diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-05-10 17:11:36 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2011-05-10 17:11:36 +0400 |
commit | eabb4441061401245f4e12de7c54f9c46c7b3826 (patch) | |
tree | fba466a4876491f3ca7a3b9fd8e39d8e5d937b38 /source/blender/render | |
parent | 6d5f0bfac6408f511f556ec756941512ec0b9a6d (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.h | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/rayshade.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/source/renderdatabase.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/strand.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/source/sunsky.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/source/volume_precache.c | 13 | ||||
-rw-r--r-- | source/blender/render/intern/source/volumetric.c | 12 |
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}; |