ -284,8 +284,8 @@ class SEQUENCER_MT_strip(Menu):
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layout.operator("transform.transform", text="Grab/Move").mode = 'TRANSLATION'
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layout.operator("transform.transform", text="Grab/Move").mode = 'TRANSLATION'
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layout.operator("transform.transform", text="Grab/Extend from frame").mode = 'TIME_EXTEND'
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layout.operator("transform.transform", text="Grab/Extend from frame").mode = 'TIME_EXTEND'
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layout.operator("sequencer.no_gap")
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layout.operator("sequencer.gap_remove")
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layout.operator("sequencer.insert_gap")
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layout.operator("sequencer.gap_insert")
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# uiItemO(layout, NULL, 0, "sequencer.strip_snap"); // TODO - add this operator
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# uiItemO(layout, NULL, 0, "sequencer.strip_snap"); // TODO - add this operator
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layout.separator()
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layout.separator()
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@@ -402,7 +402,7 @@ static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, in
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}
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}
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else {
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else {
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glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
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glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
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format, type, NULL);
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format, type, NULL);
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if (fpixels) {
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if (fpixels) {
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glTexSubImage2D(tex->target, 0, 0, 0, w, h,
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glTexSubImage2D(tex->target, 0, 0, 0, w, h,
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@@ -677,7 +677,7 @@ GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
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/* Now we tweak some of the settings */
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/* Now we tweak some of the settings */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, NULL);
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GPU_texture_unbind(tex);
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GPU_texture_unbind(tex);
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}
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}
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@@ -175,7 +175,7 @@ static void cmp_node_image_create_outputs(bNodeTree *ntree, bNode *node)
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Image *ima= (Image *)node->id;
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Image *ima= (Image *)node->id;
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if (ima) {
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if (ima) {
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ImageUser *iuser = node->storage;
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ImageUser *iuser = node->storage;
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ImageUser load_iuser = {0};
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ImageUser load_iuser = {NULL};
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ImBuf *ibuf;
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ImBuf *ibuf;
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int offset = BKE_image_sequence_guess_offset(ima);
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int offset = BKE_image_sequence_guess_offset(ima);
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@@ -199,7 +199,7 @@ void KX_Dome::CreateGLImages(void)
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for (int j=0;j<m_numfaces;j++) {
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for (int j=0;j<m_numfaces;j++) {
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glBindTexture(GL_TEXTURE_2D, domefacesId[j]);
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glBindTexture(GL_TEXTURE_2D, domefacesId[j]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_imagesize, m_imagesize, 0, GL_RGB8,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_imagesize, m_imagesize, 0, GL_RGB8,
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GL_UNSIGNED_BYTE, 0);
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GL_UNSIGNED_BYTE, NULL);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, m_imagesize, m_imagesize, 0);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, m_imagesize, m_imagesize, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -209,7 +209,7 @@ void KX_Dome::CreateGLImages(void)
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if (warp.usemesh) {
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if (warp.usemesh) {
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glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
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glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, warp.imagesize, warp.imagesize, 0, GL_RGB8,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, warp.imagesize, warp.imagesize, 0, GL_RGB8,
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GL_UNSIGNED_BYTE, 0);
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GL_UNSIGNED_BYTE, NULL);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, warp.imagesize, warp.imagesize, 0);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, warp.imagesize, warp.imagesize, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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