diff --git a/include/cglm/call/cam.h b/include/cglm/call/cam.h index 017b6fc..d9567ec 100644 --- a/include/cglm/call/cam.h +++ b/include/cglm/call/cam.h @@ -15,23 +15,17 @@ extern "C" { CGLM_EXPORT void -glmc_frustum(float left, - float right, - float bottom, - float top, - float nearVal, - float farVal, - mat4 dest); +glmc_frustum(float left, float right, + float bottom, float top, + float nearZ, float farZ, + mat4 dest); CGLM_EXPORT void -glmc_ortho(float left, - float right, - float bottom, - float top, - float nearVal, - float farVal, - mat4 dest); +glmc_ortho(float left, float right, + float bottom, float top, + float nearZ, float farZ, + mat4 dest); CGLM_EXPORT void @@ -55,11 +49,7 @@ glmc_ortho_default_s(float aspect, float size, mat4 dest); CGLM_EXPORT void -glmc_perspective(float fovy, - float aspect, - float nearVal, - float farVal, - mat4 dest); +glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest); CGLM_EXPORT void @@ -88,8 +78,8 @@ glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest); CGLM_EXPORT void glmc_persp_decomp(mat4 proj, - float * __restrict nearVal, - float * __restrict farVal, + float * __restrict nearZ, + float * __restrict farZ, float * __restrict top, float * __restrict bottom, float * __restrict left, @@ -114,16 +104,16 @@ glmc_persp_decomp_y(mat4 proj, CGLM_EXPORT void glmc_persp_decomp_z(mat4 proj, - float * __restrict nearVal, - float * __restrict farVal); + float * __restrict nearZ, + float * __restrict farZ); CGLM_EXPORT void -glmc_persp_decomp_far(mat4 proj, float * __restrict farVal); +glmc_persp_decomp_far(mat4 proj, float * __restrict farZ); CGLM_EXPORT void -glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal); +glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ); CGLM_EXPORT float diff --git a/include/cglm/cam.h b/include/cglm/cam.h index bbe7fec..e8f6595 100644 --- a/include/cglm/cam.h +++ b/include/cglm/cam.h @@ -7,13 +7,13 @@ /* Functions: - CGLM_INLINE void glm_frustum(float left, float right, - float bottom, float top, - float nearVal, float farVal, + CGLM_INLINE void glm_frustum(float left, float right, + float bottom, float top, + float nearZ, float farZ, mat4 dest) - CGLM_INLINE void glm_ortho(float left, float right, - float bottom, float top, - float nearVal, float farVal, + CGLM_INLINE void glm_ortho(float left, float right, + float bottom, float top, + float nearZ, float farZ, mat4 dest) CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest) CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) @@ -22,8 +22,8 @@ CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest) CGLM_INLINE void glm_perspective(float fovy, float aspect, - float nearVal, - float farVal, + float nearZ, + float farZ, mat4 dest) CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj) @@ -31,15 +31,15 @@ CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) CGLM_INLINE void glm_persp_decomp(mat4 proj, - float *nearVal, float *farVal, - float *top, float *bottom, - float *left, float *right) + float *nearZ, float *farZ, + float *top, float *bottom, + float *left, float *right) CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]) CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right) CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom) CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv) - CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal) - CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal) + CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farZ) + CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearZ) CGLM_INLINE