Module: wine Branch: master Commit: ae0d8b5e593db5498b2880b9374e4716f6ab9e44 URL: http://source.winehq.org/git/wine.git/?a=commit;h=ae0d8b5e593db5498b2880b937...
Author: Rico Schüller kgbricola@web.de Date: Wed May 1 11:27:26 2013 +0200
d3dx9: Remove unneeded variables.
---
dlls/d3dx9_36/math.c | 116 ++++++++++++++++++++++++++------------------------ 1 files changed, 60 insertions(+), 56 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index b60cb89..43911e9 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -348,66 +348,70 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, cons return pout; }
-D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup) -{ - D3DXVECTOR3 right, rightn, up, upn, vec, vec2; - - TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup); - - D3DXVec3Subtract(&vec2, pat, peye); - D3DXVec3Normalize(&vec, &vec2); - D3DXVec3Cross(&right, pup, &vec); - D3DXVec3Cross(&up, &vec, &right); - D3DXVec3Normalize(&rightn, &right); - D3DXVec3Normalize(&upn, &up); - pout->u.m[0][0] = rightn.x; - pout->u.m[1][0] = rightn.y; - pout->u.m[2][0] = rightn.z; - pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye); - pout->u.m[0][1] = upn.x; - pout->u.m[1][1] = upn.y; - pout->u.m[2][1] = upn.z; - pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye); - pout->u.m[0][2] = vec.x; - pout->u.m[1][2] = vec.y; - pout->u.m[2][2] = vec.z; - pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye); - pout->u.m[0][3] = 0.0f; - pout->u.m[1][3] = 0.0f; - pout->u.m[2][3] = 0.0f; - pout->u.m[3][3] = 1.0f; - return pout; +D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, + const D3DXVECTOR3 *up) +{ + D3DXVECTOR3 right, upn, vec; + + TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); + + D3DXVec3Subtract(&vec, at, eye); + D3DXVec3Normalize(&vec, &vec); + D3DXVec3Cross(&right, up, &vec); + D3DXVec3Cross(&upn, &vec, &right); + D3DXVec3Normalize(&right, &right); + D3DXVec3Normalize(&upn, &upn); + out->u.m[0][0] = right.x; + out->u.m[1][0] = right.y; + out->u.m[2][0] = right.z; + out->u.m[3][0] = -D3DXVec3Dot(&right, eye); + out->u.m[0][1] = upn.x; + out->u.m[1][1] = upn.y; + out->u.m[2][1] = upn.z; + out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); + out->u.m[0][2] = vec.x; + out->u.m[1][2] = vec.y; + out->u.m[2][2] = vec.z; + out->u.m[3][2] = -D3DXVec3Dot(&vec, eye); + out->u.m[0][3] = 0.0f; + out->u.m[1][3] = 0.0f; + out->u.m[2][3] = 0.0f; + out->u.m[3][3] = 1.0f; + + return out; }
-D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup) -{ - D3DXVECTOR3 right, rightn, up, upn, vec, vec2; - - TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup); - - D3DXVec3Subtract(&vec2, pat, peye); - D3DXVec3Normalize(&vec, &vec2); - D3DXVec3Cross(&right, pup, &vec); - D3DXVec3Cross(&up, &vec, &right); - D3DXVec3Normalize(&rightn, &right); - D3DXVec3Normalize(&upn, &up); - pout->u.m[0][0] = -rightn.x; - pout->u.m[1][0] = -rightn.y; - pout->u.m[2][0] = -rightn.z; - pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye); - pout->u.m[0][1] = upn.x; - pout->u.m[1][1] = upn.y; - pout->u.m[2][1] = upn.z; - pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye); - pout->u.m[0][2] = -vec.x; - pout->u.m[1][2] = -vec.y; - pout->u.m[2][2] = -vec.z; - pout->u.m[3][2] = D3DXVec3Dot(&vec, peye); - pout->u.m[0][3] = 0.0f; - pout->u.m[1][3] = 0.0f; - pout->u.m[2][3] = 0.0f; - pout->u.m[3][3] = 1.0f; - return pout; +D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, + const D3DXVECTOR3 *up) +{ + D3DXVECTOR3 right, upn, vec; + + TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); + + D3DXVec3Subtract(&vec, at, eye); + D3DXVec3Normalize(&vec, &vec); + D3DXVec3Cross(&right, up, &vec); + D3DXVec3Cross(&upn, &vec, &right); + D3DXVec3Normalize(&right, &right); + D3DXVec3Normalize(&upn, &upn); + out->u.m[0][0] = -right.x; + out->u.m[1][0] = -right.y; + out->u.m[2][0] = -right.z; + out->u.m[3][0] = D3DXVec3Dot(&right, eye); + out->u.m[0][1] = upn.x; + out->u.m[1][1] = upn.y; + out->u.m[2][1] = upn.z; + out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); + out->u.m[0][2] = -vec.x; + out->u.m[1][2] = -vec.y; + out->u.m[2][2] = -vec.z; + out->u.m[3][2] = D3DXVec3Dot(&vec, eye); + out->u.m[0][3] = 0.0f; + out->u.m[1][3] = 0.0f; + out->u.m[2][3] = 0.0f; + out->u.m[3][3] = 1.0f; + + return out; }
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)