Cleanup: format
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@ -2899,10 +2899,13 @@ void BKE_pbvh_draw_cb(PBVH *pbvh,
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MEM_SAFE_FREE(nodes);
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}
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void BKE_pbvh_draw_debug_cb(
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PBVH *pbvh,
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void (*draw_fn)(PBVHNode *node, void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag),
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void *user_data)
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void BKE_pbvh_draw_debug_cb(PBVH *pbvh,
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void (*draw_fn)(PBVHNode *node,
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void *user_data,
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const float bmin[3],
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const float bmax[3],
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PBVHNodeFlags flag),
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void *user_data)
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{
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for (int a = 0; a < pbvh->totnode; a++) {
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PBVHNode *node = &pbvh->nodes[a];
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@ -765,4 +765,4 @@ void DepthOfField::render(GPUTexture **input_tx,
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/** \} */
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} // namespace blender::eevee
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} // namespace blender::eevee
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@ -259,4 +259,4 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
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/** \} */
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} // namespace blender::eevee
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} // namespace blender::eevee
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@ -134,8 +134,8 @@ void main()
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{
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/**
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* NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
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* filtering in the resolve pass. Not outputting to a tile means that border texels have undefined
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* value and tile border will be noticeable in the final image.
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* filtering in the resolve pass. Not outputting to a tile means that border texels have
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* undefined value and tile border will be noticeable in the final image.
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*/
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cache_init();
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@ -2,8 +2,8 @@
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/**
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* Gather pass: Convolve foreground and background parts in separate passes.
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*
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* Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
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* A fast gather path is taken if there is not many CoC variation inside the tile.
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* Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
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*color. A fast gather path is taken if there is not many CoC variation inside the tile.
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*
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* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
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* rotation to ensure maximum coverage.
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@ -2,8 +2,8 @@
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/**
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* Holefill pass: Gather background parts where foreground is present.
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*
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* Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
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* A fast gather path is taken if there is not many CoC variation inside the tile.
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* Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
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*color. A fast gather path is taken if there is not many CoC variation inside the tile.
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*
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* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
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* rotation to ensure maximum coverage.
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@ -51,4 +51,4 @@ void main()
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out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
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out_debug_color_mul = color;
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}
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}
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@ -1213,7 +1213,7 @@ static void sculpt_debug_cb(
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if (flag & PBVH_Leaf) {
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int color = (*debug_node_nr)++;
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color += BKE_pbvh_debug_draw_gen_get(node);
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DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR(color));
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}
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#endif
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@ -130,4 +130,4 @@ void main()
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/* Transparent Background for ease of read. */
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out_color = vec4(0, 0, 0, 0.2);
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}
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}
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}
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@ -26,4 +26,4 @@ void main()
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gl_Position = vec4(
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pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1);
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gl_PointSize = char_size;
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}
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}
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@ -10,12 +10,12 @@
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*
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* The sculpt undo system is a delta-based system. Each undo step stores
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* the difference with the prior one.
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*
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*
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* To use the sculpt undo system, you must call SCULPT_undo_push_begin
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* inside an operator exec or invoke callback (ED_sculpt_undo_geometry_begin
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* may be called if you wish to save a non-delta copy of the entire mesh).
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* This will initialize the sculpt undo stack and set up an undo step.
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*
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*
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* At the end of the operator you should call SCULPT_undo_push_end.
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*
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* SCULPT_undo_push_end and ED_sculpt_undo_geometry_begin both take a
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