diff options
author | Campbell Barton <ideasman42@gmail.com> | 2007-04-04 17:18:41 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2007-04-04 17:18:41 +0400 |
commit | afdd54fa3720c267f30e48ed45c449d80449bac0 (patch) | |
tree | 3192044fa53f6e1fd3d1b0256963c2d4c090d700 /source/blender/render | |
parent | 203e6ed82b444786d7999e88cebef84d6d429765 (diff) |
moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/intern/include/pixelshading.h | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/convertblender.c | 72 | ||||
-rw-r--r-- | source/blender/render/intern/source/envmap.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/source/gammaCorrectionTables.c | 34 | ||||
-rw-r--r-- | source/blender/render/intern/source/pixelblending.c | 32 | ||||
-rw-r--r-- | source/blender/render/intern/source/pixelshading.c | 12 | ||||
-rw-r--r-- | source/blender/render/intern/source/ray.c | 8 | ||||
-rw-r--r-- | source/blender/render/intern/source/rendercore.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/renderdatabase.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadbuf.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeinput.c | 12 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeoutput.c | 36 | ||||
-rw-r--r-- | source/blender/render/intern/source/texture.c | 8 | ||||
-rw-r--r-- | source/blender/render/intern/source/zbuf.c | 4 |
14 files changed, 115 insertions, 115 deletions
diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h index 88c93a147fc..d2235784a59 100644 --- a/source/blender/render/intern/include/pixelshading.h +++ b/source/blender/render/intern/include/pixelshading.h @@ -27,7 +27,7 @@ /* pixelshading.h * -* These functions determine what actual colour a pixel will have. +* These functions determine what actual color a pixel will have. */ diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index e5bfedafc97..81e78e44cc5 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -549,12 +549,12 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_ vlr->flag |= R_NOPUNOFLIP; VecSubf(n1, v2->co, v1->co); - Normalise(n1); + Normalize(n1); VecSubf(n2, v3->co, v2->co); - Normalise(n2); + Normalize(n2); if(v4==NULL) { VecSubf(n3, v1->co, v3->co); - Normalise(n3); + Normalize(n3); fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]); fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); @@ -562,9 +562,9 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_ } else { VecSubf(n3, v4->co, v3->co); - Normalise(n3); + Normalize(n3); VecSubf(n4, v1->co, v4->co); - Normalise(n4); + Normalize(n4); fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]); fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); @@ -623,10 +623,10 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_ } } - /* normalise vertex normals */ + /* normalize vertex normals */ for(a=startvert; a<re->totvert; a++) { VertRen *ver= RE_findOrAddVert(re, a); - Normalise(ver->n); + Normalize(ver->n); if(do_tangent) { float *tav= RE_vertren_get_tangent(re, ver, 0); if (tav) { @@ -635,7 +635,7 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_ tav[0] -= ver->n[0]*tdn; tav[1] -= ver->n[1]*tdn; tav[2] -= ver->n[2]*tdn; - Normalise(tav); + Normalize(tav); } } } @@ -685,21 +685,21 @@ static void calc_fluidsimnormals(Render *re, int startvert, int startvlak, int d vlr->flag |= R_NOPUNOFLIP; VecSubf(n1, v2->co, v1->co); - Normalise(n1); + Normalize(n1); VecSubf(n2, v3->co, v2->co); - Normalise(n2); + Normalize(n2); if(v4==NULL) { VecSubf(n3, v1->co, v3->co); - Normalise(n3); + Normalize(n3); fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]); fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]); } else { VecSubf(n3, v4->co, v3->co); - Normalise(n3); + Normalize(n3); VecSubf(n4, v1->co, v4->co); - Normalise(n4); + Normalize(n4); fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]); fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); @@ -738,13 +738,13 @@ static void calc_fluidsimnormals(Render *re, int startvert, int startvlak, int d } } - /* normalise vertex normals */ + /* normalize vertex normals */ for(a=startvert; a<re->totvert; a++) { VertRen *ver= RE_findOrAddVert(re, a); - Normalise(ver->n); + Normalize(ver->n); if(do_tangent) { float *tav= RE_vertren_get_tangent(re, ver, 0); - if(tav) Normalise(tav); + if(tav) Normalize(tav); } } @@ -1025,10 +1025,10 @@ static void make_render_halos(Render *re, Object *ob, Mesh *me, int totvert, MVe nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - Normalise(nor); + Normalize(nor); VECCOPY(view, vec); - Normalise(view); + Normalize(view); zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2]; if(zn>=0.0) hasize= 0.0; @@ -1180,10 +1180,10 @@ static void render_particle_system(Render *re, Object *ob, Object *par, PartEff nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - Normalise(nor); + Normalize(nor); VECCOPY(view, vec); - Normalise(view); + Normalize(view); zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2]; if(zn>=0.0) hasize= 0.0; @@ -1195,7 +1195,7 @@ static void render_particle_system(Render *re, Object *ob, Object *par, PartEff har= RE_inithalo(re, ma, vec, NULL, pa->co, hasize, 0.0, seed); if(har && ma->mode & MA_HALO_SHADE) { VecSubf(har->no, vec, vec1); - Normalise(har->no); + Normalize(har->no); } } if(har) har->lay= ob->lay; @@ -1227,7 +1227,7 @@ static void static_particle_strand(Render *re, Object *ob, Material *ma, float * int flag; VecSubf(nor, vec, vec1); - Normalise(nor); // nor needed as tangent + Normalize(nor); // nor needed as tangent Crossf(cross, vec, nor); /* turn cross in pixelsize */ @@ -1405,7 +1405,7 @@ static void render_static_particle_system(Render *re, Object *ob, PartEff *paf) VECCOPY(v1->co, vec); VecSubf(vlr->n, vec, vec1); - Normalise(vlr->n); + Normalize(vlr->n); VECCOPY(v1->n, vlr->n); vlr->mat= ma; @@ -1433,10 +1433,10 @@ static void render_static_particle_system(Render *re, Object *ob, PartEff *paf) nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - Normalise(nor); + Normalize(nor); VECCOPY(view, vec); - Normalise(view); + Normalize(view); zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2]; if(zn>=0.0) hasize= 0.0; @@ -1448,7 +1448,7 @@ static void render_static_particle_system(Render *re, Object *ob, PartEff *paf) har= RE_inithalo(re, ma, vec, NULL, pa->co, hasize, 0.0, seed); if(har && (ma->mode & MA_HALO_SHADE)) { VecSubf(har->no, vec, vec1); - Normalise(har->no); + Normalize(har->no); har->lay= ob->lay; } } @@ -1583,7 +1583,7 @@ static void init_render_mball(Render *re, Object *ob) ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - Normalise(ver->n); + Normalize(ver->n); //if(ob->transflag & OB_NEG_SCALE) VecMulf(ver->n. -1.0); if(need_orco) ver->orco= data; @@ -2045,7 +2045,7 @@ static void init_render_mesh(Render *re, Object *ob, Object *par, int only_verts vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - Normalise(vlr->n); + Normalize(vlr->n); vlr->mat= ma; vlr->flag= 0; @@ -2222,7 +2222,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob) lar->vec[0]= -mat[2][0]; lar->vec[1]= -mat[2][1]; lar->vec[2]= -mat[2][2]; - Normalise(lar->vec); + Normalize(lar->vec); lar->co[0]= mat[3][0]; lar->co[1]= mat[3][1]; lar->co[2]= mat[3][2]; @@ -2304,9 +2304,9 @@ static GroupObject *add_render_lamp(Render *re, Object *ob) if(lar->type==LA_SPOT) { - Normalise(lar->imat[0]); - Normalise(lar->imat[1]); - Normalise(lar->imat[2]); + Normalize(lar->imat[0]); + Normalize(lar->imat[1]); + Normalize(lar->imat[2]); xn= saacos(lar->spotsi); xn= sin(xn)/cos(xn); @@ -2556,7 +2556,7 @@ static int dl_surf_to_renderdata(Render *re, Object *ob, DispList *dl, Material } for(a = startvert; a < re->totvert; a++) { ver= RE_findOrAddVert(re, a); - Normalise(ver->n); + Normalize(ver->n); } @@ -2663,7 +2663,7 @@ static void init_render_curve(Render *re, Object *ob, int only_verts) n[0]= ob->imat[0][2]; n[1]= ob->imat[1][2]; n[2]= ob->imat[2][2]; - Normalise(n); + Normalize(n); for(a=0; a<dl->nr; a++, data+=3) { ver= RE_findOrAddVert(re, re->totvert++); @@ -2804,7 +2804,7 @@ static void init_render_curve(Render *re, Object *ob, int only_verts) } for(a=startvert; a<re->totvert; a++) { ver= RE_findOrAddVert(re, a); - len= Normalise(ver->n); + len= Normalize(ver->n); if(len==0.0) ver->flag= 1; /* flag abuse, its only used in zbuf now */ else ver->flag= 0; } @@ -3207,7 +3207,7 @@ void init_render_world(Render *re) cp[3]= 1; VECCOPY(re->grvec, re->viewmat[2]); - Normalise(re->grvec); + Normalize(re->grvec); Mat3CpyMat4(re->imat, re->viewinv); for(a=0; a<MAX_MTEX; a++) diff --git a/source/blender/render/intern/source/envmap.c b/source/blender/render/intern/source/envmap.c index b2e4f33c035..c1f756894fe 100644 --- a/source/blender/render/intern/source/envmap.c +++ b/source/blender/render/intern/source/envmap.c @@ -249,7 +249,7 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode) ver->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn; ver->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn; ver->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn; - Normalise(ver->n); + Normalize(ver->n); } for(a=0; a<re->tothalo; a++) { @@ -270,7 +270,7 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode) vlr->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn; vlr->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn; vlr->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn; - Normalise(vlr->n); + Normalize(vlr->n); } set_normalflags(re); diff --git a/source/blender/render/intern/source/gammaCorrectionTables.c b/source/blender/render/intern/source/gammaCorrectionTables.c index 812feabede7..ae54d061eda 100644 --- a/source/blender/render/intern/source/gammaCorrectionTables.c +++ b/source/blender/render/intern/source/gammaCorrectionTables.c @@ -57,9 +57,9 @@ static float gamma_range_table[RE_GAMMA_TABLE_SIZE + 1]; static float gamfactor_table[RE_GAMMA_TABLE_SIZE]; static float inv_gamma_range_table[RE_GAMMA_TABLE_SIZE + 1]; static float inv_gamfactor_table[RE_GAMMA_TABLE_SIZE]; -static float colour_domain_table[RE_GAMMA_TABLE_SIZE + 1]; -static float colour_step; -static float inv_colour_step; +static float color_domain_table[RE_GAMMA_TABLE_SIZE + 1]; +static float color_step; +static float inv_color_step; static float valid_gamma; static float valid_inv_gamma; @@ -70,15 +70,15 @@ float gammaCorrect(float c) int i; float res = 0.0; - i = floor(c * inv_colour_step); + i = floor(c * inv_color_step); /* Clip to range [0,1]: outside, just do the complete calculation. */ /* We may have some performance problems here. Stretching up the LUT */ /* may help solve that, by exchanging LUT