diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-31 08:04:58 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-31 08:04:58 +0400 |
commit | 21ac9ae461e19fa51c95c0e0a0413878cfd85d09 (patch) | |
tree | f599886882364311ef5b3ba51cfd555a84a8593c /source/blender/render/intern | |
parent | f3792b0f2b37be665e70f94bcf2bbbe152bdf0ff (diff) |
code cleanup: use uppercase defines and change drawFCurveFade into static function.
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r-- | source/blender/render/intern/source/sunsky.c | 80 | ||||
-rw-r--r-- | source/blender/render/intern/source/volume_precache.c | 10 |
2 files changed, 46 insertions, 44 deletions
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; |