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authorCampbell Barton <ideasman42@gmail.com>2011-09-12 17:00:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-12 17:00:24 +0400
commite16ba13251701a9845adf702e60be3f2fad724bd (patch)
tree8ab57f007a995b4928410cfacda18a5c4538fc9d /source/blender/render/intern/include
parent4a9a0ec3e45c3870771e8dd44c62a05cf0d4d2d1 (diff)
use vector size and const args where possible (no functional change)
Diffstat (limited to 'source/blender/render/intern/include')
-rw-r--r--source/blender/render/intern/include/pixelshading.h6
-rw-r--r--source/blender/render/intern/include/shadbuf.h4
-rw-r--r--source/blender/render/intern/include/shading.h2
-rw-r--r--source/blender/render/intern/include/texture.h12
-rw-r--r--source/blender/render/intern/include/volumetric.h4
5 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h
index 0298f90c0d0..feabfea9319 100644
--- a/source/blender/render/intern/include/pixelshading.h
+++ b/source/blender/render/intern/include/pixelshading.h
@@ -58,10 +58,10 @@ int shadeHaloFloat(HaloRen *har,
/**
* Render the sky at pixel (x, y).
*/
-void shadeSkyPixel(float *collector, float fx, float fy, short thread);
-void shadeSkyView(float *colf, float *rco, float *view, float *dxyview, short thread);
+void shadeSkyPixel(float collector[4], float fx, float fy, short thread);
+void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const float dxyview[2], short thread);
void shadeAtmPixel(struct SunSky *sunsky, float *collector, float fx, float fy, float distance);
-void shadeSunView(float *colf, float *view);
+void shadeSunView(float col_r[3], const float view[3]);
/* ------------------------------------------------------------------------- */
#endif
diff --git a/source/blender/render/intern/include/shadbuf.h b/source/blender/render/intern/include/shadbuf.h
index 2dca9963e4f..5bed39db3e9 100644
--- a/source/blender/render/intern/include/shadbuf.h
+++ b/source/blender/render/intern/include/shadbuf.h
@@ -59,13 +59,13 @@ void threaded_makeshadowbufs(struct Render *re);
* @param inp The inproduct between viewvector and ?
*
*/
-float testshadowbuf(struct Render *re, struct ShadBuf *shb, float *rco, float *dxco, float *dyco, float inp, float mat_bias);
+float testshadowbuf(struct Render *re, struct ShadBuf *shb, const float rco[3], const float dxco[3], const float dyco[3], float inp, float mat_bias);
/**
* Determines the shadow factor for lamp <lar>, between <p1>
* and <p2>. (Which CS?)
*/
-float shadow_halo(LampRen *lar, float *p1, float *p2);
+float shadow_halo(LampRen *lar, const float p1[3], const float p2[3]);
/**
* Irregular shadowbuffer
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 75d76c8ae23..91507ef3f98 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -96,7 +96,7 @@ void ambient_occlusion(struct ShadeInput *shi);
void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr);
ListBase *get_lights(struct ShadeInput *shi);
-float lamp_get_visibility(struct LampRen *lar, float *co, float *lv, float *dist);
+float lamp_get_visibility(struct LampRen *lar, const float co[3], float *lv, float *dist);
void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);
diff --git a/source/blender/render/intern/include/texture.h b/source/blender/render/intern/include/texture.h
index a63c4f7f253..73f9d7a1627 100644
--- a/source/blender/render/intern/include/texture.h
+++ b/source/blender/render/intern/include/texture.h
@@ -64,11 +64,11 @@ struct ImBuf;
/* texture.h */
-void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf);
-void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag, short thread);
+void do_halo_tex(struct HaloRen *har, float xn, float yn, float col_r[4]);
+void do_sky_tex(const float rco[3], float lo[3], const float dxyview[2], float hor[3], float zen[3], float *blend, int skyflag, short thread);
void do_material_tex(struct ShadeInput *shi);
-void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf, int effect);
-void do_volume_tex(struct ShadeInput *shi, float *xyz, int mapto_flag, float *col, float *val);
+void do_lamp_tex(LampRen *la, const float lavec[3], struct ShadeInput *shi, float col_r[3], int effect);
+void do_volume_tex(struct ShadeInput *shi, const float xyz[3], int mapto_flag, float col[3], float *val);
void init_render_textures(Render *re);
void end_render_textures(Render *re);
@@ -77,8 +77,8 @@ void render_realtime_texture(struct ShadeInput *shi, struct Image *ima);
/* imagetexture.h */
-int imagewraposa(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, float *texvec, float *dxt, float *dyt, struct TexResult *texres);
-int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, float *texvec, struct TexResult *texres);
+int imagewraposa(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, const float texvec[3], const float dxt[3], const float dyt[3], struct TexResult *texres);
+int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, const float texvec[3], struct TexResult *texres);
void image_sample(struct Image *ima, float fx, float fy, float dx, float dy, float *result);
#endif /* TEXTURE_EXT_H */
diff --git a/source/blender/render/intern/include/volumetric.h b/source/blender/render/intern/include/volumetric.h
index a2d1821a62b..87d74de9134 100644
--- a/source/blender/render/intern/include/volumetric.h
+++ b/source/blender/render/intern/include/volumetric.h
@@ -35,8 +35,8 @@ struct Isect;
struct ShadeInput;
struct ShadeResult;
-float vol_get_density(struct ShadeInput *shi, float *co);
-void vol_get_scattering(ShadeInput *shi, float *scatter_col, float *co_, float *view);
+float vol_get_density(struct ShadeInput *shi, const float co[3]);
+void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3], const float view[3]);
void shade_volume_outside(ShadeInput *shi, ShadeResult *shr);
void shade_volume_inside(ShadeInput *shi, ShadeResult *shr);