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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-03-11 01:56:23 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-03-11 01:56:23 +0400
commita2ebfc82dbe954acc432ae017ac62a30a11b6a16 (patch)
tree8cf8bf458d14a26849dbee6af312ff9361029b90 /source/blender/render
parente9eed190e83eb351aeb435d21287eaf37fcffeb0 (diff)
parente09ab8883ce0e41add94058ecd4045ac5efa74c6 (diff)
Merged changes in the trunk up to revision 44797.
Conflicts resolved: doc/python_api/sphinx_doc_gen.py source/blender/makesdna/DNA_mesh_types.h source/blender/makesrna/intern/rna_action.c source/blender/makesrna/intern/rna_ID.c source/blender/makesrna/intern/rna_mesh.c
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/CMakeLists.txt1
-rw-r--r--source/blender/render/SConscript2
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h12
-rw-r--r--source/blender/render/intern/include/pixelblending.h2
-rw-r--r--source/blender/render/intern/include/pixelshading.h9
-rw-r--r--source/blender/render/intern/include/rayintersection.h2
-rw-r--r--source/blender/render/intern/include/rayobject.h21
-rw-r--r--source/blender/render/intern/include/render_types.h10
-rw-r--r--source/blender/render/intern/include/sunsky.h80
-rw-r--r--source/blender/render/intern/raytrace/bvh.h8
-rw-r--r--source/blender/render/intern/raytrace/rayobject.cpp16
-rw-r--r--source/blender/render/intern/raytrace/rayobject_hint.h5
-rw-r--r--source/blender/render/intern/raytrace/rayobject_internal.h68
-rw-r--r--source/blender/render/intern/raytrace/rayobject_octree.cpp12
-rw-r--r--source/blender/render/intern/raytrace/rayobject_rtbuild.cpp18
-rw-r--r--source/blender/render/intern/raytrace/vbvh.h17
-rw-r--r--source/blender/render/intern/source/convertblender.c96
-rw-r--r--source/blender/render/intern/source/envmap.c16
-rw-r--r--source/blender/render/intern/source/external_engine.c6
-rw-r--r--source/blender/render/intern/source/imagetexture.c2
-rw-r--r--source/blender/render/intern/source/occlusion.c16
-rw-r--r--source/blender/render/intern/source/pipeline.c62
-rw-r--r--source/blender/render/intern/source/pixelblending.c23
-rw-r--r--source/blender/render/intern/source/pixelshading.c13
-rw-r--r--source/blender/render/intern/source/pointdensity.c10
-rw-r--r--source/blender/render/intern/source/rayshade.c46
-rw-r--r--source/blender/render/intern/source/render_result.c7
-rw-r--r--source/blender/render/intern/source/render_texture.c34
-rw-r--r--source/blender/render/intern/source/rendercore.c12
-rw-r--r--source/blender/render/intern/source/renderdatabase.c52
-rw-r--r--source/blender/render/intern/source/shadbuf.c37
-rw-r--r--source/blender/render/intern/source/shadeinput.c75
-rw-r--r--source/blender/render/intern/source/shadeoutput.c14
-rw-r--r--source/blender/render/intern/source/sss.c64
-rw-r--r--source/blender/render/intern/source/strand.c2
-rw-r--r--source/blender/render/intern/source/sunsky.c8
-rw-r--r--source/blender/render/intern/source/volume_precache.c7
-rw-r--r--source/blender/render/intern/source/volumetric.c48
-rw-r--r--source/blender/render/intern/source/voxeldata.c3
-rw-r--r--source/blender/render/intern/source/zbuf.c9
40 files changed, 433 insertions, 512 deletions
diff --git a/source/blender/render/CMakeLists.txt b/source/blender/render/CMakeLists.txt
index 4ca8f6213bb..5be10f56d7a 100644
--- a/source/blender/render/CMakeLists.txt
+++ b/source/blender/render/CMakeLists.txt
@@ -27,6 +27,7 @@
set(INC
extern/include
intern/include
+ ../blenfont
../blenkernel
../blenlib
../blenloader
diff --git a/source/blender/render/SConscript b/source/blender/render/SConscript
index 5af2bf05ef3..46e483a7194 100644
--- a/source/blender/render/SConscript
+++ b/source/blender/render/SConscript
@@ -5,7 +5,7 @@ sources = env.Glob('intern/source/*.c')
raysources = env.Glob('intern/raytrace/*.cpp')
incs = 'intern/include #/intern/guardedalloc ../blenlib ../makesdna ../makesrna'
-incs += ' extern/include ../blenkernel ../radiosity/extern/include ../imbuf'
+incs += ' extern/include ../blenkernel ../radiosity/extern/include ../imbuf ../blenfont'
incs += ' ../include ../blenloader ../../../intern/smoke/extern ../../../intern/mikktspace ../bmesh'
incs += ' ../freestyle'
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 8da4738eab7..6c64545a8c7 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -58,12 +58,12 @@ struct EnvMap;
typedef struct Render Render;
/* Render Result usage:
-
-- render engine allocates/frees and delivers raw floating point rects
-- right now it's full rects, but might become tiles or file
-- the display client has to allocate display rects, sort out what to display,
- and how it's converted
-*/
+ *
+ * - render engine allocates/frees and delivers raw floating point rects
+ * - right now it's full rects, but might become tiles or file
+ * - the display client has to allocate display rects, sort out what to display,
+ * and how it's converted
+ */
typedef struct RenderPass {
struct RenderPass *next, *prev;
diff --git a/source/blender/render/intern/include/pixelblending.h b/source/blender/render/intern/include/pixelblending.h
index 16d67fb95fe..97d41107856 100644
--- a/source/blender/render/intern/include/pixelblending.h
+++ b/source/blender/render/intern/include/pixelblending.h
@@ -33,7 +33,7 @@
/**
-* add 1 pixel to into filtered three lines
+ * add 1 pixel to into filtered three lines
* (float vecs to float vec)
*/
void add_filt_fmask(unsigned int mask, float *col, float *rowbuf, int row_w);
diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h
index c0adc36f3a3..00d731912b6 100644
--- a/source/blender/render/intern/include/pixelshading.h
+++ b/source/blender/render/intern/include/pixelshading.h
@@ -25,15 +25,10 @@
/** \file blender/render/intern/include/pixelshading.h
* \ingroup render
+ *
+ * These functions determine what actual color a pixel will have.
*/
-
-/* pixelshading.h
-*
-* These functions determine what actual color a pixel will have.
-*/
-
-
#ifndef __PIXELSHADING_H__
#define __PIXELSHADING_H__
diff --git a/source/blender/render/intern/include/rayintersection.h b/source/blender/render/intern/include/rayintersection.h
index 934bf92db8f..4dceae56a4c 100644
--- a/source/blender/render/intern/include/rayintersection.h
+++ b/source/blender/render/intern/include/rayintersection.h
@@ -59,7 +59,7 @@ typedef struct RayHint {
typedef struct Isect {
/* ray start, direction (normalized vector), and max distance. on hit,
- the distance is modified to be the distance to the hit point. */
+ * the distance is modified to be the distance to the hit point. */
float start[3];
float dir[3];
float dist;
diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h
index c43712ab95e..ce20ce4ea46 100644
--- a/source/blender/render/intern/include/rayobject.h
+++ b/source/blender/render/intern/include/rayobject.h
@@ -43,11 +43,10 @@ struct RayHint;
struct VlakRen;
/* RayObject
-
- Can be a face/triangle, bvh tree, object instance, etc. This is the
- public API used by the renderer, see rayobject_internal.h for the
- internal implementation details. */
-
+ * Can be a face/triangle, bvh tree, object instance, etc. This is the
+ * public API used by the renderer, see rayobject_internal.h for the
+ * internal implementation details.
+ * */
typedef struct RayObject RayObject;
/* Intersection, see rayintersection.h */
@@ -74,8 +73,8 @@ void RE_rayobject_free(RayObject *r);
void RE_rayobject_set_control(RayObject *r, void *data, int (*test_break)(void *data));
/* RayObject representing faces, all data is locally available instead
- of referring to some external data structure, for possibly faster
- intersection tests. */
+ * of referring to some external data structure, for possibly faster
+ * intersection tests. */
typedef struct RayFace {
float v1[4], v2[4], v3[4], v4[3];
@@ -89,8 +88,8 @@ typedef struct RayFace {
RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
/* RayObject representing faces directly from a given VlakRen structure. Thus
- allowing to save memory, but making code triangle intersection dependent on
- render structures. */
+ * allowing to save memory, but making code triangle intersection dependent on
+ * render structures. */
typedef struct VlakPrimitive {
struct ObjectInstanceRen *ob;
@@ -104,10 +103,10 @@ RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstance
/* extend min/max coords so that the rayobject is inside them */
void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
-/* initializes an hint for optiming raycast where it is know that a ray will pass by the given BB often the origin point */
+/* initializes an hint for optimizing raycast where it is know that a ray will pass by the given BB often the origin point */
void RE_rayobject_hint_bb(RayObject *r, struct RayHint *hint, float *min, float *max);
-/* initializes an hint for optiming raycast where it is know that a ray will be contained inside the given cone*/
+/* initializes an hint for optimizing raycast where it is know that a ray will be contained inside the given cone*/
/* void RE_rayobject_hint_cone(RayObject *r, struct RayHint *hint, float *); */
/* Internals */
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 9337dc63b62..fc64f0a6e1b 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -131,8 +131,8 @@ struct Render
/* a list of RenderResults, for fullsample */
ListBase fullresult;
/* read/write mutex, all internal code that writes to re->result must use a
- write lock, all external code must use a read lock. internal code is assumed
- to not conflict with writes, so no lock used for that */
+ * write lock, all external code must use a read lock. internal code is assumed
+ * to not conflict with writes, so no lock used for that */
ThreadRWMutex resultmutex;
/* window size, display rect, viewplane */
@@ -149,7 +149,7 @@ struct Render
/* real maximum amount of xparts/yparts after correction for minimum */
int xparts, yparts;
/* real maximum size of parts after correction for minimum
- partx*xparts can be larger than rectx, in that case last part is smaller */
+ * partx*xparts can be larger than rectx, in that case last part is smaller */
int partx, party;
/* values for viewing */
@@ -231,8 +231,8 @@ struct Render
ListBase freestyle_renders;
/* arena for allocating data for use during render, for
- * example dynamic TFaces to go in the VlakRen structure.
- */
+ * example dynamic TFaces to go in the VlakRen structure.
