forked from bartvdbraak/blender
Cleanup: spelling
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a059f07274
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c03650073e
@ -487,11 +487,11 @@ ccl_device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc,
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float3 out = F * G * common;
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/* eq. 2 in distribution of visible normals sampling
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* pm = Dw = G1o * dot(m, I) * D / dot(N, I); */
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* `pm = Dw = G1o * dot(m, I) * D / dot(N, I);` */
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/* eq. 38 - but see also:
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* eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
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* pdf = pm * 0.25 / dot(m, I); */
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* `pdf = pm * 0.25 / dot(m, I);` */
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*pdf = G1o * common;
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return out;
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@ -390,8 +390,8 @@ ccl_device_forceinline float eval_phase_dwivedi(float v, float phase_log, float
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ccl_device_forceinline float sample_phase_dwivedi(float v, float phase_log, float rand)
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{
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/* Based on Eq. 10 from [2]: v - (v + 1) * pow((v - 1) / (v + 1), rand)
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* Since we're already precomputing phase_log = log((v + 1) / (v - 1)) for the evaluation,
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/* Based on Eq. 10 from [2]: `v - (v + 1) * pow((v - 1) / (v + 1), rand)`
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* Since we're already pre-computing `phase_log = log((v + 1) / (v - 1))` for the evaluation,
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* we can implement the power function like this. */
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return v - (v + 1) * expf(-rand * phase_log);
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}
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@ -455,7 +455,7 @@ ccl_device_noinline
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float3 sigma_s = sigma_t * alpha;
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/* Theoretically it should be better to use the exact alpha for the channel we're sampling at
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* each bounce, but in practise there doesn't seem to be a noticeable difference in exchange
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* each bounce, but in practice there doesn't seem to be a noticeable difference in exchange
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* for making the code significantly more complex and slower (if direction sampling depends on
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* the sampled channel, we need to compute its PDF per-channel and consider it for MIS later on).
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*
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@ -52,7 +52,7 @@ string string_remove_trademark(const string &s);
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string string_from_bool(const bool var);
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string to_string(const char *str);
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/* Wide char strings are only used on Windows to deal with non-ascii
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/* Wide char strings are only used on Windows to deal with non-ASCII
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* characters in file names and such. No reason to use such strings
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* for something else at this moment.
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*
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@ -1286,7 +1286,7 @@ GHOST_TSuccess GHOST_SystemCocoa::handleDraggingEvent(GHOST_TEventType eventType
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return GHOST_kFailure;
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}
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/* Then get Alpha values by getting the RGBA image (that is premultiplied btw) */
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/* Then get Alpha values by getting the RGBA image (that is pre-multiplied BTW) */
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blBitmapFormatImageRGBA = [[NSBitmapImageRep alloc]
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initWithBitmapDataPlanes:NULL
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pixelsWide:imgSize.width
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@ -18,8 +18,6 @@
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# <pep8 compliant>
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# TODO, use PREFERENCES_OT_* prefix for operators.
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import bpy
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from bpy.types import (
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Operator,
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@ -899,7 +897,6 @@ class PREFERENCES_OT_app_template_install(Operator):
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traceback.print_exc()
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return {'CANCELLED'}
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# _module_extract_prepare(file_to_extract)
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file_to_extract_root = _zipfile_root_namelist(file_to_extract)
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if self.overwrite:
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for f in file_to_extract_root:
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@ -612,7 +612,7 @@ static GeometrySet object_get_geometry_set_for_read(const Object &object)
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}
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}
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/* TODO: Cover the case of pointclouds without modifiers-- they may not be covered by the
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/* TODO: Cover the case of point-clouds without modifiers-- they may not be covered by the
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* #geometry_set_eval case above. */
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/* TODO: Add volume support. */
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@ -330,7 +330,7 @@ static void blo_update_defaults_scene(Main *bmain, Scene *scene)
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/* Enable Soft Shadows by default. */
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scene->eevee.flag |= SCE_EEVEE_SHADOW_SOFT;
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/* Be sure curfalloff and primitive are initializated */
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/* Be sure `curfalloff` and primitive are initialized. */
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ToolSettings *ts = scene->toolsettings;
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if (ts->gp_sculpt.cur_falloff == NULL) {
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ts->gp_sculpt.cur_falloff = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
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@ -23,7 +23,7 @@
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*
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* There are 2 methods to achieve this effect.
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* - The first uses projection matrix offsetting and sample accumulation to give reference quality
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* depth of field. But this needs many samples to hide the undersampling.
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* depth of field. But this needs many samples to hide the under-sampling.
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* - The second one is a post-processing based one. It follows the implementation described in
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* the presentation "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie. There are some
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* difference with our actual implementation that prioritize quality.
