Make some private functions static;

This commit is contained in:
bjorn 2021-10-31 12:35:49 -07:00
parent ebeee33298
commit 998b355e30
3 changed files with 13 additions and 13 deletions

View File

@ -102,28 +102,28 @@ unsigned char perm[] = {151,160,137,91,90,15,
* float SLnoise = (noise3(x,y,z) + 1.0) * 0.5;
*/
float grad1( int hash, float x ) {
static float grad1( int hash, float x ) {
int h = hash & 15;
float grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
if (h&8) grad = -grad; // and a random sign for the gradient
return ( grad * x ); // Multiply the gradient with the distance
}
float grad2( int hash, float x, float y ) {
static float grad2( int hash, float x, float y ) {
int h = hash & 7; // Convert low 3 bits of hash code
float u = h<4 ? x : y; // into 8 simple gradient directions,
float v = h<4 ? y : x; // and compute the dot product with (x,y).
return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
}
float grad3( int hash, float x, float y , float z ) {
static float grad3( int hash, float x, float y , float z ) {
int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
float u = h<8 ? x : y; // gradient directions, and compute dot product.
float v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
return ((h&1)? -u : u) + ((h&2)? -v : v);
}
float grad4( int hash, float x, float y, float z, float t ) {
static float grad4( int hash, float x, float y, float z, float t ) {
int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
float u = h<24 ? x : y; // gradient directions, and compute dot product.
float v = h<16 ? y : z;

View File

@ -8,16 +8,16 @@ static struct {
float gain[MAX_SOURCES][2];
} state;
bool simple_init(void) {
static bool simple_init(void) {
mat4_identity(state.listener);
return true;
}
void simple_destroy(void) {
static void simple_destroy(void) {
//
}
uint32_t simple_apply(Source* source, const float* input, float* output, uint32_t frames, uint32_t _frames) {
static uint32_t simple_apply(Source* source, const float* input, float* output, uint32_t frames, uint32_t _frames) {
float sourcePos[4], sourceOrientation[4];
lovrSourceGetPose(source, sourcePos, sourceOrientation);
@ -82,27 +82,27 @@ uint32_t simple_apply(Source* source, const float* input, float* output, uint32_
return frames;
}
uint32_t simple_tail(float* scratch, float* output, uint32_t frames) {
static uint32_t simple_tail(float* scratch, float* output, uint32_t frames) {
return 0;
}
void simple_setListenerPose(float position[4], float orientation[4]) {
static void simple_setListenerPose(float position[4], float orientation[4]) {
mat4_identity(state.listener);
mat4_translate(state.listener, position[0], position[1], position[2]);
mat4_rotateQuat(state.listener, orientation);
}
bool simple_setGeometry(float* vertices, uint32_t* indices, uint32_t vertexCount, uint32_t indexCount, AudioMaterial material) {
static bool simple_setGeometry(float* vertices, uint32_t* indices, uint32_t vertexCount, uint32_t indexCount, AudioMaterial material) {
return false;
}
void simple_sourceCreate(Source* source) {
static void simple_sourceCreate(Source* source) {
uint32_t index = lovrSourceGetIndex(source);
state.gain[index][0] = 0.f;
state.gain[index][1] = 0.f;
}
void simple_sourceDestroy(Source* source) {
static void simple_sourceDestroy(Source* source) {
//
}

View File

@ -12,7 +12,7 @@ static ModelData* lovrModelDataInitStlAscii(ModelData* model, Blob* source, Mode
// The binary format has an 80 byte header, followed by a u32 triangle count, followed by 50 byte
// triangles. Each triangle has a vec3 normal, 3 vec3 vertices, and 2 bytes of padding.
extern ModelData* lovrModelDataInitStlBinary(ModelData* model, Blob* source, ModelDataIO* io, uint32_t triangleCount) {
static ModelData* lovrModelDataInitStlBinary(ModelData* model, Blob* source, ModelDataIO* io, uint32_t triangleCount) {
char* data = (char*) source->data + 84;
uint32_t vertexCount = triangleCount * 3;