+ */
struct MemArena *memArena;
/* callbacks */
diff --git a/source/blender/render/intern/include/sunsky.h b/source/blender/render/intern/include/sunsky.h
index 5076a1541af..62b68484629 100644
--- a/source/blender/render/intern/include/sunsky.h
+++ b/source/blender/render/intern/include/sunsky.h
@@ -24,11 +24,6 @@
* \ingroup render
*/
-/**
- * This feature comes from Preetham paper on "A Practical Analytic Model for Daylight"
- * and example code from Brian Smits, another author of that paper in
- * http://www.cs.utah.edu/vissim/papers/sunsky/code/
- * */
#ifndef __SUNSKY_H__
#define __SUNSKY_H__
@@ -41,14 +36,14 @@ typedef struct SunSky
short effect_type, skyblendtype, sky_colorspace;
float turbidity;
float theta, phi;
-
+
float toSun[3];
/*float sunSpectralRaddata[SPECTRUM_MAX_COMPONENTS];*/
float sunSolidAngle;
float zenith_Y, zenith_x, zenith_y;
-
+
float perez_Y[5], perez_x[5], perez_y[5];
/* suggested by glome in
@@ -75,75 +70,16 @@ typedef struct SunSky
float atm_BetaMie[3];
float atm_BetaDashMie[3];
float atm_BetaRM[3];
-}SunSky;
+} SunSky;
-/**
- * InitSunSky:
- * this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters
- * parameters:
- * sunSky, is a structure that contains informtion about sun, sky and atmosphere, in this function, most of its values initiated
- * turb, is atmosphere turbidity
- * toSun, contains sun direction
- * horizon_brighness, controls the brightness of the horizon colors
- * spread, controls colors spreed at horizon
- * sun_brightness, controls sun's brightness
- * sun_size, controls sun's size
- * back_scatter, controls back scatter light
- * */
void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_brightness,
- float spread,float sun_brightness, float sun_size, float back_scatter,
- float skyblendfac, short skyblendtype, float sky_exposure, float sky_colorspace);
-
-/**
- * GetSkyXYZRadiance:
- * this function compute sky radiance according to a view parameters `theta' and `phi'and sunSky values
- * parameters:
- * sunSky, sontains sun and sky parameters
- * theta, is sun's theta
- * phi, is sun's phi
- * color_out, is computed color that shows sky radiance in XYZ color format
- * */
-void GetSkyXYZRadiance(struct SunSky* sunsky, float theta, float phi, float color_out[3]);
+ float spread,float sun_brightness, float sun_size, float back_scatter,
+ float skyblendfac, short skyblendtype, float sky_exposure, float sky_colorspace);
-/**
- * GetSkyXYZRadiancef:
- * this function compute sky radiance according to a view direction `varg' and sunSky values
- * parameters:
- * sunSky, sontains sun and sky parameters
- * varg, shows direction
- * color_out, is computed color that shows sky radiance in XYZ color format
- * */
-void GetSkyXYZRadiancef(struct SunSky* sunsky, const float varg[3], float color_out[3]);
-
-/**
- * InitAtmosphere:
- * this function intiate sunSky structure with user input parameters.
- * parameters:
- * sunSky, contains information about sun, and in this function some atmosphere parameters will initiated
- * sun_intens, shows sun intensity value
- * mief, Mie scattering factor this factor currently call with 1.0
- * rayf, Rayleigh scattering factor, this factor currently call with 1.0
- * inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light
- * extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction
- * disf, is distance factor, multiplyed to pixle's z value to compute each pixle's distance to camera,
- * */
+void GetSkyXYZRadiance(struct SunSky *sunsky, float theta, float phi, float color_out[3]);
+void GetSkyXYZRadiancef(struct SunSky *sunsky, const float varg[3], float color_out[3]);
void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf, float inscattf, float extincf, float disf);
-
-/**
- * AtmospherePixleShader:
- * this function apply atmosphere effect on a pixle color `rgb' at distance `s'
- * parameters:
- * sunSky, contains information about sun parameters and user values
- * view, is camera view vector
- * s, is distance
- * rgb, contains rendered color value for a pixle
- * */
-void AtmospherePixleShader( struct SunSky* sunSky, float view[3], float s, float rgb[3]);
-
-/**
- * ClipColor:
- * clip a color to range [0,1];
- * */
+void AtmospherePixleShader( struct SunSky *sunSky, float view[3], float s, float rgb[3]);
void ClipColor(float c[3]);
#endif /*__SUNSKY_H__*/
diff --git a/source/blender/render/intern/raytrace/bvh.h b/source/blender/render/intern/raytrace/bvh.h
index 6eaad444ed4..ac86a65ff0b 100644
--- a/source/blender/render/intern/raytrace/bvh.h
+++ b/source/blender/render/intern/raytrace/bvh.h
@@ -267,7 +267,7 @@ static int bvh_node_stack_raycast_simd(Node *root, Isect *isec)
const __m128 Y2Z2Y3Z3 = _mm_shuffle_ps( _mm_load_ps(bb2+4), _mm_load_ps(bb3+4), _MM_SHUFFLE(1,0,1,0) );
t_bb[4] = _mm_shuffle_ps( Y0Z0Y1Z1, Y2Z2Y3Z3, _MM_SHUFFLE(2,0,2,0) );
t_bb[5] = _mm_shuffle_ps( Y0Z0Y1Z1, Y2Z2Y3Z3, _MM_SHUFFLE(3,1,3,1) );
-/*
+#if 0
for(int i=0; i<4; i++)
{
Node *t = stack[stack_pos+i];
@@ -282,7 +282,7 @@ static int bvh_node_stack_raycast_simd(Node *root, Isect *isec)
bb[4*5] = t->bb[5];
t_node[i] = t->child;
}
-*/
+#endif
RE_RC_COUNT(isec->raycounter->simd_bb.test);
int res = test_bb_group4( t_bb, isec );
@@ -333,7 +333,7 @@ static int bvh_node_stack_raycast_simd(Node *root, Isect *isec)
/*
* recursively transverse a BVH looking for a rayhit using system stack
*/
-/*
+#if 0
template<class Node>
static int bvh_node_raycast(Node *node, Isect *isec)
{
@@ -378,7 +378,7 @@ static int bvh_node_raycast(Node *node, Isect *isec)
}
return hit;
}
-*/
+#endif
template<class Node,class HintObject>
void bvh_dfs_make_hint(Node *node, LCTSHint *hint, int reserve_space, HintObject *hintObject)
diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp
index 26c0105b624..3f675a1b9ab 100644
--- a/source/blender/render/intern/raytrace/rayobject.cpp
+++ b/source/blender/render/intern/raytrace/rayobject.cpp
@@ -45,10 +45,10 @@
#include "render_types.h"
/* RayFace
-
- note we force always inline here, because compiler refuses to otherwise
- because function is too long. Since this is code that is called billions
- of times we really do want to inline. */
+ *
+ * note we force always inline here, because compiler refuses to otherwise
+ * because function is too long. Since this is code that is called billions
+ * of times we really do want to inline. */
MALWAYS_INLINE RayObject* rayface_from_coords(RayFace *rayface, void *ob, void *face,
float *v1, float *v2, float *v3, float *v4)
@@ -283,7 +283,7 @@ MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace
}
/* RayFace intersection with checks and neighbor verifaction included,
- Isect is modified if the face is hit. */
+ * Isect is modified if the face is hit. */
MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
{
@@ -321,7 +321,7 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i
if(ok) {
/* when a shadow ray leaves a face, it can be little outside the edges
- of it, causing intersection to be detected in its neighbor face */
+ * of it, causing intersection to be detected in its neighbor face */
if(is->skip & RE_SKIP_VLR_NEIGHBOUR)
{
if(dist < 0.1f && is->orig.ob == face->ob)
@@ -330,8 +330,8 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i
VlakRen * b = (VlakRen*)face->face;
/* so there's a shared edge or vertex, let's intersect ray with
- face itself, if that's true we can safely return 1, otherwise
- we assume the intersection is invalid, 0 */
+ * face itself, if that's true we can safely return 1, otherwise
+ * we assume the intersection is invalid, 0 */
if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
diff --git a/source/blender/render/intern/raytrace/rayobject_hint.h b/source/blender/render/intern/raytrace/rayobject_hint.h
index 9e505b68101..3689aa8ac17 100644
--- a/source/blender/render/intern/raytrace/rayobject_hint.h
+++ b/source/blender/render/intern/raytrace/rayobject_hint.h
@@ -49,7 +49,7 @@ inline int hint_test_bb(HintBB *obj, float *Nmin, float *Nmax)
else
return HINT_ACCEPT;
}
-/*
+#if 0
struct HintFrustum
{
float co[3];
@@ -69,7 +69,6 @@ inline int hint_test_bb(HintFrustum &obj, float *Nmin, float *Nmax)
return HINT_ACCEPT;
}
-*/
-
#endif
+#endif /* __RAYOBJECT_HINT_H__ */
diff --git a/source/blender/render/intern/raytrace/rayobject_internal.h b/source/blender/render/intern/raytrace/rayobject_internal.h
index 8e39b687b34..8c8e432b6bd 100644
--- a/source/blender/render/intern/raytrace/rayobject_internal.h
+++ b/source/blender/render/intern/raytrace/rayobject_internal.h
@@ -33,40 +33,40 @@ typedef struct RayObjectControl {
int RE_rayobjectcontrol_test_break(RayObjectControl *c);
/* RayObject
-
- A ray object is everything where we can cast rays like:
- * a face/triangle
- * an octree
- * a bvh tree
- * an octree of bvh's
- * a bvh of bvh's
-
-
- All types of RayObjects can be created by implementing the
- callbacks of the RayObject.
-
- Due to high computing time evolved with casting on faces
- there is a special type of RayObject (named RayFace)
- which won't use callbacks like other generic nodes.
-
- In order to allow a mixture of RayFace+RayObjects,
- all RayObjects must be 4byte aligned, allowing us to use the
- 2 least significant bits (with the mask 0x03) to define the
- type of RayObject.
-
- This leads to 4 possible types of RayObject:
-
- addr&3 - type of object
- 0 Self (reserved for each structure)
- 1 RayFace (tri/quad primitive)
- 2 RayObject (generic with API callbacks)
- 3 VlakPrimitive
- (vlak primitive - to be used when we have a vlak describing the data
- eg.: on render code)
-
- 0 means it's reserved and has it own meaning inside each ray acceleration structure
- (this way each structure can use the allign offset to determine if a node represents a
- RayObject primitive, which can be used to save memory)
+ *
+ * A ray object is everything where we can cast rays like:
+ * * a face/triangle
+ * * an octree
+ * * a bvh tree
+ * * an octree of bvh's
+ * * a bvh of bvh's
+ *
+ *
+ * All types of RayObjects can be created by implementing the
+ * callbacks of the RayObject.
+ *
+ * Due to high computing time evolved with casting on faces
+ * there is a special type of RayObject (named RayFace)
+ * which won't use callbacks like other generic nodes.
+ *
+ * In order to allow a mixture of RayFace+RayObjects,
+ * all RayObjects must be 4byte aligned, allowing us to use the
+ * 2 least significant bits (with the mask 0x03) to define the
+ * type of RayObject.
