From 86d392cce80f12fe87d8640f86dda820b8081432 Mon Sep 17 00:00:00 2001 From: David Adam Date: Sat, 23 Aug 2008 04:10:48 +0200 Subject: [PATCH] d3dx8: Remove useless variables. --- dlls/d3dx8/math.c | 48 +++++++++++++++++++++++------------------------ 1 file changed, 23 insertions(+), 25 deletions(-) diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 93a0b49131e..958cb962b3e 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -61,7 +61,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation) { - D3DXMATRIX m1, m2, m3, m4, m5, p1, p2, p3; + D3DXMATRIX m1, m2, m3, m4, m5; D3DXMatrixScaling(&m1, scaling, scaling, scaling); if ( !rotationcenter ) @@ -90,10 +90,10 @@ D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scalin { D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z); } - D3DXMatrixMultiply(&p1, &m1, &m2); - D3DXMatrixMultiply(&p2, &p1, &m3); - D3DXMatrixMultiply(&p3, &p2, &m4); - D3DXMatrixMultiply(pout, &p3, &m5); + D3DXMatrixMultiply(&m1, &m1, &m2); + D3DXMatrixMultiply(&m1, &m1, &m3); + D3DXMatrixMultiply(&m1, &m1, &m4); + D3DXMatrixMultiply(pout, &m1, &m5); return pout; } @@ -105,7 +105,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm) v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0]; v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1]; v3.x = pm->u.m[0][2]; v3.y = pm->u.m[1][2]; v3.z = pm->u.m[2][2]; v3.w = pm->u.m[3][2]; - D3DXVec4Cross(&minor,&v1,&v2,&v3); + D3DXVec4Cross(&minor, &v1, &v2, &v3); det = - (pm->u.m[0][3] * minor.x + pm->u.m[1][3] * minor.y + pm->u.m[2][3] * minor.z + pm->u.m[3][3] * minor.w); return det; } @@ -218,10 +218,8 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) { - D3DXMATRIX temp; - - D3DXMatrixMultiply(&temp, pm1, pm2); - D3DXMatrixTranspose(pout, &temp); + D3DXMatrixMultiply(pout, pm1, pm2); + D3DXMatrixTranspose(pout, pout); return pout; } @@ -421,15 +419,15 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) { - D3DXMATRIX m, pout1, pout2, pout3; + D3DXMATRIX m; - D3DXMatrixIdentity(&pout3); - D3DXMatrixRotationZ(&m,roll); - D3DXMatrixMultiply(&pout2,&pout3,&m); - D3DXMatrixRotationX(&m,pitch); - D3DXMatrixMultiply(&pout1,&pout2,&m); - D3DXMatrixRotationY(&m,yaw); - D3DXMatrixMultiply(pout,&pout1,&m); + D3DXMatrixIdentity(pout); + D3DXMatrixRotationZ(&m, roll); + D3DXMatrixMultiply(pout, pout, &m); + D3DXMatrixRotationX(&m, pitch); + D3DXMatrixMultiply(pout, pout, &m); + D3DXMatrixRotationY(&m, yaw); + D3DXMatrixMultiply(pout, pout, &m); return pout; } D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) @@ -479,7 +477,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation) { - D3DXMATRIX m1, m2, m3, m4, m5, m6, m7, p1, p2, p3, p4, p5; + D3DXMATRIX m1, m2, m3, m4, m5, m6, m7; D3DXQUATERNION prc; D3DXVECTOR3 psc, pt; @@ -548,12 +546,12 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 } D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z); D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z); - D3DXMatrixMultiply(&p1, &m1, &m2); - D3DXMatrixMultiply(&p2, &p1, &m3); - D3DXMatrixMultiply(&p3, &p2, &m4); - D3DXMatrixMultiply(&p4, &p3, &m5); - D3DXMatrixMultiply(&p5, &p4, &m6); - D3DXMatrixMultiply(pout, &p5, &m7); + D3DXMatrixMultiply(&m1, &m1, &m2); + D3DXMatrixMultiply(&m1, &m1, &m3); + D3DXMatrixMultiply(&m1, &m1, &m4); + D3DXMatrixMultiply(&m1, &m1, &m5); + D3DXMatrixMultiply(&m1, &m1, &m6); + D3DXMatrixMultiply(pout, &m1, &m7); return pout; }