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authorCampbell Barton <campbell@blender.org>2022-01-07 03:38:08 +0300
committerCampbell Barton <campbell@blender.org>2022-01-07 06:16:26 +0300
commit3d3bc748849834ef74563deb603ab43859cffeeb (patch)
treede74ce4722b2cb032c22dbc090a15dd2e172c29b /source/blender/blenlib/BLI_noise.hh
parentbb69c19f08ac681d4386325e4318ebfbef2e9531 (diff)
Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
Diffstat (limited to 'source/blender/blenlib/BLI_noise.hh')
-rw-r--r--source/blender/blenlib/BLI_noise.hh209
1 files changed, 73 insertions, 136 deletions
diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh
index 44af2c44f00..4f68ef17ca2 100644
--- a/source/blender/blenlib/BLI_noise.hh
+++ b/source/blender/blenlib/BLI_noise.hh
@@ -133,12 +133,8 @@ float3 perlin_float3_fractal_distorted(float4 position,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_ridged_multi_fractal(const float co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_ridged_multi_fractal(
+ float co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 2D Ridged Multi-fractal Terrain
*
@@ -147,12 +143,8 @@ float musgrave_ridged_multi_fractal(const float co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_ridged_multi_fractal(const float2 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_ridged_multi_fractal(
+ const float2 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 3D Ridged Multi-fractal Terrain
*
@@ -161,12 +153,8 @@ float musgrave_ridged_multi_fractal(const float2 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_ridged_multi_fractal(const float3 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_ridged_multi_fractal(
+ const float3 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 4D Ridged Multi-fractal Terrain
*
@@ -175,12 +163,8 @@ float musgrave_ridged_multi_fractal(const float3 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_ridged_multi_fractal(const float4 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_ridged_multi_fractal(
+ const float4 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 1D Hybrid Additive/Multiplicative Multi-fractal Terrain
@@ -190,12 +174,8 @@ float musgrave_ridged_multi_fractal(const float4 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hybrid_multi_fractal(const float co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_hybrid_multi_fractal(
+ float co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 2D Hybrid Additive/Multiplicative Multi-fractal Terrain
*
@@ -204,12 +184,8 @@ float musgrave_hybrid_multi_fractal(const float co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hybrid_multi_fractal(const float2 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_hybrid_multi_fractal(
+ const float2 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 3D Hybrid Additive/Multiplicative Multi-fractal Terrain
*
@@ -218,12 +194,8 @@ float musgrave_hybrid_multi_fractal(const float2 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hybrid_multi_fractal(const float3 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_hybrid_multi_fractal(
+ const float3 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 4D Hybrid Additive/Multiplicative Multi-fractal Terrain
*
@@ -232,12 +204,8 @@ float musgrave_hybrid_multi_fractal(const float3 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hybrid_multi_fractal(const float4 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset,
- const float gain);
+float musgrave_hybrid_multi_fractal(
+ const float4 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
* 1D Musgrave fBm
@@ -246,7 +214,7 @@ float musgrave_hybrid_multi_fractal(const float4 co,
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(float co, float H, float lacunarity, float octaves);
/**
* 2D Musgrave fBm
@@ -255,7 +223,7 @@ float musgrave_fBm(const float co, const float H, const float lacunarity, const
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float2 co, float H, float lacunarity, float octaves);
/**
* 3D Musgrave fBm
*
@@ -263,7 +231,7 @@ float musgrave_fBm(const float2 co, const float H, const float lacunarity, const
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float3 co, float H, float lacunarity, float octaves);
/**
* 4D Musgrave fBm
*
@@ -271,7 +239,7 @@ float musgrave_fBm(const float3 co, const float H, const float lacunarity, const
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves);
+float musgrave_fBm(const float4 co, float H, float lacunarity, float octaves);
/**
* 1D Musgrave Multi-fractal
@@ -280,10 +248,7 @@ float musgrave_fBm(const float4 co, const float H, const float lacunarity, const
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_multi_fractal(const float co,
- const float H,
- const float lacunarity,
- const float octaves);
+float musgrave_multi_fractal(float co, float H, float lacunarity, float octaves);
/**
* 2D Musgrave Multi-fractal
*
@@ -291,10 +256,7 @@ float musgrave_multi_fractal(const float co,
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_multi_fractal(const float2 co,
- const float H,
- const float lacunarity,
- const float octaves);
+float musgrave_multi_fractal(const float2 co, float H, float lacunarity, float octaves);
/**
* 3D Musgrave Multi-fractal
*
@@ -302,10 +264,7 @@ float musgrave_multi_fractal(const float2 co,
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_multi_fractal(const float3 co,
- const float H,
- const float lacunarity,
- const float octaves);
+float musgrave_multi_fractal(const float3 co, float H, float lacunarity, float octaves);
/**
* 4D Musgrave Multi-fractal
*
@@ -313,10 +272,7 @@ float musgrave_multi_fractal(const float3 co,
* \param lacunarity: gap between successive frequencies.