+ *
+ * This leads to 4 possible types of RayObject:
+ *
+ * addr&3 - type of object
+ * 0 Self (reserved for each structure)
+ * 1 RayFace (tri/quad primitive)
+ * 2 RayObject (generic with API callbacks)
+ * 3 VlakPrimitive
+ * (vlak primitive - to be used when we have a vlak describing the data
+ * eg.: on render code)
+ *
+ * 0 means it's reserved and has it own meaning inside each ray acceleration structure
+ * (this way each structure can use the allign offset to determine if a node represents a
+ * RayObject primitive, which can be used to save memory)
*/
/* used to test the type of ray object */
diff --git a/source/blender/render/intern/raytrace/rayobject_octree.cpp b/source/blender/render/intern/raytrace/rayobject_octree.cpp
index 648cb940af4..3e2c60cfcc0 100644
--- a/source/blender/render/intern/raytrace/rayobject_octree.cpp
+++ b/source/blender/render/intern/raytrace/rayobject_octree.cpp
@@ -29,7 +29,7 @@
/* IMPORTANT NOTE: this code must be independent of any other render code
- to use it outside the renderer! */
+ * to use it outside the renderer! */
#include <math.h>
#include <string.h>
@@ -805,9 +805,9 @@ static int cliptest(float p, float q, float *u1, float *u2)
}
/* extensive coherence checks/storage cancels out the benefit of it, and gives errors... we
- need better methods, sample code commented out below (ton) */
+ * need better methods, sample code commented out below (ton) */
-/*
+#if 0
in top: static int coh_nodes[16*16*16][6];
in makeoctree: memset(coh_nodes, 0, sizeof(coh_nodes));
@@ -832,7 +832,7 @@ static int do_coherence_test(int ocx1, int ocx2, int ocy1, int ocy2, int ocz1, i
return 0;
}
-*/
+#endif
/* return 1: found valid intersection */
/* starts with is->orig.face */
@@ -986,7 +986,7 @@ static int RE_rayobject_octree_intersect(RayObject *tree, Isect *is)
vec2[2]= oz1;
/* this loop has been constructed to make sure the first and last node of ray
- are always included, even when ddalabda==1.0f or larger */
+ * are always included, even when ddalabda==1.0f or larger */
while(TRUE) {
@@ -1013,7 +1013,7 @@ static int RE_rayobject_octree_intersect(RayObject *tree, Isect *is)
labdao= ddalabda;
/* traversing ocree nodes need careful detection of smallest values, with proper
- exceptions for equal labdas */
+ * exceptions for equal labdas */
eqval= (labdax==labday);
if(labday==labdaz) eqval += 2;
if(labdax==labdaz) eqval += 4;
diff --git a/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp b/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp
index dc75ed5e37b..6988e3fcc38 100644
--- a/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp
+++ b/source/blender/render/intern/raytrace/rayobject_rtbuild.cpp
@@ -105,8 +105,8 @@ void rtbuild_add(RTBuilder *b, RayObject *o)
RE_rayobject_merge_bb(o, bb, bb+3);
/* skip objects with invalid bounding boxes, nan causes DO_MINMAX
- to do nothing, so we get these invalid values. this shouldn't
- happen usually, but bugs earlier in the pipeline can cause it. */
+ * to do nothing, so we get these invalid values. this shouldn't
+ * happen usually, but bugs earlier in the pipeline can cause it. */
if(bb[0] > bb[3] || bb[1] > bb[4] || bb[2] > bb[5])
return;
/* skip objects with inf bounding boxes */
@@ -115,7 +115,7 @@ void rtbuild_add(RTBuilder *b, RayObject *o)
if(!finite(bb[3]) || !finite(bb[4]) || !finite(bb[5]))
return;
/* skip objects with zero bounding box, they are of no use, and
- will give problems in rtbuild_heuristic_object_split later */
+ * will give problems in rtbuild_heuristic_object_split later */
if(bb[0] == bb[3] && bb[1] == bb[4] && bb[2] == bb[5])
return;
@@ -205,7 +205,7 @@ void rtbuild_merge_bb(RTBuilder *b, float *min, float *max)
DO_MAX(b->bb+3, max);
}
-/*
+#if 0
int rtbuild_get_largest_axis(RTBuilder *b)
{
rtbuild_calc_bb(b);
@@ -269,13 +269,13 @@ int rtbuild_mean_split_largest_axis(RTBuilder *b, int nchilds)
int axis = rtbuild_get_largest_axis(b);
return rtbuild_mean_split(b, nchilds, axis);
}
-*/
+#endif
/*
* "separators" is an array of dim NCHILDS-1
* and indicates where to cut the childs
*/
-/*
+#if 0
int rtbuild_median_split(RTBuilder *b, float *separators, int nchilds, int axis)
{
int size = rtbuild_size(b);
@@ -318,7 +318,7 @@ int rtbuild_median_split_largest_axis(RTBuilder *b, int nchilds)
return rtbuild_median_split(b, separators, nchilds, la);
}
-*/
+#endif
//Heuristics Object Splitter
@@ -454,7 +454,7 @@ int rtbuild_heuristic_object_split(RTBuilder *b, int nchilds)
* PARTITION code / used on mean-split
* basicly this a std::nth_element (like on C++ STL algorithm)
*/
-/*
+#if 0
static void split_leafs(RTBuilder *b, int *nth, int partitions, int split_axis)
{
int i;
@@ -469,7 +469,7 @@ static void split_leafs(RTBuilder *b, int *nth, int partitions, int split_axis)
if(split_axis == 2) std::nth_element(b, nth[i], nth[i+1], nth[partitions], obj_bb_compare<RTBuilder::Object,2>);
}
}
-*/
+#endif
/*
* Bounding Box utils
diff --git a/source/blender/render/intern/raytrace/vbvh.h b/source/blender/render/intern/raytrace/vbvh.h
index ab6a1bbfd33..7d4d25c8d00 100644
--- a/source/blender/render/intern/raytrace/vbvh.h
+++ b/source/blender/render/intern/raytrace/vbvh.h
@@ -65,14 +65,17 @@ inline static void bvh_node_push_childs(Node *node, Isect *UNUSED(isec), Node **
{
while(child)
{
- //Skips BB tests on primitives
-/*
- if(is_leaf(child->child))
+ /* Skips BB tests on primitives */
+#if 0
+ if(is_leaf(child->child)) {
stack[stack_pos++] = child->child;
+ }
else
-*/
+#endif
+ {
stack[stack_pos++] = child;
-
+ }
+
child = child->sibling;
}
}
@@ -197,7 +200,7 @@ struct BuildBinaryVBVH
}
};
-/*
+#if 0
template<class Tree,class OldNode>
struct Reorganize_VBVH
{
@@ -242,4 +245,4 @@ struct Reorganize_VBVH
return node;
}
};
-*/
+#endif
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index e5833604370..31bf6457385 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -127,7 +127,7 @@
/* ------------------------------------------------------------------------- */
/* Stuff for stars. This sits here because it uses gl-things. Part of
-this code may move down to the converter. */
+ * this code may move down to the converter. */
/* ------------------------------------------------------------------------- */
/* this is a bad beast, since it is misused by the 3d view drawing as well. */
@@ -150,10 +150,10 @@ static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize)
}
/* there must be a 'fixed' amount of stars generated between
-* near and far
-* all stars must by preference lie on the far and solely
-* differ in clarity/color
-*/
+ * near and far
+ * all stars must by preference lie on the far and solely
+ * differ in clarity/color
+ */
void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
void (*vertexfunc)(float*), void (*termfunc)(void))
@@ -200,10 +200,10 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
else unit_m4(mat);
/* BOUNDING BOX CALCULATION
- * bbox goes from z = loc_near_var | loc_far_var,
- * x = -z | +z,
- * y = -z | +z
- */
+ * bbox goes from z = loc_near_var | loc_far_var,
+ * x = -z | +z,
+ * y = -z | +z
+ */
camera= re ? RE_GetCamera(re) : scene->camera;
@@ -251,9 +251,9 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
mul_m4_v3(re->viewmat, vec);
/* in vec are global coordinates
- * calculate distance to camera
- * and using that, define the alpha
- */
+ * calculate distance to camera
+ * and using that, define the alpha
+ */
{
float tx, ty, tz;
@@ -322,7 +322,7 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
/* ------------------------------------------------------------------------- */
/* tool functions/defines for ad hoc simplification and possible future
- cleanup */
+ * cleanup */
/* ------------------------------------------------------------------------- */
#define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v))
@@ -515,8 +515,8 @@ static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemAr
/****************************************************************
-************ tangent space generation interface *****************
-****************************************************************/
+ ************ tangent space generation interface ****************
+ ****************************************************************/
typedef struct
{
@@ -609,7 +609,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
}
/* calculate cos of angles and point-masses, use as weight factor to
- add face normal to vertex */
+ * add face normal to vertex */
for(a=0; a<obr->totvlak; a++) {
VlakRen *vlr= RE_findOrAddVlak(obr, a);
if(vlr->flag & ME_SMOOTH) {
@@ -664,8 +664,8 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
}
}
- /* normalize vertex normals */
- for(a=0; a<obr->totvert; a++) {
+ /* normalize vertex normals */
+ for (a=0; a<obr->totvert; a++) {
VertRen *ver= RE_findOrAddVert(obr, a);
normalize_v3(ver->n);
if(do_tangent) {
@@ -681,8 +681,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
}
}
- if(do_nmap_tangent!=0)
- {
+ if (do_nmap_tangent != 0) {
SRenderMeshToTangent mesh2tangent;
SMikkTSpaceContext sContext;
SMikkTSpaceInterface sInterface;
@@ -2318,7 +2317,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
//printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
/* we just don't do this vertex again, bad luck for other face using same vertex with
- different material... */
+ * different material... */
vr->flag |= 1;
/* Pass sample back so displace_face can decide which way to split the quad */
@@ -2336,7 +2335,7 @@ static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float
ShadeInput shi;
/* Warning, This is not that nice, and possibly a bit slow,
- however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
+ * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
memset(&shi, 0, sizeof(ShadeInput));
/* end warning! - Campbell */
@@ -2650,25 +2649,25 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
add_v3_v3(vlr->v4->n, vlr1->n);
}
}
+
/* last vertex is an extra case:
-
- ^ ()----()----()----()
- | | | || |
- u | |(0,n)||(0,0)|
- | | || |
- ()====()====[]====()
- | | || |
- | |(m,n)||(m,0)|
- | | || |
- ()----()----()----()
- v ->
-
- vertex [] is no longer shared, therefore distribute
- normals of the surrounding faces to all of the duplicates of []
- */
-
- if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U))
- {
+ *
+ * ^ ()----()----()----()
+ * | | | || |
+ * u | |(0,n)||(0,0)|
+ * | | || |
+ * ()====()====[]====()
+ * | | || |
+ * | |(m,n)||(m,0)|
+ * | | || |
+ * ()----()----()----()
+ * v ->
+ *
+ * vertex [] is no longer shared, therefore distribute
+ * normals of the surrounding faces to all of the duplicates of []
+ */
+
+ if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)) {
vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m,n) */
vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0,0)); /* (0,0) */
add_v3_v3v3(n1, vlr->n, vlr1->n);
@@ -3517,10 +3516,8 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
for(vindex=0; vindex<nr_verts; vindex++)
mc[vindex]=mcol[a*4+rev_tab[vindex]];
}
- else if(layer->type == CD_TANGENT && mtng < 1)
- {
- if(need_nmap_tangent!=0)
- {
+ else if (layer->type == CD_TANGENT && mtng < 1) {
+ if (need_nmap_tangent != 0) {
const float * tangent = (const float *) layer->data;
float * ftang = RE_vlakren_get_nmap_tangent(obr, vlr, 1);
for(vindex=0; vindex<nr_verts; vindex++)
@@ -4101,8 +4098,8 @@ static void set_phong_threshold(ObjectRen *obr)
int tot=0, i;
/* Added check for 'pointy' situations, only dotproducts of 0.9 and larger
- are taken into account. This threshold is meant to work on smooth geometry, not
- for extreme cases (ton) */
+ * are taken into account. This threshold is meant to work on smooth geometry, not
+ / for extreme cases (ton) */
for(i=0; i<obr->totvlak; i++) {
vlr= RE_findOrAddVlak(obr, i);
@@ -4141,7 +4138,7 @@ static void set_phong_threshold(ObjectRen *obr)
}
/* per face check if all samples should be taken.
