From 7e35d7b62d06c2319ef9907c277e0f5a67584470 Mon Sep 17 00:00:00 2001 From: Crayon2000 Date: Wed, 23 Nov 2022 23:35:53 -0500 Subject: [PATCH] Reduce variable scope --- GRRLIB/GRRLIB/GRRLIB_3D.c | 8 +- GRRLIB/GRRLIB/GRRLIB_core.c | 22 ++--- examples/NEED_GRRLIB_FUNCTION/source/main.c | 38 ++++----- examples/funsin/source/main.c | 92 +++++++++------------ examples/gamecube/funsin/source/main.c | 88 +++++++++----------- 5 files changed, 114 insertions(+), 134 deletions(-) diff --git a/GRRLIB/GRRLIB/GRRLIB_3D.c b/GRRLIB/GRRLIB/GRRLIB_3D.c index 207c321..d9648a9 100644 --- a/GRRLIB/GRRLIB/GRRLIB_3D.c +++ b/GRRLIB/GRRLIB/GRRLIB_3D.c @@ -26,9 +26,9 @@ THE SOFTWARE. // User should not directly modify these Mtx _GRR_view; // Should be static as soon as all light functions needing this var will be in this file ;) -static guVector _GRR_cam = {0.0F, 0.0F, 0.0F}, - _GRR_up = {0.0F, 1.0F, 0.0F}, - _GRR_look = {0.0F, 0.0F, -100.0F}; +static guVector _GRR_cam = {0.0f, 0.0f, 0.0f}, + _GRR_up = {0.0f, 1.0f, 0.0f}, + _GRR_look = {0.0f, 0.0f, -100.0f}; static guVector _GRRaxisx = (guVector){1, 0, 0}; // DO NOT MODIFY!!! static guVector _GRRaxisy = (guVector){0, 1, 0}; // Even at runtime static guVector _GRRaxisz = (guVector){0, 0, 1}; // NOT ever! @@ -134,7 +134,7 @@ void GRRLIB_2dMode() { GX_LoadProjectionMtx(m, GX_ORTHOGRAPHIC); guMtxIdentity(view); - guMtxTransApply(view, view, 0, 0, -100.0F); + guMtxTransApply(view, view, 0, 0, -100.0f); GX_LoadPosMtxImm(view, GX_PNMTX0); GX_ClearVtxDesc(); diff --git a/GRRLIB/GRRLIB/GRRLIB_core.c b/GRRLIB/GRRLIB/GRRLIB_core.c index 975c73a..062c1de 100644 --- a/GRRLIB/GRRLIB/GRRLIB_core.c +++ b/GRRLIB/GRRLIB/GRRLIB_core.c @@ -34,12 +34,12 @@ THE SOFTWARE. #define DEFAULT_FIFO_SIZE (256 * 1024) /**< GX fifo buffer size. */ -GRRLIB_drawSettings GRRLIB_Settings; -Mtx GXmodelView2D; +GRRLIB_drawSettings GRRLIB_Settings; +Mtx GXmodelView2D; -static void *gp_fifo = NULL; +static void *gp_fifo = NULL; -static bool is_setup = false; // To control entry and exit +static bool is_setup = false; // To control entry and exit /** * Initialize GRRLIB. Call this once at the beginning your code. @@ -176,7 +176,7 @@ int GRRLIB_Init (void) { GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); guMtxIdentity(GXmodelView2D); - guMtxTransApply(GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -100.0F); + guMtxTransApply(GXmodelView2D, GXmodelView2D, 0.0f, 0.0f, -100.0f); GX_LoadPosMtxImm(GXmodelView2D, GX_PNMTX0); guOrtho(perspective, 0.0f, rmode->efbHeight, 0.0f, rmode->fbWidth, 0.0f, 1000.0f); @@ -219,13 +219,11 @@ int GRRLIB_Init (void) { * and only if the setup function has been called. */ void GRRLIB_Exit (void) { - static bool done = false; + static bool done = false; if (done == true || is_setup == false) { return; } - else { - done = true; - } + done = true; // Allow write access to the full screen GX_SetClipMode( GX_CLIP_DISABLE ); @@ -233,8 +231,10 @@ void GRRLIB_Exit (void) { // We empty both frame buffers on our way out // otherwise dead frames are sometimes seen when starting the next app - GRRLIB_FillScreen( 0x000000FF ); GRRLIB_Render(); - GRRLIB_FillScreen( 0x000000FF ); GRRLIB_Render(); + GRRLIB_FillScreen( 0x000000FF ); + GRRLIB_Render(); + GRRLIB_FillScreen( 0x000000FF ); + GRRLIB_Render(); // Shut down the GX engine GX_DrawDone(); diff --git a/examples/NEED_GRRLIB_FUNCTION/source/main.c b/examples/NEED_GRRLIB_FUNCTION/source/main.c index 66afb3d..4cba98b 100644 --- a/examples/NEED_GRRLIB_FUNCTION/source/main.c +++ b/examples/NEED_GRRLIB_FUNCTION/source/main.c @@ -52,9 +52,9 @@ int main() { GRRLIB_3dMode(0.1, 1000, 45, false, true); - if(demo==0) { + if(demo == 0) { /////////////////// DEFINE A DIFFUSE