Cleanup: Code style.

This commit is contained in:
Thomas Dinges 2015-04-26 00:42:26 +02:00
parent 8dd055cd47
commit bc160d8a85
Notes: blender-bot 2023-02-14 09:12:03 +01:00
Referenced by issue #44514, Crash under cycles rendering using F12
Referenced by issue #44515, Smoke domain cuts out shadows of smoke from intersecting objects when working with different layers for compositing (CYCLES)
6 changed files with 18 additions and 18 deletions

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@ -70,7 +70,7 @@ ccl_device float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderClosure *sc, c
float out = 0.0f;
if(fmaxf(sc->data0, sc->data1) <= 1e-4f)
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
if(NdotI > 0.0f && NdotO > 0.0f) {
NdotI = fmaxf(NdotI, 1e-6f);

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@ -59,7 +59,7 @@ ccl_device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc, co
float cosHO = fabsf(dot(I, H));
if(!(fabsf(cosNH) < 1.0f-1e-5f && cosHO > 1e-5f))
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
float cosNHdivHO = cosNH / cosHO;
cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f);
@ -80,7 +80,7 @@ ccl_device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc, co
return make_float3(out, out, out);
}
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)

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@ -277,7 +277,7 @@ ccl_device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc, cons
float3 N = sc->N;
if(m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
float cosNO = dot(N, I);
float cosNI = dot(N, omega_in);
@ -356,7 +356,7 @@ ccl_device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc, cons
return make_float3(out, out, out);
}
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
@ -368,13 +368,13 @@ ccl_device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderClosure *sc, con
float3 N = sc->N;
if(!m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
float cosNO = dot(N, I);
float cosNI = dot(N, omega_in);
if(cosNO <= 0 || cosNI >= 0)
return make_float3(0, 0, 0); /* vectors on same side -- not possible */
return make_float3(0.0f, 0.0f, 0.0f); /* vectors on same side -- not possible */
/* compute half-vector of the refraction (eq. 16) */
float3 ht = -(m_eta * omega_in + I);
@ -627,7 +627,7 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderClosure *sc,
float3 N = sc->N;
if(m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
float cosNO = dot(N, I);
float cosNI = dot(N, omega_in);
@ -709,7 +709,7 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderClosure *sc,
return make_float3(out, out, out);
}
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
@ -721,13 +721,13 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderClosure *sc
float3 N = sc->N;
if(!m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
float cosNO = dot(N, I);
float cosNI = dot(N, omega_in);
if(cosNO <= 0 || cosNI >= 0)
return make_float3(0, 0, 0);
return make_float3(0.0f, 0.0f, 0.0f);
/* compute half-vector of the refraction (eq. 16) */
float3 ht = -(m_eta * omega_in + I);

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@ -147,14 +147,14 @@ public: \
\
float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
{ \
pdf = 0; \
return make_float3(0, 0, 0); \
pdf = 0.0f; \
return make_float3(0.0f, 0.0f, 0.0f); \
} \
\
float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
{ \
pdf = 0; \
return make_float3(0, 0, 0); \
pdf = 0.0f; \
return make_float3(0.0f, 0.0f, 0.0f); \
} \
\
int sample(const float3 &Ng, \

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@ -162,8 +162,8 @@ void Camera::update()
transform_perspective(&rastertocamera, make_float3(0, 0, 0));
}
else {
dx = make_float3(0, 0, 0);
dy = make_float3(0, 0, 0);
dx = make_float3(0.0f, 0.0f, 0.0f);
dy = make_float3(0.0f, 0.0f, 0.0f);
}
dx = transform_direction(&cameratoworld, dx);

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@ -33,7 +33,7 @@ ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketTyp
name = name_;
type = type_;
link = NULL;
value = make_float3(0, 0, 0);
value = make_float3(0.0f, 0.0f, 0.0f);
stack_offset = SVM_STACK_INVALID;
default_value = NONE;
usage = USE_ALL;