size for the interpolation. */ - /* Negative colours are explicitly handled. */ + /* Negative colors are explicitly handled. */ if (i < 0) res = -pow(abs(c), valid_gamma); else if (i >= RE_GAMMA_TABLE_SIZE ) res = pow(c, valid_gamma); else res = gamma_range_table[i] + - ( (c - colour_domain_table[i]) * gamfactor_table[i]); + ( (c - color_domain_table[i]) * gamfactor_table[i]); return res; } /* end of float gammaCorrect(float col) */ @@ -90,12 +90,12 @@ float invGammaCorrect(float col) int i; float res = 0.0; - i = floor(col*inv_colour_step); - /* Negative colours are explicitly handled. */ + i = floor(col*inv_color_step); + /* Negative colors are explicitly handled. */ if (i < 0) res = -pow(abs(col), valid_inv_gamma); else if (i >= RE_GAMMA_TABLE_SIZE) res = pow(col, valid_inv_gamma); else res = inv_gamma_range_table[i] + - ( (col - colour_domain_table[i]) * inv_gamfactor_table[i]); + ( (col - color_domain_table[i]) * inv_gamfactor_table[i]); return res; } /* end of float invGammaCorrect(float col) */ @@ -110,15 +110,15 @@ void makeGammaTables(float gamma) valid_gamma = gamma; valid_inv_gamma = 1.0 / gamma; - colour_step = 1.0 / RE_GAMMA_TABLE_SIZE; - inv_colour_step = (float) RE_GAMMA_TABLE_SIZE; + color_step = 1.0 / RE_GAMMA_TABLE_SIZE; + inv_color_step = (float) RE_GAMMA_TABLE_SIZE; /* We could squeeze out the two range tables to gain some memory. */ for (i = 0; i < RE_GAMMA_TABLE_SIZE; i++) { - colour_domain_table[i] = i * colour_step; - gamma_range_table[i] = pow(colour_domain_table[i], + color_domain_table[i] = i * color_step; + gamma_range_table[i] = pow(color_domain_table[i], valid_gamma); - inv_gamma_range_table[i] = pow(colour_domain_table[i], + inv_gamma_range_table[i] = pow(color_domain_table[i], valid_inv_gamma); } @@ -126,16 +126,16 @@ void makeGammaTables(float gamma) /* rounding errors, we just set this explicitly. The last segment may */ /* have a different lenght than the other segments, but our */ /* interpolation is insensitive to that. */ - colour_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0; + color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0; gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0; inv_gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0; /* To speed up calculations, we make these calc factor tables. They are */ /* multiplication factors used in scaling the interpolation. */ for (i = 0; i < RE_GAMMA_TABLE_SIZE; i++ ) { - gamfactor_table[i] = inv_colour_step + gamfactor_table[i] = inv_color_step * (gamma_range_table[i + 1] - gamma_range_table[i]) ; - inv_gamfactor_table[i] = inv_colour_step + inv_gamfactor_table[i] = inv_color_step * (inv_gamma_range_table[i + 1] - inv_gamma_range_table[i]) ; } diff --git a/source/blender/render/intern/source/pixelblending.c b/source/blender/render/intern/source/pixelblending.c index 136709b3ed5..119cceaf3c2 100644 --- a/source/blender/render/intern/source/pixelblending.c +++ b/source/blender/render/intern/source/pixelblending.c @@ -51,8 +51,8 @@ extern struct Render R; /* ------------------------------------------------------------------------- */ /* Debug/behaviour defines */ -/* if defined: alpha blending with floats clips colour, as with shorts */ -/* #define RE_FLOAT_COLOUR_CLIPPING */ +/* if defined: alpha blending with floats clips color, as with shorts */ +/* #define RE_FLOAT_COLOR_CLIPPING */ /* if defined: alpha values are clipped */ /* For now, we just keep alpha clipping. We run into thresholding and */ /* blending difficulties otherwise. Be careful here. */ @@ -62,11 +62,11 @@ extern struct Render R; /* Threshold for a 'full' pixel: pixels with alpha above this level are */ /* considered opaque This is the decimal value for 0xFFF0 / 0xFFFF */ -#define RE_FULL_COLOUR_FLOAT 0.9998 +#define RE_FULL_COLOR_FLOAT 0.9998 /* Threshold for an 'empty' pixel: pixels with alpha above this level are */ /* considered completely transparent. This is the decimal value */ /* for 0x000F / 0xFFFF */ -#define RE_EMPTY_COLOUR_FLOAT 0.0002 +#define RE_EMPTY_COLOR_FLOAT 0.0002 /* ------------------------------------------------------------------------- */ @@ -92,8 +92,8 @@ void addAlphaUnderFloat(float *dest, float *source) { float mul; - if( (-RE_EMPTY_COLOUR_FLOAT < dest[3]) - && (dest[3] < RE_EMPTY_COLOUR_FLOAT) ) { + if( (-RE_EMPTY_COLOR_FLOAT < dest[3]) + && (dest[3] < RE_EMPTY_COLOR_FLOAT) ) { dest[0] = source[0]; dest[1] = source[1]; dest[2] = source[2]; @@ -114,37 +114,37 @@ void addAlphaUnderFloat(float *dest, float *source) void addalphaAddfacFloat(float *dest, float *source, char addfac) { float m; /* weiging factor of destination */ - float c; /* intermediate colour */ + float c; /* intermediate color */ /* Addfac is a number between 0 and 1: rescale */ /* final target is to diminish the influence of dest when addfac rises */ m = 1.0 - ( source[3] * ((255.0 - addfac) / 255.0)); - /* blend colours*/ + /* blend colors*/ c= (m * dest[0]) + source[0]; -#ifdef RE_FLOAT_COLOUR_CLIPPING - if(c >= RE_FULL_COLOUR_FLOAT) dest[0] = RE_FULL_COLOUR_FLOAT; +#ifdef RE_FLOAT_COLOR_CLIPPING + if(c >= RE_FULL_COLOR_FLOAT) dest[0] = RE_FULL_COLOR_FLOAT; else #endif dest[0]= c; c= (m * dest[1]) + source[1]; -#ifdef RE_FLOAT_COLOUR_CLIPPING - if(c >= RE_FULL_COLOUR_FLOAT) dest[1] = RE_FULL_COLOUR_FLOAT; +#ifdef RE_FLOAT_COLOR_CLIPPING + if(c >= RE_FULL_COLOR_FLOAT) dest[1] = RE_FULL_COLOR_FLOAT; else #endif dest[1]= c; c= (m * dest[2]) + source[2]; -#ifdef RE_FLOAT_COLOUR_CLIPPING - if(c >= RE_FULL_COLOUR_FLOAT) dest[2] = RE_FULL_COLOUR_FLOAT; +#ifdef RE_FLOAT_COLOR_CLIPPING + if(c >= RE_FULL_COLOR_FLOAT) dest[2] = RE_FULL_COLOR_FLOAT; else #endif dest[2]= c; c= (m * dest[3]) + source[3]; #ifdef RE_ALPHA_CLIPPING - if(c >= RE_FULL_COLOUR_FLOAT) dest[3] = RE_FULL_COLOUR_FLOAT; + if(c >= RE_FULL_COLOR_FLOAT) dest[3] = RE_FULL_COLOR_FLOAT; else #endif dest[3]= c; @@ -263,7 +263,7 @@ void addalphaAddFloat(float *dest, float *source) { /* Makes me wonder whether this is required... */ - if( dest[3] < RE_EMPTY_COLOUR_FLOAT) { + if( dest[3] < RE_EMPTY_COLOR_FLOAT) { dest[0] = source[0]; dest[1] = source[1]; dest[2] = source[2]; diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c index 4955c65f55c..cffed99c738 100644 --- a/source/blender/render/intern/source/pixelshading.c +++ b/source/blender/render/intern/source/pixelshading.c @@ -379,7 +379,7 @@ void shadeHaloFloat(HaloRen *har, float *col, int zz, ringf*= dist; linef*= alpha; - /* The colour is either the rgb spec-ed by the user, or extracted from */ + /* The color is either the rgb spec-ed by the user, or extracted from */ /* the texture */ if(har->tex) { col[0]= har->r; @@ -483,7 +483,7 @@ void shadeSkyView(float *colf, float *rco, float *view, float *dxyview) zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb; /* Careful: SKYTEX and SKYBLEND are NOT mutually exclusive! If */ - /* SKYBLEND is active, the texture and colour blend are added. */ + /* SKYBLEND is active, the texture and color blend are added. */ if(R.wrld.skytype & WO_SKYTEX) { VECCOPY(lo, view); if(R.wrld.skytype & WO_SKYREAL) { @@ -513,7 +513,7 @@ void shadeSkyView(float *colf, float *rco, float *view, float *dxyview) } /* - Stuff the sky colour into the collector. + Stuff the sky color into the collector. */ void shadeSkyPixel(float *collector, float fx, float fy) { @@ -522,7 +522,7 @@ void shadeSkyPixel(float *collector, float fx, float fy) /* The rules for sky: 1. Draw an image, if a background image was provided. Stop - 2. get texture and colour blend, and combine these. + 2. get texture and color blend, and combine these. */ float fac; @@ -553,7 +553,7 @@ void shadeSkyPixel(float *collector, float fx, float fy) } else { calc_view_vector(view, fx, fy); - fac= Normalise(view); + fac= Normalize(view); if(R.wrld.skytype & WO_SKYTEX) { dxyview[0]= -R.viewdx/fac; @@ -561,7 +561,7 @@ void shadeSkyPixel(float *collector, float fx, float fy) } } - /* get sky colour in the collector */ + /* get sky color in the collector */ shadeSkyView(collector, NULL, view, dxyview); collector[3] = 0.0f; } diff --git a/source/blender/render/intern/source/ray.c b/source/blender/render/intern/source/ray.c index 12de6b64023..128a4a900ec 100644 --- a/source/blender/render/intern/source/ray.c +++ b/source/blender/render/intern/source/ray.c @@ -1414,7 +1414,7 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr) shi->co[1]= is->start[1]+is->labda*(shi->view[1]); shi->co[2]= is->start[2]+is->labda*(shi->view[2]); - Normalise(shi->view); + Normalize(shi->view); shi->vlr= vlr; shi->mat= vlr->mat; @@ -1714,7 +1714,7 @@ static void traceray(ShadeInput *origshi, short depth, float *start, float *vec, } else { /* sky */ VECCOPY(shi.view, vec); - Normalise(shi.view); + Normalize(shi.view); shadeSkyView(col, isec.start, shi.view, NULL); } @@ -2078,7 +2078,7 @@ static void DS_energy(float *sphere, int tot, float *vec) VecMulf(res, 0.5); VecAddf(vec, vec, res); - Normalise(vec); + Normalize(vec); } @@ -2257,7 +2257,7 @@ void ray_ao(ShadeInput *shi, float *shadfac) view[0]= -vec[0]; view[1]= -vec[1]; view[2]= -vec[2]; - Normalise(view); + Normalize(view); if(aocolor==WO_AOSKYCOL) { fac= 0.5*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]); diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c index efd848e4002..10201087f2d 100644 --- a/source/blender/render/intern/source/rendercore.c +++ b/source/blender/render/intern/source/rendercore.c @@ -1373,7 +1373,7 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v) /* set up view vector */ VECCOPY(shi->view, shi->co); - Normalise(shi->view); + Normalize(shi->view); /* no face normal flip */ shi->puno= 0; diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c index cc4ec037ab5..902d55adb97 100644 --- a/source/blender/render/intern/source/renderdatabase.c +++ b/source/blender/render/intern/source/renderdatabase.c @@ -660,7 +660,7 @@ HaloRen *RE_inithalo(Render *re, Material *ma, float *vec, float *vec1, har->hasize= vectsize*zn + (1.0-vectsize)*hasize; VecSubf(har->no, vec, vec1); - Normalise(har->no); + Normalize(har->no); } if(ma->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA; diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c index e96821f08e4..4a5986591d4 100644 --- a/source/blender/render/intern/source/shadbuf.c +++ b/source/blender/render/intern/source/shadbuf.c @@ -335,7 +335,7 @@ static void shadowbuf_autoclip(Render *re, LampRen *lar) /* since vec is rotated in lampspace, this is how to get the cosine of angle */ /* precision is set 20% larger */ vec[2]*= 1.2f; - Normalise(vec); + Normalize(vec); inpr= - vec[2]; if(inpr>=lar->spotsi) { diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c