- if raytrace or multisample, do always for raytraced material, or when material full_osa set */
+ * if raytrace or multisample, do always for raytraced material, or when material full_osa set */
static void set_fullsample_trace_flag(Render *re, ObjectRen *obr)
{
VlakRen *vlr;
@@ -5116,7 +5113,7 @@ void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int l
/* if no camera, viewmat should have been set! */
if(use_camera_view && camera) {
- /* called before but need to call again incase of lens animation from the
+ /* called before but need to call again in case of lens animation from the
* above call to scene_update_for_newframe, fixes bug. [#22702].
* following calls dont depend on 'RE_SetCamera' */
RE_SetCamera(re, camera);
@@ -5540,8 +5537,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
for(j=0;j<3;j++) fsvec[j] = velarray[a].vel[j];
/* (bad) HACK insert average velocity if none is there (see previous comment) */
- if((fsvec[0] == 0.0f) && (fsvec[1] == 0.0f) && (fsvec[2] == 0.0f))
- {
+ if ((fsvec[0] == 0.0f) && (fsvec[1] == 0.0f) && (fsvec[2] == 0.0f)) {
fsvec[0] = avgvel[0];
fsvec[1] = avgvel[1];
fsvec[2] = avgvel[2];
diff --git a/source/blender/render/intern/source/envmap.c b/source/blender/render/intern/source/envmap.c
index a45bb63ff06..f9641ed9fbe 100644
--- a/source/blender/render/intern/source/envmap.c
+++ b/source/blender/render/intern/source/envmap.c
@@ -295,8 +295,8 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode)
lar= go->lampren;
/* removed here some horrible code of someone in NaN who tried to fix
- prototypes... just solved by introducing a correct cmat[3][3] instead
- of using smat. this works, check square spots in reflections (ton) */
+ * prototypes... just solved by introducing a correct cmat[3][3] instead
+ * of using smat. this works, check square spots in reflections (ton) */
copy_m3_m3(cmat, lar->imat);
mul_m3_m3m3(lar->imat, cmat, imat);
@@ -330,12 +330,12 @@ static void env_layerflags(Render *re, unsigned int notlay)
int a;
/* invert notlay, so if face is in multiple layers it will still be visible,
- unless all 'notlay' bits match the face bits.
- face: 0110
- not: 0100
- ~not: 1011
- now (face & ~not) is true
- */
+ * unless all 'notlay' bits match the face bits.
+ * face: 0110
+ * not: 0100
+ * ~not: 1011
+ * now (face & ~not) is true
+ */
notlay= ~notlay;
diff --git a/source/blender/render/intern/source/external_engine.c b/source/blender/render/intern/source/external_engine.c
index 703ca23c15b..335de2dd055 100644
--- a/source/blender/render/intern/source/external_engine.c
+++ b/source/blender/render/intern/source/external_engine.c
@@ -36,6 +36,8 @@
#include "MEM_guardedalloc.h"
+#include "BLF_translation.h"
+
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
@@ -60,7 +62,7 @@
static RenderEngineType internal_render_type = {
NULL, NULL,
- "BLENDER_RENDER", "Blender Render", RE_INTERNAL,
+ "BLENDER_RENDER", N_("Blender Render"), RE_INTERNAL,
NULL, NULL, NULL, NULL,
{NULL, NULL, NULL}};
@@ -68,7 +70,7 @@ static RenderEngineType internal_render_type = {
static RenderEngineType internal_game_type = {
NULL, NULL,
- "BLENDER_GAME", "Blender Game", RE_INTERNAL|RE_GAME,
+ "BLENDER_GAME", N_("Blender Game"), RE_INTERNAL|RE_GAME,
NULL, NULL, NULL, NULL,
{NULL, NULL, NULL}};
diff --git a/source/blender/render/intern/source/imagetexture.c b/source/blender/render/intern/source/imagetexture.c
index 2d64828b6b3..4a6558474f0 100644
--- a/source/blender/render/intern/source/imagetexture.c
+++ b/source/blender/render/intern/source/imagetexture.c
@@ -455,7 +455,7 @@ static float clipy_rctf(rctf *rf, float y1, float y2)
static void boxsampleclip(struct ImBuf *ibuf, rctf *rf, TexResult *texres)
{
/* sample box, is clipped already, and minx etc. have been set at ibuf size.
- Enlarge with antialiased edges of the pixels */
+ * Enlarge with antialiased edges of the pixels */
float muly, mulx, div, col[4];
int x, y, startx, endx, starty, endy;
diff --git a/source/blender/render/intern/source/occlusion.c b/source/blender/render/intern/source/occlusion.c
index c9729aecfae..47b13cd484d 100644
--- a/source/blender/render/intern/source/occlusion.c
+++ b/source/blender/render/intern/source/occlusion.c
@@ -235,9 +235,9 @@ static void occ_build_shade(Render *re, OcclusionTree *tree)
/* ------------------------- Spherical Harmonics --------------------------- */
/* Use 2nd order SH => 9 coefficients, stored in this order:
- 0 = (0,0),
- 1 = (1,-1), 2 = (1,0), 3 = (1,1),
- 4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */
+ * 0 = (0,0),
+ * 1 = (1,-1), 2 = (1,0), 3 = (1,1),
+ * 4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */
static void sh_copy(float *shresult, float *sh)
{
@@ -263,7 +263,7 @@ static void sh_add(float *shresult, float *sh1, float *sh2)
static void sh_from_disc(float *n, float area, float *shresult)
{
/* See formula (3) in:
- "An Efficient Representation for Irradiance Environment Maps" */
+ * "An Efficient Representation for Irradiance Environment Maps" */
float sh[9], x, y, z;
x= n[0];
@@ -289,7 +289,7 @@ static void sh_from_disc(float *n, float area, float *shresult)
static float sh_eval(float *sh, float *v)
{
/* See formula (13) in:
- "An Efficient Representation for Irradiance Environment Maps" */
+ * "An Efficient Representation for Irradiance Environment Maps" */
static const float c1 = 0.429043f, c2 = 0.511664f, c3 = 0.743125f;
static const float c4 = 0.886227f, c5 = 0.247708f;
float x, y, z, sum;
@@ -1307,12 +1307,14 @@ static void occ_lookup(OcclusionTree *tree, int thread, OccFace *exclude, float
if(occ) *occ= resultocc;
if(rad) copy_v3_v3(rad, resultrad);
- /*if(rad && exclude) {
+#if 0
+ if(rad && exclude) {
int a;
for(a=0; a<tree->totface; a++)
if((tree->face[a].obi == exclude->obi && tree->face[a].facenr == exclude->facenr))
copy_v3_v3(rad, tree->rad[a]);
- }*/
+ }
+#endif
if(bentn) normalize_v3(bentn);
}
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index daaf1b0c737..b0bcf793ce5 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -89,31 +89,30 @@
#include "pixelblending.h"
#include "zbuf.h"
-
/* render flow
-
-1) Initialize state
-- state data, tables
-- movie/image file init
-- everything that doesn't change during animation
-
-2) Initialize data
-- camera, world, matrices
-- make render verts, faces, halos, strands
-- everything can change per frame/field
-
-3) Render Processor
-- multiple layers
-- tiles, rect, baking
-- layers/tiles optionally to disk or directly in Render Result
-
-4) Composite Render Result
-- also read external files etc
-
-5) Image Files
-- save file or append in movie
-
-*/
+ *
+ * 1) Initialize state
+ * - state data, tables
+ * - movie/image file init
+ * - everything that doesn't change during animation
+ *
+ * 2) Initialize data
+ * - camera, world, matrices
+ * - make render verts, faces, halos, strands
+ * - everything can change per frame/field
+ *
+ * 3) Render Processor
+ * - multiple layers
+ * - tiles, rect, baking
+ * - layers/tiles optionally to disk or directly in Render Result
+ *
+ * 4) Composite Render Result
+ * - also read external files etc
+ *
+ * 5) Image Files
+ * - save file or append in movie
+ *
+ */
/* ********* globals ******** */
@@ -456,8 +455,7 @@ void RE_InitState(Render *re, Render *source, RenderData *rd, SceneRenderLayer *
re->r.scemode |= R_EXR_TILE_FILE; /* enable automatic */
/* Until use_border is made compatible with save_buffers/full_sample, render without the later instead of not rendering at all.*/
- if(re->r.mode & R_BORDER)
- {
+ if (re->r.mode & R_BORDER) {
re->r.scemode &= ~(R_EXR_TILE_FILE|R_FULL_SAMPLE);
}
@@ -1252,8 +1250,8 @@ static void do_render_fields_blur_3d(Render *re)
/* within context of current Render *re, render another scene.
- it uses current render image size and disprect, but doesn't execute composite
-*/
+ * it uses current render image size and disprect, but doesn't execute composite
+ */
static void render_scene(Render *re, Scene *sce, int cfra)
{
Render *resc= RE_NewRender(sce->id.name);
@@ -1721,7 +1719,7 @@ static void do_render_seq(Render * re)
if((re->r.mode & R_BORDER) && (re->r.mode & R_CROP)==0) {
/* if border rendering is used and cropping is disabled, final buffer should
- be as large as the whole frame */
+ * be as large as the whole frame */
context = seq_new_render_data(re->main, re->scene,
re->winx, re->winy,
100);
@@ -1996,7 +1994,7 @@ static int render_initialize_from_main(Render *re, Main *bmain, Scene *scene, Sc
rcti disprect;
/* r.xsch and r.ysch has the actual view window size
- r.border is the clipping rect */
+ * r.border is the clipping rect */
/* calculate actual render result and display size */
winx= (scene->r.size*scene->r.xsch)/100;
@@ -2034,7 +2032,7 @@ static int render_initialize_from_main(Render *re, Main *bmain, Scene *scene, Sc
* Disabled completely for now,
* can be later set as render profile option
* and default for background render.
- */
+ */
if(0) {
/* make sure dynamics are up to date */
update_physics_cache(re, scene, anim_init);
@@ -2083,7 +2081,7 @@ void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *sr
if(write_still && !G.afbreek) {
if(BKE_imtype_is_movie(scene->r.im_format.imtype)) {
- /* operator checks this but incase its called from elsewhere */
+ /* operator checks this but in case its called from elsewhere */
printf("Error: cant write single images with a movie format!\n");
}
else {
diff --git a/source/blender/render/intern/source/pixelblending.c b/source/blender/render/intern/source/pixelblending.c
index 11e8e792159..0a8a59a860c 100644
--- a/source/blender/render/intern/source/pixelblending.c
+++ b/source/blender/render/intern/source/pixelblending.c
@@ -233,18 +233,17 @@ void mask_array(unsigned int mask, float filt[][3])
}
-/*
-
-index ordering, scanline based:
-
- --- --- ---
-| 2,0 | 2,1 | 2,2 |
- --- --- ---
-| 1,0 | 1,1 | 1,2 |
- --- --- ---
-| 0,0 | 0,1 | 0,2 |
- --- --- ---
-*/
+/**
+ * Index ordering, scanline based:
+ *
+ * --- --- ---
+ * | 2,0 | 2,1 | 2,2 |
+ * --- --- ---
+ * | 1,0 | 1,1 | 1,2 |
+ * --- --- ---
+ * | 0,0 | 0,1 | 0,2 |
+ * --- --- ---
+ */
void add_filt_fmask_coord(float filt[][3], float *col, float *rowbuf, int row_w, int col_h, int x, int y)
{
diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c
index 223c56ef9d6..965abb361fd 100644
--- a/source/blender/render/intern/source/pixelshading.c
+++ b/source/blender/render/intern/source/pixelshading.c
@@ -142,7 +142,8 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
ShadeInput shi;
/* Warning, This is not that nice, and possibly a bit slow,
- however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
+ * however some variables were not initialized properly in, unless using shade_input_initialize(...),
+ * we need to do a memset */
memset(&shi, 0, sizeof(ShadeInput));
/* end warning! - Campbell */
@@ -593,17 +594,17 @@ void shadeSunView(float col_r[3], const float view[3])
/*
- Stuff the sky color into the collector.
