forked from bartvdbraak/blender
style cleanup: macro line breaks
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800bc74a8f
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0f43da2234
@ -991,23 +991,25 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
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glShadeModel(GL_SMOOTH);
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BM_mesh_elem_index_ensure(bm, BM_VERT | BM_FACE);
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#define PASSATTRIB(loop, eve, vert) { \
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#define PASSATTRIB(loop, eve, vert) { \
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if (attribs.totorco) { \
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float *orco = attribs.orco.array[BM_elem_index_get(eve)]; \
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glVertexAttrib3fvARB(attribs.orco.gl_index, orco); \
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} \
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for (b = 0; b < attribs.tottface; b++) { \
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MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPUV, b); \
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MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, \
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CD_MLOOPUV, b); \
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glVertexAttrib2fvARB(attribs.tface[b].gl_index, _luv->uv); \
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} \
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for (b = 0; b < attribs.totmcol; b++) { \
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MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPCOL, b); \
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MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, \
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CD_MLOOPCOL, b); \
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GLubyte _col[4]; \
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_col[0] = _cp->b; _col[1] = _cp->g; _col[2] = _cp->r; _col[3] = _cp->a; \
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_col[0] = _cp->b; _col[1] = _cp->g; _col[2] = _cp->r; _col[3] = _cp->a; \
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glVertexAttrib4ubvARB(attribs.mcol[b].gl_index, _col); \
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} \
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if (attribs.tottang) { \
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float *tang = attribs.tang.array[i * 4 + vert]; \
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float *tang = attribs.tang.array[i * 4 + vert]; \
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glVertexAttrib3fvARB(attribs.tang.gl_index, tang); \
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} \
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}
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@ -1112,7 +1114,7 @@ static void emDM_drawMappedFacesMat(DerivedMesh *dm,
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BM_mesh_elem_index_ensure(bm, BM_VERT | BM_FACE);
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#define PASSATTRIB(loop, eve, vert) { \
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#define PASSATTRIB(loop, eve, vert) { \
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if (attribs.totorco) { \
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float *orco = attribs.orco.array[BM_elem_index_get(eve)]; \
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if (attribs.orco.gl_texco) \
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@ -1121,20 +1123,22 @@ static void emDM_drawMappedFacesMat(DerivedMesh *dm,
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glVertexAttrib3fvARB(attribs.orco.gl_index, orco); \
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} \
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for (b = 0; b < attribs.tottface; b++) { \
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MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPUV, b); \
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MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, \
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CD_MLOOPUV, b); \
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if (attribs.tface[b].gl_texco) \
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glTexCoord2fv(_luv->uv); \
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else \
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glVertexAttrib2fvARB(attribs.tface[b].gl_index, _luv->uv); \
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} \
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for (b = 0; b < attribs.totmcol; b++) { \
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MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPCOL, b); \
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MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, \
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CD_MLOOPCOL, b); \
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GLubyte _col[4]; \
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_col[0] = _cp->b; _col[1] = _cp->g; _col[2] = _cp->r; _col[3] = _cp->a; \
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_col[0] = _cp->b; _col[1] = _cp->g; _col[2] = _cp->r; _col[3] = _cp->a; \
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glVertexAttrib4ubvARB(attribs.mcol[b].gl_index, _col); \
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} \
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if (attribs.tottang) { \
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float *tang = attribs.tang.array[i * 4 + vert]; \
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float *tang = attribs.tang.array[i * 4 + vert]; \
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glVertexAttrib4fvARB(attribs.tang.gl_index, tang); \
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} \
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}
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