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authorCampbell Barton <ideasman42@gmail.com>2014-09-17 08:11:37 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-09-24 08:55:02 +0400
commit3a40aed3d52aeb24973385d3aa8e0c2234bf0435 (patch)
treea4a51efdc304420f0163ea40e1a14a4e206e3828 /source/blender/render/intern
parente7f495d8a076c35d2088d73fac0ed2eeb5ea1fbb (diff)
Cleanup: use float versions of functions when in/output are floats
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/raytrace/rayobject_octree.cpp2
-rw-r--r--source/blender/render/intern/source/convertblender.c16
-rw-r--r--source/blender/render/intern/source/initrender.c2
-rw-r--r--source/blender/render/intern/source/multires_bake.c6
-rw-r--r--source/blender/render/intern/source/pipeline.c4
-rw-r--r--source/blender/render/intern/source/pixelshading.c24
-rw-r--r--source/blender/render/intern/source/pointdensity.c2
-rw-r--r--source/blender/render/intern/source/rayshade.c18
-rw-r--r--source/blender/render/intern/source/render_texture.c42
-rw-r--r--source/blender/render/intern/source/rendercore.c4
-rw-r--r--source/blender/render/intern/source/renderdatabase.c16
-rw-r--r--source/blender/render/intern/source/shadbuf.c8
-rw-r--r--source/blender/render/intern/source/shadeoutput.c16
-rw-r--r--source/blender/render/intern/source/sss.c10
-rw-r--r--source/blender/render/intern/source/strand.c2
-rw-r--r--source/blender/render/intern/source/sunsky.c6
-rw-r--r--source/blender/render/intern/source/zbuf.c6
17 files changed, 91 insertions, 93 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_octree.cpp b/source/blender/render/intern/raytrace/rayobject_octree.cpp
index 24804b8c0ad..6cbb0761358 100644
--- a/source/blender/render/intern/raytrace/rayobject_octree.cpp
+++ b/source/blender/render/intern/raytrace/rayobject_octree.cpp
@@ -657,7 +657,7 @@ static void RE_rayobject_octree_done(RayObject *tree)
oc->ocfacy = (oc->ocres - 0.1f) / t01;
oc->ocfacz = (oc->ocres - 0.1f) / t02;
- oc->ocsize = sqrt(t00 * t00 + t01 * t01 + t02 * t02); /* global, max size octree */
+ oc->ocsize = sqrtf(t00 * t00 + t01 * t01 + t02 * t02); /* global, max size octree */
for (c = 0; c < oc->ro_nodes_used; c++) {
octree_fill_rayface(oc, oc->ro_nodes[c]);
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index e6f054583b1..69dd9607c3b 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -762,7 +762,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
dx= re->winx*cross[0]*re->winmat[0][0];
dy= re->winy*cross[1]*re->winmat[1][1];
- w= sqrt(dx*dx + dy*dy)/w;
+ w = sqrtf(dx * dx + dy * dy) / w;
if (w!=0.0f) {
float fac;
@@ -927,7 +927,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
dx= re->winx*dvec[0]*re->winmat[0][0]/w;
dy= re->winy*dvec[1]*re->winmat[1][1]/w;
- w= sqrt(dx*dx + dy*dy);
+ w = sqrtf(dx * dx + dy * dy);
if (dot_v3v3(anor, nor)<sd->adapt_angle && w>sd->adapt_pix) {
vlr= RE_findOrAddVlak(obr, obr->totvlak++);
vlr->flag= flag;
@@ -3796,8 +3796,8 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
normalize_v3(lar->imat[1]);
normalize_v3(lar->imat[2]);
- xn= saacos(lar->spotsi);
- xn= sin(xn)/cos(xn);
+ xn = saacos(lar->spotsi);
+ xn = sinf(xn) / cosf(xn);
lar->spottexfac= 1.0f/(xn);
if (lar->mode & LA_ONLYSHADOW) {