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@ -139,7 +139,7 @@ bool EEVEE_depth_of_field_jitter_get(EEVEE_EffectsInfo *fx,
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r_jitter[1] = (float)ring_sample / ring_sample_count;
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{
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/* Bokeh shape parametrisation */
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/* Bokeh shape parameterization. */
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float r = r_jitter[0];
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float T = r_jitter[1] * 2.0f * M_PI;
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@ -388,7 +388,7 @@ static void dof_bokeh_pass_init(EEVEE_FramebufferList *fbl,
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}
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/**
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* Ouputs halfResColorBuffer and halfResCocBuffer.
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* Outputs halfResColorBuffer and halfResCocBuffer.
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**/
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static void dof_setup_pass_init(EEVEE_FramebufferList *fbl,
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EEVEE_PassList *psl,
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@ -422,7 +422,7 @@ static void dof_setup_pass_init(EEVEE_FramebufferList *fbl,
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}
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/**
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* Ouputs min & max coc in each 8x8 half res pixel tiles (so 1/16th of fullres).
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* Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution).
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**/
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static void dof_flatten_tiles_pass_init(EEVEE_FramebufferList *fbl,
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EEVEE_PassList *psl,
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@ -453,7 +453,7 @@ static void dof_flatten_tiles_pass_init(EEVEE_FramebufferList *fbl,
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}
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/**
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* Dilates the min & max cocs to cover maximum coc values.
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* Dilates the min & max COCS to cover maximum COC values.
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* Output format/dimensions should be the same as coc_flatten_pass as they are swapped for
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* doing multiple dilation passes.
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**/
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@ -536,7 +536,7 @@ static void dof_dilate_tiles_pass_draw(EEVEE_FramebufferList *fbl,
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}
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/**
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* Create mipmaped color & coc textures for gather passes.
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* Create mipmaped color & COC textures for gather passes.
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**/
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static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
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EEVEE_PassList *psl,
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@ -517,7 +517,7 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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DRW_viewport_request_redraw();
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}
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/* Record pers matrix for the next frame. */
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/* Record perspective matrix for the next frame. */
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DRW_view_persmat_get(effects->taa_view, effects->prev_persmat, false);
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/* Update double buffer status if render mode. */
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@ -173,14 +173,14 @@ void EEVEE_temporal_sampling_matrices_calc(EEVEE_EffectsInfo *effects, const dou
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/* Get focus distance in NDC. */
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float focus_pt[3] = {0.0f, 0.0f, -focus_distance};
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mul_project_m4_v3(winmat, focus_pt);
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/* Get pixel footprint in viewspace. */
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/* Get pixel footprint in view-space. */
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float jitter_scaled[3] = {dof_jitter[0], dof_jitter[1], focus_pt[2]};
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float center[3] = {0.0f, 0.0f, focus_pt[2]};
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mul_project_m4_v3(wininv, jitter_scaled);
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mul_project_m4_v3(wininv, center);
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/* FIXME(fclem) The offset is noticeably large and the culling might make object pop out
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* of the bluring radius. To fix this, use custom enlarged culling matrix. */
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/* FIXME(fclem): The offset is noticeably large and the culling might make object pop out
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* of the blurring radius. To fix this, use custom enlarged culling matrix. */
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sub_v2_v2v2(jitter_scaled, jitter_scaled, center);
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add_v2_v2(viewmat[3], jitter_scaled);
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@ -639,7 +639,7 @@ int insert_vert_fcurve(
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/* don't recalculate handles if fast is set
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* - this is a hack to make importers faster
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* - we may calculate twice (due to autohandle needing to be calculated twice)
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* - we may calculate twice (due to auto-handle needing to be calculated twice)
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*/
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if ((flag & INSERTKEY_FAST) == 0) {
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calchandles_fcurve(fcu);
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@ -126,12 +126,12 @@ void ED_armature_origin_set(
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bArmature *arm = ob->data;
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float cent[3];
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/* Put the armature into editmode */
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/* Put the armature into edit-mode. */
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if (is_editmode == false) {
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ED_armature_to_edit(arm);
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}
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/* Find the centerpoint */
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/* Find the center-point. */
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if (centermode == 2) {
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copy_v3_v3(cent, cursor);
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invert_m4_m4(ob->imat, ob->obmat);
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@ -173,7 +173,7 @@ void ED_armature_origin_set(
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ED_armature_edit_free(arm);
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}
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/* Adjust object location for new centerpoint */
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/* Adjust object location for new center-point. */
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if (centermode && (is_editmode == false)) {
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mul_mat3_m4_v3(ob->obmat, cent); /* omit translation part */
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add_v3_v3(ob->loc, cent);
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@ -3111,7 +3111,7 @@ void CURVE_OT_smooth_weight(wmOperatorType *ot)
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ot->description = "Interpolate weight of selected points";
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ot->idname = "CURVE_OT_smooth_weight";
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/* api clastbacks */
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/* api callbacks */