+ * Stuff the sky color into the collector.
*/
void shadeSkyPixel(float collector[4], float fx, float fy, short thread)
{
float view[3], dxyview[2];
/*
- The rules for sky:
- 1. Draw an image, if a background image was provided. Stop
- 2. get texture and color blend, and combine these.
- */
+ * The rules for sky:
+ * 1. Draw an image, if a background image was provided. Stop
+ * 2. get texture and color blend, and combine these.
+ */
float fac;
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
index ae3748755ff..1904d5dce63 100644
--- a/source/blender/render/intern/source/pointdensity.c
+++ b/source/blender/render/intern/source/pointdensity.c
@@ -346,9 +346,9 @@ static void accum_density(void *userdata, int index, float squared_dist)
float density = 0.0f;
if (pdr->point_data_used & POINT_DATA_VEL) {
- pdr->vec[0] += pdr->point_data[index*3 + 0]; //* density;
- pdr->vec[1] += pdr->point_data[index*3 + 1]; //* density;
- pdr->vec[2] += pdr->point_data[index*3 + 2]; //* density;
+ pdr->vec[0] += pdr->point_data[index*3 + 0]; // * density;
+ pdr->vec[1] += pdr->point_data[index*3 + 1]; // * density;
+ pdr->vec[2] += pdr->point_data[index*3 + 2]; // * density;
}
if (pdr->point_data_used & POINT_DATA_LIFE) {
*pdr->age += pdr->point_data[pdr->offset + index]; // * density;
@@ -515,9 +515,9 @@ int pointdensitytex(Tex *tex, float *texvec, TexResult *texres)
return retval;
- /*
+#if 0
if (texres->nor!=NULL) {
texres->nor[0] = texres->nor[1] = texres->nor[2] = 0.0f;
}
- */
+#endif
}
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 38178db5dcb..9272dcf5b30 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -265,14 +265,12 @@ RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi)
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
if(is_raytraceable_vlr(re, vlr))
{
- if( (re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS) )
- {
+ if ((re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS)) {
RE_rayobject_add( raytree, RE_vlakprimitive_from_vlak( vlakprimitive, obi, vlr ) );
vlakprimitive++;
}
- else
- {
- RE_rayface_from_vlak( face, obi, vlr );
+ else {
+ RE_rayface_from_vlak(face, obi, vlr);
RE_rayobject_add( raytree, RE_rayobject_unalignRayFace(face) );
face++;
}
@@ -336,12 +334,10 @@ static void makeraytree_single(Render *re)
ObjectRen *obr = obi->obr;
obs++;
- if(has_special_rayobject(re, obi))
- {
+ if (has_special_rayobject(re, obi)) {
special++;
}
- else
- {
+ else {
int v;
for(v=0;v<obr->totvlak;v++)
{
@@ -365,8 +361,7 @@ static void makeraytree_single(Render *re)
{
vlakprimitive = re->rayprimitives = (VlakPrimitive*)MEM_callocN(faces*sizeof(VlakPrimitive), "Raytrace vlak-primitives");
}
- else
- {
+ else {
face = re->rayfaces = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "Render ray faces");
}
@@ -376,8 +371,7 @@ static void makeraytree_single(Render *re)
if(test_break(re))
break;
- if(has_special_rayobject(re, obi))
- {
+ if (has_special_rayobject(re, obi)) {
RayObject *obj = makeraytree_object(re, obi);
if(test_break(re))
@@ -386,8 +380,7 @@ static void makeraytree_single(Render *re)
if (obj)
RE_rayobject_add( re->raytree, obj );
}
- else
- {
+ else {
int v;
ObjectRen *obr = obi->obr;
@@ -399,16 +392,13 @@ static void makeraytree_single(Render *re)
for(v=0;v<obr->totvlak;v++)
{
VlakRen *vlr = obr->vlaknodes[v>>8].vlak + (v&255);
- if(is_raytraceable_vlr(re, vlr))
- {
- if( (re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS) )
- {
+ if (is_raytraceable_vlr(re, vlr)) {
+ if ((re->r.raytrace_options & R_RAYTRACE_USE_LOCAL_COORDS)) {
RayObject *obj = RE_vlakprimitive_from_vlak( vlakprimitive, obi, vlr );
RE_rayobject_add( raytree, obj );
vlakprimitive++;
}
- else
- {
+ else {
RE_rayface_from_vlak(face, obi, vlr);
if((obi->flag & R_TRANSFORMED))
{
@@ -445,21 +435,19 @@ void makeraytree(Render *re)
re->stats_draw(re->sdh, &re->i);
/* disable options not yet supported by octree,
- they might actually never be supported (unless people really need it) */
+ * they might actually never be supported (unless people really need it) */
if(re->r.raytrace_structure == R_RAYSTRUCTURE_OCTREE)
re->r.raytrace_options &= ~( R_RAYTRACE_USE_INSTANCES | R_RAYTRACE_USE_LOCAL_COORDS);
makeraytree_single(re);
- if(test_break(re))
- {
+ if (test_break(re)) {
freeraytree(re);
re->i.infostr= "Raytree building canceled";
re->stats_draw(re->sdh, &re->i);
}
- else
- {
+ else {
//Calculate raytree max_size
//This is ONLY needed to kept a bogus behavior of SUN and HEMI lights
INIT_MINMAX(min, max);
@@ -1616,7 +1604,7 @@ static void addAlphaLight(float shadfac[4], const float col[3], float alpha, flo
static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int traflag, float col[4])
{
/* ray to lamp, find first face that intersects, check alpha properties,
- if it has col[3]>0.0f continue. so exit when alpha is full */
+ * if it has col[3]>0.0f continue. so exit when alpha is full */
const float initial_dist = is->dist;
if(RE_rayobject_raycast(R.raytree, is)) {
@@ -1721,7 +1709,7 @@ static int UNUSED_FUNCTION(ray_trace_shadow_rad)(ShadeInput *ship, ShadeResult *
float fac;
/* Warning, This is not that nice, and possibly a bit slow for every ray,
- however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
+ * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
memset(&shi, 0, sizeof(ShadeInput));
/* end warning! - Campbell */
@@ -2087,7 +2075,7 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
if(resol>32) resol= 32;
/* get sphere samples. for faces we get the same samples for sample x/y values,
- for strand render we always require a new sampler because x/y are not set */
+ * for strand render we always require a new sampler because x/y are not set */
vec= sphere_sampler(R.wrld.aomode, resol, shi->thread, shi->xs, shi->ys, shi->strand != NULL);
// warning: since we use full sphere now, and dotproduct is below, we do twice as much
diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c
index 266b71971d3..b6c93d9b15f 100644
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@ -112,7 +112,7 @@ void render_result_free_list(ListBase *lb, RenderResult *rr)
/********************************* Names *************************************/
/* NOTE: OpenEXR only supports 32 chars for layer+pass names
- In blender we now use max 10 chars for pass, max 20 for layer */
+ * In blender we now use max 10 chars for pass, max 20 for layer */
static const char *get_pass_name(int passtype, int channel)
{
@@ -219,8 +219,7 @@ static const char *get_pass_name(int passtype, int channel)
if(channel==-1) return "Mist";
return "Mist.Z";
}
- if(passtype == SCE_PASS_RAYHITS)
- {
+ if(passtype == SCE_PASS_RAYHITS) {
if(channel==-1) return "Rayhits";
if(channel==0) return "Rayhits.R";
if(channel==1) return "Rayhits.G";
@@ -1073,7 +1072,7 @@ void render_result_rect_from_ibuf(RenderResult *rr, RenderData *rd, ImBuf *ibuf)
rr->rectx, rr->recty, rr->rectx, rr->rectx);
/* TSK! Since sequence render doesn't free the *rr render result, the old rect32
- can hang around when sequence render has rendered a 32 bits one before */
+ * can hang around when sequence render has rendered a 32 bits one before */
if(rr->rect32) {
MEM_freeN(rr->rect32);
rr->rect32= NULL;
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index 1e91738c77d..ede314a42e1 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -651,7 +651,7 @@ static float mg_distNoiseTex(Tex *tex, float *texvec, TexResult *texres)
static float voronoiTex(Tex *tex, float *texvec, TexResult *texres)
{
int rv = TEX_INT;
- float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbours */
+ float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbors */
float aw1 = fabs(tex->vn_w1);
float aw2 = fabs(tex->vn_w2);
float aw3 = fabs(tex->vn_w3);
@@ -1348,7 +1348,7 @@ int multitex_mtex(ShadeInput *shi, MTex *mtex, float *texvec, float *dxt, float
if(tex->use_nodes && tex->nodetree) {
/* stupid exception here .. but we have to pass shi and mtex to
- textures nodes for 2d mapping and color management for images */
+ * textures nodes for 2d mapping and color management for images */
return ntreeTexExecTree(tex->nodetree, texres, texvec, dxt, dyt, shi->osatex, shi->thread,
tex, mtex->which_output, R.r.cfra, (R.r.scemode & R_TEXNODE_PREVIEW) != 0, shi, mtex);
}
@@ -1965,10 +1965,10 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
texco_mapping(shi, tex, mtex, co, dx, dy, texvec, dxt, dyt);
rgbnor = multitex_mtex(shi, mtex, texvec, dxt, dyt, texres);
- if(shi->obr->ob->derivedFinal)
- {
+ if(shi->obr->ob->derivedFinal) {
auto_bump = shi->obr->ob->derivedFinal->auto_bump_scale;
}
+
{
float fVirtDim = sqrtf(fabsf((float) (dimx*dimy)*mtex->size[0]*mtex->size[1]));
auto_bump /= MAX2(fVirtDim, FLT_EPSILON);
@@ -2064,8 +2064,8 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
texres->nor = nvec;
/* replaced newbump with code based on listing 1 and 2 of
- [Mik10] Mikkelsen M. S.: Bump Mapping Unparametrized Surfaces on the GPU.
- -> http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf */
+ * [Mik10] Mikkelsen M. S.: Bump Mapping Unparametrized Surfaces on the GPU.
