Make various g3s_point pointers const

This commit is contained in:
Kp 2013-07-14 18:54:48 +00:00
parent 843672be06
commit 490908f530
9 changed files with 21 additions and 21 deletions

View file

@ -105,7 +105,7 @@ bool g3_check_normal_facing(const vms_vector *v,const vms_vector *norm)
return (vm_vec_dot(&tempv,norm) > 0);
}
bool do_facing_check(vms_vector *norm,g3s_point **vertlist,vms_vector *p)
bool do_facing_check(vms_vector *norm,const g3s_point **vertlist,vms_vector *p)
{
if (norm) { //have normal
@ -131,7 +131,7 @@ bool do_facing_check(vms_vector *norm,g3s_point **vertlist,vms_vector *p)
//is passed, this function works like g3_check_normal_facing() plus
//g3_draw_poly().
//returns -1 if not facing, 1 if off screen, 0 if drew
bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt)
bool g3_check_and_draw_poly(int nv,const g3s_point **pointlist,vms_vector *norm,vms_vector *pnt)
{
if (do_facing_check(norm,pointlist,pnt))
return g3_draw_poly(nv,pointlist);
@ -139,7 +139,7 @@ bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_ve
return 255;
}
bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt)
bool g3_check_and_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt)
{
if (do_facing_check(norm,pointlist,pnt))
return g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,bm);

View file

@ -71,7 +71,7 @@ void rotate_point_list(g3s_point *dest,vms_vector *src,int n)
static const vms_angvec zero_angles = {0,0,0};
g3s_point *point_list[MAX_POINTS_PER_POLY];
static const g3s_point *point_list[MAX_POINTS_PER_POLY];
int glow_num = -1;

View file

@ -23,7 +23,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
grs_point blob_vertices[4];
g3s_point rod_points[4];
g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]};
static const g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]};
g3s_uvl uvl_list[4] = { { 0x0200,0x0200,0 },
{ 0xfe00,0x0200,0 },

View file

@ -498,7 +498,7 @@ void ogl_cache_level_textures(void)
r_cachedtexcount = r_texcount;
}
bool g3_draw_line(g3s_point *p0,g3s_point *p1)
bool g3_draw_line(const g3s_point *p0,const g3s_point *p1)
{
int c;
GLfloat color_r, color_g, color_b;
@ -814,7 +814,7 @@ int gr_disk(fix x,fix y,fix r)
/*
* Draw flat-shaded Polygon (Lasers, Drone-arms, Driller-ears)
*/
bool g3_draw_poly(int nv,g3s_point **pointlist)
bool g3_draw_poly(int nv,const g3s_point **pointlist)
{
int c, index3, index4;
float color_r, color_g, color_b, color_a;
@ -874,7 +874,7 @@ extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
/*
* Everything texturemapped (walls, robots, ship)
*/
bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm)
bool g3_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm)
{
int c, index2, index3, index4;
GLfloat *vertex_array, *color_array, *texcoord_array, color_alpha = 1.0;
@ -948,7 +948,7 @@ bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light
/*
* Everything texturemapped with secondary texture (walls with secondary texture)
*/
bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
bool g3_draw_tmap_2(int nv, const g3s_point **pointlist, g3s_uvl *uvl_list, g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
{
int c, index2, index3, index4;
GLfloat *vertex_array, *color_array, *texcoord_array;

View file

@ -146,7 +146,7 @@ void check_segment(segment *seg)
gr_setcolor(1); //and render in color one
for (fn=0;fn<6;fn++) {
g3s_point *vert_list[4];
const g3s_point *vert_list[4];
vert_list[0] = &Segment_points[seg->verts[Side_to_verts[fn][0]]];
vert_list[1] = &Segment_points[seg->verts[Side_to_verts[fn][1]]];

View file

@ -165,11 +165,11 @@ ubyte g3_add_delta_vec(g3s_point *dest,const g3s_point *src,const vms_vector *de
//draw a flat-shaded face.
//returns 1 if off screen, 0 if drew
bool g3_draw_poly(int nv,g3s_point **pointlist);
bool g3_draw_poly(int nv,const g3s_point **pointlist);
//draw a texture-mapped face.
//returns 1 if off screen, 0 if drew
bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm);
bool g3_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm);
//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
//radius, but not to the distance from the eye
@ -185,11 +185,11 @@ int g3_draw_sphere(g3s_point *pnt,fix rad);
//is passed, this function works like g3_check_normal_facing() plus
//g3_draw_poly().
//returns -1 if not facing, 1 if off screen, 0 if drew
bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
bool g3_check_and_draw_poly(int nv,const g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
bool g3_check_and_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
//draws a line. takes two points.
bool g3_draw_line(g3s_point *p0,g3s_point *p1);
bool g3_draw_line(const g3s_point *p0,const g3s_point *p1);
//draw a polygon that is always facing you
//returns 1 if off screen, 0 if drew

View file

@ -102,7 +102,7 @@ unsigned char ogl_ugpixel( grs_bitmap * bitmap, int x, int y );
void ogl_ulinec(int left, int top, int right, int bot, int c);
#include "3d.h"
bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bmbot,grs_bitmap *bm, int orient);
bool g3_draw_tmap_2(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bmbot,grs_bitmap *bm, int orient);
void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int alpha,int size_offs);
void ogl_toggle_depth_test(int enable);

View file

@ -131,7 +131,7 @@ int toggle_show_only_curside(void)
return Show_only_curside = !Show_only_curside;
}
void draw_outline(int nverts,g3s_point **pointlist)
void draw_outline(int nverts,const g3s_point **pointlist)
{
int i;
@ -205,7 +205,7 @@ void render_face(int segnum, int sidenum, int nv, int *vp, int tmap1, int tmap2,
g3s_uvl uvl_copy[8];
g3s_lrgb dyn_light[8];
int i;
g3s_point *pointlist[8];
const g3s_point *pointlist[8];
Assert(nv <= 8);
@ -349,7 +349,7 @@ void check_face(int segnum, int sidenum, int facenum, int nv, int *vp, int tmap1
#endif
g3s_uvl uvl_copy[8];
g3s_lrgb dyn_light[8];
g3s_point *pointlist[4];
const g3s_point *pointlist[4];
memset(dyn_light, 0, sizeof(dyn_light));
#ifndef OGL

View file

@ -75,9 +75,9 @@ void build_light_table(void);
void free_light_table(void);
// ------------------------------------------------------------------------
void draw_cell(int i,int j,g3s_point *p0,g3s_point *p1,g3s_point *p2,g3s_point *p3)
void draw_cell(int i,int j,const g3s_point *p0,const g3s_point *p1,const g3s_point *p2,const g3s_point *p3)
{
g3s_point *pointlist[3];
const g3s_point *pointlist[3];
pointlist[0] = p0;
pointlist[1] = p1;