avoid using far and near names because windows uses it as macro!!!

This commit is contained in:
Recep Aslantas
2017-12-27 16:31:26 +03:00
parent 034371c689
commit 35d078a1ed

View File

@@ -11,29 +11,29 @@
float right, float right,
float bottom, float bottom,
float top, float top,
float near, float nearVal,
float far, float farVal,
mat4 dest); mat4 dest);
CGLM_INLINE void glm_ortho(float left, CGLM_INLINE void glm_ortho(float left,
float right, float right,
float bottom, float bottom,
float top, float top,
float near, float nearVal,
float far, float farVal,
mat4 dest); mat4 dest);
CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest); CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest);
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest); CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_INLINE void glm_perspective(float fovy, CGLM_INLINE void glm_perspective(float fovy,
float aspect, float aspect,
float near, float nearVal,
float far, float farVal,
mat4 dest); mat4 dest);
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest); CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest);
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj); CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj);
CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest); CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_INLINE void glm_persp_decomp(mat4 proj, CGLM_INLINE void glm_persp_decomp(mat4 proj,
float * __restrict near, float * __restrict nearVal,
float * __restrict far, float * __restrict farVal,
float * __restrict top, float * __restrict top,
float * __restrict bottom, float * __restrict bottom,
float * __restrict left, float * __restrict left,
@@ -46,10 +46,10 @@
float * __restrict top, float * __restrict top,
float * __restrict bottom); float * __restrict bottom);
CGLM_INLINE void glm_persp_decomp_z(mat4 proj, CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
float * __restrict near, float * __restrict nearVal,
float * __restrict far); float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict far); CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float * __restrict near); CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
*/ */
#ifndef cglm_vcam_h #ifndef cglm_vcam_h
@@ -303,29 +303,29 @@ glm_lookat(vec3 eye,
/*! /*!
* @brief decomposes frustum values of perspective projection. * @brief decomposes frustum values of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] near near * @param[out] nearVal near
* @param[out] far far * @param[out] farVal far
* @param[out] top top * @param[out] top top
* @param[out] bottom bottom * @param[out] bottom bottom
* @param[out] left left * @param[out] left left
* @param[out] right right * @param[out] right right
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp(mat4 proj, glm_persp_decomp(mat4 proj,
float * __restrict near, float * __restrict nearVal,
float * __restrict far, float * __restrict farVal,
float * __restrict top, float * __restrict top,
float * __restrict bottom, float * __restrict bottom,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
*near = proj[3][2] / (proj[2][2] - 1); *nearVal = proj[3][2] / (proj[2][2] - 1);
*far = proj[3][2] / (proj[2][2] + 1); *farVal = proj[3][2] / (proj[2][2] + 1);
*bottom = *near * (proj[2][1] - 1) / proj[1][1]; *bottom = *nearVal * (proj[2][1] - 1) / proj[1][1];
*top = *near * (proj[2][1] + 1) / proj[1][1]; *top = *nearVal * (proj[2][1] + 1) / proj[1][1];
*left = *near * (proj[2][0] - 1) / proj[0][0]; *left = *nearVal * (proj[2][0] - 1) / proj[0][0];
*right = *near * (proj[2][0] + 1) / proj[0][0]; *right = *nearVal * (proj[2][0] + 1) / proj[0][0];
} }
/*! /*!
@@ -337,7 +337,7 @@ glm_persp_decomp(mat4 proj,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decompv(mat4 proj, float dest[6]) { glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2], glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]); &dest[3], &dest[4], &dest[5]);
} }
@@ -355,11 +355,11 @@ void
glm_persp_decomp_x(mat4 proj, glm_persp_decomp_x(mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
float near; float nearVal;
near = proj[3][2] / (proj[3][3] - 1); nearVal = proj[3][2] / (proj[3][3] - 1);
*left = near * (proj[2][0] - 1) / proj[0][0]; *left = nearVal * (proj[2][0] - 1) / proj[0][0];
*right = near * (proj[2][0] + 1) / proj[0][0]; *right = nearVal * (proj[2][0] + 1) / proj[0][0];
} }
/*! /*!
@@ -375,51 +375,51 @@ void
glm_persp_decomp_y(mat4 proj, glm_persp_decomp_y(mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom) { float * __restrict bottom) {
float near; float nearVal;
near = proj[3][2] / (proj[3][3] - 1); nearVal = proj[3][2] / (proj[3][3] - 1);
*bottom = near * (proj[2][1] - 1) / proj[1][1]; *bottom = nearVal * (proj[2][1] - 1) / proj[1][1];
*top = near * (proj[2][1] + 1) / proj[1][1]; *top = nearVal * (proj[2][1] + 1) / proj[1][1];
} }
/*! /*!
* @brief decomposes near and far values of perspective projection. * @brief decomposes near and far values of perspective projection.
* z stands for z axis (near / far axis) * z stands for z axis (near / far axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] near near * @param[out] nearVal near
* @param[out] far far * @param[out] farVal far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_z(mat4 proj, glm_persp_decomp_z(mat4 proj,
float * __restrict near, float * __restrict nearVal,
float * __restrict far) { float * __restrict farVal) {
*near = proj[3][2] / (proj[2][2] - 1); *nearVal = proj[3][2] / (proj[2][2] - 1);
*far = proj[3][2] / (proj[2][2] + 1); *farVal = proj[3][2] / (proj[2][2] + 1);
} }
/*! /*!
* @brief decomposes far value of perspective projection. * @brief decomposes far value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] far far * @param[out] farVal far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_far(mat4 proj, float * __restrict far) { glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
*far = proj[3][2] / (proj[2][2] + 1); *farVal = proj[3][2] / (proj[2][2] + 1);
} }
/*! /*!
* @brief decomposes near value of perspective projection. * @brief decomposes near value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] near near * @param[out] nearVal near
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_near(mat4 proj, float * __restrict near) { glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
*near = proj[3][2] / (proj[2][2] - 1); *nearVal = proj[3][2] / (proj[2][2] - 1);
} }
#endif /* cglm_vcam_h */ #endif /* cglm_vcam_h */