diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-09-11 06:50:01 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2011-09-11 06:50:01 +0400 |
commit | 599cd56f535946726bc30e66e7ac483ec91ab6fd (patch) | |
tree | c0c09962558535a0a3435f1eed2669deb3b91094 /source/blender/render | |
parent | 3a5f2272adc4ec821db16de95781b9ce653dda73 (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.h | 6 | ||||
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 4 | ||||
-rw-r--r-- | source/blender/render/intern/include/renderdatabase.h | 2 | ||||
-rw-r--r-- | source/blender/render/intern/include/shading.h | 2 | ||||
-rw-r--r-- | source/blender/render/intern/include/zbuf.h | 6 | ||||
-rw-r--r-- | source/blender/render/intern/source/convertblender.c | 198 | ||||
-rw-r--r-- | source/blender/render/intern/source/render_texture.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/rendercore.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/source/renderdatabase.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeinput.c | 4 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeoutput.c | 20 | ||||
-rw-r--r-- | source/blender/render/intern/source/sss.c | 8 | ||||
-rw-r--r-- | source/blender/render/intern/source/volumetric.c | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/zbuf.c | 6 |
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; |