Cleanup: pass const arguments to texture functions

This commit is contained in:
Campbell Barton 2020-05-01 14:37:13 +10:00
parent b7117b5728
commit a6fbd4c9c8
5 changed files with 20 additions and 20 deletions

View File

@ -318,7 +318,7 @@ bool BKE_image_fill_tile(struct Image *ima,
bool is_float);
struct ImageTile *BKE_image_get_tile(struct Image *ima, int tile_number);
struct ImageTile *BKE_image_get_tile_from_iuser(struct Image *ima, struct ImageUser *iuser);
struct ImageTile *BKE_image_get_tile_from_iuser(struct Image *ima, const struct ImageUser *iuser);
int BKE_image_get_tile_from_pos(struct Image *ima,
const float uv[2],

View File

@ -1276,7 +1276,7 @@ int ntreeTexExecTree(struct bNodeTree *ntree,
float dyt[3],
int osatex,
const short thread,
struct Tex *tex,
const struct Tex *tex,
short which_output,
int cfra,
int preview,

View File

@ -571,7 +571,7 @@ ImageTile *BKE_image_get_tile(Image *ima, int tile_number)
return NULL;
}
ImageTile *BKE_image_get_tile_from_iuser(Image *ima, ImageUser *iuser)
ImageTile *BKE_image_get_tile_from_iuser(Image *ima, const ImageUser *iuser)
{
return BKE_image_get_tile(ima, (iuser && iuser->tile) ? iuser->tile : 1001);
}
@ -4796,7 +4796,7 @@ static ImBuf *image_get_cached_ibuf(Image *ima, ImageUser *iuser, int *r_entry,
return ibuf;
}
BLI_INLINE bool image_quick_test(Image *ima, ImageUser *iuser)
BLI_INLINE bool image_quick_test(Image *ima, const ImageUser *iuser)
{
if (ima == NULL) {
return false;

View File

@ -282,7 +282,7 @@ int ntreeTexExecTree(bNodeTree *nodes,
float dyt[3],
int osatex,
const short thread,
Tex *UNUSED(tex),
const Tex *UNUSED(tex),
short which_output,
int cfra,
int preview,

View File

@ -79,7 +79,7 @@ void RE_texture_rng_exit(void)
/* ------------------------------------------------------------------------- */
/* this allows colorbanded textures to control normals as well */
static void tex_normal_derivate(Tex *tex, TexResult *texres)
static void tex_normal_derivate(const Tex *tex, TexResult *texres)
{
if (tex->flag & TEX_COLORBAND) {
float col[4];
@ -106,7 +106,7 @@ static void tex_normal_derivate(Tex *tex, TexResult *texres)
texres->nor[2] = texres->tin - texres->nor[2];
}
static int blend(Tex *tex, const float texvec[3], TexResult *texres)
static int blend(const Tex *tex, const float texvec[3], TexResult *texres)
{
float x, y, t;
@ -170,7 +170,7 @@ static int blend(Tex *tex, const float texvec[3], TexResult *texres)
/* newnoise: all noisebased types now have different noisebases to choose from */
static int clouds(Tex *tex, const float texvec[3], TexResult *texres)
static int clouds(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
@ -271,7 +271,7 @@ static float tex_tri(float a)
}
/* computes basic wood intensity value at x,y,z */
static float wood_int(Tex *tex, float x, float y, float z)
static float wood_int(const Tex *tex, float x, float y, float z)
{
float wi = 0;
/* wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 */
@ -308,7 +308,7 @@ static float wood_int(Tex *tex, float x, float y, float z)
return wi;
}
static int wood(Tex *tex, const float texvec[3], TexResult *texres)
static int wood(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
@ -329,7 +329,7 @@ static int wood(Tex *tex, const float texvec[3], TexResult *texres)
}
/* computes basic marble intensity at x,y,z */
static float marble_int(Tex *tex, float x, float y, float z)
static float marble_int(const Tex *tex, float x, float y, float z)
{
float n, mi;
short wf = tex->noisebasis2; /* wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 */
@ -367,7 +367,7 @@ static float marble_int(Tex *tex, float x, float y, float z)
return mi;
}
static int marble(Tex *tex, const float texvec[3], TexResult *texres)
static int marble(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
@ -391,7 +391,7 @@ static int marble(Tex *tex, const float texvec[3], TexResult *texres)
/* ------------------------------------------------------------------------- */
static int magic(Tex *tex, const float texvec[3], TexResult *texres)
static int magic(const Tex *tex, const float texvec[3], TexResult *texres)
{
float x, y, z, turb;
int n;
@ -467,7 +467,7 @@ static int magic(Tex *tex, const float texvec[3], TexResult *texres)
/* ------------------------------------------------------------------------- */
/* newnoise: stucci also modified to use different noisebasis */
static int stucci(Tex *tex, const float texvec[3], TexResult *texres)
static int stucci(const Tex *tex, const float texvec[3], TexResult *texres)
{
float nor[3], b2, ofs;
int retval = TEX_INT;
@ -533,7 +533,7 @@ static int stucci(Tex *tex, const float texvec[3], TexResult *texres)
/* ------------------------------------------------------------------------- */
/* newnoise: musgrave terrain noise types */
static int mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres)
static int mg_mFractalOrfBmTex(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
float (*mgravefunc)(float, float, float, float, float, float, int);
@ -588,7 +588,7 @@ static int mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texre
return rv;
}
static int mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres)
static int mg_ridgedOrHybridMFTex(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
float (*mgravefunc)(float, float, float, float, float, float, float, float, int);
@ -651,7 +651,7 @@ static int mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *te
return rv;
}
static int mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
static int mg_HTerrainTex(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
@ -702,7 +702,7 @@ static int mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
return rv;
}
static int mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
static int mg_distNoiseTex(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
@ -747,7 +747,7 @@ static int mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
* probably the slowest, especially with minkovsky, bumpmapping, could be done another way.
*/
static int voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
static int voronoiTex(const Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbors */
@ -835,7 +835,7 @@ static int voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
/* ------------------------------------------------------------------------- */
static int texnoise(Tex *tex, TexResult *texres, int thread)
static int texnoise(const Tex *tex, TexResult *texres, int thread)
{
float div = 3.0;
int val, ran, loop, shift = 29;