Cleanup: style, use braces in draw

This commit is contained in:
Campbell Barton
2019-06-04 00:13:11 +10:00
parent 7b28a31f2c
commit 95f5272bda
6 changed files with 50 additions and 25 deletions
@@ -225,26 +225,34 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
fprintf(f, "\t{\n\t\t");
for (int i = 0; i < w * h * 3; i += 3) {
fprintf(f, "%ff,", data[i]);
if (((i / 3) + 1) % 12 == 0)
if (((i / 3) + 1) % 12 == 0) {
fprintf(f, "\n\t\t");
else
}
else {
fprintf(f, " ");
}
}
fprintf(f, "\n\t},\n");
# else
for (int i = 0; i < w * h * 3; i += 3) {
if (data[i] < 0.01)
if (data[i] < 0.01) {
printf(" ");
else if (data[i] < 0.3)
}
else if (data[i] < 0.3) {
printf(".");
else if (data[i] < 0.6)
}
else if (data[i] < 0.6) {
printf("+");
else if (data[i] < 0.9)
}
else if (data[i] < 0.9) {
printf("%%");
else
}
else {
printf("#");
if ((i / 3 + 1) % 64 == 0)
}
if ((i / 3 + 1) % 64 == 0) {
printf("\n");
}
}
# endif
@@ -232,8 +232,9 @@ void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3
* Page 78 in the .pdf version. */
float gtao_multibounce(float visibility, vec3 albedo)
{
if (aoBounceFac == 0.0)
if (aoBounceFac == 0.0) {
return visibility;
}
/* Median luminance. Because Colored multibounce looks bad. */
float lum = dot(albedo, vec3(0.3333));
@@ -104,6 +104,7 @@ void main()
}
*/
if (fragColor.a < 0.0035)
if (fragColor.a < 0.0035) {
discard;
}
}
@@ -78,18 +78,23 @@ void main(void)
/* culling outside viewport */
vec2 area = Viewport * 4.0;
if (sp1.x < -area.x || sp1.x > area.x)
if (sp1.x < -area.x || sp1.x > area.x) {
return;
if (sp1.y < -area.y || sp1.y > area.y)
}
if (sp1.y < -area.y || sp1.y > area.y) {
return;
if (sp2.x < -area.x || sp2.x > area.x)
}
if (sp2.x < -area.x || sp2.x > area.x) {
return;
if (sp2.y < -area.y || sp2.y > area.y)
}
if (sp2.y < -area.y || sp2.y > area.y) {
return;
}
/* culling behind camera */
if (P1.w < 0 || P2.w < 0)
if (P1.w < 0 || P2.w < 0) {
return;
}
/* determine the direction of each of the 3 segments (previous, current, next) */
vec2 v0 = normalize(sp1 - sp0);
@@ -108,16 +113,20 @@ void main(void)
/* determine the length of the miter by projecting it onto normal and then inverse it */
float an1 = dot(miter_a, n1);
float bn1 = dot(miter_b, n2);
if (an1 == 0)
if (an1 == 0) {
an1 = 1;
if (bn1 == 0)
}
if (bn1 == 0) {
bn1 = 1;
}
float length_a = finalThickness[1] / an1;
float length_b = finalThickness[2] / bn1;
if (length_a <= 0.0)
if (length_a <= 0.0) {
length_a = 0.01;
if (length_b <= 0.0)
}
if (length_b <= 0.0) {
length_b = 0.01;
}
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
@@ -86,8 +86,9 @@ void main()
# ifndef DOUBLE_MANIFOLD
/* If the mesh is known to be manifold and we don't use double count,
* only create an quad if the we encounter a facing geom. */
if ((degen_faces.x && backface.y) || (degen_faces.y && backface.x))
if ((degen_faces.x && backface.y) || (degen_faces.y && backface.x)) {
return;
}
# endif
/* If one of the 2 triangles is degenerate, replace edge by a non-manifold one. */
@@ -48,16 +48,21 @@ void main()
bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
vec4 inner_color;
if (color_id == 0)
if (color_id == 0) {
inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
else if (color_id == 1)
}
else if (color_id == 1) {
inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
else if (color_id == 2)
}
else if (color_id == 2) {
inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
else if (color_id == 3)
}
else if (color_id == 3) {
inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
else if (color_id == 4)
}
else if (color_id == 4) {
inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
}
else {
bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);