From 35d078a1ed01edbb8386818df379944d0bd07412 Mon Sep 17 00:00:00 2001 From: Recep Aslantas Date: Wed, 27 Dec 2017 16:31:26 +0300 Subject: [PATCH] avoid using far and near names because windows uses it as macro!!! --- include/cglm/cam.h | 102 ++++++++++++++++++++++----------------------- 1 file changed, 51 insertions(+), 51 deletions(-) diff --git a/include/cglm/cam.h b/include/cglm/cam.h index 3b6ebb3..a78ba4b 100644 --- a/include/cglm/cam.h +++ b/include/cglm/cam.h @@ -11,29 +11,29 @@ float right, float bottom, float top, - float near, - float far, + float nearVal, + float farVal, mat4 dest); CGLM_INLINE void glm_ortho(float left, float right, float bottom, float top, - float near, - float far, + float nearVal, + float farVal, 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_perspective(float fovy, float aspect, - float near, - float far, + float nearVal, + float farVal, 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_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest); CGLM_INLINE void glm_persp_decomp(mat4 proj, - float * __restrict near, - float * __restrict far, + float * __restrict nearVal, + float * __restrict farVal, float * __restrict top, float * __restrict bottom, float * __restrict left, @@ -46,10 +46,10 @@ float * __restrict top, float * __restrict bottom); CGLM_INLINE void glm_persp_decomp_z(mat4 proj, - float * __restrict near, - float * __restrict far); - CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict far); - CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float * __restrict near); + float * __restrict nearVal, + float * __restrict farVal); + CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal); + CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal); */ #ifndef cglm_vcam_h @@ -303,29 +303,29 @@ glm_lookat(vec3 eye, /*! * @brief decomposes frustum values of perspective projection. * - * @param[in] proj perspective projection matrix - * @param[out] near near - * @param[out] far far - * @param[out] top top - * @param[out] bottom bottom - * @param[out] left left - * @param[out] right right + * @param[in] proj perspective projection matrix + * @param[out] nearVal near + * @param[out] farVal far + * @param[out] top top + * @param[out] bottom bottom + * @param[out] left left + * @param[out] right right */ CGLM_INLINE void glm_persp_decomp(mat4 proj, - float * __restrict near, - float * __restrict far, + float * __restrict nearVal, + float * __restrict farVal, float * __restrict top, float * __restrict bottom, float * __restrict left, float * __restrict right) { - *near = proj[3][2] / (proj[2][2] - 1); - *far = proj[3][2] / (proj[2][2] + 1); - *bottom = *near * (proj[2][1] - 1) / proj[1][1]; - *top = *near * (proj[2][1] + 1) / proj[1][1]; - *left = *near * (proj[2][0] - 1) / proj[0][0]; - *right = *near * (proj[2][0] + 1) / proj[0][0]; + *nearVal = proj[3][2] / (proj[2][2] - 1); + *farVal = proj[3][2] / (proj[2][2] + 1); + *bottom = *nearVal * (proj[2][1] - 1) / proj[1][1]; + *top = *nearVal * (proj[2][1] + 1) / proj[1][1]; + *left = *nearVal * (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 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], &dest[3], &dest[4], &dest[5]); } @@ -355,11 +355,11 @@ void glm_persp_decomp_x(mat4 proj, float * __restrict left, float * __restrict right) { - float near; + float nearVal; - near = proj[3][2] / (proj[3][3] - 1); - *left = near * (proj[2][0] - 1) / proj[0][0]; - *right = near * (proj[2][0] + 1) / proj[0][0]; + nearVal = proj[3][2] / (proj[3][3] - 1); + *left = nearVal * (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, float * __restrict top, float * __restrict bottom) { - float near; + float nearVal; - near = proj[3][2] / (proj[3][3] - 1); - *bottom = near * (proj[2][1] - 1) / proj[1][1]; - *top = near * (proj[2][1] + 1) / proj[1][1]; + nearVal = proj[3][2] / (proj[3][3] - 1); + *bottom = nearVal * (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. * z stands for z axis (near / far axis) * - * @param[in] proj perspective projection matrix - * @param[out] near near - * @param[out] far far + * @param[in] proj perspective projection matrix + * @param[out] nearVal near + * @param[out] farVal far */ CGLM_INLINE void glm_persp_decomp_z(mat4 proj, - float * __restrict near, - float * __restrict far) { - *near = proj[3][2] / (proj[2][2] - 1); - *far = proj[3][2] / (proj[2][2] + 1); + float * __restrict nearVal, + float * __restrict farVal) { + *nearVal = proj[3][2] / (proj[2][2] - 1); + *farVal = proj[3][2] / (proj[2][2] + 1); } /*! * @brief decomposes far value of perspective projection. * - * @param[in] proj perspective projection matrix - * @param[out] far far + * @param[in] proj perspective projection matrix + * @param[out] farVal far */ CGLM_INLINE void -glm_persp_decomp_far(mat4 proj, float * __restrict far) { - *far = proj[3][2] / (proj[2][2] + 1); +glm_persp_decomp_far(mat4 proj, float * __restrict farVal) { + *farVal = proj[3][2] / (proj[2][2] + 1); } /*! * @brief decomposes near value of perspective projection. * - * @param[in] proj perspective projection matrix - * @param[out] near near + * @param[in] proj perspective projection matrix + * @param[out] nearVal near */ CGLM_INLINE void -glm_persp_decomp_near(mat4 proj, float * __restrict near) { - *near = proj[3][2] / (proj[2][2] - 1); +glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) { + *nearVal = proj[3][2] / (proj[2][2] - 1); } #endif /* cglm_vcam_h */