Cycles code refactor: replace magic ~0 values in the code with defines.

This commit is contained in:
Brecht Van Lommel
2014-03-29 13:03:47 +01:00
parent 6997908afc
commit e8b1cfed0a
26 changed files with 129 additions and 126 deletions

View File

@@ -52,7 +52,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray, int bounce)
{
#ifdef __INSTANCING__
sd->object = (isect->object == ~0)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
#endif
sd->type = isect->type;
@@ -113,7 +113,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
#ifdef __INSTANCING__
if(isect->object != ~0) {
if(isect->object != OBJECT_NONE) {
/* instance transform */
object_normal_transform(kg, sd, &sd->N);
object_normal_transform(kg, sd, &sd->Ng);
@@ -190,7 +190,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
#ifdef __INSTANCING__
if(isect->object != ~0) {
if(isect->object != OBJECT_NONE) {
/* instance transform */
object_normal_transform(kg, sd, &sd->N);
object_normal_transform(kg, sd, &sd->Ng);
@@ -236,7 +236,7 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
sd->Ng = Ng;
sd->I = I;
sd->shader = shader;
sd->type = (prim == ~0)? PRIMITIVE_NONE: PRIMITIVE_TRIANGLE;
sd->type = (prim == PRIM_NONE)? PRIMITIVE_NONE: PRIMITIVE_TRIANGLE;
/* primitive */
#ifdef __INSTANCING__
@@ -255,7 +255,7 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
#ifdef __INSTANCING__
bool instanced = false;
if(sd->prim != ~0) {
if(sd->prim != PRIM_NONE) {
if(sd->object >= 0)
instanced = true;
else
@@ -266,7 +266,7 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
#endif
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
if(sd->object != -1) {
if(sd->object != OBJECT_NONE) {
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __OBJECT_MOTION__
@@ -309,7 +309,7 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
}
/* backfacing test */
if(sd->prim != ~0) {
if(sd->prim != PRIM_NONE) {
bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
if(backfacing) {
@@ -368,9 +368,9 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat
sd->ray_depth = bounce;
#ifdef __INSTANCING__
sd->object = ~0;
sd->object = PRIM_NONE;
#endif
sd->prim = ~0;
sd->prim = PRIM_NONE;
#ifdef __UV__
sd->u = 0.0f;
sd->v = 0.0f;
@@ -402,7 +402,7 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
sd->N = -ray->D;
sd->Ng = -ray->D;
sd->I = -ray->D;
sd->shader = SHADER_NO_ID;
sd->shader = SHADER_NONE;
sd->flag = 0;
#ifdef __OBJECT_MOTION__
sd->time = ray->time;
@@ -411,9 +411,9 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
sd->ray_depth = bounce;
#ifdef __INSTANCING__
sd->object = ~0; /* todo: fill this for texture coordinates */
sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */
#endif
sd->prim = ~0;
sd->prim = PRIM_NONE;
sd->type = PRIMITIVE_NONE;
#ifdef __UV__
@@ -1056,7 +1056,7 @@ ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
#endif
sd->flag = 0;
for(int i = 0; stack[i].shader != SHADER_NO_ID; i++) {
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
/* setup shaderdata from stack. it's mostly setup already in
* shader_setup_from_volume, this switching should be quick */
sd->object = stack[i].object;
@@ -1065,7 +1065,7 @@ ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
sd->flag &= ~(SD_SHADER_FLAGS|SD_OBJECT_FLAGS);
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
if(sd->object != ~0) {
if(sd->object != OBJECT_NONE) {
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __OBJECT_MOTION__