From 37e4a311b0ad9da7177e50620efc3561e2dd7045 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 10 Nov 2009 20:43:45 +0000 Subject: Math Lib * Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python --- source/blender/gpu/intern/gpu_buffers.c | 6 ++--- source/blender/gpu/intern/gpu_material.c | 46 ++++++++++++++++---------------- 2 files changed, 26 insertions(+), 26 deletions(-) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index 9e164f46e4c..a59c263055d 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -36,7 +36,7 @@ #include "MEM_guardedalloc.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "DNA_meshdata_types.h" @@ -545,9 +545,9 @@ void GPU_buffer_copy_normal( DerivedMesh *dm, float *varray, int *index, int *re VECCOPY(&varray[start+6],&nors[i*3]); } if( mface[i].v4 ) - CalcNormFloat4(mvert[mface[i].v1].co, mvert[mface[i].v2].co, mvert[mface[i].v3].co, mvert[mface[i].v4].co, norm); + normal_quad_v3( norm,mvert[mface[i].v1].co, mvert[mface[i].v2].co, mvert[mface[i].v3].co, mvert[mface[i].v4].co); else - CalcNormFloat(mvert[mface[i].v1].co, mvert[mface[i].v2].co, mvert[mface[i].v3].co, norm); + normal_tri_v3( norm,mvert[mface[i].v1].co, mvert[mface[i].v2].co, mvert[mface[i].v3].co); VECCOPY(&varray[start],norm); VECCOPY(&varray[start+3],norm); VECCOPY(&varray[start+6],norm); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 0650a0bfa19..3da83d557a3 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -54,7 +54,7 @@ #include "BKE_texture.h" #include "BKE_utildefines.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "BLI_blenlib.h" #include "GPU_extensions.h" @@ -290,7 +290,7 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat); } if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) { - Mat4Invert(invmat, obmat); + invert_m4_m4(invmat, obmat); GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat); } if(material->builtins & GPU_OBCOLOR) { @@ -305,20 +305,20 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v if(material->dynproperty & DYN_LAMP_VEC) { VECCOPY(lamp->dynvec, lamp->vec); - Normalize(lamp->dynvec); - VecNegf(lamp->dynvec); - Mat4Mul3Vecfl(viewmat, lamp->dynvec); + normalize_v3(lamp->dynvec); + negate_v3(lamp->dynvec); + mul_mat3_m4_v3(viewmat, lamp->dynvec); } if(material->dynproperty & DYN_LAMP_CO) { VECCOPY(lamp->dynco, lamp->co); - Mat4MulVecfl(viewmat, lamp->dynco); + mul_m4_v3(viewmat, lamp->dynco); } if(material->dynproperty & DYN_LAMP_IMAT) - Mat4MulMat4(lamp->dynimat, viewinv, lamp->imat); + mul_m4_m4m4(lamp->dynimat, viewinv, lamp->imat); if(material->dynproperty & DYN_LAMP_PERSMAT) - Mat4MulMat4(lamp->dynpersmat, viewinv, lamp->persmat); + mul_m4_m4m4(lamp->dynpersmat, viewinv, lamp->persmat); } GPU_pass_update_uniforms(material->pass); @@ -782,7 +782,7 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) Object *ob = dob->ob; if(ob->type==OB_LAMP) { - Mat4CpyMat4(ob->obmat, dob->mat); + copy_m4_m4(ob->obmat, dob->mat); lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, base->object); if(lamp) @@ -1318,13 +1318,13 @@ void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4]) lamp->lay = lay; - Mat4CpyMat4(mat, obmat); - Mat4Ortho(mat); + copy_m4_m4(mat, obmat); + normalize_m4(mat); VECCOPY(lamp->vec, mat[2]); VECCOPY(lamp->co, mat[3]); - Mat4CpyMat4(lamp->obmat, mat); - Mat4Invert(lamp->imat, mat); + copy_m4_m4(lamp->obmat, mat); + invert_m4_m4(lamp->imat, mat); } void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy) @@ -1388,7 +1388,7 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l pixsize= (lamp->d)/temp; wsize= pixsize*0.5f*lamp->size; - i_window(-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend, lamp->winmat); + perspective_m4( lamp->winmat,-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend); } static void gpu_lamp_shadow_free(GPULamp *lamp) @@ -1489,16 +1489,16 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize float rangemat[4][4], persmat[4][4]; /* initshadowbuf */ - Mat4Invert(lamp->viewmat, lamp->obmat); - Normalize(lamp->viewmat[0]); - Normalize(lamp->viewmat[1]); - Normalize(lamp->viewmat[2]); + invert_m4_m4(lamp->viewmat, lamp->obmat); + normalize_v3(lamp->viewmat[0]); + normalize_v3(lamp->viewmat[1]); + normalize_v3(lamp->viewmat[2]); /* makeshadowbuf */ - Mat4MulMat4(persmat, lamp->viewmat, lamp->winmat); + mul_m4_m4m4(persmat, lamp->viewmat, lamp->winmat); /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */ - Mat4One(rangemat); + unit_m4(rangemat); rangemat[0][0] = 0.5f; rangemat[1][1] = 0.5f; rangemat[2][2] = 0.5f; @@ -1506,15 +1506,15 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize rangemat[3][1] = 0.5f; rangemat[3][2] = 0.5f; - Mat4MulMat4(lamp->persmat, persmat, rangemat); + mul_m4_m4m4(lamp->persmat, persmat, rangemat); /* opengl */ glDisable(GL_SCISSOR_TEST); GPU_framebuffer_texture_bind(lamp->fb, lamp->tex); /* set matrices */ - Mat4CpyMat4(viewmat, lamp->viewmat); - Mat4CpyMat4(winmat, lamp->winmat); + copy_m4_m4(viewmat, lamp->viewmat); + copy_m4_m4(winmat, lamp->winmat); *winsize = lamp->size; } -- cgit v1.2.3