+ * -> http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf */
if( mtex->texflag & MTEX_BUMP_OBJECTSPACE )
iBumpSpace = 1;
@@ -2494,7 +2494,7 @@ void do_material_tex(ShadeInput *shi, Render *re)
found_nmapping = 1;
/* qdn: for normalmaps, to invert the normalmap vector,
- it is better to negate x & y instead of subtracting the vector as was done before */
+ * it is better to negate x & y instead of subtracting the vector as was done before */
if (norfac < 0.0f) {
texres.nor[0] = -texres.nor[0];
texres.nor[1] = -texres.nor[1];
@@ -3508,7 +3508,7 @@ void render_realtime_texture(ShadeInput *shi, Image *ima)
}
/* A modified part of shadeinput.c -> shade_input_set_uv()
-* Used for sampling UV mapped texture color */
+ * Used for sampling UV mapped texture color */
static void textured_face_generate_uv(float *uv, float *normal, float *hit, float *v1, float *v2, float *v3)
{
@@ -3647,15 +3647,15 @@ void RE_free_sample_material(Material *mat)
/*
-* Get material diffuse color and alpha (including linked textures) in given coordinates
-*
-* color,alpha : input/output color values
-* volume_co : sample coordinate in global space. used by volumetric materials
-* surface_co : sample surface coordinate in global space. used by "surface" materials
-* face_index : surface face index
-* hit_quad : whether point is on second "half" of a quad
-* orcoDm : orco state derived mesh
-*/
+ * Get material diffuse color and alpha (including linked textures) in given coordinates
+ *
+ * color,alpha : input/output color values
+ * volume_co : sample coordinate in global space. used by volumetric materials
+ * surface_co : sample surface coordinate in global space. used by "surface" materials
+ * face_index : surface face index
+ * hit_quad : whether point is on second "half" of a quad
+ * orcoDm : orco state derived mesh
+ */
void RE_sample_material_color(Material *mat, float color[3], float *alpha, const float volume_co[3], const float surface_co[3], int face_index, short hit_quad, DerivedMesh *orcoDm, Object *ob)
{
MFace *mface;
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 2d3837acbfa..28988af64c4 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -1469,7 +1469,7 @@ static void addps_sss(void *cb_handle, int obi, int facenr, int x, int y, int z)
RenderPart *pa= handle->pa;
/* extra border for filter gives double samples on part edges,
- don't use those */
+ * don't use those */
if(x<pa->crop || x>=pa->rectx-pa->crop)
return;
if(y<pa->crop || y>=pa->recty-pa->crop)
@@ -1528,9 +1528,9 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
sy = y + 0.5f;
/* we estimate the area here using shi->dxco and shi->dyco. we need to
- enabled shi->osatex these are filled. we compute two areas, one with
- the normal pointed at the camera and one with the original normal, and
- then clamp to avoid a too large contribution from a single pixel */
+ * enabled shi->osatex these are filled. we compute two areas, one with
+ * the normal pointed at the camera and one with the original normal, and
+ * then clamp to avoid a too large contribution from a single pixel */
shi->osatex= 1;
copy_v3_v3(nor, shi->facenor);
@@ -1559,7 +1559,7 @@ static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRe
}
/* if nodetree, use the material that we are currently preprocessing
- instead of the node material */
+ * instead of the node material */
if(shi->mat->nodetree && shi->mat->use_nodes)
shi->mat= mat;
@@ -2054,7 +2054,7 @@ static void bake_shade(void *handle, Object *ob, ShadeInput *shi, int UNUSED(qua
shade_input_set_shade_texco(shi);
/* only do AO for a full bake (and obviously AO bakes)
- AO for light bakes is a leftover and might not be needed */
+ * AO for light bakes is a leftover and might not be needed */
if( ELEM3(bs->type, RE_BAKE_ALL, RE_BAKE_AO, RE_BAKE_LIGHT))
shade_samples_do_AO(ssamp);
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index 43761be9d71..c04daa11b3e 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -91,10 +91,10 @@
/* ------------------------------------------------------------------------- */
/* More dynamic allocation of options for render vertices and faces, so we dont
- have to reserve this space inside vertices.
- Important; vertices and faces, should have been created already (to get tables
- checked) that's a reason why the calls demand VertRen/VlakRen * as arg, not
- the index */
+ * have to reserve this space inside vertices.
+ * Important; vertices and faces, should have been created already (to get tables
+ * checked) that's a reason why the calls demand VertRen/VlakRen * as arg, not
+ * the index */
/* NOTE! the hardcoded table size 256 is used still in code for going quickly over vertices/faces */
@@ -460,7 +460,7 @@ void RE_vlakren_get_normal(Render *UNUSED(re), ObjectInstanceRen *obi, VlakRen *
void RE_set_customdata_names(ObjectRen *obr, CustomData *data)
{
/* CustomData layer names are stored per object here, because the
- DerivedMesh which stores the layers is freed */
+ * DerivedMesh which stores the layers is freed */
CustomDataLayer *layer;
int numtf = 0, numcol = 0, i, mtfn, mcn;
@@ -813,20 +813,20 @@ void free_renderdata_tables(Render *re)
int a=0;
for(obr=re->objecttable.first; obr; obr=obr->next) {
- if(obr->vertnodes) {
+ if (obr->vertnodes) {
free_renderdata_vertnodes(obr->vertnodes);
obr->vertnodes= NULL;
obr->vertnodeslen= 0;
}
- if(obr->vlaknodes) {
+ if (obr->vlaknodes) {
free_renderdata_vlaknodes(obr->vlaknodes);
obr->vlaknodes= NULL;
obr->vlaknodeslen= 0;
obr->totvlak= 0;
}
- if(obr->bloha) {
+ if (obr->bloha) {
for(a=0; obr->bloha[a]; a++)
MEM_freeN(obr->bloha[a]);
@@ -835,7 +835,7 @@ void free_renderdata_tables(Render *re)
obr->blohalen= 0;
}
- if(obr->strandnodes) {
+ if (obr->strandnodes) {
free_renderdata_strandnodes(obr->strandnodes);
obr->strandnodes= NULL;
obr->strandnodeslen= 0;
@@ -848,23 +848,23 @@ void free_renderdata_tables(Render *re)
MEM_freeN(strandbuf);
}
- if(obr->mtface)
+ if (obr->mtface)
MEM_freeN(obr->mtface);
- if(obr->mcol)
+
+ if (obr->mcol)
MEM_freeN(obr->mcol);
- if(obr->rayfaces)
- {
+ if (obr->rayfaces) {
MEM_freeN(obr->rayfaces);
obr->rayfaces = NULL;
}
- if(obr->rayprimitives)
- {
+
+ if (obr->rayprimitives) {
MEM_freeN(obr->rayprimitives);
obr->rayprimitives = NULL;
}
- if(obr->raytree)
- {
+
+ if (obr->raytree) {
RE_rayobject_free(obr->raytree);
obr->raytree = NULL;
}
@@ -1223,15 +1223,15 @@ static int panotestclip(Render *re, int do_pano, float *v)
return c;
}
-/*
- This adds the hcs coordinates to vertices. It iterates over all
- vertices, halos and faces. After the conversion, we clip in hcs.
-
- Elsewhere, all primites are converted to vertices.
- Called in
- - envmapping (envmap.c)
- - shadow buffering (shadbuf.c)
-*/
+/**
+ * This adds the hcs coordinates to vertices. It iterates over all
+ * vertices, halos and faces. After the conversion, we clip in hcs.
+ *
+ * Elsewhere, all primites are converted to vertices.
+ * Called in
+ * - envmapping (envmap.c)
+ * - shadow buffering (shadbuf.c)
+ */
void project_renderdata(Render *re, void (*projectfunc)(const float *, float mat[][4], float *), int do_pano, float xoffs, int UNUSED(do_buckets))
{
diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c
index 0e90fbf7536..3ef62f7b383 100644
--- a/source/blender/render/intern/source/shadbuf.c
+++ b/source/blender/render/intern/source/shadbuf.c
@@ -59,8 +59,7 @@
#include "shading.h"
#include "zbuf.h"
-/* XXX, could be better implemented... this is for endian issues
-*/
+/* XXX, could be better implemented... this is for endian issues */
#ifdef __BIG_ENDIAN__
# define RCOMP 3
# define GCOMP 2
@@ -185,17 +184,19 @@ static int verg_deepsample(const void *poin1, const void *poin2)
static int compress_deepsamples(DeepSample *dsample, int tot, float epsilon)
{
/* uses doubles to avoid overflows and other numerical issues,
- could be improved */
+ * could be improved */
DeepSample *ds, *newds;
float v;
double slope, slopemin, slopemax, min, max, div, newmin, newmax;
int a, first, z, newtot= 0;
- /*if(print) {
+#if 0
+ if(print) {
for(a=0, ds=dsample; a<tot; a++, ds++)
printf("%lf,%f ", ds->z/(double)0x7FFFFFFF, ds->v);
printf("\n");
- }*/
+ }
+#endif
/* read from and write into same array */
ds= dsample;
@@ -212,7 +213,7 @@ static int compress_deepsamples(DeepSample *dsample, int tot, float epsilon)
//dz= ds->z - newds->z;
if(ds->z == newds->z) {
/* still in same z position, simply check
- visibility difference against epsilon */
+ * visibility difference against epsilon */
if(!(fabs(newds->v - ds->v) <= epsilon)) {
break;
}
@@ -274,11 +275,13 @@ static int compress_deepsamples(DeepSample *dsample, int tot, float epsilon)
if(newtot == 0 || (newds->v != (newds-1)->v))
newtot++;
- /*if(print) {
+#if 0
+ if(print) {
for(a=0, ds=dsample; a<newtot; a++, ds++)
printf("%lf,%f ", ds->z/(double)0x7FFFFFFF, ds->v);
printf("\n");
- }*/
+ }
+#endif
return newtot;
}
@@ -769,7 +772,7 @@ void makeshadowbuf(Render *re, LampRen *lar)
shb->size= 1024;
/* matrices and window: in winmat the transformation is being put,
- transforming from observer view to lamp view, including lamp window matrix */
+ * transforming from observer view to lamp view, including lamp window matrix */
angle= saacos(lar->spotsi);
temp= 0.5f*shb->size*cos(angle)/sin(angle);
@@ -1134,7 +1137,7 @@ float testshadowbuf(Render *re, ShadBuf *shb, const float co[3], const float dxc
shadowbuf_project_co(&xs1, &ys1, &zs1, shb, co);
/* clip z coordinate, z is projected so that (-1.0, 1.0) matches
- (clipstart, clipend), so we can do this simple test */
+ * (clipstart, clipend), so we can do this simple test */
if(zs1>=1.0f)
return 0.0f;
else if(zs1<= -1.0f)
@@ -1151,7 +1154,7 @@ float testshadowbuf(Render *re, ShadBuf *shb, const float co[3], const float dxc
if(mat_bias!=0.0f) biasf= shb->bias*mat_bias;
else biasf= shb->bias;
/* with inp==1.0, bias is half the size. correction value was 1.1, giving errors
- on cube edges, with one side being almost frontal lighted (ton) */
+ * on cube edges, with one side being almost frontal lighted (ton) */
bias= (1.5f-inp*inp)*biasf;
/* in case of no filtering we can do things simpler */
@@ -1416,12 +1419,12 @@ float shadow_halo(LampRen *lar, const float p1[3], const float p2[3])
/* ********** storage of all view samples in a raster of lists ***** */
/* based on several articles describing this method, like:
-The Irregular Z-Buffer and its Application to Shadow Mapping
-Gregory S. Johnson - William R. Mark - Christopher A. Burns
-and
-Alias-Free Shadow Maps
-Timo Aila and Samuli Laine
-*/
+ * The Irregular Z-Buffer and its Application to Shadow Mapping
+ * Gregory S. Johnson - William R. Mark - Christopher A. Burns
+ * and
+ * Alias-Free Shadow Maps
+ * Timo Aila and Samuli Laine
+ */
/* bsp structure (actually kd tree) */
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index dd9e1df95cd..29c1318727c 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -66,30 +66,31 @@
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-#define VECADDISFAC(v1,v3,fac) {*(v1)+= *(v3)*(fac); *(v1+1)+= *(v3+1)*(fac); *(v1+2)+= *(v3+2)*(fac);}
-
-
-
/* Shade Sample order:
+ *
+ * - shade_samples_fill_with_ps()
+ * - for each sample
+ * - shade_input_set_triangle() <- if prev sample-face is same, use shade_input_copy_triangle()
+ * - if vlr
+ * - shade_input_set_viewco() <- not for ray or bake
+ * - shade_input_set_uv() <- not for ray or bake
+ * - shade_input_set_normals()
+ * - shade_samples()
+ * - if AO
+ * - shade_samples_do_AO()
+ * - if shading happens
+ * - for each sample
+ * - shade_input_set_shade_texco()
+ * - shade_samples_do_shade()
+ * - OSA: distribute sample result with filter masking
+ *
+ */
-- shade_samples_fill_with_ps()
- - for each sample
- - shade_input_set_triangle() <- if prev sample-face is same, use shade_input_copy_triangle()
- - if vlr
- - shade_input_set_viewco() <- not for ray or bake
- - shade_input_set_uv() <- not for ray or bake
- - shade_input_set_normals()
-- shade_samples()
- - if AO
- - shade_samples_do_AO()
- - if shading happens
- - for each sample
- - shade_input_set_shade_texco()
- - shade_samples_do_shade()
-- OSA: distribute sample result with filter masking
-
- */
+#define VECADDISFAC(v1,v3,fac) { \