@@ -3820,7 +3820,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
/* z factor, for a normalized volume */
angle= saacos(lar->spotsi);
xn= lar->spotsi;
- yn= sin(angle);
+ yn = sinf(angle);
lar->sh_zfac= yn/xn;
/* pre-scale */
lar->sh_invcampos[2]*= lar->sh_zfac;
@@ -5438,7 +5438,7 @@ static float *calculate_strandsurface_speedvectors(Render *re, ObjectInstanceRen
{
if (mesh->co && mesh->prevco && mesh->nextco) {
float winsq= (float)re->winx*(float)re->winy; /* int's can wrap on large images */
- float winroot= sqrt(winsq);
+ float winroot= sqrtf(winsq);
float (*winspeed)[4];
float ho[4], prevho[4], nextho[4], winmat[4][4], vec[2];
int a;
@@ -5477,7 +5477,7 @@ static void calculate_speedvectors(Render *re, ObjectInstanceRen *obi, float *ve
StrandSurface *mesh= NULL;
float *speed, (*winspeed)[4]=NULL, ho[4], winmat[4][4];
float *co1, *co2, *co3, *co4, w[4];
- float winsq= (float)re->winx*(float)re->winy, winroot= sqrt(winsq); /* int's can wrap on large images */
+ float winsq = (float)re->winx * (float)re->winy, winroot = sqrtf(winsq); /* int's can wrap on large images */
int a, *face, *index;
if (obi->flag & R_TRANSFORMED)
@@ -5544,7 +5544,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
VertRen *ver= NULL;
float *speed, div, zco[2], avgvel[4] = {0.0, 0.0, 0.0, 0.0};
float zmulx= re->winx/2, zmuly= re->winy/2, len;
- float winsq= (float)re->winx*(float)re->winy, winroot= sqrt(winsq); /* int's can wrap on large images */
+ float winsq = (float)re->winx * (float)re->winy, winroot= sqrtf(winsq); /* int's can wrap on large images */
int a, j;
float hoco[4], ho[4], fsvec[4], camco[4];
float mat[4][4], winmat[4][4];
diff --git a/source/blender/render/intern/source/initrender.c b/source/blender/render/intern/source/initrender.c
index 5fd4747f19b..353ba5d5caa 100644
--- a/source/blender/render/intern/source/initrender.c
+++ b/source/blender/render/intern/source/initrender.c
@@ -190,7 +190,7 @@ static float calc_weight(Render *re, float *weight, int i, int j)
for (a = 0; a < re->osa; a++) {
x = re->jit[a][0] + i;
y = re->jit[a][1] + j;
- dist = sqrt(x * x + y * y);
+ dist = sqrtf(x * x + y * y);
weight[a] = 0.0;
diff --git a/source/blender/render/intern/source/multires_bake.c b/source/blender/render/intern/source/multires_bake.c
index d02bda258e4..6ba85ea5329 100644
--- a/source/blender/render/intern/source/multires_bake.c
+++ b/source/blender/render/intern/source/multires_bake.c
@@ -1155,10 +1155,10 @@ static void apply_ao_callback(DerivedMesh *lores_dm, DerivedMesh *hires_dm, void
/* this gives results identical to the so-called cosine
* weighted distribution relative to the north pole.
*/
- float SiPhi = sqrt(SiSqPhi);
+ float SiPhi = sqrtf(SiSqPhi);
float CoPhi = SiSqPhi < 1.0f ? sqrtf(1.0f - SiSqPhi) : 0;
- float CoThe = cos(Theta);
- float SiThe = sin(Theta);
+ float CoThe = cosf(Theta);
+ float SiThe = sinf(Theta);
const float dx = CoThe * CoPhi;
const float dy = SiThe * CoPhi;
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 7e6d2122330..2a07474a5dd 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -1013,8 +1013,8 @@ static bool find_next_pano_slice(Render *re, int *slice, int *minx, rctf *viewpl
/* rotate database according to part coordinates */
