style: rename nearVal, farVal to nearZ and farZ

This commit is contained in:
Recep Aslantas
2021-05-08 22:42:44 +03:00
parent 7760c709da
commit a242d83805
5 changed files with 159 additions and 204 deletions

View File

@@ -9,10 +9,10 @@
Functions:
CGLM_INLINE mat4s glms_frustum(float left, float right,
float bottom, float top,
float nearVal, float farVal)
float nearZ, float farZ)
CGLM_INLINE mat4s glms_ortho(float left, float right,
float bottom, float top,
float nearVal, float farVal)
float nearZ, float farZ)
CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]);
CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding);
@@ -20,8 +20,8 @@
CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size)
CGLM_INLINE mat4s glms_perspective(float fovy,
float aspect,
float nearVal,
float farVal)
float nearZ,
float farZ)
CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar)
CGLM_INLINE mat4s glms_perspective_default(float aspect)
CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect)
@@ -36,8 +36,8 @@
CGLM_INLINE void glms_persp_decomp_x(mat4s proj, float *left, float *right)
CGLM_INLINE void glms_persp_decomp_y(mat4s proj, float *top, float *bottom)
CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float *nearv, float *farv)
CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farVal)
CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearVal)
CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farZ)
CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearZ)
CGLM_INLINE float glms_persp_fovy(mat4s proj)
CGLM_INLINE float glms_persp_aspect(mat4s proj)
CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy)
@@ -58,17 +58,17 @@
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping plane
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_frustum(float left, float right,
float bottom, float top,
float nearVal, float farVal) {
glms_frustum(float left, float right,
float bottom, float top,
float nearZ, float farZ) {
mat4s dest;
glm_frustum(left, right, bottom, top, nearVal, farVal, dest.raw);
glm_frustum(left, right, bottom, top, nearZ, farZ, dest.raw);
return dest;
}
@@ -79,17 +79,17 @@ glms_frustum(float left, float right,
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping plane
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho(float left, float right,
float bottom, float top,
float nearVal, float farVal) {
glms_ortho(float left, float right,
float bottom, float top,
float nearZ, float farZ) {
mat4s dest;
glm_ortho(left, right, bottom, top, nearVal, farVal, dest.raw);
glm_ortho(left, right, bottom, top, nearZ, farZ, dest.raw);
return dest;
}
@@ -189,15 +189,15 @@ glms_ortho_default_s(float aspect, float size) {
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping planes
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping planes
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_perspective(float fovy, float aspect, float nearVal, float farVal) {
glms_perspective(float fovy, float aspect, float nearZ, float farZ) {
mat4s dest;
glm_perspective(fovy, aspect, nearVal, farVal, dest.raw);
glm_perspective(fovy, aspect, nearZ, farZ, dest.raw);
return dest;
}
@@ -307,8 +307,8 @@ glms_look_anyup(vec3s eye, vec3s dir) {
* @brief decomposes frustum values of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
* @param[out] nearZ near
* @param[out] farZ far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
@@ -317,10 +317,10 @@ glms_look_anyup(vec3s eye, vec3s dir) {
CGLM_INLINE
void
glms_persp_decomp(mat4s proj,
float * __restrict nearVal, float * __restrict farVal,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) {
glm_persp_decomp(proj.raw, nearVal, farVal, top, bottom, left, right);
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) {
glm_persp_decomp(proj.raw, nearZ, farZ, top, bottom, left, right);
}
/*!
@@ -373,39 +373,39 @@ glms_persp_decomp_y(mat4s proj,
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
* @param[out] nearZ near
* @param[out] farZ far
*/
CGLM_INLINE
void
glms_persp_decomp_z(mat4s proj,
float * __restrict nearVal,
float * __restrict farVal) {
glm_persp_decomp_z(proj.raw, nearVal, farVal);
float * __restrict nearZ,
float * __restrict farZ) {
glm_persp_decomp_z(proj.raw, nearZ, farZ);
}
/*!
* @brief decomposes far value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] farVal far
* @param[out] farZ far
*/
CGLM_INLINE
void
glms_persp_decomp_far(mat4s proj, float * __restrict farVal) {
glm_persp_decomp_far(proj.raw, farVal);
glms_persp_decomp_far(mat4s proj, float * __restrict farZ) {
glm_persp_decomp_far(proj.raw, farZ);
}
/*!
* @brief decomposes near value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glms_persp_decomp_near(mat4s proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj.raw, nearVal);
glms_persp_decomp_near(mat4s proj, float * __restrict nearZ) {
glm_persp_decomp_near(proj.raw, nearZ);
}
/*!