diff --git a/3rdparty/gl4es/wscript b/3rdparty/gl4es/wscript index cad76650..f23f8c3f 100644 --- a/3rdparty/gl4es/wscript +++ b/3rdparty/gl4es/wscript @@ -18,7 +18,7 @@ def build(bld): target = 'gl4es', features = 'c', includes = ['gl4es/src', 'gl4es/src/gl', 'gl4es/src/glx', 'gl4es/include'], - defines = ['NOX11', 'NO_GBM', 'NO_INIT_CONSTRUCTOR', 'DEFAULT_ES=2', 'NOEGL', 'EXTERNAL_GETPROCADDRESS=GL4ES_GetProcAddress', 'NO_LOADER', 'STATICLIB'], + defines = ['NOX11', 'NO_GBM', 'NO_INIT_CONSTRUCTOR', 'DEFAULT_ES=2', 'NOEGL', 'NO_LOADER', 'STATICLIB'], cflags = ['-w', '-fvisibility=hidden', '-std=gnu99'], subsystem = bld.env.MSVC_SUBSYSTEM, export_includes = '.') diff --git a/ref/gl/gl2_shim/gl2_shim.c b/ref/gl/gl2_shim/gl2_shim.c index fe75eee5..4adf69d7 100644 --- a/ref/gl/gl2_shim/gl2_shim.c +++ b/ref/gl/gl2_shim/gl2_shim.c @@ -495,7 +495,7 @@ static void GL2_InitIncrementalBuffer( int i, GLuint size ) } -qboolean GL2_InitProgs( void ) +static qboolean GL2_InitProgs( void ) { static const GLuint precache_progs[] = { BIT( GL2_ATTR_POS ), // out = ucolor diff --git a/ref/gl/gl_alias.c b/ref/gl/gl_alias.c index fc077532..029d335e 100644 --- a/ref/gl/gl_alias.c +++ b/ref/gl/gl_alias.c @@ -225,7 +225,7 @@ Generate a list of trifans or strips for the model, which holds for all frames ================ */ -void BuildTris( void ) +static void BuildTris( void ) { int len, bestlen, besttype = 0; int bestverts[1024]; @@ -305,7 +305,7 @@ void BuildTris( void ) GL_MakeAliasModelDisplayLists ================ */ -void GL_MakeAliasModelDisplayLists( model_t *m ) +static void GL_MakeAliasModelDisplayLists( model_t *m ) { trivertex_t *verts; int i, j; @@ -340,7 +340,7 @@ ALIAS MODELS Mod_LoadAliasFrame ================= */ -void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame ) +static void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame ) { daliasframe_t *pdaliasframe; trivertex_t *pinframe; @@ -372,7 +372,7 @@ void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame ) Mod_LoadAliasGroup ================= */ -void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame ) +static void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame ) { daliasgroup_t *pingroup; int i, numframes; @@ -413,7 +413,7 @@ void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame ) Mod_CreateSkinData =============== */ -rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height ) +static rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height ) { static rgbdata_t skin; char name[MAX_QPATH]; @@ -475,7 +475,7 @@ rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height ) return gEngfuncs.FS_CopyImage( &skin ); } -void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size ) +static void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size ) { string name, lumaname; string checkname; @@ -506,7 +506,7 @@ void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int s return ((byte *)(pskintype + 1) + size); } -void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size ) +static void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size ) { daliasskininterval_t *pinskinintervals; daliasskingroup_t *pinskingroup; @@ -552,7 +552,7 @@ void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int sk Mod_LoadAllSkins =============== */ -void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype ) +static void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype ) { int i, size; @@ -582,7 +582,7 @@ void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype Mod_CalcAliasBounds ================= */ -void Mod_CalcAliasBounds( model_t *mod ) +static void Mod_CalcAliasBounds( model_t *mod ) { int i, j, k; float radius; @@ -763,7 +763,7 @@ R_AliasDynamicLight similar to R_StudioDynamicLight =============== */ -void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight ) +static void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight ) { movevars_t *mv = tr.movevars; vec3_t