project_renderdata(re, projectverto, 1, -R.panodxp * phi, 1);
- R.panosi = sin(R.panodxp * phi);
- R.panoco = cos(R.panodxp * phi);
+ R.panosi = sinf(R.panodxp * phi);
+ R.panoco = cosf(R.panodxp * phi);
}
(*slice)++;
diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c
index 09a6a6374be..014df802a78 100644
--- a/source/blender/render/intern/source/pixelshading.c
+++ b/source/blender/render/intern/source/pixelshading.c
@@ -160,7 +160,7 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
x = max_ff(fabsf(lvrot[0]/lvrot[2]), fabsf(lvrot[1]/lvrot[2]));
/* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
- inpr= 1.0/(sqrt(1.0f+x*x));
+ inpr = 1.0 / (sqrtf(1.0f + x * x));
}
else inpr= 0.0;
}
@@ -206,7 +206,7 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
/* dot product and reflectivity*/
- inp = 1.0 - fabs(dot_v3v3(vn, lv));
+ inp = 1.0 - fabsf(dot_v3v3(vn, lv));
/* inp= cos(0.5*M_PI-acos(inp)); */
@@ -329,7 +329,7 @@ int shadeHaloFloat(HaloRen *har, float col[4], int zz,
}
}
- radist= sqrt(dist);
+ radist = sqrtf(dist);
/* watch it: not used nicely: flarec is set at zero in pixstruct */
if (flarec) har->pixels+= (int)(har->rad-radist);
@@ -366,17 +366,15 @@ int shadeHaloFloat(HaloRen *har, float col[4], int zz,
else dist= dist/har->radsq;
if (har->type & HA_FLARECIRC) {
-
- dist= 0.5+fabs(dist-0.5f);
-
+ dist = 0.5 + fabsf(dist - 0.5f);
}
if (har->hard>=30) {
- dist= sqrt(dist);
+ dist = sqrtf(dist);
if (har->hard>=40) {
- dist= sinf(dist*(float)M_PI_2);
+ dist = sinf(dist*(float)M_PI_2);
if (har->hard>=50) {
- dist= sqrt(dist);
+ dist = sqrtf(dist);
}
}
}
@@ -399,7 +397,7 @@ int shadeHaloFloat(HaloRen *har, float col[4], int zz,
rc= hashvectf + (ofs % 768);
- fac= fabs( (xn)*rc[0]+(yn)*rc[1]);
+ fac = fabsf((xn) * rc[0] + (yn) * rc[1]);
if (fac< 1.0f )
linef+= (1.0f-fac);
@@ -411,15 +409,15 @@ int shadeHaloFloat(HaloRen *har, float col[4], int zz,
if (har->starpoints) {
float ster, angle;
/* rotation */
- angle= atan2(yn, xn);
- angle*= (1.0f+0.25f*har->starpoints);
+ angle = atan2f(yn, xn);
+ angle *= (1.0f+0.25f*har->starpoints);
co= cosf(angle);
si= sinf(angle);
angle= (co*xn+si*yn)*(co*yn-si*xn);
- ster= fabs(angle);
+ ster = fabsf(angle);
if (ster>1.0f) {
ster= (har->rad)/(ster);
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
index 799f7fa2f2e..ac2e85a33b3 100644
--- a/source/blender/render/intern/source/pointdensity.c
+++ b/source/blender/render/intern/source/pointdensity.c
@@ -384,7 +384,7 @@ static void accum_density(void *userdata, int index, float squared_dist)
else if (pdr->falloff_type == TEX_PD_FALLOFF_CONSTANT)
density = pdr->squared_radius;
else if (pdr->falloff_type == TEX_PD_FALLOFF_ROOT)
- density = sqrt(dist);
+ density = sqrtf(dist);
else if (pdr->falloff_type == TEX_PD_FALLOFF_PARTICLE_AGE) {
if (pdr->point_data_used & POINT_DATA_LIFE)
density = dist*MIN2(pdr->point_data[pdr->offset + index], 1.0f);
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 7e56d93f23b..05e83f35179 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -651,7 +651,7 @@ static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr)
const float dx= shi->co[0] - is->start[0];
const float dy= shi->co[1] - is->start[1];
const float dz= shi->co[2] - is->start[2];
- d= sqrt(dx*dx+dy*dy+dz*dz);
