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authorCampbell Barton <ideasman42@gmail.com>2012-03-31 08:04:58 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-31 08:04:58 +0400
commit21ac9ae461e19fa51c95c0e0a0413878cfd85d09 (patch)
treef599886882364311ef5b3ba51cfd555a84a8593c
parentf3792b0f2b37be665e70f94bcf2bbbe152bdf0ff (diff)
code cleanup: use uppercase defines and change drawFCurveFade into static function.
-rw-r--r--source/blender/editors/space_graph/graph_draw.c28
-rw-r--r--source/blender/imbuf/intern/radiance_hdr.c2
-rw-r--r--source/blender/nodes/composite/node_composite_util.c8
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorSpill.c14
-rw-r--r--source/blender/python/bmesh/bmesh_py_types.c46
-rw-r--r--source/blender/render/intern/source/sunsky.c80
-rw-r--r--source/blender/render/intern/source/volume_precache.c10
7 files changed, 91 insertions, 97 deletions
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 279e6ce0400..25998e7bce2 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -73,18 +73,10 @@
* drawing components for some F-Curve (fcu)
* - selected F-Curves should be more visible than partially visible ones
*/
-#define drawFCurveFade(fcu) ( ((fcu)->flag & FCURVE_SELECTED)? 1.0f : U.fcu_inactive_alpha )
-
-/* set the color for some point from some value given packed into an int
- * - intV: integer value containing color info packed into an int
- * - alpha: float value describing the
- */
-#define cpackA(intVC, alpha) \
- { \
- float _cpackCol[3]; \
- cpack_to_rgb(intVC, &_cpackCol[0], &_cpackCol[1], &_cpackCol[2]); \
- glColor4f(_cpackCol[0], _cpackCol[1], _cpackCol[2], alpha); \
- }
+static float fcurve_display_alpha(FCurve *fcu)
+{
+ return (fcu->flag & FCURVE_SELECTED) ? 1.0f : U.fcu_inactive_alpha;
+}
/* *************************** */
/* F-Curve Modifier Drawing */
@@ -263,7 +255,7 @@ static void draw_fcurve_vertices_handles (FCurve *fcu, SpaceIpo *sipo, View2D *v
static void set_fcurve_vertex_color (FCurve *fcu, short sel)
{
/* Fade the 'intensity' of the vertices based on the selection of the curves too */
- int alphaOffset= (int)((drawFCurveFade(fcu) - 1.0f) * 255);
+ int alphaOffset= (int)((fcurve_display_alpha(fcu) - 1.0f) * 255);
/* Set color of curve vertex based on state of curve (i.e. 'Edit' Mode) */
if ((fcu->flag & FCURVE_PROTECTED)==0) {
@@ -369,7 +361,7 @@ static void draw_fcurve_handles (SpaceIpo *sipo, FCurve *fcu)
/* only draw first handle if previous segment had handles */
if ((!prevbezt && (bezt->ipo==BEZT_IPO_BEZ)) || (prevbezt && (prevbezt->ipo==BEZT_IPO_BEZ))) {
UI_GetThemeColor3ubv(basecol + bezt->h1, col);
- col[3]= drawFCurveFade(fcu) * 255;
+ col[3]= fcurve_display_alpha(fcu) * 255;
glColor4ubv((GLubyte *)col);
glVertex2fv(fp); glVertex2fv(fp+3);
@@ -378,7 +370,7 @@ static void draw_fcurve_handles (SpaceIpo *sipo, FCurve *fcu)
/* only draw second handle if this segment is bezier */
if (bezt->ipo == BEZT_IPO_BEZ) {
UI_GetThemeColor3ubv(basecol + bezt->h2, col);
- col[3]= drawFCurveFade(fcu) * 255;
+ col[3]= fcurve_display_alpha(fcu) * 255;
glColor4ubv((GLubyte *)col);
glVertex2fv(fp+3); glVertex2fv(fp+6);
@@ -391,7 +383,7 @@ static void draw_fcurve_handles (SpaceIpo *sipo, FCurve *fcu)
{
fp= bezt->vec[0];
UI_GetThemeColor3ubv(basecol + bezt->h1, col);
- col[3]= drawFCurveFade(fcu) * 255;
