--- ray/src/px/pmapgen.c 1995/10/11 10:39:26 2.1 +++ ray/src/px/pmapgen.c 1996/07/24 09:18:20 2.2 @@ -12,7 +12,7 @@ static char SCCSid[] = "$SunId$ LBL"; * Paul Heckbert 5 Nov 85, 12 Dec 85 */ -static char rcsid[] = "$Header: /usr/local/cvs/radiance/ray/src/px/pmapgen.c,v 2.1 1995/10/11 10:39:26 greg Exp $"; +static char rcsid[] = "$Header: /usr/local/cvs/radiance/ray/src/px/pmapgen.c,v 2.2 1996/07/24 09:18:20 greg Exp $"; #include #include "pmap.h" #include "mx3.h" @@ -20,30 +20,30 @@ static char rcsid[] = "$Header: /usr/local/cvs/radianc #define TOLERANCE 1e-13 #define ZERO(x) ((x)-TOLERANCE) -#define X(i) quad[i][0] /* quadrilateral x and y */ -#define Y(i) quad[i][1] +#define X(i) qdrl[i][0] /* quadrilateral x and y */ +#define Y(i) qdrl[i][1] /* * pmap_quad_rect: find mapping between quadrilateral and rectangle. * The correspondence is: * - * quad[0] --> (u0,v0) - * quad[1] --> (u1,v0) - * quad[2] --> (u1,v1) - * quad[3] --> (u0,v1) + * qdrl[0] --> (u0,v0) + * qdrl[1] --> (u1,v0) + * qdrl[2] --> (u1,v1) + * qdrl[3] --> (u0,v1) * * This method of computing the adjoint numerically is cheaper than * computing it symbolically. */ -pmap_quad_rect(u0, v0, u1, v1, quad, QR) +pmap_quad_rect(u0, v0, u1, v1, qdrl, QR) double u0, v0, u1, v1; /* bounds of rectangle */ -double quad[4][2]; /* vertices of quadrilateral */ -double QR[3][3]; /* quad->rect transform (returned) */ +double qdrl[4][2]; /* vertices of quadrilateral */ +double QR[3][3]; /* qdrl->rect transform (returned) */ { int ret; double du, dv; - double RQ[3][3]; /* rect->quad transform */ + double RQ[3][3]; /* rect->qdrl transform */ du = u1-u0; dv = v1-v0; @@ -53,7 +53,7 @@ double QR[3][3]; /* quad->rect transform (returned) * } /* first find mapping from unit uv square to xy quadrilateral */ - ret = pmap_square_quad(quad, RQ); + ret = pmap_square_quad(qdrl, RQ); if (ret==PMAP_BAD) return PMAP_BAD; /* concatenate transform from uv rectangle (u0,v0,u1,v1) to unit square */ @@ -78,15 +78,15 @@ double QR[3][3]; /* quad->rect transform (returned) * * pmap_square_quad: find mapping between unit square and quadrilateral. * The correspondence is: * - * (0,0) --> quad[0] - * (1,0) --> quad[1] - * (1,1) --> quad[2] - * (0,1) --> quad[3] + * (0,0) --> qdrl[0] + * (1,0) --> qdrl[1] + * (1,1) --> qdrl[2] + * (0,1) --> qdrl[3] */ -pmap_square_quad(quad, SQ) -register double quad[4][2]; /* vertices of quadrilateral */ -register double SQ[3][3]; /* square->quad transform */ +pmap_square_quad(qdrl, SQ) +register double qdrl[4][2]; /* vertices of quadrilateral */ +register double SQ[3][3]; /* square->qdrl transform */ { double px, py;