code cleanup: removed/renamed shadow & duplicate variable definitions.

This commit is contained in:
Campbell Barton
2012-06-09 18:20:40 +00:00
parent 43361487ba
commit c6cffe98fa
9 changed files with 43 additions and 48 deletions

View File

@@ -82,7 +82,6 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
float3 *fdata = attr->data_float3();
BL::Mesh::vertices_iterator v;
size_t i = 0;
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
@@ -212,8 +211,6 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
BL::Material material_override = render_layer.material_override;
if(material_override)
find_shader(material_override, used_shaders, scene->default_surface);
else
@@ -321,7 +318,7 @@ void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion)
AttributeStandard std = (motion == -1)? ATTR_STD_MOTION_PRE: ATTR_STD_MOTION_POST;
Attribute *attr_M = mesh->attributes.add(std);
float3 *M = attr_M->data_float3();
size_t i = 0, size = mesh->verts.size();
size_t i = 0;
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < size; ++v, M++, i++)
*M = get_float3(v->co());

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@@ -98,11 +98,11 @@ class BVHReference
public:
__forceinline BVHReference() {}
__forceinline BVHReference(const BoundBox& bounds_, int prim_index, int prim_object)
__forceinline BVHReference(const BoundBox& bounds_, int prim_index_, int prim_object_)
: rbounds(bounds_)
{
rbounds.min.w = __int_as_float(prim_index);
rbounds.max.w = __int_as_float(prim_object);
rbounds.min.w = __int_as_float(prim_index_);
rbounds.max.w = __int_as_float(prim_object_);
}
__forceinline const BoundBox& bounds() const { return rbounds; }

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@@ -680,8 +680,6 @@ public:
else
tasks.push_back(maintask);
DeviceTask task;
foreach(DeviceTask& task, tasks) {
if(task.type == DeviceTask::TONEMAP)
tonemap(task);

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@@ -55,7 +55,7 @@ public:
class TextureNode : public ShaderNode {
public:
TextureNode(const char *name) : ShaderNode(name) {}
TextureNode(const char *name_) : ShaderNode(name_) {}
TextureMapping tex_mapping;
};

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@@ -597,10 +597,10 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
memset(&active_stack, 0, sizeof(active_stack));
svm_nodes.clear();
foreach(ShaderNode *node, graph->nodes) {
foreach(ShaderInput *input, node->inputs)
foreach(ShaderNode *node_iter, graph->nodes) {
foreach(ShaderInput *input, node_iter->inputs)
input->stack_offset = SVM_STACK_INVALID;
foreach(ShaderOutput *output, node->outputs)
foreach(ShaderOutput *output, node_iter->outputs)
output->stack_offset = SVM_STACK_INVALID;
}

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@@ -314,7 +314,7 @@ void SubdAccBuilder::computeEdgeStencil(SubdFaceRing *ring, GregoryAccStencil *s
stencil->get(eid1) = stencil->get(cid);
stencil->get(eid2) = stencil->get(cid);
int j = 0;
j = 0;
for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), j++) {
SubdEdge *edge = eit.current();
assert(vert->co == edge->from()->co);
@@ -402,8 +402,8 @@ void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStenci
int idx2 = interior2Indices[primitiveOffset+v];
int i = 0;
for(SubdFace::EdgeIterator it(face->edges(edge)); !it.isDone(); it.advance(), i++) {
SubdVert *vert = it.current()->from();
for(SubdFace::EdgeIterator it_sub(face->edges(edge)); !it_sub.isDone(); it_sub.advance(), i++) {
SubdVert *vert = it_sub.current()->from();
stencil->get(idx1, vert) += weights1[i];
stencil->get(idx2, vert) += weights2[i];
}

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@@ -388,13 +388,13 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M)
for(m = M-2; m > 0; m -= 2) {
vector<int> inner_u, inner_v, inner_w;
float t = m/(float)M;
const float t0 = m / (float)M;
float2 center = make_float2(1.0f/3.0f, 1.0f/3.0f);
/* 3 corner vertices */
float2 p_u = interp(center, make_float2(1.0f, 0.0f), t);
float2 p_v = interp(center, make_float2(0.0f, 1.0f), t);
float2 p_w = interp(center, make_float2(0.0f, 0.0f), t);
float2 p_u = interp(center, make_float2(1.0f, 0.0f), t0);
float2 p_v = interp(center, make_float2(0.0f, 1.0f), t0);
float2 p_w = interp(center, make_float2(0.0f, 0.0f), t0);
int corner_u = add_vert(sub, p_u);
int corner_v = add_vert(sub, p_v);
@@ -407,11 +407,11 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M)
for(int i = 1; i < m; i++) {
/* add vertices between corners */
float t = i/(float)m;
const float t1 = i / (float)m;
inner_u.push_back(add_vert(sub, interp(p_v, p_w, t)));
inner_v.push_back(add_vert(sub, interp(p_w, p_u, t)));
inner_w.push_back(add_vert(sub, interp(p_u, p_v, t)));
inner_u.push_back(add_vert(sub, interp(p_v, p_w, t1)));
inner_v.push_back(add_vert(sub, interp(p_w, p_u, t1)));
inner_w.push_back(add_vert(sub, interp(p_u, p_v, t1)));
}
inner_u.push_back(corner_w);

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@@ -248,19 +248,19 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de
void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
{
TriangleDice::SubPatch sub;
TriangleDice::EdgeFactors ef;
TriangleDice::SubPatch sub_split;
TriangleDice::EdgeFactors ef_split;
sub.patch = patch;
sub.Pu = make_float2(1.0f, 0.0f);
sub.Pv = make_float2(0.0f, 1.0f);
sub.Pw = make_float2(0.0f, 0.0f);
sub_split.patch = patch;
sub_split.Pu = make_float2(1.0f, 0.0f);
sub_split.Pv = make_float2(0.0f, 1.0f);
sub_split.Pw = make_float2(0.0f, 0.0f);
ef.tu = T(patch, sub.Pv, sub.Pw);
ef.tv = T(patch, sub.Pw, sub.Pu);
ef.tw = T(patch, sub.Pu, sub.Pv);
ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw);
ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu);
ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv);
split(sub, ef);
split(sub_split, ef_split);
TriangleDice dice(mesh, shader, smooth, dicing_rate);
dice.camera = camera;
@@ -286,21 +286,21 @@ void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth
void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
{
QuadDice::SubPatch sub;
QuadDice::EdgeFactors ef;
QuadDice::SubPatch sub_split;
QuadDice::EdgeFactors ef_split;
sub.patch = patch;
sub.P00 = make_float2(0.0f, 0.0f);
sub.P10 = make_float2(1.0f, 0.0f);
sub.P01 = make_float2(0.0f, 1.0f);
sub.P11 = make_float2(1.0f, 1.0f);
sub_split.patch = patch;
sub_split.P00 = make_float2(0.0f, 0.0f);
sub_split.P10 = make_float2(1.0f, 0.0f);
sub_split.P01 = make_float2(0.0f, 1.0f);
sub_split.P11 = make_float2(1.0f, 1.0f);
ef.tu0 = T(patch, sub.P00, sub.P10);
ef.tu1 = T(patch, sub.P01, sub.P11);
ef.tv0 = T(patch, sub.P00, sub.P01);
ef.tv1 = T(patch, sub.P10, sub.P11);
ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
split(sub, ef);
split(sub_split, ef_split);
QuadDice dice(mesh, shader, smooth, dicing_rate);
dice.camera = camera;

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@@ -2961,12 +2961,12 @@ static void rna_generate_header_cpp(BlenderRNA *brna, FILE *f)
fprintf(f, "class %s : public %s {\n", srna->identifier, (srna->base) ? srna->base->identifier : "Pointer");
fprintf(f, "public:\n");
fprintf(f, "\t%s(const PointerRNA& ptr) :\n\t\t%s(ptr)", srna->identifier,
fprintf(f, "\t%s(const PointerRNA& ptr_arg) :\n\t\t%s(ptr_arg)", srna->identifier,
(srna->base) ? srna->base->identifier : "Pointer");
for (dp = ds->cont.properties.first; dp; dp = dp->next)
if (!(dp->prop->flag & (PROP_IDPROPERTY | PROP_BUILTIN)))
if (dp->prop->type == PROP_COLLECTION)
fprintf(f, ",\n\t\t%s(ptr)", dp->prop->identifier);
fprintf(f, ",\n\t\t%s(ptr_arg)", dp->prop->identifier);
fprintf(f, "\n\t\t{}\n\n");
for (dp = ds->cont.properties.first; dp; dp = dp->next)