+ col[3]= fcurve_display_alpha(fcu) * 255;
glColor4ubv((GLubyte *)col);
glVertex2fv(fp); glVertex2fv(fp+3);
@@ -403,7 +395,7 @@ static void draw_fcurve_handles (SpaceIpo *sipo, FCurve *fcu)
{
fp= bezt->vec[1];
UI_GetThemeColor3ubv(basecol + bezt->h2, col);
- col[3]= drawFCurveFade(fcu) * 255;
+ col[3]= fcurve_display_alpha(fcu) * 255;
glColor4ubv((GLubyte *)col);
glVertex2fv(fp); glVertex2fv(fp+3);
@@ -867,7 +859,7 @@ void graph_draw_curves (bAnimContext *ac, SpaceIpo *sipo, ARegion *ar, View2DGri
/* set whatever color the curve has set
* - unselected curves draw less opaque to help distinguish the selected ones
*/
- glColor4f(fcu->color[0], fcu->color[1], fcu->color[2], drawFCurveFade(fcu));
+ glColor4f(fcu->color[0], fcu->color[1], fcu->color[2], fcurve_display_alpha(fcu));
}
/* draw active F-Curve thicker than the rest to make it stand out */
diff --git a/source/blender/imbuf/intern/radiance_hdr.c b/source/blender/imbuf/intern/radiance_hdr.c
index 5b093dc6cac..524f96b72af 100644
--- a/source/blender/imbuf/intern/radiance_hdr.c
+++ b/source/blender/imbuf/intern/radiance_hdr.c
@@ -43,7 +43,7 @@
#include "MEM_guardedalloc.h"
-#include "BLI_blenlib.h"
+#include "BLI_fileops.h"
#include "imbuf.h"
diff --git a/source/blender/nodes/composite/node_composite_util.c b/source/blender/nodes/composite/node_composite_util.c
index 8e98c055157..ab3a363e703 100644
--- a/source/blender/nodes/composite/node_composite_util.c
+++ b/source/blender/nodes/composite/node_composite_util.c
@@ -881,12 +881,12 @@ static void FHT2D(fREAL *data, unsigned int Mx, unsigned int My,
else { // rectangular
unsigned int k, Nym = Ny-1, stm = 1 << (Mx + My);
for (i=0; stm>0; i++) {
- #define pred(k) (((k & Nym) << Mx) + (k >> My))
- for (j=pred(i); j>i; j=pred(j));
+ #define PRED(k) (((k & Nym) << Mx) + (k >> My))
+ for (j=PRED(i); j>i; j=PRED(j));
if (j < i) continue;
- for (k=i, j=pred(i); j!=i; k=j, j=pred(j), stm--)
+ for (k=i, j=PRED(i); j!=i; k=j, j=PRED(j), stm--)
{ t=data[j], data[j]=data[k], data[k]=t; }
- #undef pred
+ #undef PRED
stm--;
}
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorSpill.c b/source/blender/nodes/composite/nodes/node_composite_colorSpill.c
index 026d74aafc4..46d7c620aa8 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorSpill.c
+++ b/source/blender/nodes/composite/nodes/node_composite_colorSpill.c
@@ -33,7 +33,7 @@
#include "node_composite_util.h"
-#define avg(a,b) ((a+b)/2)
+#define AVG(a, b) ((a + b) / 2)
/* ******************* Color Spill Supression ********************************* */
static bNodeSocketTemplate cmp_node_color_spill_in[]={
@@ -96,7 +96,7 @@ static void do_average_spillmap_red(bNode *node, float* out, float *in)
{
NodeColorspill *ncs;
ncs=node->storage;
- out[0]=in[0]-(ncs->limscale * avg(in[1], in[2]) );
+ out[0]=in[0]-(ncs->limscale * AVG(in[1], in[2]) );
}
static void do_average_spillmap_red_fac(bNode *node, float* out, float *in, float *fac)
@@ -104,14 +104,14 @@ static void do_average_spillmap_red_fac(bNode *node, float* out, float *in, floa
NodeColorspill *ncs;
ncs=node->storage;
- out[0] = *fac * (in[0]-(ncs->limscale * avg(in[1], in[2]) ));
+ out[0] = *fac * (in[0]-(ncs->limscale * AVG(in[1], in[2]) ));
}
static void do_average_spillmap_green(bNode *node, float* out, float *in)
{
NodeColorspill *ncs;
ncs=node->storage;