+ *(v1 + 0) += *(v3 + 0) * (fac); \
+ *(v1 + 1) += *(v3 + 1) * (fac); \
+ *(v1 + 2) += *(v3 + 2) * (fac); \
+}
/* initialize material variables in shadeinput,
* doing inverse gamma correction where applicable */
@@ -213,15 +214,15 @@ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
shr->z= -shi->co[2];
/* RAYHITS */
-/*
- if(1 || shi->passflag & SCE_PASS_RAYHITS)
- {
+#if 0
+ if(1 || shi->passflag & SCE_PASS_RAYHITS) {
shr->rayhits[0] = (float)shi->raycounter.faces.test;
shr->rayhits[1] = (float)shi->raycounter.bb.hit;
shr->rayhits[2] = 0.0;
shr->rayhits[3] = 1.0;
}
- */
+#endif
+
RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter);
}
@@ -294,7 +295,7 @@ void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen
}
}
-/* note, facenr declared volatile due to over-eager -O2 optimizations
+/* note, facenr declared volatile due to over-eager -O2 optimization's
* on cygwin (particularly -frerun-cse-after-loop)
*/
@@ -821,8 +822,7 @@ void shade_input_set_normals(ShadeInput *shi)
normalize_v3(shi->vn);
}
- else
- {
+ else {
copy_v3_v3(shi->vn, shi->facenor);
copy_v3_v3(shi->nmapnorm, shi->vn);
}
@@ -855,8 +855,7 @@ void shade_input_set_vertex_normals(ShadeInput *shi)
normalize_v3(shi->vn);
}
- else
- {
+ else {
copy_v3_v3(shi->vn, shi->facenor);
copy_v3_v3(shi->nmapnorm, shi->vn);
}
@@ -928,7 +927,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
}
else {
/* qdn: flat faces have tangents too,
- could pick either one, using average here */
+ * could pick either one, using average here */
tl= 1.0f/3.0f;
tu= -1.0f/3.0f;
tv= -1.0f/3.0f;
@@ -970,8 +969,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
// keeping tangents normalized at vertex level
// corresponds better to how it's done in game engines
- if(obi->flag & R_TRANSFORMED)
- {
+ if (obi->flag & R_TRANSFORMED) {
mul_mat3_m4_v3(obi->mat, c0); normalize_v3(c0);
mul_mat3_m4_v3(obi->mat, c1); normalize_v3(c1);
mul_mat3_m4_v3(obi->mat, c2); normalize_v3(c2);
@@ -1313,9 +1311,12 @@ void shade_input_set_shade_texco(ShadeInput *shi)
}
}
}
- } /* else {
- Note! For raytracing winco is not set, important because thus means all shader input's need to have their variables set to zero else in-initialized values are used
- */
+ }
+ /* else {
+ * Note! For raytracing winco is not set,
+ * important because thus means all shader input's need to have their variables set to zero
+ * else un-initialized values are used
+ */
if (shi->do_manage) {
if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index fad117d0ea4..346f42eaab1 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -113,7 +113,7 @@ static void fogcolor(float *colf, float *rco, float *view)
hor[2]= hor[2]*alpha;
addAlphaOverFloat(colf, hor);
- VECSUB(vec, vec, dview);
+ sub_v3_v3(vec, dview);
}
}
#endif
@@ -173,17 +173,17 @@ static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
p1[1]= shi->co[1]-lar->co[1];
p1[2]= -lar->co[2];
mul_m3_v3(lar->imat, p1);
- VECCOPY(npos, p1); // npos is double!
+ copy_v3db_v3fl(npos, p1); // npos is double!
/* pre-scale */
npos[2] *= (double)lar->sh_zfac;
}
else {
- VECCOPY(npos, lar->sh_invcampos); /* in initlamp calculated */
+ copy_v3db_v3fl(npos, lar->sh_invcampos); /* in initlamp calculated */
}
/* rotate view */
- VECCOPY(nray, shi->view);
+ copy_v3db_v3fl(nray, shi->view);
mul_m3_v3_double(lar->imat, nray);
if(R.wrld.mode & WO_MIST) {
@@ -326,7 +326,7 @@ static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
*intens= c*( (1.0-a)+(1.0-b) );
/* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows
- at the edges (especially with narrow halos) */
+ * at the edges (especially with narrow halos) */
if(*intens<=0.0f) return;
/* soft area */
@@ -1771,8 +1771,8 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
shade_one_light(lar, shi, shr, passflag);
}
- /*this check is to prevent only shadow lamps from producing negative
- colors.*/
+ /* this check is to prevent only shadow lamps from producing negative
+ * colors.*/
if (shr->spec[0] < 0) shr->spec[0] = 0;
if (shr->spec[1] < 0) shr->spec[1] = 0;
if (shr->spec[2] < 0) shr->spec[2] = 0;
diff --git a/source/blender/render/intern/source/sss.c b/source/blender/render/intern/source/sss.c
index 4192aaf42aa..a60db8a963f 100644
--- a/source/blender/render/intern/source/sss.c
+++ b/source/blender/render/intern/source/sss.c
@@ -32,16 +32,16 @@
/* Possible Improvements:
- - add fresnel terms
- - adapt Rd table to scale, now with small scale there are a lot of misses?
- - possible interesting method: perform sss on all samples in the tree,
- and then use those values interpolated somehow later. can also do this
- filtering on demand for speed. since we are doing things in screen
- space now there is an exact correspondence
- - avoid duplicate shading (filtering points in advance, irradiance cache
- like lookup?)
- - lower resolution samples
-*/
+ * - add fresnel terms
+ * - adapt Rd table to scale, now with small scale there are a lot of misses?
+ * - possible interesting method: perform sss on all samples in the tree,
+ * and then use those values interpolated somehow later. can also do this
+ * filtering on demand for speed. since we are doing things in screen
+ * space now there is an exact correspondence
+ * - avoid duplicate shading (filtering points in advance, irradiance cache
+ * like lookup?)
+ * - lower resolution samples
+ */
#include <math.h>
#include <string.h>
@@ -82,11 +82,11 @@ extern Render R; // meh
/* Generic Multiple Scattering API */
/* Relevant papers:
- [1] A Practical Model for Subsurface Light Transport
- [2] A Rapid Hierarchical Rendering Technique for Translucent Materials
- [3] Efficient Rendering of Local Subsurface Scattering
- [4] Implementing a skin BSSRDF (or several...)
-*/
+ * [1] A Practical Model for Subsurface Light Transport
+ * [2] A Rapid Hierarchical Rendering Technique for Translucent Materials
+ * [3] Efficient Rendering of Local Subsurface Scattering
+ * [4] Implementing a skin BSSRDF (or several...)
+ */
/* Defines */
@@ -164,7 +164,7 @@ typedef struct ScatterResult {
} ScatterResult;
/* Functions for BSSRDF reparametrization in to more intuitive parameters,
- see [2] section 4 for more info. */
+ * see [2] section 4 for more info. */
static float f_Rd(float alpha_, float A, float ro)
{
@@ -182,7 +182,7 @@ static float compute_reduced_albedo(ScatterSettings *ss)
int i;
/* use secant method to compute reduced albedo using Rd function inverse
- with a given reflectance */
+ * with a given reflectance */
fxn= f_Rd(xn, ss->A, ss->ro);
fxn_1= f_Rd(xn_1, ss->A, ss->ro);
@@ -232,10 +232,10 @@ static float Rd(ScatterSettings *ss, float r)
}
/* table lookups for Rd. this avoids expensive exp calls. we use two
- separate tables as well for lower and higher numbers to improve
- precision, since the number are poorly distributed because we do
- a lookup with the squared distance for smaller distances, saving
- another sqrt. */
+ * separate tables as well for lower and higher numbers to improve
+ * precision, since the number are poorly distributed because we do
+ * a lookup with the squared distance for smaller distances, saving
+ * another sqrt. */
static void approximate_Rd_rgb(ScatterSettings **ss, float rr, float *rd)
{
@@ -444,10 +444,10 @@ static void compute_radiance(ScatterTree *tree, float *co, float *rad)
traverse_octree(tree, tree->root, co, 1, &result);
/* the original paper doesn't do this, but we normalize over the
- sampled area and multiply with the reflectance. this is because
- our point samples are incomplete, there are no samples on parts
- of the mesh not visible from the camera. this can not only make
- it darker, but also lead to ugly color shifts */
+ * sampled area and multiply with the reflectance. this is because
+ * our point samples are incomplete, there are no samples on parts
+ * of the mesh not visible from the camera. this can not only make
+ * it darker, but also lead to ugly color shifts */
mul_v3_fl(result.rad, tree->ss[0]->frontweight);
mul_v3_fl(result.backrad, tree->ss[0]->backweight);
@@ -484,7 +484,7 @@ static void sum_leaf_radiance(ScatterTree *UNUSED(tree), ScatterNode *node)
node->backrad[0]= node->backrad[1]= node->backrad[2]= 0.0;
/* compute total rad, rad weighted average position,
- and total area */
+ * and total area */
for(i=0; i<node->totpoint; i++) {
p= &node->points[i];
@@ -532,7 +532,7 @@ static void sum_leaf_radiance(ScatterTree *UNUSED(tree), ScatterNode *node)
}
else {
/* make sure that if radiance is 0.0f, we still have these points in
- the tree at a good position, they count for rdsum too */
+ * the tree at a good position, they count for rdsum too */
for(i=0; i<node->totpoint; i++) {
p= &node->points[i];
@@ -558,7 +558,7 @@ static void sum_branch_radiance(ScatterTree *UNUSED(tree), ScatterNode *node)
node->backrad[0]= node->backrad[1]= node->backrad[2]= 0.0;
/* compute total rad, rad weighted average position,
- and total area */
+ * and total area */
for(i=0; i<8; i++) {
if(node->child[i] == NULL)
continue;
@@ -606,7 +606,7 @@ static void sum_branch_radiance(ScatterTree *UNUSED(tree), ScatterNode *node)
}
else {
/* make sure that if radiance is 0.0f, we still have these points in
- the tree at a good position, they count for rdsum too */
+ * the tree at a good position, they count for rdsum too */
totnode= 0;
for(i=0; i<8; i++) {
@@ -686,8 +686,8 @@ static void create_octree_node(ScatterTree *tree, ScatterNode *node, float *mid,
}
/* here we check if only one subnode is used. if this is the case, we don't
- create a new node, but rather call this function again, with different
- size and middle position for the same node. */
+ * create a new node, but rather call this function again, with different
+ * size and middle position for the same node. */
for(usedi=0, usednodes=0, i=0; i<8; i++) {
if(nsize[i]) {
usednodes++;
@@ -865,7 +865,7 @@ static void sss_create_tree_mat(Render *re, Material *mat)
points.first= points.last= NULL;
/* TODO: this is getting a bit ugly, copying all those variables and
- setting them back, maybe we need to create our own Render? */
+ * setting them back, maybe we need to create our own Render? */
/* do SSS preprocessing render */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
diff --git a/source/blender/render/intern/source/strand.c b/source/blender/render/intern/source/strand.c
index cdc185160d5..5f034ee9aeb 100644
--- a/source/blender/render/intern/source/strand.c
+++ b/source/blender/render/intern/source/strand.c
@@ -680,7 +680,7 @@ static void strand_render(Render *re, StrandSegment *sseg, float winmat[][4], St
zbufclip4(re, &zspan[a], obi, index, p1->hoco2, p1->hoco1, p2->hoco1, p2->hoco2, p1->clip2, p1->clip1, p2->clip1, p2->clip2);
#endif
/* only render a line for now, which makes the shadow map more
- similiar across frames, and so reduces flicker */
+ * similiar across frames, and so reduces flicker */
zbufsinglewire(&zspan[a], obi, index, hoco1, hoco2);
}
}
diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c
index 71ca2e056ac..1ecf197f694 100644
--- a/source/blender/render/intern/source/sunsky.c
+++ b/source/blender/render/intern/source/sunsky.c
@@ -20,6 +20,10 @@
/** \file blender/render/intern/source/sunsky.c
* \ingroup render
+ *
+ * This feature comes from Preetham paper on "A Practical Analytic Model for Daylight"
+ * and example code from Brian Smits, another author of that paper in
+ * http://www.cs.utah.edu/vissim/papers/sunsky/code/
*/
@@ -129,7 +133,7 @@ static float PerezFunction(struct SunSky *sunsky, const float *lam, float theta,
* InitSunSky:
* this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters
* parameters:
- * sunSky, is a structure that contains informtion about sun, sky and atmosphere, in this function, most of its values initiated
+ * sunSky, is a structure that contains information about sun, sky and atmosphere, in this function, most of its values initiated
* turb, is atmosphere turbidity
* toSun, contains sun direction
* horizon_brighness, controls the brightness of the horizon colors
@@ -345,7 +349,7 @@ static void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3])
/**
* InitAtmosphere:
- * this function intiate sunSky structure with user input parameters.
