Cleanup: spelling in comments

This commit is contained in:
Campbell Barton
2023-09-27 13:02:37 +10:00
parent ee4c45c612
commit 46263a85ab
15 changed files with 31 additions and 26 deletions
+2 -2
View File
@@ -157,10 +157,10 @@ void BKE_nlatrack_remove_and_free(ListBase *tracks, struct NlaTrack *nlt, bool d
*
* WARNING: this function is *very narrow* and special-cased in its
* application. It was introduced as part of the fix for issue #107030,
* as a way to collect a bunch of whac-a-mole inline applications of this
* as a way to collect a bunch of whack-a-mole inline applications of this
* logic in one place. The logic itself isn't principled in any way,
* and should almost certainly not be used anywhere that it isn't already,
* short of one of those whac-a-mole inline places being overlooked.
* short of one of those whack-a-mole inline places being overlooked.
*
* The underlying purpose of this function is to ensure that the computed
* clip length for an NLA strip is (in certain places) never zero, in order to
@@ -83,7 +83,7 @@ ShadowEvalResult shadow_punctual_sample_get(usampler2DArray atlas_tx,
float clip_far = intBitsToFloat(light.clip_far);
float clip_near = intBitsToFloat(light.clip_near);
float clip_side = light.clip_side;
/* TODO: Could be simplified since frustum is completely symetrical. */
/* TODO: Could be simplified since frustum is completely symmetrical. */
mat4 winmat = shadow_projection_perspective(
-clip_side, clip_side, -clip_side, clip_side, clip_near, clip_far);
vec3 clip_P = project_point(winmat, lP);
@@ -155,4 +155,4 @@ ShadowEvalResult shadow_sample(const bool is_directional,
}
}
/** \} */
/** \} */
@@ -80,7 +80,7 @@ struct ShadowTracingSample {
};
/**
* This need to be instanciated for each `ShadowRay*` type.
* This need to be instantiated for each `ShadowRay*` type.
* This way we can implement `shadow_map_trace_sample` for each type without too much code
* duplication.
* Most of the code is wrapped into functions to avoid to debug issues inside macro code.
@@ -262,10 +262,10 @@ SHADOW_MAP_TRACE_FN(ShadowRayDirectional)
* \{ */
struct ShadowRayPunctual {
/* Ray in tilemap normalized coordinates [0..1]. */
/* Ray in tile-map normalized coordinates [0..1]. */
vec3 origin;
vec3 direction;
/* Tilemap to sample. */
/* Tile-map to sample. */
int tilemap_index;
};
@@ -333,7 +333,7 @@ ShadowRayPunctual shadow_ray_generate_punctual(
vec3 view_ray_end = shadow_punctual_local_position_to_face_local(face_id, local_ray_end);
/* Face Local (View) Space > Clip Space. */
/* TODO: Could be simplified since frustum is completely symetrical. */
/* TODO: Could be simplified since frustum is completely symmetrical. */
mat4 winmat = projection_perspective(
-clip_side, clip_side, -clip_side, clip_side, clip_near, clip_far);
vec3 clip_ray_start = project_point(winmat, view_ray_start);
@@ -367,7 +367,7 @@ SHADOW_MAP_TRACE_FN(ShadowRayPunctual)
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Shadow Evalutation
/** \name Shadow Evaluation
* \{ */
/**
+5 -3
View File
@@ -188,9 +188,11 @@ typedef struct bPoseChannel_BBoneSegmentBoundary {
/* Dot product of point and plane_normal to speed up distance computation. */
float plane_offset;
/* Inverse width of the smoothing at this level in head-tail space.
* Optimization: this value is actually indexed by bsp depth (0 to bsp_depth-1), not joint
* index. It's put here to avoid allocating a separate array by utilizing the padding space. */
/**
* Inverse width of the smoothing at this level in head-tail space.
* Optimization: this value is actually indexed by BSP depth (0 to `bsp_depth - 1`), not joint
* index. It's put here to avoid allocating a separate array by utilizing the padding space.