LIGHT ///////////////////////////////////////////// - guVector l0pos={0.0f,20.0f,0.0f}; + guVector l0pos={0.0f, 20.0f, 0.0f}; guVecMultiply(_GRR_view, &l0pos, &l0pos); GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z); GX_InitLightColor(&MyLight0, (GXColor) { 0xFF, 0x00, 0x00, 0xFF }); @@ -80,9 +80,9 @@ int main() { GRRLIB_2dMode(); GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Diffuse Light Source"); } - else if(demo==1) { + else if(demo == 1) { /////////////////// DEFINE 2 DIFFUSE LIGHTS ///////////////////////////////////////////// - guVector l0pos={0.0f,20.0f,0.0f}; + guVector l0pos={0.0f, 20.0f, 0.0f}; guVecMultiply(_GRR_view, &l0pos, &l0pos); GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z); GX_InitLightColor(&MyLight0, (GXColor) { 0x00, 0xFF, 0x00, 0xFF }); @@ -116,13 +116,13 @@ int main() { GRRLIB_2dMode(); GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 2 Diffuse Light Sources"); } - else if(demo==2) { + else if(demo == 2) { /////////////////// DEFINE A SPECULAR LIGHT ///////////////////////////////////////////// - guVector l0dir={0.0f,0.0f,0.0f}; + guVector l0dir={0.0f, 0.0f, 0.0f}; GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z); GX_InitLightShininess(&MyLight0, 20); // between 4 and 255 !!! - GX_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF}); + GX_InitLightColor(&MyLight0, (GXColor){0xFF, 0xFF, 0xFF,0xFF}); GX_LoadLightObj(&MyLight0, GX_LIGHT0); /////////////////////// Turn light ON //////////////////////////////////////////////// @@ -143,8 +143,8 @@ int main() { GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f); GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF}); GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF}); - GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00,0x00,0x00,0x00}); - GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF,0xFF,0xFF,0xFF}); + GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00, 0x00, 0x00, 0x00}); + GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF, 0xFF, 0xFF, 0xFF}); GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF); a+=0.8f; @@ -155,13 +155,13 @@ int main() { GRRLIB_2dMode(); GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 20"); } - else if(demo==3) { + else if(demo == 3) { /////////////////// DEFINE A SPECULAR LIGHT ///////////////////////////////////////////// - guVector l0dir={0.0f,0.0f,0.0f}; + guVector l0dir={0.0f, 0.0f, 0.0f}; GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z); GX_InitLightShininess(&MyLight0, 200); // between 4 and 255 !!! - GX_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF}); + GX_InitLightColor(&MyLight0, (GXColor){0xFF, 0xFF, 0xFF, 0xFF}); GX_LoadLightObj(&MyLight0, GX_LIGHT0); /////////////////////// Turn light ON //////////////////////////////////////////////// @@ -182,9 +182,9 @@ int main() { GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f); GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF}); GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF}); - GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00,0x00,0x00,0x00}); - GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF,0xFF,0xFF,0xFF}); - GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60,true, 0xFFFFFFFF); + GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00, 0x00, 0x00, 0x00}); + GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF, 0xFF, 0xFF, 0xFF}); + GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF); a+=0.8f; //////////////////////////// Turn light off and Write demo name @@ -194,9 +194,9 @@ int main() { GRRLIB_2dMode(); GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 200"); } - else if(demo==4) { + else if(demo == 4) { GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_NRM, GX_TEXMTX0); // We say we use the Normal coord to map the texture (since there is no textcoord with this torus) - guLightFrustum(mv, 1.0F, -1.0F, 1.0F, -1.0F, 1.0F, 0.5F, 0.5F, 0.5F, 0.5F); // we are projecting the texture like a light (ie : videoprojector)) + guLightFrustum(mv, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f); // we are projecting the texture like a light (ie : videoprojector)) guMtxScale(mr, -2.8f, -2.8f, 0.0f); //here is a little scaling to fit the torus guMtxConcat(mr, mv, mv); @@ -216,9 +216,9 @@ int main() { GRRLIB_2dMode(); GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Mapping Using textgen from normal coord"); } - else if(demo==5) { + else if(demo == 5) { GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_NRM, GX_TEXMTX0); // We say we use the Normal coord to map the texture (since there is no textcoord with this torus) - guLightFrustum(mv, 1.0F, -1.0F, 1.0F, -1.0F, 1.0F, 0.5F, 0.5F, 0.5F, 0.5F); // we are projecting the texture like a light (ie : videoprojector)) + guLightFrustum(mv, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f); // we are projecting the texture like a light (ie : videoprojector)) guMtxRotDeg(rx, 'X', a); // Here i rotate the texture guMtxRotDeg(ry, 'Y', a*2); // in the inverse way guMtxRotDeg(rz, 'Z', a*3); // of the diff --git a/examples/funsin/source/main.c b/examples/funsin/source/main.c index ecfca20..66a1ef8 100644 --- a/examples/funsin/source/main.c +++ b/examples/funsin/source/main.c @@ -10,71 +10,61 @@ int main() { - int offset1, offset2, offset3, offset4; - int periode1, periode2, periode3, periode4; - int length1, length2, length3, length4; - int amp1, amp2, amp3, amp4; - int origine1, origine2, origine3, origine4; - int adc1, adc2, adc3, adc4; - float siny1, siny2, siny3, siny4; - int x; - float pas1, pas2, pas3, pas4; - // Initialise the Graphics & Video subsystem GRRLIB_Init(); - // Initialise the Wiimotes + // Initialise the Wii Remotes WPAD_Init(); - adc1=0; - offset1=0; - origine1=0; - length1=1280; - amp1=100; - periode1=1; - pas1=(periode1*360.0F)/length1; - siny1 = offset1*pas1; + const int adc1=0; + const int offset1=0; + const int origin1=0; + const int length1=1280; + const int amp1=100; + const int period1=1; + const float pas1=(period1*360.0f)/length1; + float siny1 = offset1*pas1; - adc2=1; - offset2=0; - origine2=0; - length2=1280; - amp2=40; - periode2=2; - pas2=(periode2*360.0F)/length2; - siny2 = offset2*pas2; + const int adc2=1; + const int offset2=0; + const int origin2=0; + const int length2=1280; + const int amp2=40; + const int period2=2; + const float pas2=(period2*360.0f)/length2; + float siny2 = offset2*pas2; - adc3=-3; - offset3=0; - origine3=0; - length3=1280; - amp3=30; - periode3=1; - pas3=(periode3*360.0F)/length3; - siny3 = offset3*pas3; + const int adc3=-3; + const int offset3=0; + const int origin3=0; + const int length3=1280; + const int amp3=30; + const int period3=1; + const float pas3=(period3*360.0f)/length3; + float siny3 = offset3*pas3; - adc4=-7; - offset4=0; - origine4=0; - length4=1280; - amp4=70; - periode4=1; - pas4=(periode4*360.0F)/length4; - siny4 = offset4*pas4; + const int adc4=-7; + const int offset4=0; + const int origin4=0; + const int length4=1280; + const int amp4=70; + const int period4=1; + const float pas4=(period4*360.0f)/length4; + float siny4 = offset4*pas4; while (1) { GRRLIB_FillScreen(0x000000FF); - WPAD_ScanPads(); // Scan the Wiimotes + WPAD_ScanPads(); // Scan the Wii Remotes if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) break; - float old1=siny1; - float old2=siny2; - float old3=siny3; - float old4=siny4; + const