Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks

Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
This commit is contained in:
Rémi Verschelde 2020-05-14 13:23:58 +02:00
parent 710b34b702
commit 0be6d925dc
1552 changed files with 1 additions and 33876 deletions

View file

@ -36,7 +36,6 @@ Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMate
ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = nullptr;
void ParticlesMaterial::init_shaders() {
dirty_materials = memnew(SelfList<ParticlesMaterial>::List);
shader_names = memnew(ShaderNames);
@ -102,7 +101,6 @@ void ParticlesMaterial::init_shaders() {
}
void ParticlesMaterial::finish_shaders() {
memdelete(dirty_materials);
dirty_materials = nullptr;
@ -110,7 +108,6 @@ void ParticlesMaterial::finish_shaders() {
}
void ParticlesMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
@ -129,7 +126,6 @@ void ParticlesMaterial::_update_shader() {
current_key = mk;
if (shader_map.has(mk)) {
RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
@ -307,7 +303,6 @@ void ParticlesMaterial::_update_shader() {
code += " float spread_rad = spread * degree_to_rad;\n";
if (flags[FLAG_DISABLE_Z]) {
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
@ -352,7 +347,6 @@ void ParticlesMaterial::_update_shader() {
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
if (flags[FLAG_DISABLE_Z]) {
code += " mat2 rotm;";
code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
@ -386,7 +380,6 @@ void ParticlesMaterial::_update_shader() {
code += " float tex_linear_velocity = 0.0;\n";
if (flags[FLAG_DISABLE_Z]) {
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid())
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n";
else
@ -456,7 +449,6 @@ void ParticlesMaterial::_update_shader() {
code += " VELOCITY += force * DELTA;\n";
code += " // orbit velocity\n";
if (flags[FLAG_DISABLE_Z]) {
code += " float orbit_amount = (orbit_velocity + tex_orbit_velocity) * mix(1.0, rand_from_seed(alt_seed), orbit_velocity_random);\n";
code += " if (orbit_amount != 0.0) {\n";
code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
@ -527,7 +519,6 @@ void ParticlesMaterial::_update_shader() {
code += "\n";
if (flags[FLAG_DISABLE_Z]) {
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
code += " if (length(VELOCITY) > 0.0) {\n";
code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n";
@ -603,17 +594,14 @@ void ParticlesMaterial::_update_shader() {
}
void ParticlesMaterial::flush_changes() {
MutexLock lock(material_mutex);
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
}
void ParticlesMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
if (!element.in_list()) {
@ -622,46 +610,38 @@ void ParticlesMaterial::_queue_shader_change() {
}
bool ParticlesMaterial::_is_shader_dirty() const {
MutexLock lock(material_mutex);
return element.in_list();
}
void ParticlesMaterial::set_direction(Vector3 p_direction) {
direction = p_direction;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
}
Vector3 ParticlesMaterial::get_direction() const {
return direction;
}
void ParticlesMaterial::set_spread(float p_spread) {
spread = p_spread;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticlesMaterial::get_spread() const {
return spread;
}
void ParticlesMaterial::set_flatness(float p_flatness) {
flatness = p_flatness;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticlesMaterial::get_flatness() const {
return flatness;
}
void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
parameters[p_param] = p_value;
@ -708,14 +688,12 @@ void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
}
}
float ParticlesMaterial::get_param(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return parameters[p_param];
}
void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
randomness[p_param] = p_value;
@ -762,14 +740,12 @@ void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
}
}
float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return randomness[p_param];
}
static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
Ref<CurveTexture> curve_tex = p_texture;
if (!curve_tex.is_valid())
return;
@ -778,7 +754,6 @@ static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, fl
}
void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
tex_parameters[p_param] = p_texture;
@ -837,25 +812,21 @@ void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D
_queue_shader_change();
}
Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
return tex_parameters[p_param];
}
void ParticlesMaterial::set_color(const Color &p_color) {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
color = p_color;
}
Color ParticlesMaterial::get_color() const {
return color;
}
void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
color_ramp = p_texture;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
_queue_shader_change();
@ -863,7 +834,6 @@ void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
}
Ref<Texture2D> ParticlesMaterial::get_color_ramp() const {
return color_ramp;
}
@ -889,87 +859,71 @@ void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
}
void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticlesMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
emission_point_texture = p_points;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
}
void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
emission_normal_texture = p_normals;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
}
void ParticlesMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
emission_color_texture = p_colors;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
_queue_shader_change();
}
void ParticlesMaterial::set_emission_point_count(int p_count) {
emission_point_count = p_count;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
return emission_shape;
}
float ParticlesMaterial::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector3 ParticlesMaterial::get_emission_box_extents() const {
return emission_box_extents;
}
Ref<Texture2D> ParticlesMaterial::get_emission_point_texture() const {
return emission_point_texture;
}
Ref<Texture2D> ParticlesMaterial::get_emission_normal_texture() const {
return emission_normal_texture;
}
Ref<Texture2D> ParticlesMaterial::get_emission_color_texture() const {
return emission_color_texture;
}
int ParticlesMaterial::get_emission_point_count() const {
return emission_point_count;
}
void ParticlesMaterial::set_trail_divisor(int p_divisor) {
trail_divisor = p_divisor;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
}
int ParticlesMaterial::get_trail_divisor() const {
return trail_divisor;
}
void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) {
trail_size_modifier = p_trail_size_modifier;
Ref<CurveTexture> curve = trail_size_modifier;
@ -982,24 +936,20 @@ void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail
}
Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
return trail_size_modifier;
}
void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
trail_color_modifier = p_trail_color_modifier;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier);
_queue_shader_change();
}
Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const {
return trail_color_modifier;
}
void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
Vector3 gset = gravity;
if (gset == Vector3()) {
@ -1009,29 +959,24 @@ void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
}
Vector3 ParticlesMaterial::get_gravity() const {
return gravity;
}
void ParticlesMaterial::set_lifetime_randomness(float p_lifetime) {
lifetime_randomness = p_lifetime;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
float ParticlesMaterial::get_lifetime_randomness() const {
return lifetime_randomness;
}
RID ParticlesMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
if (property.name == "color" && color_ramp.is_valid()) {
property.usage = 0;
}
@ -1062,12 +1007,10 @@ void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
}
Shader::Mode ParticlesMaterial::get_shader_mode() const {
return Shader::MODE_PARTICLES;
}
void ParticlesMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticlesMaterial::set_direction);
ClassDB::bind_method(D_METHOD("get_direction"), &ParticlesMaterial::get_direction);
@ -1235,7 +1178,6 @@ void ParticlesMaterial::_bind_methods() {
ParticlesMaterial::ParticlesMaterial() :
element(this) {
set_direction(Vector3(1, 0, 0));
set_spread(45);
set_flatness(0);
@ -1276,7 +1218,6 @@ ParticlesMaterial::ParticlesMaterial() :
}
ParticlesMaterial::~ParticlesMaterial() {
MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {