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authorCampbell Barton <ideasman42@gmail.com>2011-09-12 08:14:12 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-12 08:14:12 +0400
commit4bd0a2ba2dadee66d52f9a1101ee918f1327eec4 (patch)
treeb567b077039e78467e21548c5e03fa8b94fc2b6c /source/blender/render/intern
parent471a86bf9ccae23b63cb1a05c9525ef99987581d (diff)
replace VECCOPY -> copy_v3_v3, added copy_v*_v*_short too for typesafe copying, some parts of the code are copying float -> short normals without scaling. fix coming next.
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/source/occlusion.c20
-rw-r--r--source/blender/render/intern/source/render_texture.c82
-rw-r--r--source/blender/render/intern/source/renderdatabase.c27
-rw-r--r--source/blender/render/intern/source/shadeinput.c92
-rw-r--r--source/blender/render/intern/source/shadeoutput.c24
5 files changed, 121 insertions, 124 deletions
diff --git a/source/blender/render/intern/source/occlusion.c b/source/blender/render/intern/source/occlusion.c
index 54137c62d22..36dd4eb9708 100644
--- a/source/blender/render/intern/source/occlusion.c
+++ b/source/blender/render/intern/source/occlusion.c
@@ -1777,11 +1777,11 @@ void sample_occ(Render *re, ShadeInput *shi)
if(cache->sample && cache->step) {
sample= &cache->sample[(shi->ys-cache->y)*cache->w + (shi->xs-cache->x)];
- VECCOPY(sample->co, shi->co);
- VECCOPY(sample->n, shi->vno);
- VECCOPY(sample->ao, shi->ao);
- VECCOPY(sample->env, shi->env);
- VECCOPY(sample->indirect, shi->indirect);
+ copy_v3_v3(sample->co, shi->co);
+ copy_v3_v3(sample->n, shi->vno);
+ copy_v3_v3(sample->ao, shi->ao);
+ copy_v3_v3(sample->env, shi->env);
+ copy_v3_v3(sample->indirect, shi->indirect);
sample->intensity= MAX3(sample->ao[0], sample->ao[1], sample->ao[2]);
sample->intensity= MAX2(sample->intensity, MAX3(sample->env[0], sample->env[1], sample->env[2]));
sample->intensity= MAX2(sample->intensity, MAX3(sample->indirect[0], sample->indirect[1], sample->indirect[2]));
@@ -1872,11 +1872,11 @@ void cache_occ_samples(Render *re, RenderPart *pa, ShadeSample *ssamp)
exclude.facenr= shi->vlr->index;
sample_occ_tree(re, tree, &exclude, shi->co, shi->vno, shi->thread, onlyshadow, shi->ao, shi->env, shi->indirect);
- VECCOPY(sample->co, shi->co);
- VECCOPY(sample->n, shi->vno);
- VECCOPY(sample->ao, shi->ao);
- VECCOPY(sample->env, shi->env);
- VECCOPY(sample->indirect, shi->indirect);
+ copy_v3_v3(sample->co, shi->co);
+ copy_v3_v3(sample->n, shi->vno);
+ copy_v3_v3(sample->ao, shi->ao);
+ copy_v3_v3(sample->env, shi->env);
+ copy_v3_v3(sample->indirect, shi->indirect);
sample->intensity= MAX3(sample->ao[0], sample->ao[1], sample->ao[2]);
sample->intensity= MAX2(sample->intensity, MAX3(sample->env[0], sample->env[1], sample->env[2]));
sample->intensity= MAX2(sample->intensity, MAX3(sample->indirect[0], sample->indirect[1], sample->indirect[2]));
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index 4a8db693b76..d94074725a0 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -505,7 +505,7 @@ static int stucci(Tex *tex, float *texvec, TexResult *texres)
if(texres->nor) {
- VECCOPY(texres->nor, nor);
+ copy_v3_v3(texres->nor, nor);
tex_normal_derivate(tex, texres);
if(tex->stype==TEX_WALLOUT) {
@@ -755,9 +755,9 @@ static int plugintex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex
if(pit && pit->doit) {
if(texres->nor) {
if (pit->version < 6) {
- VECCOPY(pit->result+5, texres->nor);
+ copy_v3_v3(pit->result+5, texres->nor);
} else {
- VECCOPY(result+5, texres->nor);
+ copy_v3_v3(result+5, texres->nor);
}
}
if (pit->version < 6) {
@@ -781,9 +781,9 @@ static int plugintex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex
if(rgbnor & TEX_NOR) {
if(texres->nor) {
if (pit->version < 6) {
- VECCOPY(texres->nor, pit->result+5);
+ copy_v3_v3(texres->nor, pit->result+5);
} else {
- VECCOPY(texres->nor, result+5);
+ copy_v3_v3(texres->nor, result+5);
}
}
}
@@ -820,7 +820,7 @@ static int cubemap_glob(float *n, float x, float y, float z, float *adr1, float
nor[0]= x; nor[1]= y; nor[2]= z; // use local render coord
}
else {
- VECCOPY(nor, n);
+ copy_v3_v3(nor, n);
}
mul_mat3_m4_v3(R.viewinv, nor);
@@ -914,7 +914,7 @@ static int cubemap_ob(Object *ob, float *n, float x, float y, float z, float *ad
if(n==NULL) return 0;
- VECCOPY(nor, n);
+ copy_v3_v3(nor, n);
if(ob) mul_mat3_m4_v3(ob->imat, nor);
x1= fabs(nor[0]);
@@ -1219,7 +1219,7 @@ static int multitex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex,
/* ton: added this, for Blender convention reason.
* artificer: added the use of tmpvec to avoid scaling texvec
*/
- VECCOPY(tmpvec, texvec);
+ copy_v3_v3(tmpvec, texvec);
mul_v3_fl(tmpvec, 1.0f/tex->noisesize);
switch(tex->stype) {
@@ -1241,7 +1241,7 @@ static int multitex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex,
/* ton: added this, for Blender convention reason.
* artificer: added the use of tmpvec to avoid scaling texvec
*/
- VECCOPY(tmpvec, texvec);
+ copy_v3_v3(tmpvec, texvec);
mul_v3_fl(tmpvec, 1.0f/tex->noisesize);
retval= voronoiTex(tex, tmpvec, texres);
@@ -1250,7 +1250,7 @@ static int multitex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex,
/* ton: added this, for Blender convention reason.
* artificer: added the use of tmpvec to avoid scaling texvec
*/
- VECCOPY(tmpvec, texvec);
+ copy_v3_v3(tmpvec, texvec);
mul_v3_fl(tmpvec, 1.0f/tex->noisesize);
retval= mg_distNoiseTex(tex, tmpvec, texres);
@@ -1477,32 +1477,32 @@ void texture_rgb_blend(float *in, float *tex, float *out, float fact, float facg
case MTEX_BLEND_HUE:
fact*= facg;
- VECCOPY(in, out);
+ copy_v3_v3(in, out);
ramp_blend(MA_RAMP_HUE, in, in+1, in+2, fact, tex);
break;
case MTEX_BLEND_SAT:
fact*= facg;
- VECCOPY(in, out);
+ copy_v3_v3(in, out);
ramp_blend(MA_RAMP_SAT, in, in+1, in+2, fact, tex);
break;
case MTEX_BLEND_VAL:
fact*= facg;
- VECCOPY(in, out);
+ copy_v3_v3(in, out);
ramp_blend(MA_RAMP_VAL, in, in+1, in+2, fact, tex);
break;
case MTEX_BLEND_COLOR:
fact*= facg;
- VECCOPY(in, out);
+ copy_v3_v3(in, out);
ramp_blend(MA_RAMP_COLOR, in, in+1, in+2, fact, tex);
break;
case MTEX_SOFT_LIGHT:
fact*= facg;
- VECCOPY(in, out);
+ copy_v3_v3(in, out);
ramp_blend(MA_RAMP_SOFT, in, in+1, in+2, fact, tex);
break;
case MTEX_LIN_LIGHT:
fact*= facg;
- VECCOPY(in, out);
+ copy_v3_v3(in, out);
ramp_blend(MA_RAMP_LINEAR, in, in+1, in+2, fact, tex);
break;
}
@@ -1924,8 +1924,8 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
Hscale *= 0.1f; // factor 0.1 proved to look like the previous bump code
if( !ntap_bump->init_done ) {
- VECCOPY(ntap_bump->vNacc, shi->vn);
- VECCOPY(ntap_bump->vNorg, shi->vn);
+ copy_v3_v3(ntap_bump->vNacc, shi->vn);
+ copy_v3_v3(ntap_bump->vNorg, shi->vn);
ntap_bump->fPrevMagnitude = 1.0f;
ntap_bump->iPrevBumpSpace = 0;
@@ -2056,9 +2056,9 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
float obj2view[3][3], view2obj[3][3], tmp[4][4];
// local copies of derivatives and normal
float dPdx[3], dPdy[3], vN[3];
- VECCOPY(dPdx, shi->dxco);
- VECCOPY(dPdy, shi->dyco);
- VECCOPY(vN, ntap_bump->vNorg);
+ copy_v3_v3(dPdx, shi->dxco);
+ copy_v3_v3(dPdy, shi->dyco);
+ copy_v3_v3(vN, ntap_bump->vNorg);
if( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) {
// TODO: these calculations happen for every pixel!
@@ -2200,14 +2200,14 @@ void do_material_tex(ShadeInput *shi)
co= tempvec;
dx= dxt;
dy= dyt;
- VECCOPY(tempvec, shi->co);
+ copy_v3_v3(tempvec, shi->co);
if(mtex->texflag & MTEX_OB_DUPLI_ORIG)
if(shi->obi && shi->obi->duplitexmat)
mul_m4_v3(shi->obi->duplitexmat, tempvec);
mul_m4_v3(ob->imat_ren, tempvec);
if(shi->osatex) {
- VECCOPY(dxt, shi->dxco);
- VECCOPY(dyt, shi->dyco);
+ copy_v3_v3(dxt, shi->dxco);
+ copy_v3_v3(dyt, shi->dyco);
mul_mat3_m4_v3(ob->imat_ren, dxt);
mul_mat3_m4_v3(ob->imat_ren, dyt);
}
@@ -2369,7 +2369,7 @@ void do_material_tex(ShadeInput *shi)
float *warpnor= texres.nor, warpnor_[3];
if(use_ntap_bump) {
- VECCOPY(warpnor_, texres.nor);
+ copy_v3_v3(warpnor_, texres.nor);
warpnor= warpnor_;
normalize_v3(warpnor_);
}
@@ -2485,7 +2485,7 @@ void do_material_tex(ShadeInput *shi)
else {
float nor[3];
- VECCOPY(nor, texres.nor);
+ copy_v3_v3(nor, texres.nor);
if(mtex->normapspace == MTEX_NSPACE_CAMERA);
else if(mtex->normapspace == MTEX_NSPACE_WORLD) {
@@ -2687,7 +2687,7 @@ void do_volume_tex(ShadeInput *shi, float *xyz, int mapto_flag, float *col, floa
if(mtex->texco==TEXCO_OBJECT) {
Object *ob= mtex->object;
if(ob) {
- VECCOPY(co, xyz);
+ copy_v3_v3(co, xyz);
if(mtex->texflag & MTEX_OB_DUPLI_ORIG) {
if(shi->obi && shi->obi->duplitexmat)
mul_m4_v3(shi->obi->duplitexmat, co);
@@ -2699,16 +2699,16 @@ void do_volume_tex(ShadeInput *shi, float *xyz, int mapto_flag, float *col, floa
else if(mtex->texco==TEXCO_ORCO) {
if(mtex->texflag & MTEX_DUPLI_MAPTO) {
- VECCOPY(co, shi->duplilo);
+ copy_v3_v3(co, shi->duplilo);
}
else {
Object *ob= shi->obi->ob;
- VECCOPY(co, xyz);
+ copy_v3_v3(co, xyz);
mul_m4_v3(ob->imat_ren, co);
}
}
else if(mtex->texco==TEXCO_GLOB) {
- VECCOPY(co, xyz);
+ copy_v3_v3(co, xyz);
mul_m4_v3(R.viewinv, co);
}
else continue; // can happen when texco defines disappear and it renders old files
@@ -3054,7 +3054,7 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f
break;
case TEXCO_OBJECT:
if(mtex->object) {
- VECCOPY(tempvec, lo);
+ copy_v3_v3(tempvec, lo);
mul_m4_v3(mtex->object->imat_ren, tempvec);
co= tempvec;
}
@@ -3062,16 +3062,16 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f
case TEXCO_GLOB:
if(rco) {
- VECCOPY(tempvec, rco);
+ copy_v3_v3(tempvec, rco);
mul_m4_v3(R.viewinv, tempvec);
co= tempvec;
}
else
co= lo;
-// VECCOPY(shi->dxgl, shi->dxco);
+// copy_v3_v3(shi->dxgl, shi->dxco);
// mul_m3_v3(R.imat, shi->dxco);
-// VECCOPY(shi->dygl, shi->dyco);
+// copy_v3_v3(shi->dygl, shi->dyco);
// mul_m3_v3(R.imat, shi->dyco);
break;
}
@@ -3203,11 +3203,11 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int ef
co= tempvec;
dx= dxt;
dy= dyt;
- VECCOPY(tempvec, shi->co);
+ copy_v3_v3(tempvec, shi->co);
mul_m4_v3(ob->imat_ren, tempvec);
if(shi->osatex) {
- VECCOPY(dxt, shi->dxco);
- VECCOPY(dyt, shi->dyco);
+ copy_v3_v3(dxt, shi->dxco);
+ copy_v3_v3(dyt, shi->dyco);
mul_mat3_m4_v3(ob->imat_ren, dxt);
mul_mat3_m4_v3(ob->imat_ren, dyt);
}
@@ -3219,12 +3219,12 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int ef
}
else if(mtex->texco==TEXCO_GLOB) {
co= shi->gl; dx= shi->dxco; dy= shi->dyco;
- VECCOPY(shi->gl, shi->co);
+ copy_v3_v3(shi->gl, shi->co);
mul_m4_v3(R.viewinv, shi->gl);
}
else if(mtex->texco==TEXCO_VIEW) {
- VECCOPY(tempvec, lavec);
+ copy_v3_v3(tempvec, lavec);
mul_m3_v3(la->imat, tempvec);
if(la->type==LA_SPOT) {
@@ -3238,8 +3238,8 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int ef
dx= dxt; dy= dyt;
if(shi->osatex) {
- VECCOPY(dxt, shi->dxlv);
- VECCOPY(dyt, shi->dylv);
+ copy_v3_v3(dxt, shi->dxlv);
+ copy_v3_v3(dyt, shi->dylv);
/* need some matrix conversion here? la->imat is a [3][3] matrix!!! **/
mul_m3_v3(la->imat, dxt);
mul_m3_v3(la->imat, dyt);
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index 644360520ad..7a39342ac8d 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -428,7 +428,7 @@ VlakRen *RE_vlakren_copy(ObjectRen *obr, VlakRen *vlr)
surfnor= RE_vlakren_get_surfnor(obr, vlr, 0);
if(surfnor) {
surfnor1= RE_vlakren_get_surfnor(obr, vlr1, 1);
- VECCOPY(surfnor1, surfnor);
+ copy_v3_v3(surfnor1, surfnor);
}
tangent= RE_vlakren_get_nmap_tangent(obr, vlr, 0);
@@ -451,13 +451,12 @@ void RE_vlakren_get_normal(Render *UNUSED(re), ObjectInstanceRen *obi, VlakRen *
float (*nmat)[3]= obi->nmat;
if(obi->flag & R_TRANSFORMED) {
- VECCOPY(nor, vlr->n);
-
- mul_m3_v3(nmat, nor);
+ mul_v3_m3v3(nor, nmat, vlr->n);
normalize_v3(nor);
}
- else
- VECCOPY(nor, vlr->n);
+ else {
+ copy_v3_v3(nor, vlr->n);
+ }
}
void RE_set_customdata_names(ObjectRen *obr, CustomData *data)
@@ -953,7 +952,7 @@ HaloRen *RE_inithalo(Render *re, ObjectRen *obr, Material *ma, float *vec, f
}
har= RE_findOrAddHalo(obr, obr->tothalo++);
- VECCOPY(har->co, vec);
+ copy_v3_v3(har->co, vec);
har->hasize= hasize;
/* actual projectvert is done in function project_renderdata() because of parts/border/pano */
@@ -1009,7 +1008,7 @@ HaloRen *RE_inithalo(Render *re, ObjectRen *obr, Material *ma, float *vec, f
else {
mtex= ma->mtex[0];
- VECCOPY(texvec, vec);
+ copy_v3_v3(texvec, vec);
if(mtex->texco & TEXCO_NORM) {
;
@@ -1022,7 +1021,7 @@ HaloRen *RE_inithalo(Render *re, ObjectRen *obr, Material *ma, float *vec, f
}
else {
if(orco) {
- VECCOPY(texvec, orco);
+ copy_v3_v3(texvec, orco);
}
}
@@ -1067,7 +1066,7 @@ HaloRen *RE_inithalo_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Mater
}
har= RE_findOrAddHalo(obr, obr->tothalo++);
- VECCOPY(har->co, vec);
+ copy_v3_v3(har->co, vec);
har->hasize= hasize;
/* actual projectvert is done in function project_renderdata() because of parts/border/pano */
@@ -1123,7 +1122,7 @@ HaloRen *RE_inithalo_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Mater
for(i=0; i<MAX_MTEX; i++)
if(ma->mtex[i] && (ma->septex & (1<<i))==0) {
mtex= ma->mtex[i];
- VECCOPY(texvec, vec);
+ copy_v3_v3(texvec, vec);
if(mtex->texco & TEXCO_NORM) {
;
@@ -1133,7 +1132,7 @@ HaloRen *RE_inithalo_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Mater
mul_m4_v3(mtex->object->imat_ren,texvec);
}
else if(mtex->texco & TEXCO_GLOB){
- VECCOPY(texvec,vec);
+ copy_v3_v3(texvec,vec);
}
else if(mtex->texco & TEXCO_UV && uvco){
int uv_index=CustomData_get_named_layer_index(&dm->faceData,CD_MTFACE,mtex->uvname);
@@ -1153,7 +1152,7 @@ HaloRen *RE_inithalo_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Mater
texvec[2] = pa_co[2];
}
else if(orco) {
- VECCOPY(texvec, orco);
+ copy_v3_v3(texvec, orco);
}
hasrgb = externtex(mtex, texvec, &tin, &tr, &tg, &tb, &ta, 0);
@@ -1264,7 +1263,7 @@ void project_renderdata(Render *re, void (*projectfunc)(const float *, float mat
vec[2]= -re->panosi*har->co[0] + re->panoco*har->co[2];
}
else {
- VECCOPY(vec, har->co);
+ copy_v3_v3(vec, har->co);
}
projectfunc(vec, re->winmat, hoco);
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index a75bf5e14fd..128900d1fd2 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -114,10 +114,8 @@ void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
float fac= shi->translucency;
shade_input_init_material(shi);
-
- VECCOPY(shi->vn, shi->vno);
- VECMUL(shi->vn, -1.0f);
- VECMUL(shi->facenor, -1.0f);
+ negate_v3_v3(shi->vn, shi->vno);
+ negate_v3(shi->facenor);
shi->depth++; /* hack to get real shadow now */
shade_lamp_loop(shi, &shr_t);
shi->depth--;
@@ -184,8 +182,8 @@ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
/* copy additional passes */
if(shi->passflag & (SCE_PASS_VECTOR|SCE_PASS_NORMAL)) {
- QUATCOPY(shr->winspeed, shi->winspeed);
- VECCOPY(shr->nor, shi->vn);
+ copy_v4_v4(shr->winspeed, shi->winspeed);
+ copy_v3_v3(shr->nor, shi->vn);
}
/* MIST */
@@ -286,9 +284,9 @@ void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen
/* calculate vertexnormals */
if(vlr->flag & R_SMOOTH) {
- VECCOPY(shi->n1, shi->v1->n);
- VECCOPY(shi->n2, shi->v2->n);
- VECCOPY(shi->n3, shi->v3->n);
+ copy_v3_v3(shi->n1, shi->v1->n);
+ copy_v3_v3(shi->n2, shi->v2->n);
+ copy_v3_v3(shi->n3, shi->v3->n);
if(obi->flag & R_TRANSFORMED) {
mul_m3_v3(obi->nmat, shi->n1); normalize_v3(shi->n1);
@@ -341,26 +339,26 @@ void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spo
shi->mode= shi->mat->mode_l; /* or-ed result for all nodes */
/* shade_input_set_viewco equivalent */
- VECCOPY(shi->co, spoint->co);
- VECCOPY(shi->view, shi->co);
+ copy_v3_v3(shi->co, spoint->co);
+ copy_v3_v3(shi->view, shi->co);
normalize_v3(shi->view);
shi->xs= (int)spoint->x;
shi->ys= (int)spoint->y;
if(shi->osatex || (R.r.mode & R_SHADOW)) {
- VECCOPY(shi->dxco, spoint->dtco);
- VECCOPY(shi->dyco, spoint->dsco);
+ copy_v3_v3(shi->dxco, spoint->dtco);
+ copy_v3_v3(shi->dyco, spoint->dsco);
}
/* dxview, dyview, not supported */
/* facenormal, simply viewco flipped */
- VECCOPY(shi->facenor, spoint->nor);
+ copy_v3_v3(shi->facenor, spoint->nor);
/* shade_input_set_normals equivalent */
if(shi->mat->mode & MA_TANGENT_STR) {
- VECCOPY(shi->vn, spoint->tan)
+ copy_v3_v3(shi->vn, spoint->tan);
}
else {
float cross[3];
@@ -373,7 +371,7 @@ void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spo
negate_v3(shi->vn);
}
- VECCOPY(shi->vno, shi->vn);
+ copy_v3_v3(shi->vno, shi->vn);
}
void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert *svert, StrandPoint *spoint)
@@ -393,17 +391,17 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
}
if(mode & (MA_TANGENT_V|MA_NORMAP_TANG)) {
- VECCOPY(shi->tang, spoint->tan);
- VECCOPY(shi->nmaptang, spoint->tan);
+ copy_v3_v3(shi->tang, spoint->tan);
+ copy_v3_v3(shi->nmaptang, spoint->tan);
}
if(mode & MA_STR_SURFDIFF) {
float *surfnor= RE_strandren_get_surfnor(obr, strand, 0);
if(surfnor)
- VECCOPY(shi->surfnor, surfnor)
+ copy_v3_v3(shi->surfnor, surfnor);
else
- VECCOPY(shi->surfnor, shi->vn)
+ copy_v3_v3(shi->surfnor, shi->vn);
if(shi->mat->strand_surfnor > 0.0f) {
shi->surfdist= 0.0f;
@@ -418,7 +416,7 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
speed= RE_strandren_get_winspeed(shi->obi, strand, 0);
if(speed)
- QUATCOPY(shi->winspeed, speed)
+ copy_v4_v4(shi->winspeed, speed);
else
shi->winspeed[0]= shi->winspeed[1]= shi->winspeed[2]= shi->winspeed[3]= 0.0f;
}
@@ -426,18 +424,18 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
/* shade_input_set_shade_texco equivalent */
if(texco & NEED_UV) {
if(texco & TEXCO_ORCO) {
- VECCOPY(shi->lo, strand->orco);
+ copy_v3_v3(shi->lo, strand->orco);
/* no shi->osatex, orco derivatives are zero */
}
if(texco & TEXCO_GLOB) {
- VECCOPY(shi->gl, shi->co);
+ copy_v3_v3(shi->gl, shi->co);
mul_m4_v3(R.viewinv, shi->gl);
if(shi->osatex) {
- VECCOPY(shi->dxgl, shi->dxco);
+ copy_v3_v3(shi->dxgl, shi->dxco);
mul_mat3_m4_v3(R.viewinv, shi->dxgl);
- VECCOPY(shi->dygl, shi->dyco);
+ copy_v3_v3(shi->dygl, shi->dyco);
mul_mat3_m4_v3(R.viewinv, shi->dygl);
}
}
@@ -603,7 +601,7 @@ void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float v
/* for non-wire, intersect with the triangle to get the exact coord */
float fac, dface, v1[3];
- VECCOPY(v1, shi->v1->co);
+ copy_v3_v3(v1, shi->v1->co);
if(shi->obi->flag & R_TRANSFORMED)
mul_m4_v3(shi->obi->mat, v1);
@@ -721,9 +719,9 @@ void shade_input_set_uv(ShadeInput *shi)
if((vlr->flag & R_SMOOTH) || (shi->mat->texco & NEED_UV) || (shi->passflag & SCE_PASS_UV)) {
float v1[3], v2[3], v3[3];
- VECCOPY(v1, shi->v1->co);
- VECCOPY(v2, shi->v2->co);
- VECCOPY(v3, shi->v3->co);
+ copy_v3_v3(v1, shi->v1->co);
+ copy_v3_v3(v2, shi->v2->co);
+ copy_v3_v3(v3, shi->v3->co);
if(shi->obi->flag & R_TRANSFORMED) {
mul_m4_v3(shi->obi->mat, v1);
@@ -822,18 +820,18 @@ void shade_input_set_normals(ShadeInput *shi)
shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
// use unnormalized normal (closer to games)
- VECCOPY(shi->nmapnorm, shi->vn);
+ copy_v3_v3(shi->nmapnorm, shi->vn);
normalize_v3(shi->vn);
}
else
{
- VECCOPY(shi->vn, shi->facenor);
- VECCOPY(shi->nmapnorm, shi->vn);
+ copy_v3_v3(shi->vn, shi->facenor);
+ copy_v3_v3(shi->nmapnorm, shi->vn);
}
/* used in nodes */
- VECCOPY(shi->vno, shi->vn);
+ copy_v3_v3(shi->vno, shi->vn);
/* flip normals to viewing direction */
if(!(shi->vlr->flag & R_TANGENT))
@@ -856,18 +854,18 @@ void shade_input_set_vertex_normals(ShadeInput *shi)
shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
// use unnormalized normal (closer to games)
- VECCOPY(shi->nmapnorm, shi->vn);
+ copy_v3_v3(shi->nmapnorm, shi->vn);
normalize_v3(shi->vn);
}
else
{
- VECCOPY(shi->vn, shi->facenor);
- VECCOPY(shi->nmapnorm, shi->vn);
+ copy_v3_v3(shi->vn, shi->facenor);
+ copy_v3_v3(shi->nmapnorm, shi->vn);
}
/* used in nodes */
- VECCOPY(shi->vno, shi->vn);
+ copy_v3_v3(shi->vno, shi->vn);
}
@@ -956,7 +954,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
mul_m3_v3(obi->nmat, shi->tang);
normalize_v3(shi->tang);
- VECCOPY(shi->nmaptang, shi->tang);
+ copy_v3_v3(shi->nmaptang, shi->tang);
}
}
@@ -969,9 +967,9 @@ void shade_input_set_shade_texco(ShadeInput *shi)
vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
- VECCOPY(c0, &tangent[j1*4]);
- VECCOPY(c1, &tangent[j2*4]);
- VECCOPY(c2, &tangent[j3*4]);
+ copy_v3_v3(c0, &tangent[j1*4]);
+ copy_v3_v3(c1, &tangent[j2*4]);
+ copy_v3_v3(c2, &tangent[j3*4]);
// keeping tangents normalized at vertex level
// corresponds better to how it's done in game engines
@@ -999,12 +997,12 @@ void shade_input_set_shade_texco(ShadeInput *shi)
float *surfnor= RE_vlakren_get_surfnor(obr, shi->vlr, 0);
if(surfnor) {
- VECCOPY(shi->surfnor, surfnor)
+ copy_v3_v3(shi->surfnor, surfnor);
if(obi->flag & R_TRANSFORMED)
mul_m3_v3(obi->nmat, shi->surfnor);
}
else
- VECCOPY(shi->surfnor, shi->vn)
+ copy_v3_v3(shi->surfnor, shi->vn);
shi->surfdist= 0.0f;
}
@@ -1057,16 +1055,16 @@ void shade_input_set_shade_texco(ShadeInput *shi)
}
}
- VECCOPY(shi->duplilo, obi->dupliorco);
+ copy_v3_v3(shi->duplilo, obi->dupliorco);
}
if(texco & TEXCO_GLOB) {
- VECCOPY(shi->gl, shi->co);
+ copy_v3_v3(shi->gl, shi->co);
mul_m4_v3(R.viewinv, shi->gl);
if(shi->osatex) {
- VECCOPY(shi->dxgl, shi->dxco);
+ copy_v3_v3(shi->dxgl, shi->dxco);
mul_mat3_m4_v3(R.viewinv, shi->dxgl);
- VECCOPY(shi->dygl, shi->dyco);
+ copy_v3_v3(shi->dygl, shi->dyco);
mul_mat3_m4_v3(R.viewinv, shi->dygl);
}
}
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index ab8a1934fde..431b2839c25 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -85,7 +85,7 @@ static void fogcolor(float *colf, float *rco, float *view)
hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
- VECCOPY(vec, rco);
+ copy_v3_v3(vec, rco);
/* we loop from cur coord to mist start in steps */
stepsize= 1.0f;
@@ -1119,7 +1119,7 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
{
if(lar->type==LA_SUN || lar->type==LA_HEMI) {
*dist= 1.0f;
- VECCOPY(lv, lar->vec);
+ copy_v3_v3(lv, lar->vec);
return 1.0f;
}
else {
@@ -1183,7 +1183,7 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
float lvrot[3], x;
/* rotate view to lampspace */
- VECCOPY(lvrot, lv);
+ copy_v3_v3(lvrot, lv);
mul_m3_v3(lar->imat, lvrot);
x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
@@ -1425,7 +1425,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
}
else
- VECCOPY(shr->diff, shr->shad);
+ copy_v3_v3(shr->diff, shr->shad);
}
}
@@ -1712,9 +1712,9 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
/* AO was calculated for scanline already */
if(shi->depth || shi->volume_depth)
ambient_occlusion(shi);
- VECCOPY(shr->ao, shi->ao);
- VECCOPY(shr->env, shi->env); // XXX multiply
- VECCOPY(shr->indirect, shi->indirect); // XXX multiply
+ copy_v3_v3(shr->ao, shi->ao);
+ copy_v3_v3(shr->env, shi->env); // XXX multiply
+ copy_v3_v3(shr->indirect, shi->indirect); // XXX multiply
}
}
}
@@ -1759,7 +1759,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f;
if(texfac==0.0f) {
- VECCOPY(col, shr->col);
+ copy_v3_v3(col, shr->col);
mul_v3_fl(col, invalpha);
}
else if(texfac==1.0f) {
@@ -1767,7 +1767,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
mul_v3_fl(col, invalpha);
}
else {
- VECCOPY(col, shr->col);
+ copy_v3_v3(col, shr->col);
mul_v3_fl(col, invalpha);
col[0]= pow(col[0], 1.0f-texfac);
col[1]= pow(col[1], 1.0f-texfac);
@@ -1787,9 +1787,9 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
}
if(shi->combinedflag & SCE_PASS_SHADOW)
- VECCOPY(shr->combined, shr->shad) /* note, no ';' ! */
+ copy_v3_v3(shr->combined, shr->shad); /* note, no ';' ! */
else
- VECCOPY(shr->combined, shr->diff);
+ copy_v3_v3(shr->combined, shr->diff);
/* calculate shadow pass, we use a multiplication mask */
/* if diff = 0,0,0 it doesn't matter what the shadow pass is, so leave it as is */
@@ -1867,7 +1867,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
sub_v3_v3v3(shr->refl, result, shr->combined);
if(shi->combinedflag & SCE_PASS_REFLECT)
- VECCOPY(shr->combined, result);
+ copy_v3_v3(shr->combined, result);
}