style cleanup: follow style guide for formatting of if/for/while loops, and else...
[blender.git] / source / blender / nodes / shader / node_shader_util.c
index 606ba98762c00501b644be70ab47bd0e1e50d2e8..df2f7879231f752808e0cc0a1107d134e53dd054 100644 (file)
@@ -42,14 +42,14 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
 {
        float *from= ns->vec;
                
-       if(type_in==SOCK_FLOAT) {
-               if(ns->sockettype==SOCK_FLOAT)
+       if (type_in==SOCK_FLOAT) {
+               if (ns->sockettype==SOCK_FLOAT)
                        *in= *from;
                else 
                        *in= 0.333333f*(from[0]+from[1]+from[2]);
        }
-       else if(type_in==SOCK_VECTOR) {
-               if(ns->sockettype==SOCK_FLOAT) {
+       else if (type_in==SOCK_VECTOR) {
+               if (ns->sockettype==SOCK_FLOAT) {
                        in[0]= from[0];
                        in[1]= from[0];
                        in[2]= from[0];
@@ -59,10 +59,10 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
                }
        }
        else { /* type_in==SOCK_RGBA */
-               if(ns->sockettype==SOCK_RGBA) {
+               if (ns->sockettype==SOCK_RGBA) {
                        copy_v4_v4(in, from);
                }
-               else if(ns->sockettype==SOCK_FLOAT) {
+               else if (ns->sockettype==SOCK_FLOAT) {
                        in[0]= from[0];
                        in[1]= from[0];
                        in[2]= from[0];
@@ -84,22 +84,22 @@ void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mo
        bNodeSocket *sock;
        int a;
        
-       for(node= ntree->nodes.first; node; node= node->next) {
-               if(node->type==SH_NODE_TEXTURE) {
-                       if((r_mode & R_OSA) && node->id) {
+       for (node= ntree->nodes.first; node; node= node->next) {
+               if (node->type==SH_NODE_TEXTURE) {
+                       if ((r_mode & R_OSA) && node->id) {
                                Tex *tex= (Tex *)node->id;
                                if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP) 
                                        *texco |= TEXCO_OSA|NEED_UV;
                        }
                        /* usability exception... without input we still give the node orcos */
                        sock= node->inputs.first;
-                       if(sock==NULL || sock->link==NULL)
+                       if (sock==NULL || sock->link==NULL)
                                *texco |= TEXCO_ORCO|NEED_UV;
                }
-               else if(node->type==SH_NODE_GEOMETRY) {
+               else if (node->type==SH_NODE_GEOMETRY) {
                        /* note; sockets always exist for the given type! */
-                       for(a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
-                               if(sock->flag & SOCK_IN_USE) {
+                       for (a=0, sock= node->outputs.first; sock; sock= sock->next, a++) {
+                               if (sock->flag & SOCK_IN_USE) {
                                        switch(a) {
                                                case GEOM_OUT_GLOB: 
                                                        *texco |= TEXCO_GLOB|NEED_UV; break;
@@ -125,17 +125,17 @@ void ntreeShaderGetTexcoMode(bNodeTree *ntree, int r_mode, short *texco, int *mo
 /* nodes that use ID data get synced with local data */
 void nodeShaderSynchronizeID(bNode *node, int copyto)
 {
-       if(node->id==NULL) return;
+       if (node->id==NULL) return;
        
-       if(ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
+       if (ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
                bNodeSocket *sock;
                Material *ma= (Material *)node->id;
                int a;
                
                /* hrmf, case in loop isn't super fast, but we don't edit 100s of material at same time either! */
-               for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
-                       if(!nodeSocketIsHidden(sock)) {
-                               if(copyto) {
+               for (a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
+                       if (!nodeSocketIsHidden(sock)) {
+                               if (copyto) {
                                        switch(a) {
                                                case MAT_IN_COLOR:
                                                        copy_v3_v3(&ma->r, ((bNodeSocketValueRGBA*)sock->default_value)->value); break;
@@ -249,19 +249,19 @@ bNode *nodeGetActiveTexture(bNodeTree *ntree)
        /* this is the node we texture paint and draw in textured draw */
        bNode *node;
 
-       if(!ntree)
+       if (!ntree)
                return NULL;
 
        /* check for group edit */
-       for(node= ntree->nodes.first; node; node= node->next)
-               if(node->flag & NODE_GROUP_EDIT)
+       for (node= ntree->nodes.first; node; node= node->next)
+               if (node->flag & NODE_GROUP_EDIT)
                        break;
 
-       if(node)
+       if (node)
                ntree= (bNodeTree*)node->id;
 
-       for(node= ntree->nodes.first; node; node= node->next)
-               if(node->flag & NODE_ACTIVE_TEXTURE)
+       for (node= ntree->nodes.first; node; node= node->next)
+               if (node->flag & NODE_ACTIVE_TEXTURE)
                        return node;
        
        return NULL;
@@ -280,31 +280,31 @@ void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
 
        stack= exec->stack;
 
-       for(n=0, nodeexec= exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
+       for (n=0, nodeexec= exec->nodeexec; n < exec->totnodes; ++n, ++nodeexec) {
                node = nodeexec->node;
                
                doit = 0;
                /* for groups, only execute outputs for edited group */
-               if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
-                       if(do_outputs && (node->flag & NODE_DO_OUTPUT))
+               if (node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
+                       if (do_outputs && (node->flag & NODE_DO_OUTPUT))
                                doit = 1;
                }
                else
                        doit = 1;
 
                if (doit) {
-                       if(node->typeinfo->gpufunc) {
+                       if (node->typeinfo->gpufunc) {
                                node_get_stack(node, stack, nsin, nsout);
                                gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
                                gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
-                               if(node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
+                               if (node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
                                        data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
                        }
-                       else if(node->typeinfo->gpuextfunc) {
+                       else if (node->typeinfo->gpuextfunc) {
                                node_get_stack(node, stack, nsin, nsout);
                                gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
                                gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
-                               if(node->typeinfo->gpuextfunc(mat, node, nodeexec->data, gpuin, gpuout))
+                               if (node->typeinfo->gpuextfunc(mat, node, nodeexec->data, gpuin, gpuout))
                                        data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
                        }
                }
@@ -318,7 +318,7 @@ void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in
        float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
        float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
 
-       if(domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
+       if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
                GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
                GPUNodeLink *tmin = GPU_uniform(texmap->min);
                GPUNodeLink *tmax = GPU_uniform(texmap->max);