From 29a9fcf76c8ba93a575b80856e55e2bdce7b6c49 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Tue, 19 May 2026 21:14:25 +0500 Subject: [PATCH] ref: common: refactor variable declarations --- ref/common/ref_context.c | 6 ++-- ref/common/ref_image.c | 52 ++++++++++++++----------------- ref/common/ref_light.c | 67 +++++++++++++++++++--------------------- ref/common/ref_math.c | 5 ++- 4 files changed, 60 insertions(+), 70 deletions(-) diff --git a/ref/common/ref_context.c b/ref/common/ref_context.c index d380b239..2bd11202 100644 --- a/ref/common/ref_context.c +++ b/ref/common/ref_context.c @@ -45,11 +45,9 @@ void *_Mem_Realloc( poolhandle_t poolptr, void *memptr, size_t size, qboolean cl void GL_InitRandomTable( void ) { - int tu, tv; - - for( tu = 0; tu < MOD_FRAMES; tu++ ) + for( int tu = 0; tu < MOD_FRAMES; tu++ ) { - for( tv = 0; tv < MOD_FRAMES; tv++ ) + for( int tv = 0; tv < MOD_FRAMES; tv++ ) { rtable[tu][tv] = gEngfuncs.COM_RandomLong( 0, 0x7FFF ); } diff --git a/ref/common/ref_image.c b/ref/common/ref_image.c index fa6de171..aed5b08b 100644 --- a/ref/common/ref_image.c +++ b/ref/common/ref_image.c @@ -25,30 +25,25 @@ Assume input buffer is RGBA */ byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap ) { - uint frac, fracStep; - uint *in = (uint *)source; - uint p1[0x1000], p2[0x1000]; - byte *pix1, *pix2, *pix3, *pix4; - uint *out, *inRow1, *inRow2; static byte *scaledImage = NULL; // pointer to a scaled image - vec3_t normal; - int i, x, y; + uint p1[0x1000], p2[0x1000]; if( !source ) return NULL; scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 ); - fracStep = inWidth * 0x10000 / outWidth; - out = (uint *)scaledImage; + const uint fracStep = inWidth * 0x10000 / outWidth; + uint *in = (uint *)source; + uint *out = (uint *)scaledImage; - frac = fracStep >> 2; - for( i = 0; i < outWidth; i++ ) + uint frac = fracStep >> 2; + for( int i = 0; i < outWidth; i++ ) { p1[i] = 4 * (frac >> 16); frac += fracStep; } frac = (fracStep >> 2) * 3; - for( i = 0; i < outWidth; i++ ) + for( int i = 0; i < outWidth; i++ ) { p2[i] = 4 * (frac >> 16); frac += fracStep; @@ -56,17 +51,18 @@ byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int out if( isNormalMap ) { - for( y = 0; y < outHeight; y++, out += outWidth ) + for( int y = 0; y < outHeight; y++, out += outWidth ) { - inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight); - inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight); + uint *inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight); + uint *inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight); - for( x = 0; x < outWidth; x++ ) + for( int x = 0; x < outWidth; x++ ) { - pix1 = (byte *)inRow1 + p1[x]; - pix2 = (byte *)inRow1 + p2[x]; - pix3 = (byte *)inRow2 + p1[x]; - pix4 = (byte *)inRow2 + p2[x]; + byte *pix1 = (byte *)inRow1 + p1[x]; + byte *pix2 = (byte *)inRow1 + p2[x]; + byte *pix3 = (byte *)inRow2 + p1[x]; + byte *pix4 = (byte *)inRow2 + p2[x]; + vec3_t normal; normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] ); normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] ); @@ -84,17 +80,17 @@ byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int out } else { - for( y = 0; y < outHeight; y++, out += outWidth ) + for( int