Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2011-09-11 06:50:01 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-11 06:50:01 +0400
commit599cd56f535946726bc30e66e7ac483ec91ab6fd (patch)
treec0c09962558535a0a3435f1eed2669deb3b91094 /source/blender/render
parent3a5f2272adc4ec821db16de95781b9ce653dda73 (diff)
minor edits / cleanup - no functional changes.
- use 'const float *' and array size in some function declarations. - replace macros for BLI_math functions INPF, VECCOPY, VECADD etc. - remove unused VertRen.clip struct member. - remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3(). - use vertex arrays for drawing clipping background in the 3D viewport.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/include/render_types.h6
-rw-r--r--source/blender/render/intern/include/rendercore.h4
-rw-r--r--source/blender/render/intern/include/renderdatabase.h2
-rw-r--r--source/blender/render/intern/include/shading.h2
-rw-r--r--source/blender/render/intern/include/zbuf.h6
-rw-r--r--source/blender/render/intern/source/convertblender.c198
-rw-r--r--source/blender/render/intern/source/render_texture.c2
-rw-r--r--source/blender/render/intern/source/rendercore.c4
-rw-r--r--source/blender/render/intern/source/renderdatabase.c2
-rw-r--r--source/blender/render/intern/source/shadeinput.c4
-rw-r--r--source/blender/render/intern/source/shadeoutput.c20
-rw-r--r--source/blender/render/intern/source/sss.c8
-rw-r--r--source/blender/render/intern/source/volumetric.c2
-rw-r--r--source/blender/render/intern/source/zbuf.c6
14 files changed, 133 insertions, 133 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 13ca40bfd20..0b339d285ce 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -338,7 +338,7 @@ typedef struct ObjectInstanceRen {
struct VolumePrecache *volume_precache;
- float *vectors;
+ float *vectors; /* (RE_WINSPEED_ELEMS * VertRen.index) */
int totvector;
/* used on makeraytree */
@@ -354,8 +354,8 @@ typedef struct VertRen
float co[3];
float n[3];
float *orco;
- short clip;
- unsigned short flag; /* in use for clipping zbuffer parts, temp setting stuff in convertblender.c */
+ unsigned int flag; /* in use for clipping zbuffer parts, temp setting stuff in convertblender.c
+ * only an 'int' because of alignment, could be a char too */
float accum; /* accum for radio weighting, and for strand texco static particles */
int index; /* index allows extending vertren with any property */
} VertRen;
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index 67c3cbcebe2..f9486b5d5c0 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -81,8 +81,8 @@ float mistfactor(float zcor, float *co); /* dist and height, return alpha */
void renderspothalo(struct ShadeInput *shi, float *col, float alpha);
void add_halo_flare(Render *re);
-void calc_renderco_zbuf(float *co, float *view, int z);
-void calc_renderco_ortho(float *co, float x, float y, int z);
+void calc_renderco_zbuf(float co[3], float *view, int z);
+void calc_renderco_ortho(float co[3], float x, float y, int z);
int count_mask(unsigned short mask);
diff --git a/source/blender/render/intern/include/renderdatabase.h b/source/blender/render/intern/include/renderdatabase.h
index e1fa208d0b6..06185d0ae74 100644
--- a/source/blender/render/intern/include/renderdatabase.h
+++ b/source/blender/render/intern/include/renderdatabase.h
@@ -91,7 +91,7 @@ void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
void free_renderdata_vlaknodes(struct VlakTableNode *vlaknodes);
void set_normalflags(struct Render *re, struct ObjectRen *obr);
-void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, float xoffs, int do_buckets);
+void project_renderdata(struct Render *re, void (*projectfunc)(const float *, float mat[][4], float *), int do_pano, float xoffs, int do_buckets);
int clip_render_object(float boundbox[][3], float *bounds, float mat[][4]);
/* functions are not exported... so wrong names */
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 07d24ea6d66..75d76c8ae23 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -63,7 +63,7 @@ void shade_volume_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
-void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco);
+void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float view[3], float *dxyview, float *co, float *dxco, float *dyco);
void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z);
void shade_input_set_uv(struct ShadeInput *shi);
void shade_input_set_normals(struct ShadeInput *shi);
diff --git a/source/blender/render/intern/include/zbuf.h b/source/blender/render/intern/include/zbuf.h
index 4c87520d4d1..0d129081d62 100644
--- a/source/blender/render/intern/include/zbuf.h
+++ b/source/blender/render/intern/include/zbuf.h
@@ -51,9 +51,9 @@ void fillrect(int *rect, int x, int y, int val);
* Converts a world coordinate into a homogenous coordinate in view
* coordinates.
