Commit: d6b6050e5b8a9e2534edd9ae8963a85a26164bc7 Author: Campbell Barton Date: Mon Feb 6 12:35:51 2023 +1100 Branches: master https://developer.blender.org/rBd6b6050e5b8a9e2534edd9ae8963a85a26164bc7
Cleanup: use function style casts in C++ =================================================================== M source/blender/blenkernel/intern/pbvh.cc M source/blender/blenkernel/intern/pbvh_bmesh.cc M source/blender/blenkernel/intern/pbvh_pixels.cc M source/blender/draw/engines/workbench/workbench_mesh_passes.cc M source/blender/draw/engines/workbench/workbench_shader_cache.cc =================================================================== diff --git a/source/blender/blenkernel/intern/pbvh.cc b/source/blender/blenkernel/intern/pbvh.cc index 1f3583a7f7e..b45a136f28c 100644 --- a/source/blender/blenkernel/intern/pbvh.cc +++ b/source/blender/blenkernel/intern/pbvh.cc @@ -393,8 +393,8 @@ int BKE_pbvh_count_grid_quads(BLI_bitmap **grid_hidden, /* grid hidden layer is present, so have to check each grid for * visibility */ - int depth1 = int(log2((double)gridsize - 1.0) + DBL_EPSILON); - int depth2 = int(log2((double)display_gridsize - 1.0) + DBL_EPSILON); + int depth1 = int(log2(double(gridsize) - 1.0) + DBL_EPSILON); + int depth2 = int(log2(double(display_gridsize) - 1.0) + DBL_EPSILON); int skip = depth2 < depth1 ? 1 << (depth1 - depth2 - 1) : 1; @@ -3667,7 +3667,7 @@ static void pbvh_face_iter_step(PBVHFaceIter *fd, bool do_step) } BMFace *f = (BMFace *)BLI_gsetIterator_getKey(&fd->bm_faces_iter_); - fd->face.i = (intptr_t)f; + fd->face.i = intptr_t(f); fd->index = f->head.index; if (fd->cd_face_set_ != -1) { @@ -3683,7 +3683,7 @@ static void pbvh_face_iter_step(PBVHFaceIter *fd, bool do_step) BMLoop *l = f->l_first; do { - fd->verts[vertex_i++].i = (intptr_t)l->v; + fd->verts[vertex_i++].i = intptr_t(l->v); } while ((l = l->next) != f->l_first); break; diff --git a/source/blender/blenkernel/intern/pbvh_bmesh.cc b/source/blender/blenkernel/intern/pbvh_bmesh.cc index e7a9266c423..f8d4bdc88da 100644 --- a/source/blender/blenkernel/intern/pbvh_bmesh.cc +++ b/source/blender/blenkernel/intern/pbvh_bmesh.cc @@ -1528,7 +1528,7 @@ bool pbvh_bmesh_node_raycast(PBVHNode *node, if (j == 0 || len_squared_v3v3(location, cos[j]) < len_squared_v3v3(location, nearest_vertex_co)) { copy_v3_v3(nearest_vertex_co, cos[j]); - r_active_vertex->i = (intptr_t)node->bm_orvert[node->bm_ortri[i][j]]; + r_active_vertex->i = intptr_t(node->bm_orvert[node->bm_ortri[i][j]]); } } } @@ -1560,7 +1560,7 @@ bool pbvh_bmesh_node_raycast(PBVHNode *node, if (j == 0 || len_squared_v3v3(location, v_tri[j]->co) < len_squared_v3v3(location, nearest_vertex_co)) { copy_v3_v3(nearest_vertex_co, v_tri[j]->co); - r_active_vertex->i = (intptr_t)v_tri[j]; + r_active_vertex->i = intptr_t(v_tri[j]); } } } diff --git a/source/blender/blenkernel/intern/pbvh_pixels.cc b/source/blender/blenkernel/intern/pbvh_pixels.cc index 4a792fedf23..f18345b9eab 100644 --- a/source/blender/blenkernel/intern/pbvh_pixels.cc +++ b/source/blender/blenkernel/intern/pbvh_pixels.cc @@ -116,7 +116,7 @@ static void split_pixel_node( const int axis = BB_widest_axis(&cb); const float mid = (cb.bmax[axis] + cb.bmin[axis]) * 0.5f; - node->flag = (PBVHNodeFlags)((int)node->flag & (int)~PBVH_TexLeaf); + node->flag = (PBVHNodeFlags)(int(node->flag) & int(~PBVH_TexLeaf)); SplitNodePair *split1 = MEM_new<SplitNodePair>("split_pixel_node split1", split); SplitNodePair *split2 = MEM_new<SplitNodePair>("split_pixel_node