Cleanup: Use clamp_f instead of CLAMP in sculpt code
Reviewed By: sergey Differential Revision: https://developer.blender.org/D8528
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@ -1921,8 +1921,7 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
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if (use_area_cos && area_test_r) {
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/* Weight the coordinates towards the center. */
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float p = 1.0f - (sqrtf(area_test.dist) / area_test.radius);
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float afactor = 3.0f * p * p - 2.0f * p * p * p;
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CLAMP(afactor, 0.0f, 1.0f);
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const float afactor = clamp_f(3.0f * p * p - 2.0f * p * p * p, 0.0f, 1.0f);
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float disp[3];
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sub_v3_v3v3(disp, co, area_test.location);
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@ -1935,8 +1934,7 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
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if (use_area_nos && normal_test_r) {
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/* Weight the normals towards the center. */
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float p = 1.0f - (sqrtf(normal_test.dist) / normal_test.radius);
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float nfactor = 3.0f * p * p - 2.0f * p * p * p;
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CLAMP(nfactor, 0.0f, 1.0f);
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const float nfactor = clamp_f(3.0f * p * p - 2.0f * p * p * p, 0.0f, 1.0f);
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mul_v3_fl(no, nfactor);
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add_v3_v3(anctd->area_nos[flip_index], no);
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@ -1997,8 +1995,7 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
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if (use_area_cos && area_test_r) {
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/* Weight the coordinates towards the center. */
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float p = 1.0f - (sqrtf(area_test.dist) / area_test.radius);
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float afactor = 3.0f * p * p - 2.0f * p * p * p;
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CLAMP(afactor, 0.0f, 1.0f);
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const float afactor = clamp_f(3.0f * p * p - 2.0f * p * p * p, 0.0f, 1.0f);
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float disp[3];
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sub_v3_v3v3(disp, co, area_test.location);
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@ -2011,8 +2008,7 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
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if (use_area_nos && normal_test_r) {
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/* Weight the normals towards the center. */
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float p = 1.0f - (sqrtf(normal_test.dist) / normal_test.radius);
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float nfactor = 3.0f * p * p - 2.0f * p * p * p;
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CLAMP(nfactor, 0.0f, 1.0f);
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const float nfactor = clamp_f(3.0f * p * p - 2.0f * p * p * p, 0.0f, 1.0f);
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mul_v3_fl(no, nfactor);
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add_v3_v3(anctd->area_nos[flip_index], no);
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@ -2778,8 +2774,7 @@ static void do_topology_rake_bmesh_task_cb_ex(void *__restrict userdata,
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return;
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}
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float bstrength = data->strength;
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CLAMP(bstrength, 0.0f, 1.0f);
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const float bstrength = clamp_f(data->strength, 0.0f, 1.0f);
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SculptBrushTest test;
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SculptBrushTestFn sculpt_brush_test_sq_fn = SCULPT_brush_test_init_with_falloff_shape(
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@ -2818,14 +2813,14 @@ static void bmesh_topology_rake(
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Sculpt *sd, Object *ob, PBVHNode **nodes, const int totnode, float bstrength)
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{
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Brush *brush = BKE_paint_brush(&sd->paint);
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CLAMP(bstrength, 0.0f, 1.0f);
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const float strength = clamp_f(bstrength, 0.0f, 1.0f);
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/* Interactions increase both strength and quality. */
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const int iterations = 3;
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int iteration;
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const int count = iterations * bstrength + 1;
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const float factor = iterations * bstrength / count;
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const int count = iterations * strength + 1;
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const float factor = iterations * strength / count;
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for (iteration = 0; iteration <= count; iteration++) {
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@ -2871,7 +2866,7 @@ static void do_mask_brush_draw_task_cb_ex(void *__restrict userdata,
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else {
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(*vd.mask) += fade * bstrength * (*vd.mask);
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}
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CLAMP(*vd.mask, 0.0f, 1.0f);
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*vd.mask = clamp_f(*vd.mask, 0.0f, 1.0f);
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if (vd.mvert) {
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vd.mvert->flag |= ME_VERT_PBVH_UPDATE;
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@ -4335,10 +4330,10 @@ static void do_layer_brush_task_cb_ex(void *__restrict userdata,
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}
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if (vd.mask) {
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const float clamp_mask = 1.0f - *vd.mask;
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CLAMP(*disp_factor, -clamp_mask, clamp_mask);
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*disp_factor = clamp_f(*disp_factor, -clamp_mask, clamp_mask);
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}
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else {
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CLAMP(*disp_factor, -1.0f, 1.0f);
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*disp_factor = clamp_f(*disp_factor, -1.0f, 1.0f);
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}
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float final_co[3];
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@ -5229,7 +5224,7 @@ static void do_clay_thumb_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int to
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* stroke. */
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if (SCULPT_stroke_is_main_symmetry_pass(ss->cache)) {
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ss->cache->clay_thumb_front_angle += 0.8f;
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CLAMP(ss->cache->clay_thumb_front_angle, 0.0f, 60.0f);
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ss->cache->clay_thumb_front_angle = clamp_f(ss->cache->clay_thumb_front_angle, 0.0f, 60.0f);
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}
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if (is_zero_v3(ss->cache->grab_delta_symmetry)) {
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@ -127,7 +127,7 @@ static void color_filter_task_cb(void *__restrict userdata,
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float fill_color_rgba[4];
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copy_v3_v3(fill_color_rgba, data->filter_fill_color);
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fill_color_rgba[3] = 1.0f;
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CLAMP(fade, 0.0f, 1.0f);
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fade = clamp_f(fade, 0.0f, 1.0f);
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mul_v4_fl(fill_color_rgba, fade);
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blend_color_mix_float(final_color, orig_data.col, fill_color_rgba);
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break;
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@ -140,33 +140,28 @@ static void color_filter_task_cb(void *__restrict userdata,
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break;
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case COLOR_FILTER_SATURATION:
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rgb_to_hsv_v(orig_color, hsv_color);
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hsv_color[1] = hsv_color[1] + fade;
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CLAMP(hsv_color[1], 0.0f, 1.0f);
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hsv_color[1] = clamp_f(hsv_color[1] + fade, 0.0f, 1.0f);
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hsv_to_rgb_v(hsv_color, final_color);
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break;
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case COLOR_FILTER_VALUE:
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rgb_to_hsv_v(orig_color, hsv_color);
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hsv_color[2] = hsv_color[2] + fade;
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CLAMP(hsv_color[2], 0.0f, 1.0f);
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hsv_color[2] = clamp_f(hsv_color[2] + fade, 0.0f, 1.0f);
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hsv_to_rgb_v(hsv_color, final_color);
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break;
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case COLOR_FILTER_RED:
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orig_color[0] = orig_color[0] + fade;
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CLAMP(orig_color[0], 0.0f, 1.0f);
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orig_color[0] = clamp_f(orig_color[0] + fade, 0.0f, 1.0f);
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copy_v3_v3(final_color, orig_color);
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break;
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case COLOR_FILTER_GREEN:
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orig_color[1] = orig_color[1] + fade;
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CLAMP(orig_color[1], 0.0f, 1.0f);
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orig_color[1] = clamp_f(orig_color[1] + fade, 0.0f, 1.0f);
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copy_v3_v3(final_color, orig_color);
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break;
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case COLOR_FILTER_BLUE:
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orig_color[2] = orig_color[2] + fade;
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CLAMP(orig_color[2], 0.0f, 1.0f);
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orig_color[2] = clamp_f(orig_color[2] + fade, 0.0f, 1.0f);
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copy_v3_v3(final_color, orig_color);
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break;
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case COLOR_FILTER_BRIGHTNESS:
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CLAMP(fade, -1.0f, 1.0f);
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fade = clamp_f(fade, -1.0f, 1.0f);
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brightness = fade;
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contrast = 0;
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delta = contrast / 2.0f;
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@ -174,12 +169,11 @@ static void color_filter_task_cb(void *__restrict userdata,
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delta *= -1;
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offset = gain * (brightness + delta);
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for (int i = 0; i < 3; i++) {
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final_color[i] = gain * orig_color[i] + offset;
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CLAMP(final_color[i], 0.0f, 1.0f);
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final_color[i] = clamp_f(gain * orig_color[i] + offset, 0.0f, 1.0f);
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}
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break;
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case COLOR_FILTER_CONTRAST:
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CLAMP(fade, -1.0f, 1.0f);
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fade = clamp_f(fade, -1.0f, 1.0f);
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brightness = 0;
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contrast = fade;
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delta = contrast / 2.0f;
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@ -193,12 +187,11 @@ static void color_filter_task_cb(void *__restrict userdata,
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offset = gain * (brightness + delta);
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}
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for (int i = 0; i < 3; i++) {
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final_color[i] = gain * orig_color[i] + offset;
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CLAMP(final_color[i], 0.0f, 1.0f);
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final_color[i] = clamp_f(gain * orig_color[i] + offset, 0.0f, 1.0f);
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}
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break;
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case COLOR_FILTER_SMOOTH: {
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CLAMP(fade, -1.0f, 1.0f);
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fade = clamp_f(fade, -1.0f, 1.0f);
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float smooth_color[4];
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SCULPT_neighbor_color_average(ss, smooth_color, vd.index);
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blend_color_interpolate_float(final_color, vd.col, smooth_color, fade);
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@ -175,7 +175,7 @@ static void mask_filter_task_cb(void *__restrict userdata,
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*vd.mask = gain * (*vd.mask) + offset;
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break;
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}
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CLAMP(*vd.mask, 0.0f, 1.0f);
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*vd.mask = clamp_f(*vd.mask, 0.0f, 1.0f);
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if (*vd.mask != prev_val) {
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update = true;
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}
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@ -261,7 +261,7 @@ static void mesh_filter_task_cb(void *__restrict userdata,
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switch (filter_type) {
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case MESH_FILTER_SMOOTH:
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CLAMP(fade, -1.0f, 1.0f);
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fade = clamp_f(fade, -1.0f, 1.0f);
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SCULPT_neighbor_coords_average_interior(ss, avg, vd.index);
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sub_v3_v3v3(val, avg, orig_co);
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madd_v3_v3v3fl(val, orig_co, val, fade);
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