*/
-void projectvert(float *v1, float winmat[][4], float *adr);
-void projectverto(float *v1, float winmat[][4], float *adr);
-int testclip(float *v);
+void projectvert(const float v1[3], float winmat[][4], float adr[4]);
+void projectverto(const float v1[3], float winmat[][4], float adr[4]);
+int testclip(const float v[3]);
void zbuffer_shadow(struct Render *re, float winmat[][4], struct LampRen *lar, int *rectz, int size, float jitx, float jity);
void zbuffer_abuf_shadow(struct Render *re, struct LampRen *lar, float winmat[][4], struct APixstr *APixbuf, struct APixstrand *apixbuf, struct ListBase *apsmbase, int size, int samples, float (*jit)[2]);
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 2f79560efd6..c323760296b 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -142,7 +142,7 @@ static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize)
har= RE_findOrAddHalo(obr, obr->tothalo++);
/* projectvert is done in function zbufvlaggen again, because of parts */
- VECCOPY(har->co, vec);
+ copy_v3_v3(har->co, vec);
har->hasize= hasize;
har->zd= 0.0;
@@ -547,7 +547,7 @@ static void GetPosition(const SMikkTSpaceContext * pContext, float fPos[], const
SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
const float *co= (&vlr->v1)[vert_index]->co;
- VECCOPY(fPos, co);
+ copy_v3_v3(fPos, co);
}
static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[], const int face_num, const int vert_index)
@@ -576,7 +576,7 @@ static void GetNormal(const SMikkTSpaceContext * pContext, float fNorm[], const
SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
const float *n= (&vlr->v1)[vert_index]->n;
- VECCOPY(fNorm, n);
+ copy_v3_v3(fNorm, n);
}
static void SetTSpace(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int face_num, const int iVert)
{
@@ -585,7 +585,7 @@ static void SetTSpace(const SMikkTSpaceContext * pContext, const float fvTangent
VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
float * ftang= RE_vlakren_get_nmap_tangent(pMesh->obr, vlr, 1);
if(ftang!=NULL) {
- VECCOPY(&ftang[iVert*4+0], fvTangent);
+ copy_v3_v3(&ftang[iVert*4+0], fvTangent);
ftang[iVert*4+3]=fSign;
}
}
@@ -632,10 +632,10 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
VlakRen *vlr= RE_findOrAddVlak(obr, a);
if((vlr->flag & ME_SMOOTH)==0) {
- if(is_zero_v3(vlr->v1->n)) VECCOPY(vlr->v1->n, vlr->n);
- if(is_zero_v3(vlr->v2->n)) VECCOPY(vlr->v2->n, vlr->n);
- if(is_zero_v3(vlr->v3->n)) VECCOPY(vlr->v3->n, vlr->n);
- if(vlr->v4 && is_zero_v3(vlr->v4->n)) VECCOPY(vlr->v4->n, vlr->n);
+ if(is_zero_v3(vlr->v1->n)) copy_v3_v3(vlr->v1->n, vlr->n);
+ if(is_zero_v3(vlr->v2->n)) copy_v3_v3(vlr->v2->n, vlr->n);
+ if(is_zero_v3(vlr->v3->n)) copy_v3_v3(vlr->v3->n, vlr->n);
+ if(vlr->v4 && is_zero_v3(vlr->v4->n)) copy_v3_v3(vlr->v4->n, vlr->n);
}
if(do_nmap_tangent) {
@@ -647,17 +647,17 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
float *vtang, *ftang= RE_vlakren_get_nmap_tangent(obr, vlr, 1);
vtang= find_vertex_tangent(vtangents[v1->index], tface->uv[0]);
- VECCOPY(ftang, vtang);
+ copy_v3_v3(ftang, vtang);
normalize_v3(ftang);
vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]);
- VECCOPY(ftang+4, vtang);
+ copy_v3_v3(ftang+4, vtang);
normalize_v3(ftang+4);
vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]);
- VECCOPY(ftang+8, vtang);
+ copy_v3_v3(ftang+8, vtang);
normalize_v3(ftang+8);
if(v4) {
vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]);
- VECCOPY(ftang+12, vtang);
+ copy_v3_v3(ftang+12, vtang);
normalize_v3(ftang+12);
}
for(k=0; k<4; k++) ftang[4*k+3]=1;
@@ -1023,7 +1023,7 @@ typedef struct ParticleStrandData
}
ParticleStrandData;
/* future thread problem... */
-static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, float *vec, float *vec1)
+static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, const float vec[3], const float vec1[3])
{
static VertRen *v1= NULL, *v2= NULL;
VlakRen *vlr= NULL;
@@ -1090,27 +1090,27 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(vlr->v1->co, vec);
+ copy_v3_v3(vlr->v1->co, vec);
add_v3_v3(vlr->v1->co, cross);
- VECCOPY(vlr->v1->n, nor);
+ copy_v3_v3(vlr->v1->n, nor);
vlr->v1->orco= sd->orco;
vlr->v1->accum= -1.0f; // accum abuse for strand texco
- VECCOPY(vlr->v2->co, vec);
+ copy_v3_v3(vlr->v2->co, vec);
sub_v3_v3v3(vlr->v2->co, vlr->v2->co, cross);
- VECCOPY(vlr->v2->n, nor);
+ copy_v3_v3(vlr->v2->n, nor);
vlr->v2->orco= sd->orco;
vlr->v2->accum= vlr->v1->accum;
- VECCOPY(vlr->v4->co, vec1);
+ copy_v3_v3(vlr->v4->co, vec1);
add_v3_v3(vlr->v4->co, cross);
- VECCOPY(vlr->v4->n, nor);
+ copy_v3_v3(vlr->v4->n, nor);
vlr->v4->orco= sd->orco;
vlr->v4->accum= 1.0f; // accum abuse for strand texco
- VECCOPY(vlr->v3->co, vec1);
+ copy_v3_v3(vlr->v3->co, vec1);
sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
- VECCOPY(vlr->v3->n, nor);
+ copy_v3_v3(vlr->v3->n, nor);
vlr->v3->orco= sd->orco;
vlr->v3->accum= vlr->v4->accum;
@@ -1121,7 +1121,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
if(sd->surfnor) {
float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
- VECCOPY(snor, sd->surfnor);
+ copy_v3_v3(snor, sd->surfnor);
}
if(sd->uvco){
@@ -1156,23 +1156,23 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
/* first two vertices of a strand */
else if(sd->first) {
if(sd->adapt){
- VECCOPY(anor, nor);
- VECCOPY(avec, vec);
+ copy_v3_v3(anor, nor);
+ copy_v3_v3(avec, vec);
second=1;
}
v1= RE_findOrAddVert(obr, obr->totvert++);
v2= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(v1->co, vec);
+ copy_v3_v3(v1->co, vec);
add_v3_v3(v1->co, cross);
- VECCOPY(v1->n, nor);
+ copy_v3_v3(v1->n, nor);
v1->orco= sd->orco;
v1->accum= -1.0f; // accum abuse for strand texco
- VECCOPY(v2->co, vec);
+ copy_v3_v3(v2->co, vec);
sub_v3_v3v3(v2->co, v2->co, cross);
- VECCOPY(v2->n, nor);
+ copy_v3_v3(v2->n, nor);
v2->orco= sd->orco;
v2->accum= v1->accum;
}
@@ -1192,8 +1192,8 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
if(sd->adapt){
second=0;
- VECCOPY(anor,nor);
- VECCOPY(avec,vec);
+ copy_v3_v3(anor,nor);
+ copy_v3_v3(avec,vec);
}
}
@@ -1218,23 +1218,23 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
v1= vlr->v4; // cycle
v2= vlr->v3; // cycle
- VECCOPY(anor,nor);
- VECCOPY(avec,vec);
+ copy_v3_v3(anor,nor);
+ copy_v3_v3(avec,vec);
}
else{
vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
}
}
- VECCOPY(vlr->v4->co, vec);
+ copy_v3_v3(vlr->v4->co, vec);
add_v3_v3(vlr->v4->co, cross);
- VECCOPY(vlr->v4->n, nor);
+ copy_v3_v3(vlr->v4->n, nor);
vlr->v4->orco= sd->orco;
vlr->v4->accum= -1.0f + 2.0f*sd->time; // accum abuse for strand texco
- VECCOPY(vlr->v3->co, vec);
+ copy_v3_v3(vlr->v3->co, vec);
sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
- VECCOPY(vlr->v3->n, nor);
+ copy_v3_v3(vlr->v3->n, nor);
vlr->v3->orco= sd->orco;
vlr->v3->accum= vlr->v4->accum;
@@ -1245,7 +1245,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
if(sd->surfnor) {
float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
- VECCOPY(snor, sd->surfnor);
+ copy_v3_v3(snor, sd->surfnor);
}
if(sd->uvco){
@@ -1279,7 +1279,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
}
}
-static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float *vec1, int first, int line)
+static void static_particle_wire(ObjectRen *obr, Material *ma, const float vec[3], const float vec1[3], int first, int line)
{
VlakRen *vlr;
static VertRen *v1;
@@ -1291,13 +1291,13 @@ static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float
vlr->v3= vlr->v2;
vlr->v4= NULL;
- VECCOPY(vlr->v1->co, vec);
- VECCOPY(vlr->v2->co, vec1);
+ copy_v3_v3(vlr->v1->co, vec);
+ copy_v3_v3(vlr->v2->co, vec1);
sub_v3_v3v3(vlr->n, vec, vec1);
normalize_v3(vlr->n);
- VECCOPY(vlr->v1->n, vlr->n);
- VECCOPY(vlr->v2->n, vlr->n);
