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Diffstat (limited to 'source/blender/render/intern/source/convertblender.c')
-rw-r--r--source/blender/render/intern/source/convertblender.c102
1 files changed, 51 insertions, 51 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 3c6b872a16d..24f4a6f7ad3 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -32,7 +32,7 @@
#include <limits.h>
#include "blendef.h"
-#include "MTC_matrixops.h"
+
#include "MEM_guardedalloc.h"
@@ -203,8 +203,8 @@ void RE_make_stars(Render *re, void (*initfunc)(void),
if (re) re->flag |= R_HALO;
else stargrid *= 1.0; /* then it draws fewer */
- if(re) MTC_Mat4Invert(mat, re->viewmat);
- else MTC_Mat4One(mat);
+ if(re) Mat4Invert(mat, re->viewmat);
+ else Mat4One(mat);
/* BOUNDING BOX CALCULATION
* bbox goes from z = loc_near_var | loc_far_var,
@@ -252,7 +252,7 @@ void RE_make_stars(Render *re, void (*initfunc)(void),
done++;
}
else {
- MTC_Mat4MulVecfl(re->viewmat, vec);
+ Mat4MulVecfl(re->viewmat, vec);
/* in vec are global coordinates
* calculate distance to camera
@@ -841,7 +841,7 @@ static void autosmooth(Render *re, ObjectRen *obr, float mat[][4], int degr)
/* rotate vertices and calculate normal of faces */
for(a=0; a<obr->totvert; a++) {
ver= RE_findOrAddVert(obr, a);
- MTC_Mat4MulVecfl(mat, ver->co);
+ Mat4MulVecfl(mat, ver->co);
}
for(a=0; a<obr->totvlak; a++) {
vlr= RE_findOrAddVlak(obr, a);
@@ -1278,19 +1278,19 @@ static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, Particl
VECADD(vlr->v1->co, bb_center, xvec);
VECADD(vlr->v1->co, vlr->v1->co, yvec);
- MTC_Mat4MulVecfl(re->viewmat, vlr->v1->co);
+ Mat4MulVecfl(re->viewmat, vlr->v1->co);
VECSUB(vlr->v2->co, bb_center, xvec);
VECADD(vlr->v2->co, vlr->v2->co, yvec);
- MTC_Mat4MulVecfl(re->viewmat, vlr->v2->co);
+ Mat4MulVecfl(re->viewmat, vlr->v2->co);
VECSUB(vlr->v3->co, bb_center, xvec);
VECSUB(vlr->v3->co, vlr->v3->co, yvec);
- MTC_Mat4MulVecfl(re->viewmat, vlr->v3->co);
+ Mat4MulVecfl(re->viewmat, vlr->v3->co);
VECADD(vlr->v4->co, bb_center, xvec);
VECSUB(vlr->v4->co, vlr->v4->co, yvec);
- MTC_Mat4MulVecfl(re->viewmat, vlr->v4->co);
+ Mat4MulVecfl(re->viewmat, vlr->v4->co);
CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
VECCOPY(vlr->v1->n,vlr->n);
@@ -1581,8 +1581,8 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
}
/* 2.5 setup matrices */
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
Mat3CpyMat4(nmat, ob->imat);
Mat3Transp(nmat);
@@ -1854,7 +1854,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
time= curlen/strandlen;
VECCOPY(loc,state.co);
- MTC_Mat4MulVecfl(re->viewmat,loc);
+ Mat4MulVecfl(re->viewmat,loc);
if(strandbuf) {
VECCOPY(svert->co, loc);
@@ -1894,7 +1894,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
VECCOPY(loc,state.co);
if(part->draw_as!=PART_DRAW_BB)
- MTC_Mat4MulVecfl(re->viewmat,loc);
+ Mat4MulVecfl(re->viewmat,loc);
switch(part->draw_as) {
case PART_DRAW_LINE:
@@ -1903,7 +1903,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
sd.size = hasize;
VECCOPY(vel,state.vel);
- MTC_Mat4Mul3Vecfl(re->viewmat,vel);
+ Mat4Mul3Vecfl(re->viewmat,vel);
Normalize(vel);
if(part->draw & PART_DRAW_VEL_LENGTH)
@@ -1997,8 +1997,8 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert,
float vec[3], hasize, mat[4][4], imat[3][3];
int a, ok, seed= ma->seed1;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat3CpyMat4(imat, ob->imat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat3CpyMat4(imat, ob->imat);
re->flag |= R_HALO;
@@ -2009,7 +2009,7 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert,
hasize= ma->hasize;
VECCOPY(vec, mvert->co);
- MTC_Mat4MulVecfl(mat, vec);
+ Mat4MulVecfl(mat, vec);
if(ma->mode & MA_HALOPUNO) {
xn= mvert->no[0];
@@ -2142,7 +2142,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
}
if (texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->co);
- MTC_Mat4MulVecfl(re->viewinv, shi->gl);
+ Mat4MulVecfl(re->viewinv, shi->gl);
}
if (texco & TEXCO_NORM) {
VECCOPY(shi->orn, shi->vn);
@@ -2282,9 +2282,9 @@ static void init_render_mball(Render *re, ObjectRen *obr)
if (ob!=find_basis_mball(ob))
return;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
- MTC_Mat3CpyMat4(imat, ob->imat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
+ Mat3CpyMat4(imat, ob->imat);
ma= give_render_material(re, ob, 1);
@@ -2305,7 +2305,7 @@ static void init_render_mball(Render *re, ObjectRen *obr)
ver= RE_findOrAddVert(obr, obr->totvert++);
VECCOPY(ver->co, data);
- MTC_Mat4MulVecfl(mat, ver->co);
+ Mat4MulVecfl(mat, ver->co);
/* render normals are inverted */
xn= -nors[0];
@@ -2389,7 +2389,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
if(orco) {
v1->orco= orco; orco+= 3; orcoret++;
}
- MTC_Mat4MulVecfl(mat, v1->co);
+ Mat4MulVecfl(mat, v1->co);
for (v = 1; v < sizev; v++) {
ver= RE_findOrAddVert(obr, obr->totvert++);
@@ -2397,7 +2397,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
if(orco) {
ver->orco= orco; orco+= 3; orcoret++;
}
- MTC_Mat4MulVecfl(mat, ver->co);
+ Mat4MulVecfl(mat, ver->co);
}
/* if V-cyclic, add extra vertices at end of the row */
if (dl->flag & DL_CYCL_U) {
@@ -2547,8 +2547,8 @@ static void init_render_surf(Render *re, ObjectRen *obr)
nu= cu->nurb.first;
if(nu==0) return;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
/* material array */
memset(matar, 0, 4*32);
@@ -2609,8 +2609,8 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
dl= cu->disp.first;
if(cu->disp.first==NULL) return;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
/* material array */
memset(matar, 0, 4*32);
@@ -2651,7 +2651,7 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
ver->flag = 0;
}
- MTC_Mat4MulVecfl(mat, ver->co);
+ Mat4MulVecfl(mat, ver->co);
if (orco) {
ver->orco = orco;
@@ -2703,7 +2703,7 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
ver= RE_findOrAddVert(obr, obr->totvert++);
VECCOPY(ver->co, fp);
- MTC_Mat4MulVecfl(mat, ver->co);
+ Mat4MulVecfl(mat, ver->co);
fp+= 3;
if (orco) {
@@ -2951,9 +2951,9 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
me= ob->data;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
- MTC_Mat3CpyMat4(imat, ob->imat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
+ Mat3CpyMat4(imat, ob->imat);
if(me->totvert==0)
return;
@@ -3046,7 +3046,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
ver= RE_findOrAddVert(obr, obr->totvert++);
VECCOPY(ver->co, mvert->co);
if(do_autosmooth==0) /* autosmooth on original unrotated data to prevent differences between frames */
- MTC_Mat4MulVecfl(mat, ver->co);
+ Mat4MulVecfl(mat, ver->co);
if(orco) {
ver->orco= orco;
@@ -3267,13 +3267,13 @@ static void initshadowbuf(Render *re, LampRen *lar, float mat[][4])
shb->soft= lar->soft;
shb->shadhalostep= lar->shadhalostep;
- MTC_Mat4Ortho(mat);
- MTC_Mat4Invert(shb->winmat, mat); /* winmat is temp */
+ Mat4Ortho(mat);
+ Mat4Invert(shb->winmat, mat); /* winmat is temp */
/* matrix: combination of inverse view and lampmat */
/* calculate again: the ortho-render has no correct viewinv */
- MTC_Mat4Invert(viewinv, re->viewmat);
- MTC_Mat4MulMat4(shb->viewmat, viewinv, shb->winmat);
+ Mat4Invert(viewinv, re->viewmat);
+ Mat4MulMat4(shb->viewmat, viewinv, shb->winmat);
/* projection */
shb->d= lar->clipsta;
@@ -3351,11 +3351,11 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
BLI_addtail(&re->lampren, lar);
go->lampren= lar;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
- MTC_Mat3CpyMat4(lar->mat, mat);
- MTC_Mat3CpyMat4(lar->imat, ob->imat);
+ Mat3CpyMat4(lar->mat, mat);
+ Mat3CpyMat4(lar->imat, ob->imat);
lar->bufsize = la->bufsize;
lar->samp = la->samp;
@@ -3527,7 +3527,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
lar->sh_invcampos[0]= -lar->co[0];
lar->sh_invcampos[1]= -lar->co[1];
lar->sh_invcampos[2]= -lar->co[2];
- MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
+ Mat3MulVecfl(lar->imat, lar->sh_invcampos);
/* z factor, for a normalized volume */
angle= saacos(lar->spotsi);
@@ -4149,7 +4149,7 @@ static void set_dupli_tex_mat(Render *re, ObjectInstanceRen *obi, DupliObject *d
obi->duplitexmat= BLI_memarena_alloc(re->memArena, sizeof(float)*4*4);
Mat4Invert(imat, dob->mat);
- MTC_Mat4MulSerie(obi->duplitexmat, re->viewmat, dob->omat, imat, re->viewinv, 0, 0, 0, 0);
+ Mat4MulSerie(obi->duplitexmat, re->viewmat, dob->omat, imat, re->viewinv, 0, 0, 0, 0);
}
}
@@ -4273,8 +4273,8 @@ static void init_render_object(Render *re, Object *ob, Object *par, DupliObject
else if(render_object_type(ob->type))
add_render_object(re, ob, par, dob, timeoffset, vectorlay);
else {
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
}
time= PIL_check_seconds_timer();
@@ -4516,8 +4516,8 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
for(SETLOOPER(re->scene, base)) {
ob= base->object;
/* imat objects has to be done here, since displace can have texture using Object map-input */
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
/* each object should only be rendered once */
ob->flag &= ~OB_DONE;
ob->transflag &= ~OB_RENDER_DUPLI;
@@ -4663,8 +4663,8 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
if(redoimat) {
for(SETLOOPER(re->scene, base)) {
ob= base->object;
- MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
- MTC_Mat4Invert(ob->imat, mat);
+ Mat4MulMat4(mat, ob->obmat, re->viewmat);
+ Mat4Invert(ob->imat, mat);
}
}
@@ -5070,7 +5070,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
return 0;
Mat4CpyMat4(mat, re->viewmat);
- MTC_Mat4Invert(imat, mat);
+ Mat4Invert(imat, mat);
/* set first vertex OK */
if(!fss->meshSurfNormals) return 0;