* \param octaves: number of frequencies in the fBm.
*/
-float musgrave_multi_fractal(const float4 co,
- const float H,
- const float lacunarity,
- const float octaves);
+float musgrave_multi_fractal(const float4 co, float H, float lacunarity, float octaves);
/**
* 1D Musgrave Heterogeneous Terrain
@@ -326,11 +282,7 @@ float musgrave_multi_fractal(const float4 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hetero_terrain(const float co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset);
+float musgrave_hetero_terrain(float co, float H, float lacunarity, float octaves, float offset);
/**
* 2D Musgrave Heterogeneous Terrain
*
@@ -339,11 +291,8 @@ float musgrave_hetero_terrain(const float co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hetero_terrain(const float2 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset);
+float musgrave_hetero_terrain(
+ const float2 co, float H, float lacunarity, float octaves, float offset);
/**
* 3D Musgrave Heterogeneous Terrain
*
@@ -352,11 +301,8 @@ float musgrave_hetero_terrain(const float2 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hetero_terrain(const float3 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset);
+float musgrave_hetero_terrain(
+ const float3 co, float H, float lacunarity, float octaves, float offset);
/**
* 4D Musgrave Heterogeneous Terrain
*
@@ -365,11 +311,8 @@ float musgrave_hetero_terrain(const float3 co,
* \param octaves: number of frequencies in the fBm.
* \param offset: raises the terrain from `sea level'.
*/
-float musgrave_hetero_terrain(const float4 co,
- const float H,
- const float lacunarity,
- const float octaves,
- const float offset);
+float musgrave_hetero_terrain(
+ const float4 co, float H, float lacunarity, float octaves, float offset);
/** \} */
@@ -377,93 +320,87 @@ float musgrave_hetero_terrain(const float4 co,
/** \name Voronoi Noise
* \{ */
-void voronoi_f1(
- const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w);
-void voronoi_smooth_f1(const float w,
- const float smoothness,
- const float randomness,
- float *r_distance,
- float3 *r_color,
- float *r_w);
-void voronoi_f2(
- const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w);
-void voronoi_distance_to_edge(const float w, const float randomness, float *r_distance);
-void voronoi_n_sphere_radius(const float w, const float randomness, float *r_radius);
+void voronoi_f1(float w, float randomness, float *r_distance, float3 *r_color, float *r_w);
+void voronoi_smooth_f1(
+ float w, float smoothness, float randomness, float *r_distance, float3 *r_color, float *r_w);
+void voronoi_f2(float w, float randomness, float *r_distance, float3 *r_color, float *r_w);
+void voronoi_distance_to_edge(float w, float randomness, float *r_distance);
+void voronoi_n_sphere_radius(float w, float randomness, float *r_radius);
void voronoi_f1(const float2 coord,
- const float exponent,
- const float randomness,
- const int metric,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float2 *r_position);
void voronoi_smooth_f1(const float2 coord,
- const float smoothness,
- const float exponent,
- const float randomness,
- const int metric,
+ float smoothness,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float2 *r_position);
void voronoi_f2(const float2 coord,
- const float exponent,
- const float randomness,
- const int metric,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float2 *r_position);
-void voronoi_distance_to_edge(const float2 coord, const float randomness, float *r_distance);
-void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *r_radius);
+void voronoi_distance_to_edge(const float2 coord, float randomness, float *r_distance);
+void voronoi_n_sphere_radius(const float2 coord, float randomness, float *r_radius);
void voronoi_f1(const float3 coord,
- const float exponent,
- const float randomness,
- const int metric,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float3 *r_position);
void voronoi_smooth_f1(const float3 coord,
- const float smoothness,
- const float exponent,
- const float randomness,
- const int metric,
+ float smoothness,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float3 *r_position);
void voronoi_f2(const float3 coord,
- const float exponent,
- const float randomness,
- const int metric,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float3 *r_position);
-void voronoi_distance_to_edge(const float3 coord, const float randomness, float *r_distance);
-void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *r_radius);
+void voronoi_distance_to_edge(const float3 coord, float randomness, float *r_distance);
+void voronoi_n_sphere_radius(const float3 coord, float randomness, float *r_radius);
void voronoi_f1(const float4 coord,
- const float exponent,
- const float randomness,
- const int metric,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float4 *r_position);
void voronoi_smooth_f1(const float4 coord,
- const float smoothness,
- const float exponent,
- const float randomness,
- const int metric,
+ float smoothness,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float4 *r_position);
void voronoi_f2(const float4 coord,
- const float exponent,
- const float randomness,
- const int metric,
+ float exponent,
+ float randomness,
+ int metric,
float *r_distance,
float3 *r_color,
float4 *r_position);
-void voronoi_distance_to_edge(const float4 coord, const float randomness, float *r_distance);
-void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *r_radius);
+void voronoi_distance_to_edge(const float4 coord, float randomness, float *r_distance);
+void voronoi_n_sphere_radius(const float4 coord, float randomness, float *r_radius);
/** \} */