+ copy_v3_v3(vlr->v1->n, vlr->n);
+ copy_v3_v3(vlr->v2->n, vlr->n);
vlr->mat= ma;
vlr->ec= ME_V1V2;
@@ -1305,7 +1305,7 @@ static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float
}
else if(first) {
v1= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(v1->co, vec);
+ copy_v3_v3(v1->co, vec);
}
else {
vlr= RE_findOrAddVlak(obr, obr->totvlak++);
@@ -1315,11 +1315,11 @@ static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float
vlr->v4= NULL;
v1= vlr->v2; // cycle
- VECCOPY(v1->co, vec);
+ copy_v3_v3(v1->co, vec);
sub_v3_v3v3(vlr->n, vec, vec1);
normalize_v3(vlr->n);
- VECCOPY(v1->n, vlr->n);
+ copy_v3_v3(v1->n, vlr->n);
vlr->mat= ma;
vlr->ec= ME_V1V2;
@@ -1376,10 +1376,10 @@ static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, Particl
mul_m4_v3(re->viewmat, vlr->v4->co);
normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
- VECCOPY(vlr->v1->n,vlr->n);
- VECCOPY(vlr->v2->n,vlr->n);
- VECCOPY(vlr->v3->n,vlr->n);
- VECCOPY(vlr->v4->n,vlr->n);
+ copy_v3_v3(vlr->v1->n,vlr->n);
+ copy_v3_v3(vlr->v2->n,vlr->n);
+ copy_v3_v3(vlr->v3->n,vlr->n);
+ copy_v3_v3(vlr->v4->n,vlr->n);
vlr->mat= ma;
vlr->ec= ME_V2V3;
@@ -1470,7 +1470,7 @@ static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re
{
float loc[3], loc0[3], loc1[3], vel[3];
- VECCOPY(loc, state->co);
+ copy_v3_v3(loc, state->co);
if(ren_as != PART_DRAW_BB)
mul_m4_v3(re->viewmat, loc);
@@ -1481,7 +1481,7 @@ static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re
sd->time = 0.0f;
sd->size = hasize;
- VECCOPY(vel, state->vel);
+ copy_v3_v3(vel, state->vel);
mul_mat3_m4_v3(re->viewmat, vel);
normalize_v3(vel);
@@ -1497,8 +1497,8 @@ static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re
case PART_DRAW_BB:
- VECCOPY(bb->vec, loc);
- VECCOPY(bb->vel, state->vel);
+ copy_v3_v3(bb->vec, loc);
+ copy_v3_v3(bb->vel, state->vel);
particle_billboard(re, obr, ma, bb);
@@ -1892,7 +1892,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
strand= RE_findOrAddStrand(obr, obr->totstrand++);
strand->buffer= strandbuf;
strand->vert= svert;
- VECCOPY(strand->orco, sd.orco);
+ copy_v3_v3(strand->orco, sd.orco);
if(dosimplify) {
float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
@@ -1902,7 +1902,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
if(sd.surfnor) {
float *snor= RE_strandren_get_surfnor(obr, strand, 1);
- VECCOPY(snor, sd.surfnor);
+ copy_v3_v3(snor, sd.surfnor);
}
if(dosurfacecache && num >= 0) {
@@ -1945,8 +1945,8 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
float time;
if(k<=max_k){
- VECCOPY(state.co,(cache+k)->co);
- VECCOPY(state.vel,(cache+k)->vel);
+ copy_v3_v3(state.co,(cache+k)->co);
+ copy_v3_v3(state.vel,(cache+k)->vel);
}
else
continue;
@@ -1955,11 +1955,11 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
curlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
time= curlen/strandlen;
- VECCOPY(loc,state.co);
+ copy_v3_v3(loc,state.co);
mul_m4_v3(re->viewmat,loc);
if(strandbuf) {
- VECCOPY(svert->co, loc);
+ copy_v3_v3(svert->co, loc);
svert->strandco= -1.0f + 2.0f*time;
svert++;
strand->totvert++;
@@ -1982,7 +1982,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
if(k)
particle_curve(re, obr, psmd->dm, ma, &sd, loc, loc1, seed, pa_co);
- VECCOPY(loc1,loc);
+ copy_v3_v3(loc1,loc);
}
}
@@ -2147,7 +2147,7 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int
if(ok) {
hasize= ma->hasize;
- VECCOPY(vec, mvert->co);
+ copy_v3_v3(vec, mvert->co);
mul_m4_v3(mat, vec);
if(ma->mode & MA_HALOPUNO) {
@@ -2161,7 +2161,7 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int
nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
normalize_v3(nor);
- VECCOPY(view, vec);
+ copy_v3_v3(view, vec);
normalize_v3(view);
zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
@@ -2238,9 +2238,9 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
int i;