+ d = sqrtf(dx * dx + dy * dy + dz * dz);
if (d > shi->mat->tx_limit)
d= shi->mat->tx_limit;
@@ -1117,7 +1117,7 @@ static void QMC_samplePhong(float vec[3], QMCSampler *qsa, int thread, int num,
phi = s[0]*2*M_PI;
pz = pow(s[1], blur);
- sqr = sqrt(1.0f-pz*pz);
+ sqr = sqrtf(1.0f - pz * pz);
vec[0] = (float)(cosf(phi)*sqr);
vec[1] = (float)(sinf(phi)*sqr);
@@ -1281,7 +1281,7 @@ static float get_avg_speed(ShadeInput *shi)
post_x = (shi->winspeed[2] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[2];
post_y = (shi->winspeed[3] == PASS_VECTOR_MAX)?0.0f:shi->winspeed[3];
- speedavg = (sqrt(pre_x*pre_x + pre_y*pre_y) + sqrt(post_x*post_x + post_y*post_y)) / 2.0;
+ speedavg = (sqrtf(pre_x * pre_x + pre_y * pre_y) + sqrtf(post_x * post_x + post_y * post_y)) / 2.0;
return speedavg;
}
@@ -1786,10 +1786,10 @@ static float *sphere_sampler(int type, int resol, int thread, int xs, int ys, in
sphere= threadsafe_table_sphere(0, thread, xs, ys, tot);
/* random rotation */
- ang= BLI_thread_frand(thread);
- sinfi= sin(ang); cosfi= cos(ang);
- ang= BLI_thread_frand(thread);
- sint= sin(ang); cost= cos(ang);
+ ang = BLI_thread_frand(thread);
+ sinfi = sinf(ang); cosfi = cosf(ang);
+ ang = BLI_thread_frand(thread);
+ sint = sinf(ang); cost = cosf(ang);
vec= R.wrld.aosphere;
vec1= sphere;
@@ -2406,9 +2406,9 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, const float lampco[
else {
/* sqrt makes nice umbra effect */
if (lar->ray_samp_type & LA_SAMP_UMBRA)
- shadfac[3]= sqrt(1.0f-fac/div);
+ shadfac[3] = sqrtf(1.0f - fac / div);
else
- shadfac[3]= 1.0f-fac/div;
+ shadfac[3] = 1.0f - fac / div;
}
}
/* extern call from shade_lamp_loop */
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index dd14c2495e8..ae01779e814 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -212,10 +212,10 @@ static int blend(Tex *tex, const float texvec[3], TexResult *texres)
texres->tin= (2.0f+x+y)/4.0f;
}
else if (tex->stype==TEX_RAD) { /* radial */
- texres->tin= (atan2(y, x) / (2*M_PI) + 0.5);
+ texres->tin = (atan2f(y, x) / (2 * M_PI) + 0.5f);
}
else { /* sphere TEX_SPHERE */
- texres->tin= 1.0-sqrt(x*x+ y*y+texvec[2]*texvec[2]);
+ texres->tin = 1.0 - sqrtf(x * x + y * y + texvec[2] * texvec[2]);
if (texres->tin<0.0f) texres->tin= 0.0f;
if (tex->stype==TEX_HALO) texres->tin*= texres->tin; /* halo */
}
@@ -266,8 +266,8 @@ static int clouds(Tex *tex, const float texvec[3], TexResult *texres)
/* creates a sine wave */
static float tex_sin(float a)
{
- a = 0.5 + 0.5*sin(a);
-
+ a = 0.5 + 0.5 * sinf(a);
+
return a;
}
@@ -366,10 +366,10 @@ static float marble_int(Tex *tex, float x, float y, float z)
if (mt>=TEX_SOFT) { /* TEX_SOFT always true */
mi = waveform[wf](mi);
if (mt==TEX_SHARP) {
- mi = sqrt(mi);
+ mi = sqrtf(mi);
}
else if (mt==TEX_SHARPER) {
- mi = sqrt(sqrt(mi));
+ mi = sqrtf(sqrtf(mi));
}
}
@@ -408,41 +408,41 @@ static int magic(Tex *tex, const float texvec[3], TexResult *texres)
n= tex->noisedepth;
turb= tex->turbul/5.0f;
- x= sin( ( texvec[0]+texvec[1]+texvec[2])*5.0f );
- y= cos( (-texvec[0]+texvec[1]-texvec[2])*5.0f );
- z= -cos( (-texvec[0]-texvec[1]+texvec[2])*5.0f );
+ x = sinf(( texvec[0] + texvec[1] + texvec[2]) * 5.0f);
+ y = cosf((-texvec[0] + texvec[1] - texvec[2]) * 5.0f);
+ z = -cosf((-texvec[0] - texvec[1] + texvec[2]) * 5.0f);
if (n>0) {
x*= turb;
y*= turb;
z*= turb;
- y= -cos(x-y+z);
+ y= -cosf(x-y+z);
y*= turb;
if (n>1) {
- x= cos(x-y-z);
+ x= cosf(x-y-z);
x*= turb;
if (n>2) {
- z= sin(-x-y-z);
+ z= sinf(-x-y-z);
z*= turb;
if (n>3) {
- x= -cos(-x+y-z);
+ x= -cosf(-x+y-z);
x*= turb;
if (n>4) {
- y= -sin(-x+y+z);
+ y= -sinf(-x+y+z);
y*= turb;
if (n>5) {
- y= -cos(-x+y+z);
+ y= -cosf(-x+y+z);
y*= turb;
if (n>6) {
- x= cos(x+y+z);
+ x= cosf(x+y+z);
x*= turb;
if (n>7) {
- z= sin(x+y-z);
+ z= sinf(x+y-z);
z*= turb;
if (n>8) {
- x= -cos(-x-y+z);
+ x= -cosf(-x-y+z);
x*= turb;
if (n>9) {
- y= -sin(x-y+z);
+ y= -sinf(x-y+z);
y*= turb;
}
}
@@ -2348,8 +2348,8 @@ void do_material_tex(ShadeInput *shi, Render *re)
copy_v3_v3(texres.nor, &texres.tr);
}
else {
- float co_nor= 0.5*cos(texres.tin-0.5f);
- float si= 0.5*sin(texres.tin-0.5f);
+ float co_nor= 0.5f * cosf(texres.tin - 0.5f);
+ float si = 0.5f * sinf(texres.tin - 0.5f);
float f1, f2;
f1= shi->vn[0];
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 27bc449dce3..a67140c6334 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -1906,9 +1906,9 @@ static void renderflare(RenderResult *rr, float *rectf, HaloRen *har)
fla.hard= 20.0f + fabsf(70.0f*rc[7]);
fla.tex= 0;
- type= (int)(fabs(3.9f*rc[6]));
+ type= (int)(fabsf(3.9f*rc[6]));
- fla.rad= ma->subsize*sqrtf(fabs(2.0f*har->rad*rc[4]));
+ fla.rad = ma->subsize * sqrtf(fabsf(2.0f * har->rad * rc[4]));
if (type==3) {
fla.rad*= 3.0f;
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index 6a3787289d8..46c504aaabf 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -992,10 +992,10 @@ HaloRen *RE_inithalo(Render *re, ObjectRen *obr, Material *ma,
xn= har->xs - 0.5f*re->winx*(hoco1[0]/hoco1[3]);
yn= har->ys - 0.5f*re->winy*(hoco1[1]/hoco1[3]);
if (xn==0.0f || (xn==0.0f && yn==0.0f)) zn= 0.0f;
- else zn= atan2(yn, xn);
+ else zn = atan2f(yn, xn);
- har->sin= sin(zn);
- har->cos= cos(zn);
+ har->sin = sinf(zn);
+ har->cos = cosf(zn);
zn= len_v3v3(vec1, vec);
har->hasize= vectsize*zn + (1.0f-vectsize)*hasize;
@@ -1112,10 +1112,10 @@ HaloRen *RE_inithalo_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Mater
xn= har->xs - 0.5f*re->winx*(hoco1[0]/hoco1[3]);
yn= har->ys - 0.5f*re->winy*(hoco1[1]/hoco1[3]);
if (xn==0.0f || (xn==0.0f && yn==0.0f)) zn= 0.0;
- else zn= atan2(yn, xn);
+ else zn = atan2f(yn, xn);
- har->sin= sin(zn);
- har->cos= cos(zn);
+ har->sin = sinf(zn);
+ har->cos = cosf(zn);
zn= len_v3v3(vec1, vec)*0.5f;
har->hasize= vectsize*zn + (1.0f-vectsize)*hasize;
@@ -1284,8 +1284,8 @@ void project_renderdata(Render *re,
if (do_pano) {
float panophi= xoffs;
- re->panosi= sin(panophi);
- re->panoco= cos(panophi);
+ re->panosi = sinf(panophi);
+ re->panoco = cosf(panophi);
}
for (obr=re->objecttable.first; obr; obr=obr->next) {
diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c
index aa420d7e7c8..9d83ff1d7e8 100644
--- a/source/blender/render/intern/source/shadbuf.c
+++ b/source/blender/render/intern/source/shadbuf.c
@@ -536,7 +536,7 @@ static void compress_shadowbuf(ShadBuf *shb, int *rectz, int square)
if (x< a) minx= x+15-a;
else minx= x-a;
- dist= sqrt( (float)(minx*minx+miny*miny) );
+ dist = sqrtf((float)(minx * minx + miny * miny));