- out[0]=in[1]-(ncs->limscale * avg(in[0], in[2]) );
+ out[0]=in[1]-(ncs->limscale * AVG(in[0], in[2]) );
}
static void do_average_spillmap_green_fac(bNode *node, float* out, float *in, float *fac)
@@ -119,14 +119,14 @@ static void do_average_spillmap_green_fac(bNode *node, float* out, float *in, fl
NodeColorspill *ncs;
ncs=node->storage;
- out[0] = *fac * (in[0]-(ncs->limscale * avg(in[0], in[2]) ));
+ out[0] = *fac * (in[0]-(ncs->limscale * AVG(in[0], in[2]) ));
}
static void do_average_spillmap_blue(bNode *node, float* out, float *in)
{
NodeColorspill *ncs;
ncs=node->storage;
- out[0]=in[2]-(ncs->limscale * avg(in[0], in[1]) );
+ out[0]=in[2]-(ncs->limscale * AVG(in[0], in[1]) );
}
static void do_average_spillmap_blue_fac(bNode *node, float* out, float *in, float *fac)
@@ -134,7 +134,7 @@ static void do_average_spillmap_blue_fac(bNode *node, float* out, float *in, flo
NodeColorspill *ncs;
ncs=node->storage;
- out[0] = *fac * (in[0]-(ncs->limscale * avg(in[0], in[1]) ));
+ out[0] = *fac * (in[0]-(ncs->limscale * AVG(in[0], in[1]) ));
}
static void do_apply_spillmap_red(bNode *node, float* out, float *in, float *map)
diff --git a/source/blender/python/bmesh/bmesh_py_types.c b/source/blender/python/bmesh/bmesh_py_types.c
index b2eed6d99d8..4b4dc7caa7f 100644
--- a/source/blender/python/bmesh/bmesh_py_types.c
+++ b/source/blender/python/bmesh/bmesh_py_types.c
@@ -2809,36 +2809,36 @@ PyObject *BPyInit_bmesh_types(void)
submodule = PyModule_Create(&BPy_BM_types_module_def);
-#define mod_type_add(s, t) \
+#define MODULE_TYPE_ADD(s, t) \
PyModule_AddObject(s, t.tp_name, (PyObject *)&t); Py_INCREF((PyObject *)&t)
/* bmesh_py_types.c */
- mod_type_add(submodule, BPy_BMesh_Type);
- mod_type_add(submodule, BPy_BMVert_Type);
- mod_type_add(submodule, BPy_BMEdge_Type);
- mod_type_add(submodule, BPy_BMFace_Type);
- mod_type_add(submodule, BPy_BMLoop_Type);
- mod_type_add(submodule, BPy_BMElemSeq_Type);
- mod_type_add(submodule, BPy_BMVertSeq_Type);
- mod_type_add(submodule, BPy_BMEdgeSeq_Type);
- mod_type_add(submodule, BPy_BMFaceSeq_Type);
- mod_type_add(submodule, BPy_BMLoopSeq_Type);
- mod_type_add(submodule, BPy_BMIter_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMesh_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMVert_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMEdge_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMFace_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLoop_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMElemSeq_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMVertSeq_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMEdgeSeq_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMFaceSeq_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLoopSeq_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMIter_Type);
/* bmesh_py_types_select.c */
- mod_type_add(submodule, BPy_BMEditSelSeq_Type);
- mod_type_add(submodule, BPy_BMEditSelIter_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMEditSelSeq_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMEditSelIter_Type);
/* bmesh_py_types_customdata.c */
- mod_type_add(submodule, BPy_BMLayerAccessVert_Type);
- mod_type_add(submodule, BPy_BMLayerAccessEdge_Type);
- mod_type_add(submodule, BPy_BMLayerAccessFace_Type);
- mod_type_add(submodule, BPy_BMLayerAccessLoop_Type);