/* shi->co is current render coord, just make sure at least some vector is here */
- VECCOPY(shi->co, vr->co);
+ copy_v3_v3(shi->co, vr->co);
/* vertex normal is used for textures type 'col' and 'var' */
- VECCOPY(shi->vn, vr->n);
+ copy_v3_v3(shi->vn, vr->n);
if(mat)
mul_m4_v3(mat, shi->co);
@@ -2269,7 +2269,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
/* set all rendercoords, 'texco' is an ORed value for all textures needed */
if ((texco & TEXCO_ORCO) && (vr->orco)) {
- VECCOPY(shi->lo, vr->orco);
+ copy_v3_v3(shi->lo, vr->orco);
}
if (texco & TEXCO_STICKY) {
float *sticky= RE_vertren_get_sticky(obr, vr, 0);
@@ -2280,11 +2280,11 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
}
}
if (texco & TEXCO_GLOB) {
- VECCOPY(shi->gl, shi->co);
+ copy_v3_v3(shi->gl, shi->co);
mul_m4_v3(re->viewinv, shi->gl);
}
if (texco & TEXCO_NORM) {
- VECCOPY(shi->orn, shi->vn);
+ copy_v3_v3(shi->orn, shi->vn);
}
if(texco & TEXCO_REFL) {
/* not (yet?) */
@@ -2461,7 +2461,7 @@ static void init_render_mball(Render *re, ObjectRen *obr)
for(a=0; a<dl->nr; a++, data+=3, nors+=3) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, data);
+ copy_v3_v3(ver->co, data);
mul_m4_v3(mat, ver->co);
/* render normals are inverted */
@@ -2540,7 +2540,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
data= dl->verts;
for (u = 0; u < sizeu; u++) {
v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
- VECCOPY(v1->co, data); data += 3;
+ copy_v3_v3(v1->co, data); data += 3;
if(orco) {
v1->orco= orco; orco+= 3; orcoret++;
}
@@ -2548,7 +2548,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
for (v = 1; v < sizev; v++) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, data); data += 3;
+ copy_v3_v3(ver->co, data); data += 3;
if(orco) {
ver->orco= orco; orco+= 3; orcoret++;
}
@@ -2557,7 +2557,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
/* if V-cyclic, add extra vertices at end of the row */
if (dl->flag & DL_CYCL_U) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, v1->co);
+ copy_v3_v3(ver->co, v1->co);
if(orco) {
ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
}
@@ -2573,7 +2573,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
for (v = 0; v < nsizev; v++) {
v1= RE_findOrAddVert(obr, startvert + v);
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, v1->co);
+ copy_v3_v3(ver->co, v1->co);
if(orco) {
ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
}
@@ -2602,7 +2602,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
normal_quad_v3( n1,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
- VECCOPY(vlr->n, n1);
+ copy_v3_v3(vlr->n, n1);
vlr->mat= matar[ dl->col];
vlr->ec= ME_V1V2+ME_V2V3;
@@ -2670,10 +2670,10 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
add_v3_v3(n1, vlr2->n);
vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m,0) */
add_v3_v3(n1, vlr3->n);
- VECCOPY(vlr->v3->n, n1);
- VECCOPY(vlr1->v1->n, n1);
- VECCOPY(vlr2->v2->n, n1);
- VECCOPY(vlr3->v4->n, n1);
+ copy_v3_v3(vlr->v3->n, n1);
+ copy_v3_v3(vlr1->v1->n, n1);
+ copy_v3_v3(vlr2->v2->n, n1);
+ copy_v3_v3(vlr3->v4->n, n1);
}
for(a = startvert; a < obr->totvert; a++) {
ver= RE_findOrAddVert(obr, a);
@@ -2701,7 +2701,7 @@ static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
for(a=0; a<totvert; a++, mvert++) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, mvert->co);
+ copy_v3_v3(ver->co, mvert->co);
mul_m4_v3(mat, ver->co);
if(orco) {
@@ -2913,7 +2913,7 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
for(a=0; a<dl->nr; a++, data+=3) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, data);
+ copy_v3_v3(ver->co, data);
mul_m4_v3(mat, ver->co);
@@ -2979,7 +2979,7 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
while(nr--) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, fp);
+ copy_v3_v3(ver->co, fp);
mul_m4_v3(mat, ver->co);
fp+= 3;
@@ -3340,7 +3340,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