float glm_persp_fovy(mat4 proj) CGLM_INLINE float glm_persp_aspect(mat4 proj) CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest) @@ -58,32 +58,32 @@ * @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 * @param[out] dest result matrix */ CGLM_INLINE void glm_frustum(float left, float right, float bottom, float top, - float nearVal, float farVal, + float nearZ, float farZ, mat4 dest) { float rl, tb, fn, nv; glm_mat4_zero(dest); - rl = 1.0f / (right - left); - tb = 1.0f / (top - bottom); - fn =-1.0f / (farVal - nearVal); - nv = 2.0f * nearVal; + rl = 1.0f / (right - left); + tb = 1.0f / (top - bottom); + fn =-1.0f / (farZ - nearZ); + nv = 2.0f * nearZ; dest[0][0] = nv * rl; dest[1][1] = nv * tb; - dest[2][0] = (right + left) * rl; - dest[2][1] = (top + bottom) * tb; - dest[2][2] = (farVal + nearVal) * fn; + dest[2][0] = (right + left) * rl; + dest[2][1] = (top + bottom) * tb; + dest[2][2] = (farZ + nearZ) * fn; dest[2][3] =-1.0f; - dest[3][2] = farVal * nv * fn; + dest[3][2] = farZ * nv * fn; } /*! @@ -93,30 +93,30 @@ glm_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 * @param[out] dest result matrix */ CGLM_INLINE void glm_ortho(float left, float right, float bottom, float top, - float nearVal, float farVal, + float nearZ, float farZ, mat4 dest) { float rl, tb, fn; glm_mat4_zero(dest); - rl = 1.0f / (right - left); - tb = 1.0f / (top - bottom); - fn =-1.0f / (farVal - nearVal); + rl = 1.0f / (right - left); + tb = 1.0f / (top - bottom); + fn =-1.0f / (farZ - nearZ); dest[0][0] = 2.0f * rl; dest[1][1] = 2.0f * tb; dest[2][2] = 2.0f * fn; - dest[3][0] =-(right + left) * rl; - dest[3][1] =-(top + bottom) * tb; - dest[3][2] = (farVal + nearVal) * fn; + dest[3][0] =-(right + left) * rl; + dest[3][1] =-(top + bottom) * tb; + dest[3][2] = (farZ + nearZ) * fn; dest[3][3] = 1.0f; } @@ -227,29 +227,25 @@ glm_ortho_default_s(float aspect, float size, mat4 dest) { * * @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 * @param[out] dest result matrix */ CGLM_INLINE void -glm_perspective(float fovy, - float aspect, - float nearVal, - float farVal, - mat4 dest) { +glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) { float f, fn; glm_mat4_zero(dest); f = 1.0f / tanf(fovy * 0.5f); - fn = 1.0f / (nearVal - farVal); + fn = 1.0f / (nearZ - farZ); dest[0][0] = f / aspect; dest[1][1] = f; - dest[2][2] = (nearVal + farVal) * fn; + dest[2][2] = (nearZ + farZ) * fn; dest[2][3] =-1.0f; - dest[3][2] = 2.0f * nearVal * farVal * fn; + dest[3][2] = 2.0f * nearZ * farZ * fn; } /*! @@ -263,17 +259,17 @@ glm_perspective(float fovy, CGLM_INLINE void glm_persp_move_far(mat4 proj, float deltaFar) { - float fn, farVal, nearVal, p22, p32; + float fn, farZ, nearZ, p22, p32; p22 = proj[2][2]; p32 = proj[3][2]; - nearVal = p32 / (p22 - 1.0f); - farVal = p32 / (p22 + 1.0f) + deltaFar; - fn = 1.0f / (nearVal - farVal); + nearZ = p32 / (p22 - 1.0f); + farZ = p32 / (p22 + 1.0f) + deltaFar; + fn = 1.0f / (nearZ - farZ); - proj[2][2] = (nearVal + farVal) * fn; - proj[3][2] = 2.0f * nearVal * farVal * fn; + proj[2][2] = (nearZ + farZ) * fn; + proj[3][2] = 2.0f * nearZ * farZ * fn; } /*! @@ -388,8 +384,8 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { * @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 @@ -398,9 +394,9 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { CGLM_INLINE void glm_persp_decomp(mat4 proj, - float * __restrict nearVal, float * __restrict farVal, - float * __restrict top, float * __restrict bottom, - float * __restrict left, float * __restrict right) { + float * __restrict nearZ, float * __restrict farZ, + float * __restrict top, float * __restrict bottom, + float * __restrict left, float * __restrict right) { float m00, m11, m20, m21, m22, m32, n, f; float n_m11, n_m00; @@ -417,8 +413,8 @@ glm_persp_decomp(mat4 proj, n_m11 = n / m11; n_m00 = n / m00; - *nearVal = n; - *farVal = f; + *nearZ = n; + *farZ = f; *bottom = n_m11 * (m21 - 1.0f); *top = n_m11 * (m21 + 1.0f); *left = n_m00 * (m20 - 1.0f); @@ -452,14 +448,14 @@ void glm_persp_decomp_x(mat4 proj, float * __restrict left, float * __restrict right) { - float nearVal, m20, m00; + float nearZ, m20, m00; m00 = proj[0][0]; m20 = proj[2][0]; - nearVal = proj[3][2] / (proj[3][3] - 1.0f); - *left = nearVal * (m20 - 1.0f) / m00; - *right = nearVal * (m20 + 1.0f) / m00; + nearZ = proj[3][2] / (proj[3][3] - 1.0f); + *left = nearZ * (m20 - 1.0f) / m00; + *right = nearZ * (m20 + 1.0f) / m00; } /*! @@ -475,14 +471,14 @@ void glm_persp_decomp_y(mat4 proj, float * __restrict top, float * __restrict bottom) { - float nearVal, m21, m11; + float nearZ, m21, m11; m21 = proj[2][1]; m11 = proj[1][1]; - nearVal = proj[3][2] / (proj[3][3] - 1.0f); - *bottom = nearVal * (m21 - 1) / m11; - *top = nearVal * (m21 + 1) / m11; + nearZ = proj[3][2] / (proj[3][3] - 1.0f); + *bottom = nearZ * (m21 - 1) / m11; + *top = nearZ * (m21 + 1) / m11; } /*! @@ -490,45 +486,43 @@ glm_persp_decomp_y(mat4 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 -glm_persp_decomp_z(mat4 proj, - float * __restrict nearVal, - float * __restrict farVal) { +glm_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) { float m32, m22; m32 = proj[3][2]; m22 = proj[2][2]; - *nearVal = m32 / (m22 - 1.0f); - *farVal = m32 / (m22 + 1.0f); + *nearZ = m32 / (m22 - 1.0f); + *farZ = m32 / (m22 + 1.0f); } /*! * @brief decomposes far value of perspective projection. * * @param[in] proj perspective projection matrix - * @param[out] farVal far + * @param[out] farZ far */ CGLM_INLINE void -glm_persp_decomp_far(mat4 proj, float * __restrict farVal) { - *farVal = proj[3][2] / (proj[2][2] + 1.0f); +glm_persp_decomp_far(mat4 proj, float * __restrict farZ) { + *farZ = proj[3][2] / (proj[2][2] + 1.0f); } /*! * @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 -glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) { - *nearVal = proj[3][2] / (proj[2][2] - 1.0f); +glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) { + *nearZ = proj[3][2] / (proj[2][2] - 1.0f); } /*! @@ -566,15 +560,15 @@ glm_persp_aspect(mat4 proj) { CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest) { - float t, a, nearVal, farVal; + float t, a, nearZ, farZ; t = 2.0f * tanf(fovy * 0.5f); a = glm_persp_aspect(proj); - glm_persp_decomp_z(proj, &nearVal, &farVal); + glm_persp_decomp_z(proj, &nearZ, &farZ); - dest[1] = t * nearVal; - dest[3] = t * farVal; + dest[1] = t * nearZ; + dest[3] = t * farZ; dest[0] = a * dest[1]; dest[2] = a * dest[3]; } diff --git a/include/cglm/struct/cam.h b/include/cglm/struct/cam.h index dc2427f..c1e954b 100644 --- a/include/cglm/struct/cam.h +++ b/include/cglm/struct/cam.h @@ -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); } /*! diff --git a/src/cam.c b/src/cam.c index 39ac210..40db351 100644 --- a/src/cam.c +++ b/src/cam.c @@ -10,38 +10,20 @@ CGLM_EXPORT void -glmc_frustum(float left, - float right, - float