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