*/
float depth_scale;
} bPoseChannel_BBoneSegmentBoundary;
@@ -6,7 +6,7 @@
#include "node_parser.h"
/* TODO: pxr::UsdMtlxRead() doesn't perform nodegraphs.
/* TODO: #pxr::UsdMtlxRead() doesn't perform node-graphs.
* Uncomment USE_MATERIALX_NODEGRAPH after fixing it. */
//#define USE_MATERIALX_NODEGRAPH
@@ -12,7 +12,7 @@ namespace blender::nodes::materialx {
/**
* This class serves as abstraction from MateralX API. It implements arithmetic operations,
* convertions between different types, adding new nodes, setting inputs, etc.
* conversions between different types, adding new nodes, setting inputs, etc.
* All work should be done via this class instead of using MaterialX API directly.
*/
class NodeItem {
@@ -22,7 +22,7 @@ using ExportImageFunction = std::function<std::string(Main *, Scene *, Image *,
/**
* This is base abstraction class for parsing Blender nodes into MaterialX nodes.
* NodeParser::compute() should be overrided in child classes.
* #NodeParser::compute() should be overridden in child classes.
*/
class NodeParser {
protected:
@@ -59,11 +59,13 @@ NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: observed crash while rendering MaterialX_v1_38_6::ExceptionShaderGenError */
/*
/**
* \code{.cc}
* NodeItem maxdistance = get_input_value("Distance", NodeItem::Type::Float);
* NodeItem res = create_node("ambientocclusion", NodeItem::Type::Float);
* res.set_input("coneangle", val(90.0f));
* res.set_input("maxdistance", maxdistance);
* \endcode
*/
return get_output_default(socket_out_->name, NodeItem::Type::Any);
}
@@ -80,8 +80,8 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: some outputs expected be implemented within the next iteration (see nodedef
* <geompropvalue>) */
/* TODO: some outputs expected be implemented within the next iteration
* (see node-definition `<geompropvalue>`). */
return get_output_default(socket_out_->name, NodeItem::Type::Any);
}
#endif
@@ -29,8 +29,8 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat,
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: some outputs expected be implemented within the next iteration (see nodedef
* <artistic_ior>) */
/* TODO: some outputs expected be implemented within the next iteration
* (see node-definition `<artistic_ior>`). */
return get_input_value("IOR", NodeItem::Type::Float);
}
#endif
@@ -30,8 +30,8 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat,
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: some outputs expected be implemented partially within the next iteration (see nodedef
* <artistic_ior>) */
/* TODO: some outputs expected be implemented partially within the next iteration
* (see node-definition `<artistic_ior>`). */
return get_input_link("Blend", NodeItem::Type::Float);
}
#endif
@@ -152,7 +152,7 @@ NODE_SHADER_MATERIALX_BEGIN
if (!vector) {
vector = texcoord_node();
}
/* TODO: texcoords should be translated to spherical coordinates */
/* TODO: texture-coordinates should be translated to spherical coordinates. */
std::string filtertype;
switch (tex_env->interpolation) {
@@ -235,7 +235,7 @@ NODE_SHADER_MATERIALX_BEGIN
vector = texcoord_node(NodeItem::Type::Vector3);
}
/* adjusment to get result as Cycles */
/* Adjustment to get result as Cycles. */
distortion = distortion * val(10.0f);
detail_scale = detail_scale * val(10.0f);
@@ -70,8 +70,8 @@ static int node_shader_gpu_vertex_color(GPUMaterial *mat,
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: some output expected be implemented within the next iteration (see nodedef
* <geomcolor>)*/
/* TODO: some output expected be implemented within the next iteration
* (see node-definition `<geomcolor>`). */
return get_output_default(socket_out_->name, NodeItem::Type::Any);
}
#endif
@@ -144,6 +144,7 @@ dict_custom = {
"enablement",
"enqueueing",
"equiangular",
"evolute",
"extrema",
"fallbacks",
"finalizer",