bottom, - float top, - float nearVal, - float farVal, +glmc_frustum(float left, float right, + float bottom, float top, + float nearZ, float farZ, mat4 dest) { - glm_frustum(left, - right, - bottom, - top, - nearVal, - farVal, - dest); + glm_frustum(left, right, bottom, top, nearZ, farZ, dest); } CGLM_EXPORT void -glmc_ortho(float left, - float right, - float bottom, - float top, - float nearVal, - float farVal, - mat4 dest) { - glm_ortho(left, - right, - bottom, - top, - nearVal, - farVal, - dest); +glmc_ortho(float left, float right, + float bottom, float top, + float nearZ, float farZ, + mat4 dest) { + glm_ortho(left, right, bottom, top, nearZ, farZ, dest); } CGLM_EXPORT @@ -76,16 +58,8 @@ glmc_ortho_default_s(float aspect, float size, mat4 dest) { CGLM_EXPORT void -glmc_perspective(float fovy, - float aspect, - float nearVal, - float farVal, - mat4 dest) { - glm_perspective(fovy, - aspect, - nearVal, - farVal, - dest); +glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) { + glm_perspective(fovy, aspect, nearZ, farZ, dest); } CGLM_EXPORT @@ -108,10 +82,7 @@ glmc_perspective_resize(float aspect, mat4 proj) { CGLM_EXPORT void -glmc_lookat(vec3 eye, - vec3 center, - vec3 up, - mat4 dest) { +glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { glm_lookat(eye, center, up, dest); } @@ -130,13 +101,13 @@ glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) { CGLM_EXPORT void glmc_persp_decomp(mat4 proj, - float * __restrict nearVal, - float * __restrict farVal, + float * __restrict nearZ, + float * __restrict farZ, float * __restrict top, float * __restrict bottom, float * __restrict left, float * __restrict right) { - glm_persp_decomp(proj, nearVal, farVal, top, bottom, left, right); + glm_persp_decomp(proj, nearZ, farZ, top, bottom, left, right); } CGLM_EXPORT @@ -164,21 +135,21 @@ glmc_persp_decomp_y(mat4 proj, CGLM_EXPORT void glmc_persp_decomp_z(mat4 proj, - float * __restrict nearVal, - float * __restrict farVal) { - glm_persp_decomp_z(proj, nearVal, farVal); + float * __restrict nearZ, + float * __restrict farZ) { + glm_persp_decomp_z(proj, nearZ, farZ); } CGLM_EXPORT void -glmc_persp_decomp_far(mat4 proj, float * __restrict farVal) { - glm_persp_decomp_far(proj, farVal); +glmc_persp_decomp_far(mat4 proj, float * __restrict farZ) { + glm_persp_decomp_far(proj, farZ); } CGLM_EXPORT void -glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal) { - glm_persp_decomp_near(proj, nearVal); +glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ) { + glm_persp_decomp_near(proj, nearZ); } CGLM_EXPORT diff --git a/test/src/test_cam.c b/test/src/test_cam.c index ce89084..b5fbf2b 100644 --- a/test/src/test_cam.c +++ b/test/src/test_cam.c @@ -27,14 +27,14 @@ TEST_IMPL(camera_lookat) { TEST_IMPL(camera_decomp) { mat4 proj, proj2; vec4 sizes; - float aspect, fovy, nearVal, farVal; + float aspect, fovy, nearZ, farZ; aspect = 0.782f; fovy = glm_rad(49.984f); - nearVal = 0.1f; - farVal = 100.0f; + nearZ = 0.1f; + farZ = 100.0f; - glm_perspective(fovy, aspect, nearVal, farVal, proj); + glm_perspective(fovy, aspect, nearZ, farZ, proj); ASSERT(fabsf(aspect - glm_persp_aspect(proj)) < GLM_FLT_EPSILON) ASSERT(fabsf(fovy - glm_persp_fovy(proj)) < GLM_FLT_EPSILON) ASSERT(fabsf(49.984f - glm_deg(glm_persp_fovy(proj))) < GLM_FLT_EPSILON) @@ -45,8 +45,8 @@ TEST_IMPL(camera_decomp) { sizes[0] * 0.5f, -sizes[1] * 0.5f, sizes[1] * 0.5f, - nearVal, - farVal, + nearZ, + farZ, proj2); ASSERTIFY(test_assert_mat4_eq(proj, proj2))