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