- mod_type_add(submodule, BPy_BMLayerCollection_Type);
- mod_type_add(submodule, BPy_BMLayerItem_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLayerAccessVert_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLayerAccessEdge_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLayerAccessFace_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLayerAccessLoop_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLayerCollection_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLayerItem_Type);
/* bmesh_py_types_meshdata.c */
- mod_type_add(submodule, BPy_BMLoopUV_Type);
- mod_type_add(submodule, BPy_BMDeformVert_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMLoopUV_Type);
+ MODULE_TYPE_ADD(submodule, BPy_BMDeformVert_Type);
-#undef mod_type_add
+#undef MODULE_TYPE_ADD
return submodule;
}
diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c
index 1fa18c4ebb4..00370fb51bf 100644
--- a/source/blender/render/intern/source/sunsky.c
+++ b/source/blender/render/intern/source/sunsky.c
@@ -41,30 +41,36 @@
* compute v1 = v2 op v3
* v1, v2 and v3 are vectors contains 3 float
* */
-#define vec3opv(v1, v2, op, v3) \
- v1[0] = (v2[0] op v3[0]); \
- v1[1] = (v2[1] op v3[1]);\
- v1[2] = (v2[2] op v3[2]);
+#define VEC3OPV(v1, v2, op, v3) \
+ { \
+ v1[0] = (v2[0] op v3[0]); \
+ v1[1] = (v2[1] op v3[1]); \
+ v1[2] = (v2[2] op v3[2]); \
+ } (void)0
/**
* compute v1 = v2 op f1
* v1, v2 are vectors contains 3 float
* and f1 is a float
* */
-#define vec3opf(v1, v2, op, f1)\
- v1[0] = (v2[0] op (f1));\
- v1[1] = (v2[1] op (f1));\
- v1[2] = (v2[2] op (f1));
+#define VEC3OPF(v1, v2, op, f1) \
+ { \
+ v1[0] = (v2[0] op (f1)); \
+ v1[1] = (v2[1] op (f1)); \
+ v1[2] = (v2[2] op (f1)); \
+ } (void)0
/**
* compute v1 = f1 op v2
* v1, v2 are vectors contains 3 float
* and f1 is a float
* */
-#define fopvec3(v1, f1, op, v2)\
- v1[0] = ((f1) op v2[0]);\
- v1[1] = ((f1) op v2[1]);\
- v1[2] = ((f1) op v2[2]);
+#define FOPVEC3(v1, f1, op, v2) \
+ { \
+ v1[0] = ((f1) op v2[0]); \
+ v1[1] = ((f1) op v2[1]); \
+ v1[2] = ((f1) op v2[2]); \
+ } (void)0
/**
* ClipColor:
@@ -408,19 +414,19 @@ void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float r
fTemp = pi*pi*(n*n-1)*(n*n-1)*(6+3*pn)/(6-7*pn)/N;
fBeta = 8*fTemp*pi/3;
- vec3opf(sunSky->atm_BetaRay, vLambda4, *, fBeta);
+ VEC3OPF(sunSky->atm_BetaRay, vLambda4, *, fBeta);
fBetaDash = fTemp/2;
- vec3opf(sunSky->atm_BetaDashRay, vLambda4,*, fBetaDash);
+ VEC3OPF(sunSky->atm_BetaDashRay, vLambda4,*, fBetaDash);
// Mie scattering constants.
fTemp2 = 0.434f*c*(2*pi)*(2*pi)*0.5f;
- vec3opf(sunSky->atm_BetaDashMie, vLambda2, *, fTemp2);
+ VEC3OPF(sunSky->atm_BetaDashMie, vLambda2, *, fTemp2);
fTemp3 = 0.434f*c*pi*(2*pi)*(2*pi);
- vec3opv(vBetaMieTemp, K, *, fLambda);
- vec3opf(sunSky->atm_BetaMie, vBetaMieTemp,*, fTemp3);
+ VEC3OPV(vBetaMieTemp, K, *, fLambda);
+ VEC3OPF(sunSky->atm_BetaMie, vBetaMieTemp,*, fTemp3);
}
@@ -459,12 +465,12 @@ void AtmospherePixleShader( struct SunSky* sunSky, float view[3], float s, float
costheta = dot_v3v3(view, sunDirection); // cos(theta)
Phase_1 = 1 + (costheta * costheta); // Phase_1
- vec3opf(sunSky->atm_BetaRay, sunSky->atm_BetaRay, *, sunSky->atm_BetaRayMultiplier);
- vec3opf(sunSky->atm_BetaMie, sunSky->atm_BetaMie, *, sunSky->atm_BetaMieMultiplier);