if (square==0 && dist>(float)(a+12)) { /* 12, tested with a onlyshadow lamp */
a= 256; verg= 0; /* 0x80000000; */ /* 0x7FFFFFFF; */
@@ -1685,7 +1685,7 @@ static int point_behind_strand(const float p[3], BSPFace *face)
if (face->len==0.0f) {
rc[0]= p[0]-face->vec1[0];
rc[1]= p[1]-face->vec1[1];
- dist= (float)(sqrt(rc[0]*rc[0]+ rc[1]*rc[1]));
+ dist = len_v2(rc);
if (dist < face->radline)
return 1;
@@ -1699,10 +1699,10 @@ static int point_behind_strand(const float p[3], BSPFace *face)
pt[0]= lambda*face->rc[0]+face->vec1[0];
pt[1]= lambda*face->rc[1]+face->vec1[1];
-
+
rc[0]= pt[0]-p[0];
rc[1]= pt[1]-p[1];
- dist= sqrtf(rc[0]*rc[0]+ rc[1]*rc[1]);
+ dist = len_v2(rc);
if (dist < face->radline) {
float zval= face->vec1[2] + lambda*face->rc[2];
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 427d0eeed11..6d6bba834ba 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -144,7 +144,7 @@ float mistfactor(float zcor, float const co[3])
/* pass */
}
else {
- fac = sqrt(fac);
+ fac = sqrtf(fac);
}
}
else {
@@ -338,9 +338,9 @@ static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
/* now we have 2 points, make three lengths with it */
- a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
- b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
- c= len_v3v3(p1, p2);
+ a = len_v3(p1);
+ b = len_v3(p2);
+ c = len_v3v3(p1, p2);
a/= ladist;
a= sqrt(a);
@@ -640,7 +640,7 @@ static float Blinn_Spec(const float n[3], const float l[3], const float v[3], fl
/* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
if (spec_power<100.0f)
- spec_power= sqrt(1.0f/spec_power);
+ spec_power = sqrtf(1.0f / spec_power);
else spec_power= 10.0f/spec_power;
h[0]= v[0]+l[0];
@@ -731,7 +731,7 @@ static float WardIso_Spec(const float n[3], const float l[3], const float v[3],
if (tangent) nl = sasqrt(1.0f - nl*nl);
if (nl<=0.0f) nl = 0.001f;
- angle = tan(saacos(nh));
+ angle = tanf(saacos(nh));
alpha = MAX2(rms, 0.001f);
i= nl * (1.0f/(4.0f*(float)M_PI*alpha*alpha)) * (expf( -(angle*angle)/(alpha*alpha))/(sqrtf(nv*nl)));
@@ -746,7 +746,7 @@ static float Toon_Diff(const float n[3], const float l[3], const float UNUSED(v[
rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
- ang = saacos( (double)(rslt) );
+ ang = saacos(rslt);
if ( ang < size ) rslt = 1.0f;
else if ( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
@@ -1257,7 +1257,7 @@ float lamp_get_visibility(LampRen *lar, const float co[3], float lv[3], float *d
x = max_ff(fabsf(lvrot[0]/lvrot[2]), fabsf(lvrot[1]/lvrot[2]));
/* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
- inpr= 1.0f/(sqrt(1.0f+x*x));
+ inpr = 1.0f / (sqrtf(1.0f + x * x));
}
else inpr= 0.0f;
}
diff --git a/source/blender/render/intern/source/sss.c b/source/blender/render/intern/source/sss.c
index 52d3815c4ad..7e9003aaee7 100644
--- a/source/blender/render/intern/source/sss.c
+++ b/source/blender/render/intern/source/sss.c
@@ -165,7 +165,7 @@ static float f_Rd(float alpha_, float A, float ro)
{
float sq;
- sq= sqrt(3.0f*(1.0f - alpha_));
+ sq = sqrtf(3.0f * (1.0f - alpha_));
return (alpha_/2.0f)*(1.0f + expf((-4.0f/3.0f)*A*sq))*expf(-sq) - ro;
}
@@ -212,8 +212,8 @@ static float Rd_rsquare(ScatterSettings *ss, float rr)
{
float sr, sv, Rdr, Rdv;
- sr= sqrt(rr + ss->zr*ss->zr);
