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authorCampbell Barton <ideasman42@gmail.com>2011-05-10 17:11:36 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-05-10 17:11:36 +0400
commiteabb4441061401245f4e12de7c54f9c46c7b3826 (patch)
treefba466a4876491f3ca7a3b9fd8e39d8e5d937b38 /source/blender/render
parent6d5f0bfac6408f511f556ec756941512ec0b9a6d (diff)
minor cleanup: make functions static, use NULL for pointer comparisons,
also fixed a possible bug assigning incorrect DPX function types to imbuf.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/include/shading.h2
-rw-r--r--source/blender/render/intern/source/rayshade.c4
-rw-r--r--source/blender/render/intern/source/renderdatabase.c2
-rw-r--r--source/blender/render/intern/source/strand.c4
-rw-r--r--source/blender/render/intern/source/sunsky.c4
-rw-r--r--source/blender/render/intern/source/volume_precache.c13
-rw-r--r--source/blender/render/intern/source/volumetric.c12
7 files changed, 20 insertions, 21 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 865cb056a61..07d24ea6d66 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -37,7 +37,7 @@ struct LampRen;
struct VlakRen;
struct StrandSegment;
struct StrandPoint;
-struct ObjectInstanceRen obi;
+struct ObjectInstanceRen;
struct Isect;
/* shadeinput.c */
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 74ec52c5dbf..e8f66cf18ef 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -96,7 +96,7 @@ static void RE_rayobject_config_control(RayObject *r, Render *re)
}
}
-RayObject* RE_rayobject_create(Render *re, int type, int size)
+static RayObject* RE_rayobject_create(Render *re, int type, int size)
{
RayObject * res = NULL;
@@ -1679,7 +1679,7 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
/* not used, test function for ambient occlusion (yaf: pathlight) */
/* main problem; has to be called within shading loop, giving unwanted recursion */
-int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
+static int ray_trace_shadow_rad(ShadeInput *ship, ShadeResult *shr)
{
static int counter=0, only_one= 0;
extern float hashvectf[];
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index 74c99d1a92f..afe4d5c7e35 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -782,7 +782,7 @@ void free_renderdata_vlaknodes(VlakTableNode *vlaknodes)
MEM_freeN(vlaknodes);
}
-void free_renderdata_strandnodes(StrandTableNode *strandnodes)
+static void free_renderdata_strandnodes(StrandTableNode *strandnodes)
{
int a;
diff --git a/source/blender/render/intern/source/strand.c b/source/blender/render/intern/source/strand.c
index 12e85af7575..9f5c2c39472 100644
--- a/source/blender/render/intern/source/strand.c
+++ b/source/blender/render/intern/source/strand.c
@@ -210,7 +210,7 @@ static void interpolate_vec4(float *v1, float *v2, float t, float negt, float *v
v[3]= negt*v1[3] + t*v2[3];
}
-void interpolate_shade_result(ShadeResult *shr1, ShadeResult *shr2, float t, ShadeResult *shr, int addpassflag)
+static void interpolate_shade_result(ShadeResult *shr1, ShadeResult *shr2, float t, ShadeResult *shr, int addpassflag)
{
float negt= 1.0f - t;
@@ -252,7 +252,7 @@ void interpolate_shade_result(ShadeResult *shr1, ShadeResult *shr2, float t, Sha
}
}
-void strand_apply_shaderesult_alpha(ShadeResult *shr, float alpha)
+static void strand_apply_shaderesult_alpha(ShadeResult *shr, float alpha)
{
if(alpha < 1.0f) {
shr->combined[0] *= alpha;
diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c
index 919c06d81f7..f645c29a7a5 100644
--- a/source/blender/render/intern/source/sunsky.c
+++ b/source/blender/render/intern/source/sunsky.c
@@ -113,7 +113,7 @@ static void DirectionToThetaPhi(float *toSun, float *theta, float *phi)
* PerezFunction:
* compute perez function value based on input paramters
* */
-float PerezFunction(struct SunSky *sunsky, const float *lam, float theta, float gamma, float lvz)
+static float PerezFunction(struct SunSky *sunsky, const float *lam, float theta, float gamma, float lvz)
{
float den, num;
@@ -313,7 +313,7 @@ void GetSkyXYZRadiancef(struct SunSky* sunsky, const float varg[3], float color_
* turbidity: is atmosphere turbidity
* fTau: contains computed attenuated sun light
* */
-void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3])
+static void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3])
{
float fBeta ;
float fTauR, fTauA;
diff --git a/source/blender/render/intern/source/volume_precache.c b/source/blender/render/intern/source/volume_precache.c
index fc3280db771..8293143a2a6 100644
--- a/source/blender/render/intern/source/volume_precache.c
+++ b/source/blender/render/intern/source/volume_precache.c
@@ -74,7 +74,7 @@ extern struct Render R;
/* Recursive test for intersections, from a point inside the mesh, to outside
* Number of intersections (depth) determine if a point is inside or outside the mesh */
-int intersect_outside_volume(RayObject *tree, Isect *isect, float *offset, int limit, int depth)
+static int intersect_outside_volume(RayObject *tree, Isect *isect, float *offset, int limit, int depth)
{
if (limit == 0) return depth;
@@ -96,7 +96,7 @@ int intersect_outside_volume(RayObject *tree, Isect *isect, float *offset, int l
}
/* Uses ray tracing to check if a point is inside or outside an ObjectInstanceRen */
-int point_inside_obi(RayObject *tree, ObjectInstanceRen *UNUSED(obi), float *co)
+static int point_inside_obi(RayObject *tree, ObjectInstanceRen *UNUSED(obi), float *co)
{
Isect isect= {{0}};
float dir[3] = {0.0f,0.0f,1.0f};
@@ -350,7 +350,7 @@ static void ms_diffuse(float *x0, float *x, float diff, int *n) //n is the unpad
}
}
-void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
+static void multiple_scattering_diffusion(Render *re, VolumePrecache *vp, Material *ma)
{
const float diff = ma->vol.ms_diff * 0.001f; /* compensate for scaling for a nicer UI range */
const int simframes = (int)(ma->vol.ms_spread * (float)MAX3(vp->res[0], vp->res[1], vp->res[2]));
@@ -538,7 +538,7 @@ static void *vol_precache_part(void *data)
pa->done = 1;
- return 0;
+ return NULL;
}
@@ -676,7 +676,7 @@ static int precache_resolution(Render *re, VolumePrecache *vp, ObjectInstanceRen
* in camera space, aligned with the ObjectRen's bounding box.