split1", split); @@ -188,7 +188,7 @@ static void split_pixel_node( float2 delta = uv_prim.delta_barycentric_coord_u; float2 uv1 = row.start_barycentric_coord; - float2 uv2 = row.start_barycentric_coord + delta * (float)row.num_pixels; + float2 uv2 = row.start_barycentric_coord + delta * float(row.num_pixels); float co1[3]; float co2[3]; @@ -210,7 +210,7 @@ static void split_pixel_node( t = (mid - co1[axis]) / (co2[axis] - co1[axis]); } - int num_pixels = (int)floorf((float)row.num_pixels * t); + int num_pixels = int(floorf(float(row.num_pixels) * t)); if (num_pixels) { row1.num_pixels = num_pixels; @@ -223,7 +223,7 @@ static void split_pixel_node( row2.num_pixels = row.num_pixels - num_pixels; row2.start_barycentric_coord = row.start_barycentric_coord + - uv_prim.delta_barycentric_coord_u * (float)num_pixels; + uv_prim.delta_barycentric_coord_u * float(num_pixels); row2.start_image_coordinate = row.start_image_coordinate; row2.start_image_coordinate[0] += num_pixels; @@ -731,7 +731,7 @@ static bool update_pixels(PBVH *pbvh, Mesh *mesh, Image *image, ImageUser *image PBVHNode &node = pbvh->nodes[i]; if (node.flag & PBVH_Leaf) { - node.flag = (PBVHNodeFlags)((int)node.flag | (int)PBVH_TexLeaf); + node.flag = (PBVHNodeFlags)(int(node.flag) | int(PBVH_TexLeaf)); } } diff --git a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc index ae522541e89..9e6d746cfa0 100644 --- a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc +++ b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc @@ -76,8 +76,7 @@ void MeshPass::draw(ObjectRef &ref, } if (texture) { auto add_cb = [&] { - PassMain::Sub *sub_pass = - passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::TEXTURE)]; + PassMain::Sub *sub_pass = passes_[int(geometry_type)][int(eShaderType::TEXTURE)]; sub_pass = &sub_pass->sub(image->id.name); if (tilemap) { sub_pass->bind_texture(WB_TILE_ARRAY_SLOT, texture, sampler_state); @@ -100,8 +99,7 @@ void MeshPass::draw(ObjectRef &ref, return; } } - passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::MATERIAL)]->draw(batch, - handle); + passes_[int(geometry_type)][int(eShaderType::MATERIAL)]->draw(batch, handle); } /** \} */ diff --git a/source/blender/draw/engines/workbench/workbench_shader_cache.cc b/source/blender/draw/engines/workbench/workbench_shader_cache.cc index d544535d146..40760c28539 100644 --- a/source/blender/draw/engines/workbench/workbench_shader_cache.cc +++ b/source/blender/draw/engines/workbench/workbench_shader_cache.cc @@ -34,9 +34,8 @@ GPUShader *ShaderCache::prepass_shader_get(ePipelineType pipeline_type, eLightingType lighting_type, bool clip) { - GPUShader *&shader_ptr = prepass_shader_cache_[static_cast<int>(pipeline_type)][static_cast<int>( - geometry_type)][static_cast<int>(shader_type)][static_cast<int>(lighting_type)] - [clip ? 1 : 0]; + GPUShader *&shader_ptr = prepass_shader_cache_[int(pipeline_type)][int(geometry_type)][int( + shader_type)][int(lighting_type)][clip ? 1 : 0]; if (shader_ptr != nullptr) { return shader_ptr; @@ -93,8 +92,8 @@ GPUShader *ShaderCache::resolve_shader_get(ePipelineType pipeline_type, bool cavity, bool curvature) { - GPUShader *&shader_ptr = resolve_shader_cache_[static_cast<int>(pipeline_type)][static_cast<int>( - lighting_type)][cavity][curvature]; + GPUShader *&shader_ptr = + resolve_shader_cache_[int(pipeline_type)][int(lighting_type)][cavity][curvature]; if (shader_ptr != nullptr) { return shader_ptr; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs