Cycles: svn merge -r41531:41613 ^/trunk/blender
[blender.git] / source / blender / gpu / intern / gpu_material.c
index d585d0b..02ba2eb 100644 (file)
@@ -260,7 +260,7 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
 
                        if(!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) {
                                lamp->dynenergy = lamp->energy;
-                               VECCOPY(lamp->dyncol, lamp->col);
+                               copy_v3_v3(lamp->dyncol, lamp->col);
                        }
                        else {
                                lamp->dynenergy = 0.0f;
@@ -296,7 +296,7 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
                        GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat);
                }
                if(material->builtins & GPU_OBCOLOR) {
-                       QUATCOPY(col, obcol);
+                       copy_v4_v4(col, obcol);
                        CLAMP(col[3], 0.0f, 1.0f);
                        GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
                }
@@ -306,14 +306,14 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
                        lamp= nlink->data;
 
                        if(material->dynproperty & DYN_LAMP_VEC) {
-                               VECCOPY(lamp->dynvec, lamp->vec);
+                               copy_v3_v3(lamp->dynvec, lamp->vec);
                                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);
+                               copy_v3_v3(lamp->dynco, lamp->co);
                                mul_m4_v3(viewmat, lamp->dynco);
                        }
 
@@ -1476,8 +1476,8 @@ void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4])
        copy_m4_m4(mat, obmat);
        normalize_m4(mat);
 
-       VECCOPY(lamp->vec, mat[2]);
-       VECCOPY(lamp->co, mat[3]);
+       copy_v3_v3(lamp->vec, mat[2]);
+       copy_v3_v3(lamp->co, mat[3]);
        copy_m4_m4(lamp->obmat, mat);
        invert_m4_m4(lamp->imat, mat);
 }