y = 0; y < outHeight; y++, out += outWidth ) { - inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight); - inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight); + uint *inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight); + uint *inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight); - for( x = 0; x < outWidth; x++ ) + for( int x = 0; x < outWidth; x++ ) { - pix1 = (byte *)inRow1 + p1[x]; - pix2 = (byte *)inRow1 + p2[x]; - pix3 = (byte *)inRow2 + p1[x]; - pix4 = (byte *)inRow2 + p2[x]; + byte *pix1 = (byte *)inRow1 + p1[x]; + byte *pix2 = (byte *)inRow1 + p2[x]; + byte *pix3 = (byte *)inRow2 + p1[x]; + byte *pix4 = (byte *)inRow2 + p2[x]; ((byte *)(out+x))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2; ((byte *)(out+x))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2; diff --git a/ref/common/ref_light.c b/ref/common/ref_light.c index d8a16d2f..cf933ac5 100644 --- a/ref/common/ref_light.c +++ b/ref/common/ref_light.c @@ -30,7 +30,6 @@ CL_RunLightStyles void CL_RunLightStyles( lightstyle_t *ls ) { const model_t *world = gp_cl->models[1]; - int i; float frametime = gp_cl->time - gp_cl->oldtime; if( !world ) @@ -38,18 +37,15 @@ void CL_RunLightStyles( lightstyle_t *ls ) if( r_fullbright->value || !world->lightdata ) { - for( i = 0; i < MAX_LIGHTSTYLES; i++ ) + for( int i = 0; i < MAX_LIGHTSTYLES; i++ ) g_lightstylevalue[i] = 256 * 256; return; } // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright - for( i = 0; i < MAX_LIGHTSTYLES; i++ ) + for( int i = 0; i < MAX_LIGHTSTYLES; i++ ) { - int k, flight, clight; - float l, lerpfrac, backlerp; - if( !gp_cl->paused && frametime <= 0.1f ) ls[i].time += frametime; // evaluate local time @@ -65,7 +61,7 @@ void CL_RunLightStyles( lightstyle_t *ls ) continue; } - flight = (int)Q_floor( ls[i].time * 10 ); + int flight = (int)Q_floor( ls[i].time * 10 ); if( !ls[i].interp || !cl_lightstyle_lerping->value ) { @@ -73,14 +69,14 @@ void CL_RunLightStyles( lightstyle_t *ls ) continue; } - clight = (int)Q_ceil( ls[i].time * 10 ); - lerpfrac = ( ls[i].time * 10 ) - flight; - backlerp = 1.0f - lerpfrac; + int clight = (int)Q_ceil( ls[i].time * 10 ); + float lerpfrac = ( ls[i].time * 10 ) - flight; + float backlerp = 1.0f - lerpfrac; // interpolate animating light // frame just gone - k = ls[i].map[flight % ls[i].length]; - l = (float)( k * 22.0f ) * backlerp; + int k = ls[i].map[flight % ls[i].length]; + float l = (float)( k * 22.0f ) * backlerp; // upcoming frame k = ls[i].map[clight % ls[i].length]; @@ -498,14 +494,6 @@ R_EntityDynamicLight */ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_world, double time, vec3_t lightspot, vec3_t lightvec ) { - movevars_t *mv = gp_movevars; - vec3_t lightDir, vecSrc, vecEnd; - vec3_t origin, dist, finalLight; - float add, radius, total; - colorVec light; - uint lnum; - dlight_t *dl; - if( !plight || !ent ) return; @@ -519,21 +507,26 @@ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_wor return; } + movevars_t *mv = gp_movevars; + vec3_t lightDir; + // determine plane to get lightvalues from: ceil or floor if( FBitSet( ent->curstate.effects, EF_INVLIGHT )) VectorSet( lightDir, 0.0f, 0.0f, 1.0f ); else VectorSet( lightDir, 0.0f, 0.0f, -1.0f ); + vec3_t