- sv= sqrt(rr + ss->zv*ss->zv);
+ sr = sqrtf(rr + ss->zr * ss->zr);
+ sv = sqrtf(rr + ss->zv * ss->zv);
Rdr= ss->zr*(1.0f + ss->sigma*sr)*expf(-ss->sigma*sr)/(sr*sr*sr);
Rdv= ss->zv*(1.0f + ss->sigma*sv)*expf(-ss->sigma*sv)/(sv*sv*sv);
@@ -241,7 +241,7 @@ static void approximate_Rd_rgb(ScatterSettings **ss, float rr, float *rd)
/* pass */
}
else if (rr > RD_TABLE_RANGE) {
- rr= sqrt(rr);
+ rr = sqrtf(rr);
indexf= rr*(RD_TABLE_SIZE/RD_TABLE_RANGE_2);
index= (int)indexf;
idxf= (float)index;
@@ -286,7 +286,7 @@ static void build_Rd_table(ScatterSettings *ss)
r= i*(RD_TABLE_RANGE/RD_TABLE_SIZE);
/*if (r < ss->invsigma_t_*ss->invsigma_t_)
r= ss->invsigma_t_*ss->invsigma_t_;*/
- ss->tableRd[i]= Rd(ss, sqrt(r));
+ ss->tableRd[i]= Rd(ss, sqrtf(r));
r= i*(RD_TABLE_RANGE_2/RD_TABLE_SIZE);
/*if (r < ss->invsigma_t_)
diff --git a/source/blender/render/intern/source/strand.c b/source/blender/render/intern/source/strand.c
index 50343cfaa0b..485680da76f 100644
--- a/source/blender/render/intern/source/strand.c
+++ b/source/blender/render/intern/source/strand.c
@@ -145,7 +145,7 @@ void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint)
w= spoint->co[2]*strandbuf->winmat[2][3] + strandbuf->winmat[3][3];
dx= strandbuf->winx*cross[0]*strandbuf->winmat[0][0]/w;
dy= strandbuf->winy*cross[1]*strandbuf->winmat[1][1]/w;
- w= sqrt(dx*dx + dy*dy);
+ w = sqrtf(dx * dx + dy * dy);
if (w > 0.0f) {
if (strandbuf->flag & R_STRAND_B_UNITS) {
diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c
index 71ef5b8f62f..1836b3f48a7 100644
--- a/source/blender/render/intern/source/sunsky.c
+++ b/source/blender/render/intern/source/sunsky.c
@@ -89,14 +89,14 @@ void ClipColor(float c[3])
* */
static float AngleBetween(float thetav, float phiv, float theta, float phi)
{
- float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);
+ float cospsi = sinf(thetav) * sinf(theta) * cosf(phi - phiv) + cosf(thetav) * cosf(theta);
if (cospsi > 1.0f)
return 0;
if (cospsi < -1.0f)
return M_PI;
- return acos(cospsi);
+ return acosf(cospsi);
}
/**
@@ -112,7 +112,7 @@ static void DirectionToThetaPhi(float *toSun, float *theta, float *phi)
if (fabsf(*theta) < 1e-5f)
*phi = 0;
else
- *phi = atan2(toSun[1], toSun[0]);
+ *phi = atan2f(toSun[1], toSun[0]);
}
/**
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 28849ed7686..87e546ef24e 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -2951,7 +2951,7 @@ void RE_zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *
dvec2[1]= 0.0f;
}
else {
- speedsq= 1.0f - minspeed/sqrt(speedsq);
+ speedsq = 1.0f - minspeed / sqrtf(speedsq);
dvec2[0]= speedsq*dvec1[0];
dvec2[1]= speedsq*dvec1[1];
}
@@ -3027,7 +3027,7 @@ void RE_zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *
if (maxspeed) {
float speedsq= dvz[0]*dvz[0] + dvz[1]*dvz[1];
if (speedsq > maxspeedsq) {
- speedsq= (float)maxspeed/sqrt(speedsq);
+ speedsq = (float)maxspeed / sqrtf(speedsq);
dvz[0]*= speedsq;
dvz[1]*= speedsq;
}
@@ -3386,7 +3386,7 @@ static int zbuffer_abuf(Render *re, RenderPart *pa, APixstr *APixbuf, ListBase *
projectverto(vec, obwinmat, hoco);
fval= mul*(1.0f+hoco[2]/hoco[3]);
- polygon_offset= (int) fabs(zval - fval );
+ polygon_offset= (int)fabsf(zval - fval);
}
else polygon_offset= 0;