lightDir, vecSrc, vecEnd; @@ -943,7 +943,7 @@ R_AliasSetupLighting =============== */ -void R_AliasSetupLighting( alight_t *plight ) +static void R_AliasSetupLighting( alight_t *plight ) { if( !m_pAliasHeader || !plight ) return; @@ -964,7 +964,7 @@ R_AliasLighting =============== */ -void R_AliasLighting( float *lv, const vec3_t normal ) +static void R_AliasLighting( float *lv, const vec3_t normal ) { float illum = g_alias.ambientlight; float r, lightcos; @@ -1013,7 +1013,7 @@ static void R_AliasSetRemapColors( int newTop, int newBottom ) GL_DrawAliasFrame ============= */ -void GL_DrawAliasFrame( aliashdr_t *paliashdr ) +static void GL_DrawAliasFrame( aliashdr_t *paliashdr ) { float lv_tmp; trivertex_t *verts0; @@ -1075,7 +1075,7 @@ void GL_DrawAliasFrame( aliashdr_t *paliashdr ) GL_DrawAliasShadow ============= */ -void GL_DrawAliasShadow( aliashdr_t *paliashdr ) +static void GL_DrawAliasShadow( aliashdr_t *paliashdr ) { trivertex_t *verts0; trivertex_t *verts1; @@ -1153,7 +1153,7 @@ R_AliasLerpMovement ==================== */ -void R_AliasLerpMovement( cl_entity_t *e ) +static void R_AliasLerpMovement( cl_entity_t *e ) { float f = 1.0f; @@ -1196,7 +1196,7 @@ R_SetupAliasFrame ================= */ -void R_SetupAliasFrame( cl_entity_t *e, aliashdr_t *paliashdr ) +static void R_SetupAliasFrame( cl_entity_t *e, aliashdr_t *paliashdr ) { int newpose, oldpose; int newframe, oldframe; diff --git a/ref/gl/gl_backend.c b/ref/gl/gl_backend.c index fc7434c0..68247f78 100644 --- a/ref/gl/gl_backend.c +++ b/ref/gl/gl_backend.c @@ -49,7 +49,7 @@ R_Speeds_Printf helper to print into r_speeds message ============== */ -void R_Speeds_Printf( const char *msg, ... ) +static void R_Speeds_Printf( const char *msg, ... ) { va_list argptr; char text[2048]; diff --git a/ref/gl/gl_beams.c b/ref/gl/gl_beams.c index 67cf849a..01f91129 100644 --- a/ref/gl/gl_beams.c +++ b/ref/gl/gl_beams.c @@ -370,7 +370,7 @@ R_DrawTorus Draw beamtours ================ */ -void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) +static void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) { int i, noiseIndex, noiseStep; float div, length, fraction, factor, vLast, vStep; @@ -459,7 +459,7 @@ R_DrawDisk Draw beamdisk ================ */ -void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) +static void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) { float div, length, fraction; float w, vLast, vStep; @@ -517,7 +517,7 @@ R_DrawCylinder Draw beam cylinder ================ */ -void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) +static void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) { float div, length, fraction; float vLast, vStep; @@ -574,7 +574,7 @@ R_DrawBeamFollow drawi followed beam ============== */ -void R_DrawBeamFollow( BEAM *pbeam, float frametime ) +static void R_DrawBeamFollow( BEAM *pbeam, float frametime ) { particle_t *pnew, *particles; float fraction, div, vLast, vStep; @@ -724,7 +724,7 @@ R_DrawRing Draw beamring ================ */ -void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments ) +static void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments ) { int i, j, noiseIndex, noiseStep; float div, length, fraction, factor, vLast, vStep; @@ -881,7 +881,7 @@ R_BeamRecomputeEndpoints Recomputes beam endpoints.. ============== */ -qboolean R_BeamRecomputeEndpoints( BEAM *pbeam ) +static qboolean R_BeamRecomputeEndpoints( BEAM *pbeam ) { if( FBitSet( pbeam->flags, FBEAM_STARTENTITY )) { @@ -934,7 +934,7 @@ R_BeamDraw Update beam vars and draw it ============== */ -void R_BeamDraw( BEAM *pbeam, float frametime ) +static void R_BeamDraw( BEAM *pbeam, float frametime ) { model_t *model; vec3_t delta; @@ -1180,7 +1180,7 @@ R_BeamDrawCustomEntity initialize beam from server entity ============== */ -void R_BeamDrawCustomEntity( cl_entity_t *ent ) +static void R_BeamDrawCustomEntity( cl_entity_t *ent ) { BEAM beam; float amp = ent->curstate.body / 100.0f; diff --git