index 7f97653eb6f..d9126a3cdb2 100644 --- a/source/blender/render/intern/source/shadeinput.c +++ b/source/blender/render/intern/source/shadeinput.c @@ -391,8 +391,8 @@ void shade_input_set_viewco(ShadeInput *shi, float x, float y, float z) } } - /* cannot normalise earlier, code above needs it at viewplane level */ - Normalise(shi->view); + /* cannot normalize earlier, code above needs it at viewplane level */ + Normalize(shi->view); } /* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */ @@ -496,7 +496,7 @@ void shade_input_set_normals(ShadeInput *shi) shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1]; shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2]; - Normalise(shi->vn); + Normalize(shi->vn); } else { VECCOPY(shi->vn, shi->facenor); @@ -544,7 +544,7 @@ void shade_input_set_shade_texco(ShadeInput *shi) shi->tang[1]= (l*s3[1] - u*s1[1] - v*s2[1]); shi->tang[2]= (l*s3[2] - u*s1[2] - v*s2[2]); /* qdn: normalize just in case */ - Normalise(shi->tang); + Normalize(shi->tang); } else shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f; } @@ -561,7 +561,7 @@ void shade_input_set_shade_texco(ShadeInput *shi) shi->tang[0] = (s1[0] + s2[0] + s3[0]); shi->tang[1] = (s1[1] + s2[1] + s3[1]); shi->tang[2] = (s1[2] + s2[2] + s3[2]); - Normalise(shi->tang); + Normalize(shi->tang); } } } @@ -765,7 +765,7 @@ void shade_input_set_shade_texco(ShadeInput *shi) } if(texco & TEXCO_REFL) { - /* mirror reflection colour textures (and envmap) */ + /* mirror reflection color textures (and envmap) */ calc_R_ref(shi); /* wrong location for normal maps! XXXXXXXXXXXXXX */ } diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c index 992e2619ccd..c2aeee6aab6 100644 --- a/source/blender/render/intern/source/shadeoutput.c +++ b/source/blender/render/intern/source/shadeoutput.c @@ -370,7 +370,7 @@ void renderspothalo(ShadeInput *shi, float *col, float alpha) /* ---------------- shaders ----------------------- */ -static double Normalise_d(double *n) +static double Normalize_d(double *n) { double d; @@ -427,10 +427,10 @@ static float area_lamp_energy(float *co, float *vn, LampRen *lar) VECSUB(vec[2], co, lar->area[2]); VECSUB(vec[3], co, lar->area[3]); - Normalise_d(vec[0]); - Normalise_d(vec[1]); - Normalise_d(vec[2]); - Normalise_d(vec[3]); + Normalize_d(vec[0]); + Normalize_d(vec[1]); + Normalize_d(vec[2]); + Normalize_d(vec[3]); /* cross product */ CROSS(cross[0], vec[0], vec[1]); @@ -438,10 +438,10 @@ static float area_lamp_energy(float *co, float *vn, LampRen *lar) CROSS(cross[2], vec[2], vec[3]); CROSS(cross[3], vec[3], vec[0]); - Normalise_d(cross[0]); - Normalise_d(cross[1]); - Normalise_d(cross[2]); - Normalise_d(cross[3]); + Normalize_d(cross[0]); + Normalize_d(cross[1]); + Normalize_d(cross[2]); + Normalize_d(cross[3]); /* angles */ rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2]; @@ -512,7 +512,7 @@ static float Phong_Spec( float *n, float *l, float *v, int hard, int tangent ) h[0] = l[0] + v[0]; h[1] = l[1] + v[1]; h[2] = l[2] + v[2]; - Normalise(h); + Normalize(h); rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2]; if(tangent) rslt= sasqrt(1.0f - rslt*rslt); @@ -532,7 +532,7 @@ static float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent) h[0]= v[0]+l[0]; h[1]= v[1]+l[1]; h[2]= v[2]+l[2]; - Normalise(h); + Normalize(h); nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; if(tangent) nh= sasqrt(1.0f - nh*nh); @@ -565,7 +565,7 @@ static float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_p