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	added some consts :(
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							| @ -130,7 +130,7 @@ cross(const V3d &a, const V3d &b) | ||||
| } | ||||
| 
 | ||||
| void | ||||
| V3d::transformPoints(V3d *out, V3d *in, int32 n, Matrix *m) | ||||
| V3d::transformPoints(V3d *out, const V3d *in, int32 n, const Matrix *m) | ||||
| { | ||||
| 	int32 i; | ||||
| 	V3d tmp; | ||||
| @ -143,7 +143,7 @@ V3d::transformPoints(V3d *out, V3d *in, int32 n, Matrix *m) | ||||
| } | ||||
| 
 | ||||
| void | ||||
| V3d::transformVectors(V3d *out, V3d *in, int32 n, Matrix *m) | ||||
| V3d::transformVectors(V3d *out, const V3d *in, int32 n, const Matrix *m) | ||||
| { | ||||
| 	int32 i; | ||||
| 	V3d tmp; | ||||
| @ -263,7 +263,7 @@ Matrix::optimize(Tolerance *tolerance) | ||||
| } | ||||
| 
 | ||||
| Matrix* | ||||
| Matrix::mult(Matrix *dst, Matrix *src1, Matrix *src2) | ||||
| Matrix::mult(Matrix *dst, const Matrix *src1, const Matrix *src2) | ||||
| { | ||||
| 	if(src1->flags & IDENTITY) | ||||
| 		*dst = *src2; | ||||
| @ -277,7 +277,7 @@ Matrix::mult(Matrix *dst, Matrix *src1, Matrix *src2) | ||||
| } | ||||
| 
 | ||||
| Matrix* | ||||
| Matrix::invert(Matrix *dst, Matrix *src) | ||||
| Matrix::invert(Matrix *dst, const Matrix *src) | ||||
| { | ||||
| 	if(src->flags & IDENTITY) | ||||
| 		*dst = *src; | ||||
| @ -290,7 +290,7 @@ Matrix::invert(Matrix *dst, Matrix *src) | ||||
| 
 | ||||
| // transpose the 3x3 submatrix, pos is set to 0
 | ||||
| Matrix* | ||||
| Matrix::transpose(Matrix *dst, Matrix *src) | ||||
| Matrix::transpose(Matrix *dst, const Matrix *src) | ||||
| { | ||||
| 	if(src->flags & IDENTITY) | ||||
| 		*dst = *src; | ||||
| @ -462,7 +462,7 @@ Matrix::lookAt(const V3d &dir, const V3d &up) | ||||
| } | ||||
| 
 | ||||
| void | ||||
| Matrix::mult_(Matrix *dst, Matrix *src1, Matrix *src2) | ||||
| Matrix::mult_(Matrix *dst, const Matrix *src1, const Matrix *src2) | ||||
| { | ||||
| 	dst->right.x = src1->right.x*src2->right.x + src1->right.y*src2->up.x + src1->right.z*src2->at.x; | ||||
| 	dst->right.y = src1->right.x*src2->right.y + src1->right.y*src2->up.y + src1->right.z*src2->at.y; | ||||
| @ -479,7 +479,7 @@ Matrix::mult_(Matrix *dst, Matrix *src1, Matrix *src2) | ||||
| } | ||||
| 
 | ||||
| void | ||||
| Matrix::invertOrthonormal(Matrix *dst, Matrix *src) | ||||
| Matrix::invertOrthonormal(Matrix *dst, const Matrix *src) | ||||
| { | ||||
| 	dst->right.x = src->right.x; | ||||
| 	dst->right.y = src->up.x; | ||||
| @ -503,7 +503,7 @@ Matrix::invertOrthonormal(Matrix *dst, Matrix *src) | ||||
| } | ||||
| 
 | ||||
| Matrix* | ||||
| Matrix::invertGeneral(Matrix *dst, Matrix *src) | ||||
| Matrix::invertGeneral(Matrix *dst, const Matrix *src) | ||||
| { | ||||
| 	float32 det, invdet; | ||||
| 	// calculate a few cofactors
 | ||||
|  | ||||
| @ -265,7 +265,11 @@ setRwRenderState(int32 state, uint32 value) | ||||
| 		}; | ||||
| 		break; | ||||
| 	case FOGCOLOR:{ | ||||
| 		RGBA c = *(RGBA*)&value; | ||||
| 		RGBA c; | ||||
| 		c.red = value; | ||||
| 		c.green = value>>8; | ||||
| 		c.blue = value>>16; | ||||
| 		c.alpha = value>>24; | ||||
| 		if(!equal(fogcolor, c)){ | ||||
| 			fogcolor = c; | ||||
| 			setRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(c.red, c.green, c.blue, c.alpha)); | ||||
| @ -308,7 +312,7 @@ getRwRenderState(int32 state) | ||||
| 	case FOGENABLE: | ||||
| 		return fogenable; | ||||
| 	case FOGCOLOR: | ||||
| 		return *(uint32*)&fogcolor; | ||||
| 		return RWRGBAINT(fogcolor.red, fogcolor.green, fogcolor.blue, fogcolor.alpha); | ||||
| 	case CULLMODE: | ||||
| 		return cullmode; | ||||