for(a=0; a<totvert; a++, mvert++) {
ver= RE_findOrAddVert(obr, obr->totvert++);
- VECCOPY(ver->co, mvert->co);
+ copy_v3_v3(ver->co, mvert->co);
if(do_autosmooth==0) { /* autosmooth on original unrotated data to prevent differences between frames */
normal_short_to_float_v3(ver->n, mvert->no);
mul_m4_v3(mat, ver->co);
@@ -3782,7 +3782,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
lar->sunsky = (struct SunSky*)MEM_callocN(sizeof(struct SunSky), "sunskyren");
lar->sunsky->effect_type = la->sun_effect_type;
- VECCOPY(vec,ob->obmat[2]);
+ copy_v3_v3(vec,ob->obmat[2]);
normalize_v3(vec);
InitSunSky(lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness,
@@ -4001,7 +4001,7 @@ void init_render_world(Render *re)
cp[2]= 255.0f*re->wrld.horb;
cp[3]= 1;
- VECCOPY(re->grvec, re->viewmat[2]);
+ copy_v3_v3(re->grvec, re->viewmat[2]);
normalize_v3(re->grvec);
copy_m3_m4(re->imat, re->viewinv);
@@ -4051,25 +4051,25 @@ static void set_phong_threshold(ObjectRen *obr)
for(i=0; i<obr->totvlak; i++) {
vlr= RE_findOrAddVlak(obr, i);
if(vlr->flag & R_SMOOTH) {
- dot= INPR(vlr->n, vlr->v1->n);
+ dot= dot_v3v3(vlr->n, vlr->v1->n);
dot= ABS(dot);
if(dot>0.9f) {
thresh+= dot; tot++;
}
- dot= INPR(vlr->n, vlr->v2->n);
+ dot= dot_v3v3(vlr->n, vlr->v2->n);
dot= ABS(dot);
if(dot>0.9f) {
thresh+= dot; tot++;
}
- dot= INPR(vlr->n, vlr->v3->n);
+ dot= dot_v3v3(vlr->n, vlr->v3->n);
dot= ABS(dot);
if(dot>0.9f) {
thresh+= dot; tot++;
}
if(vlr->v4) {
- dot= INPR(vlr->n, vlr->v4->n);
+ dot= dot_v3v3(vlr->n, vlr->v4->n);
dot= ABS(dot);
if(dot>0.9f) {
thresh+= dot; tot++;
@@ -4340,16 +4340,16 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
strand_minmax(strand, smin, smax, width);
}
- VECCOPY(sbound->boundbox[0], smin);
- VECCOPY(sbound->boundbox[1], smax);
+ copy_v3_v3(sbound->boundbox[0], smin);
+ copy_v3_v3(sbound->boundbox[1], smax);
DO_MINMAX(smin, min, max);
DO_MINMAX(smax, min, max);
}
}
- VECCOPY(obr->boundbox[0], min);
- VECCOPY(obr->boundbox[1], max);
+ copy_v3_v3(obr->boundbox[0], min);
+ copy_v3_v3(obr->boundbox[1], max);
}
}
}
@@ -4932,7 +4932,7 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
/* fill in instance variables for texturing */
set_dupli_tex_mat(re, obi, dob);
if(dob->type != OB_DUPLIGROUP) {
- VECCOPY(obi->dupliorco, dob->orco);
+ copy_v3_v3(obi->dupliorco, dob->orco);
obi->dupliuv[0]= dob->uv[0];
obi->dupliuv[1]= dob->uv[1];
}
@@ -4958,7 +4958,7 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
set_dupli_tex_mat(re, obi, dob);
if(dob->type != OB_DUPLIGROUP) {
- VECCOPY(obi->dupliorco, dob->orco);
+ copy_v3_v3(obi->dupliorco, dob->orco);
obi->dupliuv[0]= dob->uv[0];
obi->dupliuv[1]= dob->uv[1];
}
@@ -5064,7 +5064,7 @@ void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int l
/* still bad... doing all */
init_render_textures(re);
- VECCOPY(amb, &re->wrld.ambr);
+ copy_v3_v3(amb, &re->wrld.ambr);
init_render_materials(re->main, re->r.mode, amb);
set_node_shader_lamp_loop(shade_material_loop);
@@ -5216,7 +5216,7 @@ static void database_fromscene_vectors(Render *re, Scene *scene, unsigned int la
}
/* choose to use static, to prevent giving too many args to this call */
-static void speedvector_project(Render *re, float *zco, float *co, float *ho)
+static void speedvector_project(Render *re, float zco[2], const float co[3], const float ho[4])
{
static float pixelphix=0.0f, pixelphiy=0.0f, zmulx=0.0f, zmuly=0.0f;
static int pano= 0;
@@ -5251,7 +5251,7 @@ static void speedvector_project(Render *re, float *zco, float *co, float *ho)
if(pano) {
float vec[3], ang;
/* angle between (0,0,-1) and (co) */
- VECCOPY(vec, co);
+ copy_v3_v3(vec, co);
ang= saacos(-vec[2]/sqrt(vec[0]*vec[0] + vec[2]*vec[2]));
if(vec[0]<0.0f) ang= -ang;
@@ -5267,7 +5267,7 @@ static void speedvector_project(Render *re, float *zco, float *co, float *ho)
}
}
-static void calculate_speedvector(float *vectors, int step, float winsq, float winroot, float *co, float *ho, float *speed)
+static void calculate_speedvector(const float vectors[2], int step, float winsq, float winroot, const float co[3], const float ho[4], float speed[4])
{
float zco[2], len;
@@ -5764,7 +5764,7 @@ void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay,
/* still bad... doing all */
init_render_textures(re);
- VECCOPY(amb, &re->wrld.ambr);
+ copy_v3_v3(amb, &re->wrld.ambr);
init_render_materials(re->main, re->r.mode, amb);
set_node_shader_lamp_loop(shade_material_loop);
@@ -5860,7 +5860,7 @@ void RE_make_sticky(Scene *scene, View3D *v3d)
ms= me->msticky;
for(a=0; a<me->totvert; a++, ms++, mvert++) {
- VECCOPY(ho, mvert->co);
+ copy_v3_v3(ho, mvert->co);
mul_m4_v3(mat, ho);
projectverto(ho, re->winmat, ho);
ms->co[0]= ho[0]/ho[3];
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index cf1fae81eb5..4a8db693b76 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -2526,7 +2526,7 @@ void do_material_tex(ShadeInput *shi)
nor[1]= Tnor*norfac*texres.nor[1];
nor[2]= Tnor*norfac*texres.nor[2];
- dot= 0.5f + 0.5f*INPR(nor, shi->vn);
+ dot= 0.5f + 0.5f * dot_v3v3(nor, shi->vn);
shi->vn[0]+= dot*nor[0];
shi->vn[1]+= dot*nor[1];
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index b66740c87ba..16bbe1ca5c2 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -128,7 +128,7 @@ void calc_view_vector(float *view, float x, float y)
}
}
-void calc_renderco_ortho(float *co, float x, float y, int z)
+void calc_renderco_ortho(float co[3], float x, float y, int z)
{
/* x and y 3d coordinate can be derived from pixel coord and winmat */
float fx= 2.0f/(R.winx*R.winmat[0][0]);
@@ -142,7 +142,7 @@ void calc_renderco_ortho(float *co, float x, float y, int z)
co[2]= R.winmat[3][2]/( R.winmat[2][3]*zco - R.winmat[2][2] );
}
-void calc_renderco_zbuf(float *co, float *view, int z)
+void calc_renderco_zbuf(float co[3], float *view, int z)
{
float fac, zco;
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index 0c5ad0475ab..644360520ad 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -1238,7 +1238,7 @@ static int panotestclip(Render *re, int do_pano, float *v)
- shadow buffering (shadbuf.c)
*/
-void project_renderdata(Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, float xoffs, int UNUSED(do_buckets))
+void project_renderdata(Render *re, void (*projectfunc)(const float *, float mat[][4], float *), int do_pano, float xoffs, int UNUSED(do_buckets))
{
ObjectRen *obr;
HaloRen *har = NULL;
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index eab66aaf2ec..a75bf5e14fd 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -369,7 +369,7 @@ void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spo
cross_v3_v3v3(shi->vn, cross, spoint->tan);
normalize_v3(shi->vn);
- if(INPR(shi->vn, shi->view) < 0.0f)
+ if(dot_v3v3(shi->vn, shi->view) < 0.0f)
negate_v3(shi->vn);
}
@@ -586,7 +586,7 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
}
/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
-void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco)
+void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3])
{
/* returns not normalized, so is in viewplane coords */
calc_view_vector(view, x, y);
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 30632586b04..d1c0051ef1f 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -486,8 +486,8 @@ static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
int a= lar->ray_totsamp;
/* test if co is behind lamp */
- VECSUB(vec, co, lar->co);
- if(INPR(vec, lar->vec) < 0.0f)
+ sub_v3_v3v3(vec, co, lar->co);
+ if(dot_v3v3(vec, lar->vec) < 0.0f)
return 0.0f;
while(a--) {
@@ -1125,15 +1125,15 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
else {
float visifac= 1.0f, t;
- VECSUB(lv, co, lar->co);
- *dist= sqrt( INPR(lv, lv));
+ sub_v3_v3v3(lv, co, lar->co);
+ *dist= len_v3v3(lv, lv);
t= 1.0f/dist[0];
- VECMUL(lv, t);
+ mul_v3_fl(lv, t);
/* area type has no quad or sphere option */
if(lar->type==LA_AREA) {
/* area is single sided */
- //if(INPR(lv, lar->vec) > 0.0f)
+ //if(dot_v3v3(lv, lar->vec) > 0.0f)
// visifac= 1.0f;
//else
// visifac= 0.0f;
@@ -1279,7 +1279,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
cross_v3_v3v3(cross, shi->surfnor, vn);
cross_v3_v3v3(nstrand, vn, cross);
- blend= INPR(nstrand, shi->surfnor);
+ blend= dot_v3v3(nstrand, shi->surfnor);
blend= 1.0f - blend;
CLAMP(blend, 0.0f, 1.0f);
@@ -1383,7 +1383,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
if(vn==vnor) /* tangent trigger */
- lamp_get_shadow(lar, shi, INPR(shi->vn, lv), shadfac, shi->depth);
+ lamp_get_shadow(lar, shi, dot_v3v3(shi->vn, lv), shadfac, shi->depth);
else
lamp_get_shadow(lar, shi, inp, shadfac, shi->depth);
@@ -1531,7 +1531,7 @@ static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
continue;
}
- inpr= INPR(shi->vn, lv);
+ inpr= dot_v3v3(shi->vn, lv);
if(inpr <= 0.0f) {
if (shi->mat->shadowonly_flag == MA_SO_OLD)
accum+= 1.0f;
@@ -1864,7 +1864,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2];
if(passflag & SCE_PASS_REFLECT)
- VECSUB(shr->refl, result, shr->combined);
+ sub_v3_v3v3(shr->refl, result, shr->combined);
if(shi->combinedflag & SCE_PASS_REFLECT)
VECCOPY(shr->combined, result);
diff --git a/source/blender/render/intern/source/sss.c b/source/blender/render/intern/source/sss.c
index 0ba13b31c4b..36b577ce9a4 100644
--- a/source/blender/render/intern/source/sss.c
+++ b/source/blender/render/intern/source/sss.c
@@ -394,8 +394,8 @@ static void traverse_octree(ScatterTree *tree, ScatterNode *node, float *co, int
for(i=0; i<node->totpoint; i++) {
ScatterPoint *p= &node->points[i];
- VECSUB(sub, co, p->co);
- dist= INPR(sub, sub);
+ sub_v3_v3v3(sub, co, p->co);
+ dist= dot_v3v3(sub, sub);
if(p->back)
add_radiance(tree, NULL, p->rad, 0.0f, p->area, dist, result);
@@ -418,8 +418,8 @@ static void traverse_octree(ScatterTree *tree, ScatterNode *node, float *co, int
}
else {
/* decide subnode traversal based on maximum solid angle */
- VECSUB(sub, co, subnode->co);
- dist= INPR(sub, sub);
+ sub_v3_v3v3(sub, co, subnode->co);
+ dist= dot_v3v3(sub, sub);
/* actually area/dist > error, but this avoids division */
if(subnode->area+subnode->backarea>tree->error*dist) {
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 19bbb11e143..a5dab4adc15 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -95,7 +95,7 @@ static float vol_get_shadow(ShadeInput *shi, LampRen *lar, float *co)
is.dir[2] = -lar->vec[2];
is.dist = R.maxdist;
} else {
- VECSUB( is.dir, lar->co, is.start );
+ sub_v3_v3v3(is.dir, lar->co, is.start);
is.dist = normalize_v3( is.dir );
}
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 925f8529dfa..ba922620ee1 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -239,7 +239,7 @@ static short cliptestf(float p, float q, float *u1, float *u2)
return 1;
}
-int testclip(float *v)
+int testclip(const float v[3])
{
float abs4; /* WATCH IT: this function should do the same as cliptestf, otherwise troubles in zbufclip()*/
short c=0;
@@ -1692,7 +1692,7 @@ static void makevertpyra(float *vez, float *labda, float **trias, float *v1, flo
/* ------------------------------------------------------------------------- */
-void projectverto(float *v1, float winmat[][4], float *adr)
+void projectverto(const float v1[3], float winmat[][4], float adr[4])
{
/* calcs homogenic coord of vertex v1 */
float x,y,z;
@@ -1710,7 +1710,7 @@ void projectverto(float *v1, float winmat[][4], float *adr)
/* ------------------------------------------------------------------------- */
-void projectvert(float *v1, float winmat[][4], float *adr)
+void projectvert(const float v1[3], float winmat[][4], float adr[4])
{
/* calcs homogenic coord of vertex v1 */
float x,y,z;