- vec3opv(sunSky->atm_BetaRM, sunSky->atm_BetaRay, +, sunSky->atm_BetaMie);
+ VEC3OPF(sunSky->atm_BetaRay, sunSky->atm_BetaRay, *, sunSky->atm_BetaRayMultiplier);
+ VEC3OPF(sunSky->atm_BetaMie, sunSky->atm_BetaMie, *, sunSky->atm_BetaMieMultiplier);
+ VEC3OPV(sunSky->atm_BetaRM, sunSky->atm_BetaRay, +, sunSky->atm_BetaMie);
//e^(-(beta_1 + beta_2) * s) = E1
- vec3opf(E1, sunSky->atm_BetaRM, *, -s/(float)M_LN2);
+ VEC3OPF(E1, sunSky->atm_BetaRM, *, -s/(float)M_LN2);
E1[0] = exp(E1[0]);
E1[1] = exp(E1[1]);
E1[2] = exp(E1[2]);
@@ -476,32 +482,32 @@ void AtmospherePixleShader( struct SunSky* sunSky, float view[3], float s, float
fTemp = fTemp * sqrtf(fTemp);
Phase_2 = (1 - sunSky->atm_HGg * sunSky->atm_HGg)/fTemp;
- vec3opf(vTemp1, sunSky->atm_BetaDashRay, *, Phase_1);
- vec3opf(vTemp2, sunSky->atm_BetaDashMie, *, Phase_2);
+ VEC3OPF(vTemp1, sunSky->atm_BetaDashRay, *, Phase_1);
+ VEC3OPF(vTemp2, sunSky->atm_BetaDashMie, *, Phase_2);
- vec3opv(vTemp1, vTemp1, +, vTemp2);
- fopvec3(vTemp2, 1.0f, -, E1);
- vec3opv(vTemp1, vTemp1, *, vTemp2);
+ VEC3OPV(vTemp1, vTemp1, +, vTemp2);
+ FOPVEC3(vTemp2, 1.0f, -, E1);
+ VEC3OPV(vTemp1, vTemp1, *, vTemp2);
- fopvec3(vTemp2, 1.0f, / , sunSky->atm_BetaRM);
+ FOPVEC3(vTemp2, 1.0f, / , sunSky->atm_BetaRM);
- vec3opv(I, vTemp1, *, vTemp2);
+ VEC3OPV(I, vTemp1, *, vTemp2);
- vec3opf(I, I, *, sunSky->atm_InscatteringMultiplier);
- vec3opf(E, E, *, sunSky->atm_ExtinctionMultiplier);
+ VEC3OPF(I, I, *, sunSky->atm_InscatteringMultiplier);
+ VEC3OPF(E, E, *, sunSky->atm_ExtinctionMultiplier);
//scale to color sun
ComputeAttenuatedSunlight(sunSky->theta, sunSky->turbidity, sunColor);
- vec3opv(E, E, *, sunColor);
+ VEC3OPV(E, E, *, sunColor);
- vec3opf(I, I, *, sunSky->atm_SunIntensity);
+ VEC3OPF(I, I, *, sunSky->atm_SunIntensity);
- vec3opv(rgb, rgb, *, E);
- vec3opv(rgb, rgb, +, I);
+ VEC3OPV(rgb, rgb, *, E);
+ VEC3OPV(rgb, rgb, +, I);
}
-#undef vec3opv
-#undef vec3opf
-#undef fopvec3
+#undef VEC3OPV
+#undef VEC3OPF
+#undef FOPVEC3
/* EOF */
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
index bb3ef082500..759bc622bc2 100644
--- a/source/blender/render/intern/source/volume_precache.c
+++ b/source/blender/render/intern/source/volume_precache.c
@@ -57,10 +57,6 @@
#include "volumetric.h"
#include "volume_precache.h"
-#if defined( _MSC_VER ) && !defined( __cplusplus )
-# define inline __inline
-#endif // defined( _MSC_VER ) && !defined( __cplusplus )
-
#include "BKE_global.h"
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
@@ -265,19 +261,19 @@ static void lightcache_filter2(VolumePrecache *vp)
}
#endif
-static inline int ms_I(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
+BLI_INLINE int ms_I(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
{
/* different ordering to light cache */
return x*(n[1]+2)*(n[2]+2) + y*(n[2]+2) + z;
}
-static inline int v_I_pad(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
+BLI_INLINE int v_I_pad(int x, int y, int z, int *n) //has a pad of 1 voxel surrounding the core for boundary simulation
{
/* same ordering to light cache, with padding */
return z*(n[1]+2)*(n[0]+2) + y*(n[0]+2) + x;
}
-static inline int lc_to_ms_I(int x, int y, int z, int *n)
+BLI_INLINE int lc_to_ms_I(int x, int y, int z, int *n)
{
/* converting light cache index to multiple scattering index */
return (x-1)*(n[1]*n[2]) + (y-1)*(n[2]) + z-1;