a/ref/gl/gl_context.c b/ref/gl/gl_context.c index ff3e0667..a5d9aa08 100644 --- a/ref/gl/gl_context.c +++ b/ref/gl/gl_context.c @@ -95,7 +95,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h pglDisable( GL_BLEND ); } -void Mod_BrushUnloadTextures( model_t *mod ) +static void Mod_BrushUnloadTextures( model_t *mod ) { int i; @@ -110,7 +110,7 @@ void Mod_BrushUnloadTextures( model_t *mod ) } } -void Mod_UnloadTextures( model_t *mod ) +static void Mod_UnloadTextures( model_t *mod ) { Assert( mod != NULL ); @@ -134,7 +134,7 @@ void Mod_UnloadTextures( model_t *mod ) } } -qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) +static qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) { qboolean loaded = true; @@ -309,7 +309,7 @@ static const char *GL_TextureName( unsigned int texnum ) return R_GetTexture( texnum )->name; } -const byte *GL_TextureData( unsigned int texnum ) +static const byte *GL_TextureData( unsigned int texnum ) { rgbdata_t *pic = R_GetTexture( texnum )->original; @@ -318,7 +318,7 @@ const byte *GL_TextureData( unsigned int texnum ) return NULL; } -void R_ProcessEntData( qboolean allocate, cl_entity_t *entities, unsigned int max_entities ) +static void R_ProcessEntData( qboolean allocate, cl_entity_t *entities, unsigned int max_entities ) { if( !allocate ) { @@ -344,7 +344,7 @@ static void GAME_EXPORT R_Flush( unsigned int flags ) // stub } -qboolean R_SetDisplayTransform( ref_screen_rotation_t rotate, int offset_x, int offset_y, float scale_x, float scale_y ) +static qboolean R_SetDisplayTransform( ref_screen_rotation_t rotate, int offset_x, int offset_y, float scale_x, float scale_y ) { qboolean ret = true; if( rotate > 0 ) @@ -532,6 +532,7 @@ ref_interface_t gReffuncs = VGUI_GenerateTexture, }; +int EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals ); int EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals ) { if( version != REF_API_VERSION ) diff --git a/ref/gl/gl_decals.c b/ref/gl/gl_decals.c index 4497b205..222e2a5d 100644 --- a/ref/gl/gl_decals.c +++ b/ref/gl/gl_decals.c @@ -143,7 +143,7 @@ static void R_GetDecalDimensions( int texture, int *width, int *height ) //----------------------------------------------------------------------------- // compute the decal basis based on surface normal //----------------------------------------------------------------------------- -void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] ) +static void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] ) { vec3_t surfaceNormal; @@ -179,7 +179,7 @@ void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[ VectorNormalize2( surf->texinfo->vecs[1], textureSpaceBasis[1] ); } -void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) +static void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) { int width, height; @@ -199,7 +199,7 @@ void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int textu } // Build the initial list of vertices from the surface verts into the global array, 'verts'. -void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t textureSpaceBasis[3], float *verts ) +static void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t textureSpaceBasis[3], float *verts ) { float *v; int i; @@ -214,7 +214,7 @@ void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t tex } // Figure out where the decal maps onto the surface. -void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) +static void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) { R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, textureSpaceBasis, decalWorldScale ); @@ -229,7 +229,7 @@ void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t te // Clip polygon to decal in texture space // JAY: This code is lame, change it later. It does way too much work per frame // It can be made to recursively call the clipping code and only copy the vertex list once -int R_ClipInside( float *vert, int edge ) +static int R_ClipInside( float *vert, int edge ) { switch( edge ) { @@ -253,7 +253,7 @@ int R_ClipInside( float *vert, int edge ) return 0; } -void R_ClipIntersect( float *one, float *two, float *out, int edge ) +static void R_ClipIntersect( float *one, float *two, float *out, int edge ) { float t; @@ -354,7 +354,7 @@ static int SHClip( float *vert, int vertCount, float *out, int edge ) return outCount; } -float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *pVertCount ) +static float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *pVertCount ) { float *pOutVerts = g_DecalClipVerts[0]; int outCount; @@ -374,7 +374,7 @@ float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int * //----------------------------------------------------------------------------- // Generate clipped vertex list for decal pdecal projected onto polygon psurf //----------------------------------------------------------------------------- -float *R_DecalVertsClip( decal_t *pDecal, msurface_t *surf, int texture, int *pVertCount ) +static float *R_DecalVertsClip( decal_t *pDecal, msurface_t *surf, int texture, int *pVertCount ) { float decalWorldScale[2]; vec3_t textureSpaceBasis[3]; @@ -492,7 +492,7 @@ R_DecalCreatePoly creates mesh for decal on first rendering ==================== */ -glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf ) +static glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf ) { int lnumverts; glpoly_t *poly; @@ -595,7 +595,7 @@ static void R_DecalCreate( decalinfo_t *decalinfo, msurface_t *surf, float x, fl R_AddDecalToSurface( pdecal, surf, decalinfo ); } -void R_DecalSurface( msurface_t *surf, decalinfo_t *decalinfo ) +static void R_DecalSurface( msurface_t *surf, decalinfo_t *decalinfo ) { // get the texture associated with this surface mtexinfo_t *tex = surf->texinfo; diff --git a/ref/gl/gl_image.c b/ref/gl/gl_image.c index 8c28d004..196b7ad8 100644 --- a/ref/gl/gl_image.c +++ b/ref/gl/gl_image.c @@ -883,7 +883,7 @@ GL_BoxFilter3x3 box filter 3x3 ================= */ -void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y ) +static void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y ) { int r = 0, g = 0, b = 0, a = 0; int count = 0, acount = 0; @@ -930,7 +930,7 @@ GL_ApplyFilter Apply box-filter to 1-bit alpha ================= */ -byte *GL_ApplyFilter( const byte *source, int width, int height ) +static byte *GL_ApplyFilter( const byte *source, int width, int height ) { byte *in = (byte *)source; byte *out = (byte *)source; @@ -1355,7 +1355,7 @@ static void GL_ProcessImage( gl_texture_t *tex, rgbdata_t *pic ) GL_CheckTexName ================ */ -qboolean GL_CheckTexName( const char *name ) +static qboolean GL_CheckTexName( const char *name ) { int len; diff --git a/ref/gl/gl_opengl.c b/ref/gl/gl_opengl.c index 19bfe301..694adfe4 100644 --- a/ref/gl/gl_opengl.c +++ b/ref/gl/gl_opengl.c @@ -624,6 +624,7 @@ GL_GetProcAddress defined just for nanogl/glwes, so it don't link to SDL2 directly, nor use dlsym ============== */ +void GAME_EXPORT *GL_GetProcAddress( const char *name ); // keep defined for nanogl/wes void GAME_EXPORT *GL_GetProcAddress( const char *name ) { return gEngfuncs.GL_GetProcAddress( name ); @@ -715,7 +716,7 @@ static void GL_SetDefaults( void ) R_RenderInfo_f ================= */ -void R_RenderInfo_f( void ) +static void R_RenderInfo_f( void ) { gEngfuncs.Con_Printf( "\n" ); gEngfuncs.Con_Printf( "GL_VENDOR: %s\n", glConfig.vendor_string ); @@ -773,7 +774,7 @@ void R_RenderInfo_f( void ) } #ifdef XASH_GLES -void GL_InitExtensionsGLES( void ) +static void GL_InitExtensionsGLES( void ) { int extid; @@ -891,7 +892,7 @@ void GL_InitExtensionsGLES( void ) #endif } #else -void GL_InitExtensionsBigGL( void ) +static void GL_InitExtensionsBigGL( void ) { // intialize wrapper type glConfig.context = gEngfuncs.Sys_CheckParm( "-glcore" )? CONTEXT_TYPE_GL_CORE : CONTEXT_TYPE_GL; @@ -1172,7 +1173,7 @@ void GL_ClearExtensions( void ) GL_InitCommands ================= */ -void GL_InitCommands( void ) +static void GL_InitCommands( void ) { RETRIEVE_ENGINE_SHARED_CVAR_LIST(); @@ -1255,7 +1256,7 @@ static void R_CheckVBO( void ) GL_RemoveCommands ================= */ -void GL_RemoveCommands( void ) +static void GL_RemoveCommands( void ) { gEngfuncs.Cmd_RemoveCommand( "r_info" ); } @@ -1516,12 +1517,13 @@ void GL_SetupAttributes( int safegl ) void wes_init( const char *gles2 ); int nanoGL_Init( void ); #ifdef XASH_GL4ES -void GL4ES_GetMainFBSize( int *width, int *height ) +static void GL4ES_GetMainFBSize( int *width, int *height ) { *width = gpGlobals->width; *height = gpGlobals->height; } -void *GL4ES_GetProcAddress( const char *name ) + +static void *GL4ES_GetProcAddress( const char *name ) { if( !Q_strcmp(name, "glShadeModel") ) // combined gles/gles2/gl implementation exports this, but it is invalid diff --git a/ref/gl/gl_rlight.c b/ref/gl/gl_rlight.c index 24524f8e..df10cde3 100644 --- a/ref/gl/gl_rlight.c +++ b/ref/gl/gl_rlight.c @@ -336,7 +336,7 @@ R_LightVec check bspmodels to get light from ================= */ -colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) +static colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) { float last_fraction; int i, maxEnts = 1; diff --git a/ref/gl/gl_rmain.c b/ref/gl/gl_rmain.c index 6713f295..94d31ed3 100644 --- a/ref/gl/gl_rmain.c +++ b/ref/gl/gl_rmain.c @@ -807,7 +807,7 @@ void R_DrawFog( void ) R_DrawEntitiesOnList ============= */ -void R_DrawEntitiesOnList( void ) +static void R_DrawEntitiesOnList( void ) { int i; diff --git a/ref/gl/gl_rmath.c b/ref/gl/gl_rmath.c index 0406a0c3..1a18fc36 100644 --- a/ref/gl/gl_rmath.c +++ b/ref/gl/gl_rmath.c @@ -119,7 +119,7 @@ void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ) out[15] = in[3][3]; } -void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ) +static void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ) { out[0][0] = 1.0f; out[0][1] = 0.0f; @@ -139,7 +139,7 @@ void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ) out[3][3] = 1.0f; } -void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ) +static void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ) { float len, c, s; diff --git a/ref/gl/gl_rsurf.c b/ref/gl/gl_rsurf.c index ef9a5c9d..5bc62efc 100644 --- a/ref/gl/gl_rsurf.c +++ b/ref/gl/gl_rsurf.c @@ -224,7 +224,7 @@ every render pass applies new fog layer, resulting in wrong fog color recalculate fog color for current pass count =============================== */ -void GL_SetupFogColorForSurfacesEx( int passes, float density, qboolean blend_lightmaps ) +static void GL_SetupFogColorForSurfacesEx( int passes, float density, qboolean blend_lightmaps ) { vec4_t fogColor; float factor, div; @@ -388,7 +388,7 @@ R_TextureAnim Returns the proper texture for a given time and base texture, do not process random tiling =============== */ -texture_t *R_TextureAnim( texture_t *b ) +static texture_t *R_TextureAnim( texture_t *b ) { texture_t *base = b; int count, reletive; @@ -439,7 +439,7 @@ R_TextureRandomTiling Returns the proper texture for a given surface without animation =============== */ -texture_t *R_TextureRandomTiling( msurface_t *s ) +static texture_t *R_TextureRandomTiling( msurface_t *s ) { texture_t *base = s->texinfo->texture; int count, reletive; @@ -620,7 +620,7 @@ static void R_AddDynamicLights( msurface_t *surf ) R_SetCacheState ================ */ -void R_SetCacheState( msurface_t *surf ) +static void R_SetCacheState( msurface_t *surf ) { int maps; @@ -888,7 +888,7 @@ DrawGLPolyChain Render lightmaps ================ */ -void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset ) +static void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset ) { qboolean dynamic = true; @@ -942,7 +942,7 @@ static qboolean R_HasLightmap( void ) R_BlendLightmaps ================ */ -void R_BlendLightmaps( void ) +static void R_BlendLightmaps( void ) { msurface_t *surf, *newsurf = NULL; int i; @@ -1075,7 +1075,7 @@ void R_BlendLightmaps( void ) R_RenderFullbrights ================ */ -void R_RenderFullbrights( void ) +static void R_RenderFullbrights( void ) { mextrasurf_t *es, *p; int i; @@ -1118,7 +1118,7 @@ void R_RenderFullbrights( void ) R_RenderDetails ================ */ -void R_RenderDetails( int passes ) +static void R_RenderDetails( int passes ) { gl_texture_t *glt; mextrasurf_t *es, *p; @@ -1176,7 +1176,7 @@ void R_RenderDetails( int passes ) R_RenderBrushPoly ================ */ -void R_RenderBrushPoly( msurface_t *fa, int cull_type ) +static void R_RenderBrushPoly( msurface_t *fa, int cull_type ) { qboolean is_dynamic = false; int maps; @@ -1309,7 +1309,7 @@ dynamic: R_DrawTextureChains ================ */ -void R_DrawTextureChains( void ) +static void R_DrawTextureChains( void ) { int i; msurface_t *s; @@ -1514,7 +1514,7 @@ static int R_SurfaceCompare( const void *a, const void *b ) return 0; } -void R_SetRenderMode( cl_entity_t *e ) +static void R_SetRenderMode( cl_entity_t *e ) { switch( e->curstate.rendermode ) { @@ -2302,7 +2302,7 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number ) } -void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures ) +static void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures ) { if( vboarray.astate != VBO_ARRAY_STATIC ) { @@ -2866,7 +2866,7 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture vbotex->curindex = 0; } -void R_SetupVBOArrayDecal( qboolean drawlightmap ) +static void R_SetupVBOArrayDecal( qboolean drawlightmap ) { // prepare for decal draw pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); @@ -2889,7 +2889,7 @@ void R_SetupVBOArrayDecal( qboolean drawlightmap ) } -void R_SetupVBOArrayDecalDyn( qboolean drawlightmap, float *v ) +static void R_SetupVBOArrayDecalDyn( qboolean drawlightmap, float *v ) { pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v ); @@ -2986,7 +2986,7 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig pglEnable( GL_ALPHA_TEST ); } -void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures ) +static void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures ) { // restore states R_DisableDetail(); @@ -3313,7 +3313,7 @@ qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmap ) R_RecursiveWorldNode ================ */ -void R_RecursiveWorldNode( mnode_t *node, uint clipflags ) +static void R_RecursiveWorldNode( mnode_t *node, uint clipflags ) { int i, clipped; msurface_t *surf, **mark; @@ -3407,7 +3407,7 @@ R_CullNodeTopView cull node by user rectangle (simple scissor) ================ */ -qboolean R_CullNodeTopView( mnode_t *node ) +static qboolean R_CullNodeTopView( mnode_t *node ) { vec2_t delta, size; vec3_t center, half; @@ -3465,7 +3465,7 @@ static void R_DrawTopViewLeaf( mleaf_t *pleaf, uint clipflags ) R_DrawWorldTopView ================ */ -void R_DrawWorldTopView( mnode_t *node, uint clipflags ) +static void R_DrawWorldTopView( mnode_t *node, uint clipflags ) { int i, c, clipped; msurface_t *surf; @@ -3535,7 +3535,7 @@ void R_DrawWorldTopView( mnode_t *node, uint clipflags ) R_DrawTriangleOutlines ============= */ -void R_DrawTriangleOutlines( void ) +static void R_DrawTriangleOutlines( void ) { int i, j; msurface_t *surf; @@ -3736,7 +3736,7 @@ void R_MarkLeaves( void ) GL_CreateSurfaceLightmap ======================== */ -void GL_CreateSurfaceLightmap( msurface_t *surf, model_t *loadmodel ) +static void GL_CreateSurfaceLightmap( msurface_t *surf, model_t *loadmodel ) { int smax, tmax; int sample_size; diff --git a/ref/gl/gl_sprite.c b/ref/gl/gl_sprite.c index 60083078..2ead612d 100644 --- a/ref/gl/gl_sprite.c +++ b/ref/gl/gl_sprite.c @@ -459,7 +459,7 @@ NOTE: we using prevblending[0] and [1] for holds interval between frames where are we lerping ================ */ -float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe ) +static float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe ) { msprite_t *psprite; mspritegroup_t *pspritegroup; @@ -625,7 +625,7 @@ R_CullSpriteModel Cull