some const correctness and header cleanup

git-svn-id: https://projectm.svn.sourceforge.net/svnroot/projectm/trunk@1050 6778bc44-b910-0410-a7a0-be141de4315d
This commit is contained in:
psperl
2008-06-22 17:37:15 +00:00
parent 52b5dacddc
commit bbff9ba052
5 changed files with 12 additions and 16 deletions

View File

@ -7,6 +7,6 @@
#include "Pipeline.hpp"
Pipeline::Pipeline() {}
void Pipeline::Render(BeatDetect &music, PipelineContext &context){}
Point Pipeline::PerPixel(Point p, PerPixelContext context)
void Pipeline::Render(const BeatDetect &music, const PipelineContext &context){}
Point Pipeline::PerPixel(Point p, const PerPixelContext context)
{return p;}

View File

@ -23,7 +23,7 @@ public:
std::vector<RenderItem*> compositeDrawables;
Pipeline();
virtual void Render(BeatDetect &music, PipelineContext &context);
virtual void Render(const BeatDetect &music, const PipelineContext &context);
virtual Point PerPixel(Point p, PerPixelContext context);
};

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@ -6,10 +6,8 @@
*/
#include "Pipeline.hpp"
#include "math.h"
#include "MilkdropCompatability.hpp"
#include "Transformation.hpp"
#include <stdlib.h>
class RovastarDriftingChaos : public Pipeline
@ -63,7 +61,7 @@ public:
float xamptarg, q8, oldq8, q7, xpos, ypos,xdir, xspeed, xamp, yamp, yamptarg,yspeed,ydir;
float dx, dy, angle;
virtual void Render(BeatDetect &music, PipelineContext &context)
virtual void Render(const BeatDetect &music, const PipelineContext &context)
{
float volume = 0.15*(music.bass+music.bass_att+music.treb+music.treb_att+music.mid+music.mid_att);
@ -123,7 +121,7 @@ public:
}
virtual Point PerPixel(Point p, PerPixelContext context)
virtual Point PerPixel(Point p, const PerPixelContext context)
{
Transforms::Zoom(p,context,1+0.05*context.rad,1);
Transforms::Transform(p,context,dx,dy);

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@ -6,9 +6,7 @@
*/
#include "Pipeline.hpp"
#include "math.h"
#include "Transformation.hpp"
#include <stdlib.h>
class RovastarFranticFractopia : public Pipeline
@ -60,7 +58,7 @@ public:
movement = 0.0;
}
virtual void Render(BeatDetect &music, PipelineContext &context)
virtual void Render(const BeatDetect &music, const PipelineContext &context)
{
movement += 0.5*(((music.bass+music.bass_att + 0.075*pow((music.bass+0.6*music.bass_att+0.2*music.treb_att),3)))/(float)context.fps);
if (movement > 10000.0)
@ -81,7 +79,7 @@ public:
}
virtual Point PerPixel(Point p, PerPixelContext context)
virtual Point PerPixel(Point p, const PerPixelContext context)
{
float myy = context.y-(0.250025);
float myx = context.x-0.5;

View File

@ -9,7 +9,7 @@ class Transforms
{
public:
inline static void Zoom(Point &p, PerPixelContext &context, float zoom, float zoomExponent)
inline static void Zoom(Point &p, const PerPixelContext &context, float zoom, float zoomExponent)
{
float fZoom2 = powf( zoom, powf( zoomExponent, context.rad*2.0f - 1.0f));
float fZoom2Inv = 1.0f/fZoom2;
@ -21,19 +21,19 @@ public:
p.y += 0.5;
}
inline static void Transform(Point &p, PerPixelContext &context, float dx, float dy)
inline static void Transform(Point &p, const PerPixelContext &context, float dx, float dy)
{
p.x -= dx;
p.y -= dy;
}
inline static void Scale(Point &p, PerPixelContext &context, float sy, float sx, float cx, float cy)
inline static void Scale(Point &p, const PerPixelContext &context, float sy, float sx, float cx, float cy)
{
p.x = (p.x - cx)/sx + cx;
p.y = (p.y - cy)/sy + cy;
}
inline static void Rotate(Point &p, PerPixelContext &context, float angle, float cx, float cy)
inline static void Rotate(Point &p, const PerPixelContext &context, float angle, float cx, float cy)
{
float u2 = p.x - cx;
float v2 = p.y - cy;
@ -45,7 +45,7 @@ public:
p.y = u2*sin_rot + v2*cos_rot + cy;
}
inline static void Warp(Point &p, PerPixelContext &context, float time, float speed, float scale, float warp)
inline static void Warp(Point &p, const PerPixelContext &context, float time, float speed, float scale, float warp)
{
float fWarpTime = time * speed;
float fWarpScaleInv = 1.0f / scale;