| 	case ALPHATESTFUNC: | ||||
|  | ||||
| @ -191,7 +191,12 @@ setRenderState(int32 state, uint32 value) | ||||
| 		break; | ||||
| 	case FOGCOLOR: | ||||
| 		// no cache check here...too lazy
 | ||||
| 		convColor(&uniformState.fogColor, (RGBA*)&value); | ||||
| 		RGBA c; | ||||
| 		c.red = value; | ||||
| 		c.green = value>>8; | ||||
| 		c.blue = value>>16; | ||||
| 		c.alpha = value>>24; | ||||
| 		convColor(&uniformState.fogColor, &c); | ||||
| 		stateDirty = 1; | ||||
| 		break; | ||||
| 	case CULLMODE: | ||||
| @ -237,7 +242,7 @@ getRenderState(int32 state) | ||||
| 		return uniformState.fogEnable; | ||||
| 	case FOGCOLOR: | ||||
| 		convColor(&rgba, &uniformState.fogColor); | ||||
| 		return *(uint32*)&rgba; | ||||
| 		return RWRGBAINT(rgba.red, rgba.green, rgba.blue, rgba.alpha); | ||||
| 	case CULLMODE: | ||||
| 		return cullmode; | ||||
| 
 | ||||
|  | ||||
							
								
								
									
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							| @ -132,6 +132,7 @@ struct RGBA | ||||
| }; | ||||
| inline RGBA makeRGBA(uint8 r, uint8 g, uint8 b, uint8 a) { RGBA c = { r, g, b, a }; return c; } | ||||
| inline bool32 equal(const RGBA &c1, const RGBA &c2) { return c1.red == c2.red && c1.green == c2.green && c1.blue == c2.blue && c1.alpha == c2.alpha; } | ||||
| #define RWRGBAINT(r, g, b, a) ((uint32)((((a)&0xff)<<24)|(((b)&0xff)<<16)|(((g)&0xff)<<8)|((r)&0xff))) | ||||
| 
 | ||||
| struct RGBAf | ||||
| { | ||||
| @ -207,8 +208,8 @@ struct V3d | ||||
| 	float32 x, y, z; | ||||
| 	void set(float32 x, float32 y, float32 z){ | ||||
| 		this->x = x; this->y = y; this->z = z; } | ||||
| 	static void transformPoints(V3d *out, V3d *in, int32 n, Matrix *m); | ||||
| 	static void transformVectors(V3d *out, V3d *in, int32 n, Matrix *m); | ||||
| 	static void transformPoints(V3d *out, const V3d *in, int32 n, const Matrix *m); | ||||
| 	static void transformVectors(V3d *out, const V3d *in, int32 n, const Matrix *m); | ||||
| }; | ||||
| 
 | ||||
| inline V3d makeV3d(float32 x, float32 y, float32 z) { V3d v = { x, y, z }; return v; } | ||||
| @ -318,9 +319,9 @@ struct Matrix | ||||
| 	void setIdentity(void); | ||||
| 	void optimize(Tolerance *tolerance = nil); | ||||
| 	void update(void) { flags &= ~(IDENTITY|TYPEMASK); } | ||||
| 	static Matrix *mult(Matrix *dst, Matrix *src1, Matrix *src2); | ||||
| 	static Matrix *invert(Matrix *m1, Matrix *m2); | ||||
| 	static Matrix *transpose(Matrix *m1, Matrix *m2); | ||||
| 	static Matrix *mult(Matrix *dst, const Matrix *src1, const Matrix *src2); | ||||
| 	static Matrix *invert(Matrix *dst, const Matrix *src); | ||||
| 	static Matrix *transpose(Matrix *dst, const Matrix *src); | ||||
| 	Matrix *rotate(V3d *axis, float32 angle, CombineOp op); | ||||
| 	Matrix *rotate(const Quat &q, CombineOp op); | ||||
| 	Matrix *translate(V3d *translation, CombineOp op); | ||||
| @ -330,9 +331,9 @@ struct Matrix | ||||
| 	void lookAt(const V3d &dir, const V3d &up); | ||||
| 
 | ||||
| 	// helper functions. consider private
 | ||||
| 	static void mult_(Matrix *dst, Matrix *src1, Matrix *src2); | ||||
| 	static void invertOrthonormal(Matrix *dst, Matrix *src); | ||||
| 	static Matrix *invertGeneral(Matrix *dst, Matrix *src); | ||||
| 	static void mult_(Matrix *dst, const Matrix *src1, const Matrix *src2); | ||||
| 	static void invertOrthonormal(Matrix *dst, const Matrix *src); | ||||
| 	static Matrix *invertGeneral(Matrix *dst, const Matrix *src); | ||||
| 	static void makeRotation(Matrix *dst, V3d *axis, float32 angle); | ||||
| 	static void makeRotation(Matrix *dst, const Quat &q); | ||||
| private: | ||||
|  | ||||
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