+ * this function initiate sunSky structure with user input parameters.
* parameters:
* sunSky, contains information about sun, and in this function some atmosphere parameters will initiated
* sun_intens, shows sun intensity value
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
index 8b3c3ec5c3d..f99eb0298bf 100644
--- a/source/blender/render/intern/source/volume_precache.c
+++ b/source/blender/render/intern/source/volume_precache.c
@@ -284,7 +284,7 @@ static inline int lc_to_ms_I(int x, int y, int z, int *n)
/* *** multiple scattering approximation *** */
-/* get the total amount of light energy in the light cache. used to normalise after multiple scattering */
+/* get the total amount of light energy in the light cache. used to normalize after multiple scattering */
static float total_ss_energy(Render *re, int do_test_break, VolumePrecache *vp)
{
int x, y, z;
@@ -437,7 +437,7 @@ static void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Materi
if (re->test_break(re->tbh)) break;
}
- /* normalisation factor to conserve energy */
+ /* normalization factor to conserve energy */
energy_ms = total_ms_energy(re, do_test_break, sr, sg, sb, n);
fac *= (energy_ss / energy_ms);
@@ -775,8 +775,7 @@ static void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *o
//tree= NULL;
}
- if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE))
- {
+ if (ELEM(ma->vol.shade_type, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)) {
/* this should be before the filtering */
multiple_scattering_diffusion(re, obi->volume_precache, ma);
}
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 66cbb18bc57..36895f8ad53 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -135,19 +135,20 @@ static int vol_get_bounds(ShadeInput *shi, const float co[3], const float vec[3]
isect->skip = RE_SKIP_VLR_NEIGHBOUR;
isect->orig.face = (void*)shi->vlr;
isect->orig.ob = (void*)shi->obi;
- } else { // if (intersect_type == VOL_BOUNDS_SS) {
+ }
+ else { // if (intersect_type == VOL_BOUNDS_SS) {
isect->skip= 0;
isect->orig.face= NULL;
isect->orig.ob = NULL;
}
- if(RE_rayobject_raycast(R.raytree, isect))
- {
+ if(RE_rayobject_raycast(R.raytree, isect)) {
hitco[0] = isect->start[0] + isect->dist*isect->dir[0];
hitco[1] = isect->start[1] + isect->dist*isect->dir[1];
hitco[2] = isect->start[2] + isect->dist*isect->dir[2];
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -365,7 +366,7 @@ static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3
const float normalize = 0.25f; // = 1.f/4.f = M_PI/(4.f*M_PI)
/* normalization constant is 1/4 rather than 1/4pi, since
- * Blender's shading system doesn't normalise for
+ * Blender's shading system doesn't normalize for
* energy conservation - eg. multiplying by pdf ( 1/pi for a lambert brdf ).
* This means that lambert surfaces in Blender are pi times brighter than they 'should be'
* and therefore, with correct energy conservation, volumes will darker than other solid objects,
@@ -382,8 +383,8 @@ static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3
return normalize * (1.f - k*k) / ((1.f - kcostheta) * (1.f - kcostheta));
}
- /*
- * not used, but here for reference:
+ /* not used, but here for reference: */
+#if 0
switch (phasefunc_type) {
case MA_VOL_PH_MIEHAZY:
return normalize * (0.5f + 4.5f * powf(0.5 * (1.f + costheta), 8.f));
@@ -403,7 +404,7 @@ static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3
default:
return normalize * 1.f;
}
- */
+#endif
}
/* Compute transmittance = e^(-attenuation) */
@@ -492,8 +493,7 @@ static void vol_shade_one_lamp(struct ShadeInput *shi, const float co[3], const
if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADOWED) {
mul_v3_fl(lacol, vol_get_shadow(shi, lar, co));
}
- else if (ELEM3(shi->mat->vol.shade_type, MA_VOL_SHADE_SHADED, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE))
- {
+ else if (ELEM3(shi->mat->vol.shade_type, MA_VOL_SHADE_SHADED, MA_VOL_SHADE_MULTIPLE, MA_VOL_SHADE_SHADEDPLUSMULTIPLE)) {
Isect is;
if (shi->mat->vol.shadeflag & MA_VOL_RECV_EXT_SHADOW) {
@@ -568,15 +568,15 @@ void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3]
/*
-The main volumetric integrator, using an emission/absorption/scattering model.
-
-Incoming radiance =
-
-outgoing radiance from behind surface * beam transmittance/attenuation
-+ added radiance from all points along the ray due to participating media
- --> radiance for each segment =
- (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation
-*/
+ * The main volumetric integrator, using an emission/absorption/scattering model.
+ *
+ * Incoming radiance =
+ *
+ * outgoing radiance from behind surface * beam transmittance/attenuation
+ * + added radiance from all points along the ray due to participating media
+ * --> radiance for each segment =
+ * (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation
+ */
/* For ease of use, I've also introduced a 'reflection' and 'reflection color' parameter, which isn't
* physically correct. This works as an RGB tint/gain on out-scattered light, but doesn't affect the light
@@ -667,12 +667,12 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
int render_this=0;
/* don't render the backfaces of ztransp volume materials.
-
+ *
* volume shading renders the internal volume from between the
* ' view intersection of the solid volume to the
* intersection on the other side, as part of the shading of
* the front face.
-
+ *
* Because ztransp renders both front and back faces independently
* this will double up, so here we prevent rendering the backface as well,
* which would otherwise render the volume in between the camera and the backface
@@ -686,8 +686,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
}
- if (inside_volume == VOL_SHADE_INSIDE)
- {
+ if (inside_volume == VOL_SHADE_INSIDE) {
startco = shi->camera_co;
endco = shi->co;
@@ -706,8 +705,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
}
/* trace to find a backface, the other side bounds of the volume */
/* (ray intersect ignores front faces here) */
- else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH))
- {
+ else if (vol_get_bounds(shi, shi->co, shi->view, hitco, &is, VOL_BOUNDS_DEPTH)) {
VlakRen *vlr = (VlakRen *)is.hit.face;
startco = shi->co;
diff --git a/source/blender/render/intern/source/voxeldata.c b/source/blender/render/intern/source/voxeldata.c
index ebcc2ce997f..88571bb297b 100644
--- a/source/blender/render/intern/source/voxeldata.c
+++ b/source/blender/render/intern/source/voxeldata.c
@@ -228,8 +228,7 @@ static void init_frame_smoke(VoxelData *vd, float cfra)
ob= vd->object;
/* draw code for smoke */
- if( (md = (ModifierData *)modifiers_findByType(ob, eModifierType_Smoke)) )
- {
+ if ((md = (ModifierData *)modifiers_findByType(ob, eModifierType_Smoke))) {
SmokeModifierData *smd = (SmokeModifierData *)md;
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 0727fd6fdd7..d5ed5c7a824 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -244,7 +244,7 @@ int testclip(const float v[4])
short c=0;
/* if we set clip flags, the clipping should be at least larger than epsilon.
- prevents issues with vertices lying exact on borders */
+ * prevents issues with vertices lying exact on borders */
abs4= fabsf(v[3]) + FLT_EPSILON;
if( v[0] < -abs4) c+=1;
@@ -851,8 +851,8 @@ static int clipline(float v1[4], float v2[4]) /* return 0: do not draw */
dw= v2[3]-v1[3];
/* this 1.01 is for clipping x and y just a tinsy larger. that way it is
- filled in with zbufwire correctly when rendering in parts. otherwise
- you see line endings at edges... */
+ * filled in with zbufwire correctly when rendering in parts. otherwise
+ * you see line endings at edges... */
if(cliptestf(-dz, -dw, v1[3], v1[2], &u1,&u2)) {
if(cliptestf(dz, -dw, v1[3], -v1[2], &u1,&u2)) {
@@ -1591,8 +1591,7 @@ void zspan_scanconvert(ZSpan *zspan, void *handle, float *v1, float *v2, float *
/**
* (clip pyramid)
* Sets labda: flag, and parametrize the clipping of vertices in
- * viewspace coordinates. labda = -1 means no clipping, labda in [0,
- * 1] means a clipping.
+ * viewspace coordinates. labda = -1 means no clipping, labda in [0, 1] means a clipping.
* Note: uses globals.
* \param v1 start coordinate s
* \param v2 target coordinate t