Style cleanup: indentation, braces

This commit is contained in:
Campbell Barton
2014-05-05 02:19:08 +10:00
parent e86dbf6877
commit dc13969e48
45 changed files with 130 additions and 122 deletions

View File

@@ -1304,21 +1304,21 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for(int j = 0; j < num_samples; j++) {
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
float bssrdf_u, bssrdf_v;
path_branched_rng_2D(kg, &bssrdf_rng, &state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
float bssrdf_u, bssrdf_v;
path_branched_rng_2D(kg, &bssrdf_rng, &state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {
PathState hit_state = state;
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {
PathState hit_state = state;
path_state_branch(&hit_state, j, num_samples);
path_state_branch(&hit_state, j, num_samples);
kernel_branched_path_integrate_lighting(kg, rng,
&bssrdf_sd[hit], throughput, num_samples_inv,
&hit_state, &L, buffer);
}
kernel_branched_path_integrate_lighting(kg, rng,
&bssrdf_sd[hit], throughput, num_samples_inv,
&hit_state, &L, buffer);
}
}
state.flag &= ~PATH_RAY_BSSRDF_ANCESTOR;