Software: Fix the formatting and function casing in Vec3.h

This commit is contained in:
Lioncash
2014-08-10 21:34:34 -04:00
parent 6625d9cba5
commit 2918f46d8b
2 changed files with 129 additions and 67 deletions

View File

@ -95,12 +95,12 @@ void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst
MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]);
MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]);
dst->normal[0].normalize();
dst->normal[0].Normalize();
}
else
{
MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
dst->normal[0].normalize();
dst->normal[0].Normalize();
}
}
@ -170,7 +170,7 @@ static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
else
{
if (postInfo.normalize)
tempCoord = dst->normalized();
tempCoord = dst->Normalized();
else
tempCoord = *dst;
@ -222,14 +222,14 @@ static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
break;
case LIGHTDIF_SIGN:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = ldir * normal;
AddScaledIntegerColor(light->color, diffuse, lightCol);
}
break;
case LIGHTDIF_CLAMP:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = std::max(0.0f, ldir * normal);
AddScaledIntegerColor(light->color, diffuse, lightCol);
}
@ -245,7 +245,7 @@ static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
if (chan.attnfunc == 3) // spot
{
float dist2 = ldir.length2();
float dist2 = ldir.Length2();
float dist = sqrtf(dist2);
ldir = ldir / dist;
attn = std::max(0.0f, ldir * light->dir);
@ -307,14 +307,14 @@ static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
break;
case LIGHTDIF_SIGN:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = ldir * normal;
lightCol += light->color[0] * diffuse;
}
break;
case LIGHTDIF_CLAMP:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = std::max(0.0f, ldir * normal);
lightCol += light->color[0] * diffuse;
}
@ -329,7 +329,7 @@ static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
if (chan.attnfunc == 3) // spot
{
float dist2 = ldir.length2();
float dist2 = ldir.Length2();
float dist = sqrtf(dist2);
ldir = ldir / dist;
attn = std::max(0.0f, ldir * light->dir);
@ -478,7 +478,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
{
const LightPointer *light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
Vec3 ldir = (light->pos - dst->mvPosition).normalized();
Vec3 ldir = (light->pos - dst->mvPosition).Normalized();
float d1 = ldir * dst->normal[1];
float d2 = ldir * dst->normal[2];