* Resolution is defined by the user.
*/
-void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma)
+static void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Material *ma)
{
VolumePrecache *vp;
VolPrecachePart *nextpa, *pa;
@@ -709,9 +709,8 @@ void vol_precache_objectinstance_threads(Render *re, ObjectInstanceRen *obi, Mat
vp->data_r = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data red channel");
vp->data_g = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data green channel");
vp->data_b = MEM_callocN(sizeof(float)*vp->res[0]*vp->res[1]*vp->res[2], "volume light cache data blue channel");
- if (vp->data_r==0 || vp->data_g==0 || vp->data_b==0) {
+ if (vp->data_r==NULL || vp->data_g==NULL || vp->data_b==NULL) {
MEM_freeN(vp);
- vp = NULL;
return;
}
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index dde9dbb8485..09422af7c79 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -305,7 +305,7 @@ float vol_get_density(struct ShadeInput *shi, float *co)
/* Color of light that gets scattered out by the volume */
/* Uses same physically based scattering parameter as in transmission calculations,
* along with artificial reflection scale/reflection color tint */
-void vol_get_reflection_color(ShadeInput *shi, float *ref_col, float *co)
+static void vol_get_reflection_color(ShadeInput *shi, float *ref_col, float *co)
{
float scatter = shi->mat->vol.scattering;
float reflection= shi->mat->vol.reflection;
@@ -325,7 +325,7 @@ void vol_get_reflection_color(ShadeInput *shi, float *ref_col, float *co)
/* compute emission component, amount of radiance to add per segment
* can be textured with 'emit' */
-void vol_get_emission(ShadeInput *shi, float *emission_col, float *co)
+static void vol_get_emission(ShadeInput *shi, float *emission_col, float *co)
{
float emission = shi->mat->vol.emission;
VECCOPY(emission_col, shi->mat->vol.emission_col);
@@ -343,7 +343,7 @@ void vol_get_emission(ShadeInput *shi, float *emission_col, float *co)
* This can possibly use a specific scattering color,
* and absorption multiplier factor too, but these parameters are left out for simplicity.
* It's easy enough to get a good wide range of results with just these two parameters. */
-void vol_get_sigma_t(ShadeInput *shi, float *sigma_t, float *co)
+static void vol_get_sigma_t(ShadeInput *shi, float *sigma_t, float *co)
{
/* technically absorption, but named transmission color
* since it describes the effect of the coloring *after* absorption */
@@ -361,7 +361,7 @@ void vol_get_sigma_t(ShadeInput *shi, float *sigma_t, float *co)
/* phase function - determines in which directions the light
* is scattered in the volume relative to incoming direction
* and view direction */
-float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, float *w, float *wp)
+static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, float *w, float *wp)
{
const float normalize = 0.25f; // = 1.f/4.f = M_PI/(4.f*M_PI)
@@ -408,7 +408,7 @@ float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, float *w, float *wp)
}
/* Compute transmittance = e^(-attenuation) */
-void vol_get_transmittance_seg(ShadeInput *shi, float *tr, float stepsize, float *co, float density)
+static void vol_get_transmittance_seg(ShadeInput *shi, float *tr, float stepsize, float *co, float density)
{
/* input density = density at co */
float tau[3] = {0.f, 0.f, 0.f};
@@ -464,7 +464,7 @@ static void vol_get_transmittance(ShadeInput *shi, float *tr, float *co, float *
tr[2] = expf(-tau[2]);
}
-void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *lacol)
+static void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *lacol)
{
float visifac, lv[3], lampdist;
float tr[3]={1.0,1.0,1.0};