ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / render / background.cpp
index d8a49bf..b32cc55 100644 (file)
@@ -30,28 +30,27 @@ CCL_NAMESPACE_BEGIN
 
 NODE_DEFINE(Background)
 {
-       NodeType* type = NodeType::add("background", create);
+  NodeType *type = NodeType::add("background", create);
 
-       SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
-       SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
+  SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
+  SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
 
-       SOCKET_BOOLEAN(use_shader, "Use Shader", true);
-       SOCKET_BOOLEAN(use_ao, "Use AO", false);
-       SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
+  SOCKET_BOOLEAN(use_shader, "Use Shader", true);
+  SOCKET_BOOLEAN(use_ao, "Use AO", false);
+  SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
 
-       SOCKET_BOOLEAN(transparent, "Transparent", false);
-       SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
-       SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
+  SOCKET_BOOLEAN(transparent, "Transparent", false);
+  SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
+  SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
 
-       SOCKET_NODE(shader, "Shader", &Shader::node_type);
+  SOCKET_NODE(shader, "Shader", &Shader::node_type);
 
-       return type;
+  return type;
 }
 
-Background::Background()
-: Node(node_type)
+Background::Background() : Node(node_type)
 {
-       need_update = true;
+  need_update = true;
 }
 
 Background::~Background()
@@ -60,78 +59,79 @@ Background::~Background()
 
 void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
 {
-       if(!need_update)
-               return;
-
-       device_free(device, dscene);
-
-       Shader *bg_shader = shader;
-
-       if(use_shader) {
-               if(!bg_shader)
-                       bg_shader = scene->default_background;
-       }
-       else
-               bg_shader = scene->default_empty;
-
-       /* set shader index and transparent option */
-       KernelBackground *kbackground = &dscene->data.background;
-
-       kbackground->ao_factor = (use_ao)? ao_factor: 0.0f;
-       kbackground->ao_bounces_factor = ao_factor;
-       kbackground->ao_distance = ao_distance;
-
-       kbackground->transparent = transparent;
-       kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
-
-       if(transparent && transparent_glass) {
-               /* Square twice, once for principled BSDF convention, and once for
-                * faster comparison in kernel with anisotropic roughness. */
-               kbackground->transparent_roughness_squared_threshold = sqr(sqr(transparent_roughness_threshold));
-       }
-       else {
-               kbackground->transparent_roughness_squared_threshold = -1.0f;
-       }
-
-       if(bg_shader->has_volume)
-               kbackground->volume_shader = kbackground->surface_shader;
-       else
-               kbackground->volume_shader = SHADER_NONE;
-
-       /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
-       if(bg_shader->graph->nodes.size() <= 1) {
-               kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
-       }
-       /* Background present, check visibilities */
-       else {
-               if(!(visibility & PATH_RAY_DIFFUSE))
-                       kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
-               if(!(visibility & PATH_RAY_GLOSSY))
-                       kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
-               if(!(visibility & PATH_RAY_TRANSMIT))
-                       kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
-               if(!(visibility & PATH_RAY_VOLUME_SCATTER))
-                       kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
-               if(!(visibility & PATH_RAY_CAMERA))
-                       kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
-       }
-
-       need_update = false;
+  if (!need_update)
+    return;
+
+  device_free(device, dscene);
+
+  Shader *bg_shader = shader;
+
+  if (use_shader) {
+    if (!bg_shader)
+      bg_shader = scene->default_background;
+  }
+  else
+    bg_shader = scene->default_empty;
+
+  /* set shader index and transparent option */
+  KernelBackground *kbackground = &dscene->data.background;
+
+  kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f;
+  kbackground->ao_bounces_factor = ao_factor;
+  kbackground->ao_distance = ao_distance;
+
+  kbackground->transparent = transparent;
+  kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
+
+  if (transparent && transparent_glass) {
+    /* Square twice, once for principled BSDF convention, and once for
+     * faster comparison in kernel with anisotropic roughness. */
+    kbackground->transparent_roughness_squared_threshold = sqr(
+        sqr(transparent_roughness_threshold));
+  }
+  else {
+    kbackground->transparent_roughness_squared_threshold = -1.0f;
+  }
+
+  if (bg_shader->has_volume)
+    kbackground->volume_shader = kbackground->surface_shader;
+  else
+    kbackground->volume_shader = SHADER_NONE;
+
+  /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
+  if (bg_shader->graph->nodes.size() <= 1) {
+    kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
+  }
+  /* Background present, check visibilities */
+  else {
+    if (!(visibility & PATH_RAY_DIFFUSE))
+      kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
+    if (!(visibility & PATH_RAY_GLOSSY))
+      kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
+    if (!(visibility & PATH_RAY_TRANSMIT))
+      kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
+    if (!(visibility & PATH_RAY_VOLUME_SCATTER))
+      kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
+    if (!(visibility & PATH_RAY_CAMERA))
+      kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
+  }
+
+  need_update = false;
 }
 
 void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
 {
 }
 
-bool Background::modified(const Backgroundbackground)
+bool Background::modified(const Background &background)
 {
-       return !Node::equals(background);
+  return !Node::equals(background);
 }
 
 void Background::tag_update(Scene *scene)
 {
-       scene->integrator->tag_update(scene);
-       need_update = true;
+  scene->integrator->tag_update(scene);
+  need_update = true;
 }
 
 CCL_NAMESPACE_END