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ot->exec = curve_smooth_weight_exec;
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ot->poll = ED_operator_editsurfcurve;
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@ -3154,7 +3154,7 @@ void CURVE_OT_smooth_radius(wmOperatorType *ot)
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ot->description = "Interpolate radii of selected points";
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ot->idname = "CURVE_OT_smooth_radius";
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/* api clastbacks */
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/* api callbacks */
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ot->exec = curve_smooth_radius_exec;
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ot->poll = ED_operator_editsurfcurve;
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@ -3197,7 +3197,7 @@ void CURVE_OT_smooth_tilt(wmOperatorType *ot)
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ot->description = "Interpolate tilt of selected points";
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ot->idname = "CURVE_OT_smooth_tilt";
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/* api clastbacks */
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/* api callbacks */
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ot->exec = curve_smooth_tilt_exec;
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ot->poll = ED_operator_editsurfcurve;
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@ -1746,8 +1746,7 @@ void UI_view2d_smooth_view(bContext *C, ARegion *region, const rctf *cur, const
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if (v2d->smooth_timer) {
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WM_event_remove_timer(wm, win, v2d->smooth_timer);
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}
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/* TIMER1 is hardcoded in keymap */
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/* max 30 frs/sec */
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/* TIMER1 is hard-coded in key-map. */
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v2d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0);
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ok = true;
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@ -995,7 +995,7 @@ bool EDBM_unified_findnearest(ViewContext *vc,
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/* -------------------------------------------------------------------- */
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/** \name Alternate Find Nearest Vert/Edge (optional boundary)
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*
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* \note This uses ray-cast method instead of backbuffer,
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* \note This uses ray-cast method instead of back-buffer,
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* currently used for poly-build.
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* \{ */
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@ -2422,7 +2422,7 @@ void ED_vgroup_mirror(Object *ob,
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BM_mesh_elem_hflag_disable_all(em->bm, BM_VERT, BM_ELEM_TAG, false);
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/* Go through the list of editverts and assign them */
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/* Go through the list of edit-vertices and assign them. */
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BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
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if (!BM_elem_flag_test(eve, BM_ELEM_TAG)) {
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if ((eve_mirr = EDBM_verts_mirror_get(em, eve))) {
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@ -2602,7 +2602,7 @@ static void vgroup_assign_verts(Object *ob, const float weight)
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cd_dvert_offset = CustomData_get_offset(&em->bm->vdata, CD_MDEFORMVERT);
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/* Go through the list of editverts and assign them */
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/* Go through the list of edit-vertices and assign them. */
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BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
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if (BM_elem_flag_test(eve, BM_ELEM_SELECT)) {
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MDeformVert *dv;
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@ -5083,7 +5083,7 @@ static void SCREEN_OT_delete(wmOperatorType *ot)
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/** \name Region Alpha Blending Operator
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*
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* Implementation note: a disappearing region needs at least 1 last draw with
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* 100% backbuffer texture over it - then triple buffer will clear it entirely.
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* 100% back-buffer texture over it - then triple buffer will clear it entirely.
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* This because flag #RGN_FLAG_HIDDEN is set in end - region doesn't draw at all then.
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*
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* \{ */
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@ -2230,8 +2230,7 @@ static int file_directory_new_exec(bContext *C, wmOperator *op)
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params->rename_flag = FILE_PARAMS_RENAME_PENDING;
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}
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/* set timer to smoothly view newly generated file */
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/* max 30 frs/sec */
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/* Set timer to smoothly view newly generated file. */
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if (sfile->smoothscroll_timer != NULL) {
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WM_event_remove_timer(wm, CTX_wm_window(C), sfile->smoothscroll_timer);
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}
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@ -2156,7 +2156,7 @@ bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Backdraw for Selection
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/** \name Back-Draw for Selection
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* \{ */
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/**
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@ -2200,7 +2200,7 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
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}
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/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
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* made on the backbuffer in this case. */
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* made on the back-buffer in this case. */
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v3d->flag &= ~V3D_INVALID_BACKBUF;
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}
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@ -2229,7 +2229,7 @@ static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void
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void ED_view3d_select_id_validate(ViewContext *vc)
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{
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/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
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* made on the backbuffer in this case. */
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* made on the back-buffer in this case. */
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if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
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validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact);
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}
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@ -178,7 +178,7 @@ static void geo_node_point_separate_exec(GeoNodeExecParams params)
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GeometrySet out_set_a(geometry_set);
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GeometrySet out_set_b;
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/* TODO: This is not necessary-- the input goemetry set can be read only,
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/* TODO: This is not necessary-- the input geometry set can be read only,
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* but it must be rewritten to handle instance groups. */
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geometry_set = geometry_set_realize_instances(geometry_set);
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