sprite model by bbox ================ */ -qboolean R_CullSpriteModel( cl_entity_t *e, vec3_t origin ) +static qboolean R_CullSpriteModel( cl_entity_t *e, vec3_t origin ) { vec3_t sprite_mins, sprite_maxs; float scale = 1.0f; @@ -689,7 +689,7 @@ R_SpriteOccluded Do occlusion test for glow-sprites ================ */ -qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale ) +static qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale ) { if( e->curstate.rendermode == kRenderGlow ) { diff --git a/ref/gl/gl_studio.c b/ref/gl/gl_studio.c index d2d30b84..8706a8b3 100644 --- a/ref/gl/gl_studio.c +++ b/ref/gl/gl_studio.c @@ -261,7 +261,7 @@ static qboolean R_StudioComputeBBox( vec3_t bbox[8] ) return true; // visible } -void R_StudioComputeSkinMatrix( mstudioboneweight_t *boneweights, matrix3x4 result ) +static void R_StudioComputeSkinMatrix( mstudioboneweight_t *boneweights, matrix3x4 result ) { float flWeight0, flWeight1, flWeight2, flWeight3; int i, numbones = 0; @@ -396,7 +396,7 @@ pfnGetPlayerState =============== */ -entity_state_t *R_StudioGetPlayerState( int index ) +static entity_state_t *R_StudioGetPlayerState( int index ) { if( !RI.drawWorld ) return &RI.currententity->curstate; @@ -527,7 +527,7 @@ StudioPlayerBlend ==================== */ -void R_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) +static void R_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) { // calc up/down pointing *pBlend = (*pPitch * 3.0f); @@ -588,7 +588,7 @@ StudioSetUpTransform ==================== */ -void R_StudioSetUpTransform( cl_entity_t *e ) +static void R_StudioSetUpTransform( cl_entity_t *e ) { vec3_t origin, angles; @@ -660,7 +660,7 @@ StudioEstimateInterpolant ==================== */ -float R_StudioEstimateInterpolant( cl_entity_t *e ) +static float R_StudioEstimateInterpolant( cl_entity_t *e ) { float dadt = 1.0f; @@ -679,7 +679,7 @@ StudioFxTransform ==================== */ -void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform ) +static void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform ) { switch( ent->curstate.renderfx ) { @@ -723,7 +723,7 @@ StudioCalcBoneAdj ==================== */ -void R_StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) +static void R_StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) { mstudiobonecontroller_t *pbonecontroller; float value = 0.0f; @@ -788,7 +788,7 @@ StudioCalcRotations ==================== */ -void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) +static void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) { int i, frame; float adj[MAXSTUDIOCONTROLLERS]; @@ -835,7 +835,7 @@ StudioMergeBones ==================== */ -void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel ) +static void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel ) { int i, j; mstudiobone_t *pbones; @@ -895,7 +895,7 @@ StudioSetupBones ==================== */ -void R_StudioSetupBones( cl_entity_t *e ) +static void R_StudioSetupBones( cl_entity_t *e ) { float f; mstudiobone_t *pbones; @@ -1075,7 +1075,7 @@ StudioBuildNormalTable NOTE: m_pSubModel must be set ==================== */ -void R_StudioBuildNormalTable( void ) +static void R_StudioBuildNormalTable( void ) { cl_entity_t *e = RI.currententity; mstudiomesh_t *pmesh; @@ -1126,7 +1126,7 @@ NOTE: m_pSubModel must be set g_studio.verts must be computed ==================== */ -void R_StudioGenerateNormals( void ) +static void R_StudioGenerateNormals( void ) { int v0, v1, v2; vec3_t e0, e1, norm; @@ -1221,7 +1221,7 @@ StudioSetupChrome ==================== */ -void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal ) +static void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal ) { float n; @@ -1322,7 +1322,7 @@ R_StudioDynamicLight =============== */ -void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight ) +static void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight ) { movevars_t *mv = tr.movevars; vec3_t lightDir, vecSrc, vecEnd; @@ -1513,7 +1513,7 @@ pfnStudioEntityLight =============== */ -void R_StudioEntityLight( alight_t *lightinfo ) +static void R_StudioEntityLight( alight_t *lightinfo ) { int lnum, i, j, k; float minstrength, dist2, f, r2; @@ -1595,7 +1595,7 @@ R_StudioSetupLighting =============== */ -void R_StudioSetupLighting( alight_t *plight ) +static void R_StudioSetupLighting( alight_t *plight ) { float scale = 1.0f; int i; @@ -1625,7 +1625,7 @@ R_StudioLighting =============== */ -void R_StudioLighting( float *lv, int bone, int flags, vec3_t normal ) +static void R_StudioLighting( float *lv, int bone, int flags, vec3_t normal ) { float illum; @@ -1764,7 +1764,7 @@ R_LightStrength ==================== */ -void R_LightStrength( int bone, vec3_t localpos, vec4_t light[MAX_LOCALLIGHTS] ) +static void R_LightStrength( int bone, vec3_t localpos, vec4_t light[MAX_LOCALLIGHTS] ) { int i; @@ -1835,7 +1835,7 @@ mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e ) return ptexture; } -void R_StudioSetRenderamt( int iRenderamt ) +static void R_StudioSetRenderamt( int iRenderamt ) { if( !RI.currententity ) return; @@ -1850,7 +1850,7 @@ R_StudioSetCullState sets true for enable backculling (for left-hand viewmodel) =============== */ -void R_StudioSetCullState( int iCull ) +static void R_StudioSetCullState( int iCull ) { // This function intentionally does nothing } @@ -1862,7 +1862,7 @@ R_StudioRenderShadow just a prefab for render shadow =============== */ -void R_StudioRenderShadow( int iSprite, float *p1, float *p2, float *p3, float *p4 ) +static void R_StudioRenderShadow( int iSprite, float *p1, float *p2, float *p3, float *p4 ) { if( !p1 || !p2 || !p3 || !p4 ) return; @@ -2814,7 +2814,7 @@ R_StudioGetForceFaceFlags =============== */ -int R_StudioGetForceFaceFlags( void ) +static int R_StudioGetForceFaceFlags( void ) { return g_nForceFaceFlags; } @@ -2825,7 +2825,7 @@ R_StudioSetForceFaceFlags =============== */ -void R_StudioSetForceFaceFlags( int flags ) +static void R_StudioSetForceFaceFlags( int flags ) { g_nForceFaceFlags = flags; } @@ -2836,7 +2836,7 @@ pfnStudioSetHeader =============== */ -void R_StudioSetHeader( studiohdr_t *pheader ) +static void R_StudioSetHeader( studiohdr_t *pheader ) { m_pStudioHeader = pheader; m_fDoRemap = false; @@ -2848,7 +2848,7 @@ R_StudioSetRenderModel =============== */ -void R_StudioSetRenderModel( model_t *model ) +static void R_StudioSetRenderModel( model_t *model ) { RI.currentmodel = model; } @@ -2904,7 +2904,7 @@ R_StudioSetChromeOrigin =============== */ -void R_StudioSetChromeOrigin( void ) +static void R_StudioSetChromeOrigin( void ) { VectorCopy( RI.vieworg, g_studio.chrome_origin ); } @@ -2992,7 +2992,7 @@ GL_StudioSetRenderMode set rendermode for studiomodel =============== */ -void GL_StudioSetRenderMode( int rendermode ) +static void GL_StudioSetRenderMode( int rendermode ) { switch( rendermode ) { @@ -3059,7 +3059,7 @@ StudioRenderFinal ==================== */ -void R_StudioRenderFinal( void ) +static void R_StudioRenderFinal( void ) { int i, rendermode; @@ -3145,7 +3145,7 @@ StudioRenderModel ==================== */ -void R_StudioRenderModel( void ) +static void R_StudioRenderModel( void ) { R_StudioSetChromeOrigin(); R_StudioSetForceFaceFlags( 0 ); @@ -3174,7 +3174,7 @@ StudioEstimateGait ==================== */ -void R_StudioEstimateGait( entity_state_t *pplayer ) +static void R_StudioEstimateGait( entity_state_t *pplayer ) { vec3_t est_velocity; float dt; @@ -3230,7 +3230,7 @@ StudioProcessGait ==================== */ -void R_StudioProcessGait( entity_state_t *pplayer ) +static void R_StudioProcessGait( entity_state_t *pplayer ) { mstudioseqdesc_t *pseqdesc; int iBlend; diff --git a/ref/gl/gl_warp.c b/ref/gl/gl_warp.c index 74fbb43c..479b7c0c 100644 --- a/ref/gl/gl_warp.c +++ b/ref/gl/gl_warp.c @@ -362,7 +362,7 @@ R_UnloadSkybox Unload previous skybox ============== */ -void R_UnloadSkybox( void ) +static void R_UnloadSkybox( void ) { int i;