h[0]= v[0]+l[0]; h[1]= v[1]+l[1]; h[2]= v[2]+l[2]; - Normalise(h); + Normalize(h); nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */ if(tangent) nh= sasqrt(1.0f - nh*nh); @@ -612,7 +612,7 @@ static float Toon_Spec( float *n, float *l, float *v, float size, float smooth, h[0] = l[0] + v[0]; h[1] = l[1] + v[1]; h[2] = l[2] + v[2]; - Normalise(h); + Normalize(h); rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2]; if(tangent) rslt = sasqrt(1.0f - rslt*rslt); @@ -636,7 +636,7 @@ static float WardIso_Spec( float *n, float *l, float *v, float rms, int tangent) h[0] = l[0] + v[0]; h[1] = l[1] + v[1]; h[2] = l[2] + v[2]; - Normalise(h); + Normalize(h); nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */ if(tangent) nh = sasqrt(1.0f - nh*nh); @@ -687,7 +687,7 @@ static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough h[0]= v[0]+l[0]; h[1]= v[1]+l[1]; h[2]= v[2]+l[2]; - Normalise(h); + Normalize(h); nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */ if(nh<0.0f) nh = 0.0f; @@ -708,12 +708,12 @@ static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough Lit_B[0] = l[0] - (realnl * n[0]); Lit_B[1] = l[1] - (realnl * n[1]); Lit_B[2] = l[2] - (realnl * n[2]); - Normalise( Lit_B ); + Normalize( Lit_B ); View_B[0] = v[0] - (nv * n[0]); View_B[1] = v[1] - (nv * n[1]); View_B[2] = v[2] - (nv * n[2]); - Normalise( View_B ); + Normalize( View_B ); t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2]; if( t < 0 ) t = 0; @@ -1290,7 +1290,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int lv[1]+= view[1]; lv[2]+= view[2]; - Normalise(lv); + Normalize(lv); t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2]; diff --git a/source/blender/render/intern/source/texture.c b/source/blender/render/intern/source/texture.c index 20ba66d2d1c..1e6a98d482d 100644 --- a/source/blender/render/intern/source/texture.c +++ b/source/blender/render/intern/source/texture.c @@ -1652,11 +1652,11 @@ void do_material_tex(ShadeInput *shi) // rotate to global coords if(mtex->texco==TEXCO_ORCO || mtex->texco==TEXCO_UV) { if(shi->vlr && shi->vlr->ob) { - float len= Normalise(texres.nor); + float len= Normalize(texres.nor); // can be optimized... (ton) Mat4Mul3Vecfl(shi->vlr->ob->obmat, texres.nor); Mat4Mul3Vecfl(R.viewmat, texres.nor); - Normalise(texres.nor); + Normalize(texres.nor); VecMulf(texres.nor, len); } } @@ -1762,7 +1762,7 @@ void do_material_tex(ShadeInput *shi) shi->vn[2]+= dot*nor[2]; } } - Normalise(shi->vn); + Normalize(shi->vn); /* this makes sure the bump is passed on to the next texture */ shi->orn[0]= -shi->vn[0]; @@ -2157,7 +2157,7 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f else texres.tin*= stencilTin; } - /* colour mapping */ + /* color mapping */ if(mtex->mapto & (WOMAP_HORIZ+WOMAP_ZENUP+WOMAP_ZENDOWN)) { float tcol[3]; diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index 35300d539f2..ee24b15029c 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -1740,7 +1740,7 @@ void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag) zspan.zofsx= -pa->disprect.xmin; zspan.zofsy= -pa->disprect.ymin; } - /* to centre the sample position */ + /* to center the sample position */ zspan.zofsx -= 0.5f; zspan.zofsy -= 0.5f; @@ -2579,7 +2579,7 @@ static int zbuffer_abuf(RenderPart *pa, APixstr *APixbuf, ListBase *apsmbase, un zspan.zofsx= -pa->disprect.xmin; zspan.zofsy= -pa->disprect.ymin; } - /* to centre the sample position */ + /* to center the sample position */ zspan.zofsx -= 0.5f; zspan.zofsy -= 0.5f; |