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synced 2025-07-23 06:09:50 -06:00
mark all local functions as static
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@ -19,42 +19,42 @@
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namespace TransformUnit
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{
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void MultiplyVec2Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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static void MultiplyVec2Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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result.z = 1.0f;
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}
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void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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static void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] + mat[11];
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}
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void MultiplyVec3Mat33(const Vec3 &vec, const float *mat, Vec3 &result)
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static void MultiplyVec3Mat33(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z;
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result.y = mat[3] * vec.x + mat[4] * vec.y + mat[5] * vec.z;
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result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
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}
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void MultiplyVec3Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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static void MultiplyVec3Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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result.z = 1.0f;
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}
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void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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static void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] * vec.z + mat[11];
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}
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void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
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static void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
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{
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result.x = proj[0] * vec.x + proj[1] * vec.z;
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result.y = proj[2] * vec.y + proj[3] * vec.z;
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@ -63,7 +63,7 @@ void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
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result.w = -vec.z;
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}
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void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
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static void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
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{
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result.x = proj[0] * vec.x + proj[1];
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result.y = proj[2] * vec.y + proj[3];
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@ -104,7 +104,7 @@ void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst
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}
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}
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void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool specialCase, const InputVertexData *srcVertex, OutputVertexData *dstVertex)
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static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool specialCase, const InputVertexData *srcVertex, OutputVertexData *dstVertex)
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{
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const Vec3 *src;
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switch (texinfo.sourcerow)
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@ -208,7 +208,7 @@ inline float SafeDivide(float n, float d)
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return (d==0) ? (n>0?1:0) : n/d;
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}
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void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
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static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
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@ -293,7 +293,7 @@ void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
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}
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}
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void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
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static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
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