added some consts :(
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4f5687dd2e
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9fc46eac37
16
src/base.cpp
16
src/base.cpp
@ -130,7 +130,7 @@ cross(const V3d &a, const V3d &b)
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}
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void
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V3d::transformPoints(V3d *out, V3d *in, int32 n, Matrix *m)
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V3d::transformPoints(V3d *out, const V3d *in, int32 n, const Matrix *m)
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{
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int32 i;
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V3d tmp;
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@ -143,7 +143,7 @@ V3d::transformPoints(V3d *out, V3d *in, int32 n, Matrix *m)
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}
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void
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V3d::transformVectors(V3d *out, V3d *in, int32 n, Matrix *m)
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V3d::transformVectors(V3d *out, const V3d *in, int32 n, const Matrix *m)
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{
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int32 i;
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V3d tmp;
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@ -263,7 +263,7 @@ Matrix::optimize(Tolerance *tolerance)
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}
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Matrix*
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Matrix::mult(Matrix *dst, Matrix *src1, Matrix *src2)
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Matrix::mult(Matrix *dst, const Matrix *src1, const Matrix *src2)
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{
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if(src1->flags & IDENTITY)
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*dst = *src2;
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@ -277,7 +277,7 @@ Matrix::mult(Matrix *dst, Matrix *src1, Matrix *src2)
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}
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Matrix*
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Matrix::invert(Matrix *dst, Matrix *src)
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Matrix::invert(Matrix *dst, const Matrix *src)
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{
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if(src->flags & IDENTITY)
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*dst = *src;
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@ -290,7 +290,7 @@ Matrix::invert(Matrix *dst, Matrix *src)
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// transpose the 3x3 submatrix, pos is set to 0
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Matrix*
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Matrix::transpose(Matrix *dst, Matrix *src)
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Matrix::transpose(Matrix *dst, const Matrix *src)
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{
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if(src->flags & IDENTITY)
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*dst = *src;
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@ -462,7 +462,7 @@ Matrix::lookAt(const V3d &dir, const V3d &up)
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}
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void
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Matrix::mult_(Matrix *dst, Matrix *src1, Matrix *src2)
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Matrix::mult_(Matrix *dst, const Matrix *src1, const Matrix *src2)
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{
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dst->right.x = src1->right.x*src2->right.x + src1->right.y*src2->up.x + src1->right.z*src2->at.x;
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dst->right.y = src1->right.x*src2->right.y + src1->right.y*src2->up.y + src1->right.z*src2->at.y;
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@ -479,7 +479,7 @@ Matrix::mult_(Matrix *dst, Matrix *src1, Matrix *src2)
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}
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void
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Matrix::invertOrthonormal(Matrix *dst, Matrix *src)
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Matrix::invertOrthonormal(Matrix *dst, const Matrix *src)
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{
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dst->right.x = src->right.x;
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dst->right.y = src->up.x;
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@ -503,7 +503,7 @@ Matrix::invertOrthonormal(Matrix *dst, Matrix *src)
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}
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Matrix*
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Matrix::invertGeneral(Matrix *dst, Matrix *src)
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Matrix::invertGeneral(Matrix *dst, const Matrix *src)
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{
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float32 det, invdet;
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// calculate a few cofactors
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@ -265,7 +265,11 @@ setRwRenderState(int32 state, uint32 value)
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};
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break;
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case FOGCOLOR:{
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RGBA c = *(RGBA*)&value;
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RGBA c;
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c.red = value;
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c.green = value>>8;
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c.blue = value>>16;
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c.alpha = value>>24;
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if(!equal(fogcolor, c)){
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fogcolor = c;
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setRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(c.red, c.green, c.blue, c.alpha));
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@ -308,7 +312,7 @@ getRwRenderState(int32 state)
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case FOGENABLE:
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return fogenable;
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case FOGCOLOR:
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return *(uint32*)&fogcolor;
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return RWRGBAINT(fogcolor.red, fogcolor.green, fogcolor.blue, fogcolor.alpha);
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case CULLMODE:
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return cullmode;
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case ALPHATESTFUNC:
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@ -191,7 +191,12 @@ setRenderState(int32 state, uint32 value)
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break;
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case FOGCOLOR:
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// no cache check here...too lazy
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convColor(&uniformState.fogColor, (RGBA*)&value);
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RGBA c;
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c.red = value;
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c.green = value>>8;
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c.blue = value>>16;
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c.alpha = value>>24;
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convColor(&uniformState.fogColor, &c);
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stateDirty = 1;
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break;
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case CULLMODE:
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@ -237,7 +242,7 @@ getRenderState(int32 state)
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return uniformState.fogEnable;
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case FOGCOLOR:
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convColor(&rgba, &uniformState.fogColor);
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return *(uint32*)&rgba;
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return RWRGBAINT(rgba.red, rgba.green, rgba.blue, rgba.alpha);
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case CULLMODE:
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return cullmode;
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17
src/rwbase.h
17
src/rwbase.h
@ -132,6 +132,7 @@ struct RGBA
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};
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inline RGBA makeRGBA(uint8 r, uint8 g, uint8 b, uint8 a) { RGBA c = { r, g, b, a }; return c; }
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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; }
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#define RWRGBAINT(r, g, b, a) ((uint32)((((a)&0xff)<<24)|(((b)&0xff)<<16)|(((g)&0xff)<<8)|((r)&0xff)))
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struct RGBAf
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{
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@ -207,8 +208,8 @@ struct V3d
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float32 x, y, z;
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void set(float32 x, float32 y, float32 z){
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this->x = x; this->y = y; this->z = z; }
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static void transformPoints(V3d *out, V3d *in, int32 n, Matrix *m);
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static void transformVectors(V3d *out, V3d *in, int32 n, Matrix *m);
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static void transformPoints(V3d *out, const V3d *in, int32 n, const Matrix *m);
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static void transformVectors(V3d *out, const V3d *in, int32 n, const Matrix *m);
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};
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inline V3d makeV3d(float32 x, float32 y, float32 z) { V3d v = { x, y, z }; return v; }
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@ -318,9 +319,9 @@ struct Matrix
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void setIdentity(void);
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void optimize(Tolerance *tolerance = nil);
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void update(void) { flags &= ~(IDENTITY|TYPEMASK); }
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static Matrix *mult(Matrix *dst, Matrix *src1, Matrix *src2);
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static Matrix *invert(Matrix *m1, Matrix *m2);
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static Matrix *transpose(Matrix *m1, Matrix *m2);
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static Matrix *mult(Matrix *dst, const Matrix *src1, const Matrix *src2);
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static Matrix *invert(Matrix *dst, const Matrix *src);
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static Matrix *transpose(Matrix *dst, const Matrix *src);
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Matrix *rotate(V3d *axis, float32 angle, CombineOp op);
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Matrix *rotate(const Quat &q, CombineOp op);
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Matrix *translate(V3d *translation, CombineOp op);
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@ -330,9 +331,9 @@ struct Matrix
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void lookAt(const V3d &dir, const V3d &up);
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// helper functions. consider private
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static void mult_(Matrix *dst, Matrix *src1, Matrix *src2);
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static void invertOrthonormal(Matrix *dst, Matrix *src);
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static Matrix *invertGeneral(Matrix *dst, Matrix *src);
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static void mult_(Matrix *dst, const Matrix *src1, const Matrix *src2);
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static void invertOrthonormal(Matrix *dst, const Matrix *src);
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static Matrix *invertGeneral(Matrix *dst, const Matrix *src);
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static void makeRotation(Matrix *dst, V3d *axis, float32 angle);
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static void makeRotation(Matrix *dst, const Quat &q);
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private:
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