origin; VectorCopy( ent->origin, origin ); + vec3_t vecSrc, vecEnd; VectorSet( vecSrc, origin[0], origin[1], origin[2] - lightDir[2] * 8.0f ); + + colorVec light; light.r = light.g = light.b = light.a = 0; if(( mv->skycolor[0] + mv->skycolor[1] + mv->skycolor[2] ) != 0 ) { - msurface_t *psurf = NULL; - pmtrace_t trace; vec3_t skyvec; if( FBitSet( gp_host->features, ENGINE_WRITE_LARGE_COORD )) @@ -543,7 +536,8 @@ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_wor VectorSubtract( origin, skyvec, vecEnd ); - trace = gEngfuncs.CL_TraceLine( vecSrc, vecEnd, PM_WORLD_ONLY ); + pmtrace_t trace = gEngfuncs.CL_TraceLine( vecSrc, vecEnd, PM_WORLD_ONLY ); + msurface_t *psurf; if( trace.ent > 0 ) psurf = gEngfuncs.EV_TraceSurface( trace.ent, vecSrc, vecEnd ); else @@ -562,9 +556,6 @@ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_wor if(( light.r + light.g + light.b ) == 0 ) { - colorVec gcolor; - float grad[4]; - VectorScale( lightDir, 2048.0f, vecEnd ); VectorAdd( vecEnd, vecSrc, vecEnd ); @@ -572,6 +563,9 @@ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_wor if( VectorIsNull( lightvec )) { + float grad[4]; + colorVec gcolor; + vecSrc[0] -= 16.0f; vecSrc[1] -= 16.0f; vecEnd[0] -= 16.0f; @@ -615,27 +609,29 @@ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_wor light.b *= ent->curstate.iuser4 / 10.0f; } + vec3_t finalLight; VectorSet( finalLight, light.r, light.g, light.b ); ent->cvFloorColor = light; - total = Q_max( Q_max( light.r, light.g ), light.b ); + float total = Q_max( Q_max( light.r, light.g ), light.b ); if( total == 0.0f ) total = 1.0f; // scale lightdir by light intentsity VectorScale( lightDir, total, lightDir ); - for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ ) + for( uint lnum = 0; lnum < MAX_DLIGHTS; lnum++ ) { - dl = &gp_dlights[lnum]; + const dlight_t *dl = &gp_dlights[lnum]; if( dl->die < time || !r_dynamic->value ) continue; + vec3_t dist; VectorSubtract( ent->origin, dl->origin, dist ); - radius = VectorLength( dist ); - add = ( dl->radius - radius ); + float radius = VectorLength( dist ); + float add = ( dl->radius - radius ); if( add > 0.0f ) { @@ -654,14 +650,15 @@ void R_EntityDynamicLight( cl_entity_t *ent, alight_t *plight, qboolean draw_wor } } + float scale; if( ent->model->type == mod_alias ) - add = 0.9f; + scale = 0.9f; else if( ent->model->type == mod_studio && FBitSet( ent->model->flags, STUDIO_AMBIENT_LIGHT )) - add = 0.6f; + scale = 0.6f; else - add = bound( 0.75f, v_direct->value, 1.0f ); + scale = bound( 0.75f, v_direct->value, 1.0f ); - VectorScale( lightDir, add, lightDir ); + VectorScale( lightDir, scale, lightDir ); plight->shadelight = VectorLength( lightDir ); plight->ambientlight = total - plight->shadelight; diff --git a/ref/common/ref_math.c b/ref/common/ref_math.c index 1527e3fc..fc23b1a9 100644 --- a/ref/common/ref_math.c +++ b/ref/common/ref_math.c @@ -140,15 +140,14 @@ static void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z static void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ) { - float len, c, s; - - len = x * x + y * y + z * z; + float len = x * x + y * y + z * z; if( len != 0.0f ) len = 1.0f / sqrt( len ); x *= len; y *= len; z *= len; + float c, s; angle *= ( -M_PI_F / 180.0f ); SinCos( angle, &s, &c );