float old1=siny1; + const float old2=siny2; + const float old3=siny3; + const float old4=siny4; - for (x=0; x<=640; x++) { + for (u16 x=0; x<=640; x++) { siny1+=pas1; siny2+=pas2; siny3+=pas3; @@ -83,11 +73,11 @@ int main() { GX_Begin(GX_LINES, GX_VTXFMT0, 2); GX_Position3f32(x, 0, 0); GX_Color1u32(0x000000FF); - GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0); + GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0); GX_Color1u32(0xFF00007F); GX_End(); GX_Begin(GX_LINES, GX_VTXFMT0, 2); - GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0); + GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0); GX_Color1u32(0xFF00007F); GX_Position3f32(x, 480, 0); GX_Color1u32(0x000000FF); diff --git a/examples/gamecube/funsin/source/main.c b/examples/gamecube/funsin/source/main.c index 65252b0..403d259 100644 --- a/examples/gamecube/funsin/source/main.c +++ b/examples/gamecube/funsin/source/main.c @@ -10,16 +10,6 @@ int main() { - int offset1, offset2, offset3, offset4; - int periode1, periode2, periode3, periode4; - int length1, length2, length3, length4; - int amp1, amp2, amp3, amp4; - int origine1, origine2, origine3, origine4; - int adc1, adc2, adc3, adc4; - float siny1, siny2, siny3, siny4; - int x; - float pas1, pas2, pas3, pas4; - // Initialise the Graphics & Video subsystem GRRLIB_Init(); @@ -27,54 +17,54 @@ int main() { PAD_Init(); - adc1=0; - offset1=0; - origine1=0; - length1=1280; - amp1=100; - periode1=1; - pas1=(periode1*360.0F)/length1; - siny1 = offset1*pas1; + const int adc1=0; + const int offset1=0; + const int origin1=0; + const int length1=1280; + const int amp1=100; + const int period1=1; + const float pas1=(period1*360.0f)/length1; + float siny1 = offset1*pas1; - adc2=1; - offset2=0; - origine2=0; - length2=1280; - amp2=40; - periode2=2; - pas2=(periode2*360.0F)/length2; - siny2 = offset2*pas2; + const int adc2=1; + const int offset2=0; + const int origin2=0; + const int length2=1280; + const int amp2=40; + const int period2=2; + const float pas2=(period2*360.0f)/length2; + float siny2 = offset2*pas2; - adc3=-3; - offset3=0; - origine3=0; - length3=1280; - amp3=30; - periode3=1; - pas3=(periode3*360.0F)/length3; - siny3 = offset3*pas3; + const int adc3=-3; + const int offset3=0; + const int origin3=0; + const int length3=1280; + const int amp3=30; + const int period3=1; + const float pas3=(period3*360.0f)/length3; + float siny3 = offset3*pas3; - adc4=-7; - offset4=0; - origine4=0; - length4=1280; - amp4=70; - periode4=1; - pas4=(periode4*360.0F)/length4; - siny4 = offset4*pas4; + const int adc4=-7; + const int offset4=0; + const int origin4=0; + const int length4=1280; + const int amp4=70; + const int period4=1; + const float pas4=(period4*360.0f)/length4; + float siny4 = offset4*pas4; while (1) { GRRLIB_FillScreen(0x000000FF); PAD_ScanPads(); // Scan the GameCube controllers if (PAD_ButtonsDown(0) & PAD_BUTTON_START) break; - float old1=siny1; - float old2=siny2; - float old3=siny3; - float old4=siny4; + const float old1=siny1; + const float old2=siny2; + const float old3=siny3; + const float old4=siny4; - for (x=0; x<=640; x++) { + for (u16 x=0; x<=640; x++) { siny1+=pas1; siny2+=pas2; siny3+=pas3; @@ -83,11 +73,11 @@ int main() { GX_Begin(GX_LINES, GX_VTXFMT0, 2); GX_Position3f32(x, 0, 0); GX_Color1u32(0x000000FF); - GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0); + GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0); GX_Color1u32(0xFF00007F); GX_End(); GX_Begin(GX_LINES, GX_VTXFMT0, 2); - GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0); + GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0); GX_Color1u32(0xFF00007F); GX_Position3f32(x, 480, 0); GX_Color1u32(0x000000FF);