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https://github.com/HandmadeMath/HandmadeMath.git
synced 2026-04-17 13:52:37 +00:00
Change naming convention for NO/ZO (the update tool needs updating)
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@@ -1697,10 +1697,10 @@ static inline HMM_Mat4 HMM_InvGeneralM4(HMM_Mat4 Matrix)
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* Common graphics transformations
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*/
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COVERAGE(HMM_Orthographic_N0_RH, 1)
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static inline HMM_Mat4 HMM_Orthographic_N0_RH(float Left, float Right, float Bottom, float Top, float Near, float Far)
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COVERAGE(HMM_Orthographic_RH_NO, 1)
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static inline HMM_Mat4 HMM_Orthographic_RH_NO(float Left, float Right, float Bottom, float Top, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Orthographic_N0_RH);
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ASSERT_COVERED(HMM_Orthographic_RH_NO);
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HMM_Mat4 Result = {0};
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@@ -1717,10 +1717,10 @@ static inline HMM_Mat4 HMM_Orthographic_N0_RH(float Left, float Right, float Bot
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return Result;
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}
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COVERAGE(HMM_Orthographic_Z0_RH, 1)
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static inline HMM_Mat4 HMM_Orthographic_Z0_RH(float Left, float Right, float Bottom, float Top, float Near, float Far)
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COVERAGE(HMM_Orthographic_RH_ZO, 1)
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static inline HMM_Mat4 HMM_Orthographic_RH_ZO(float Left, float Right, float Bottom, float Top, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Orthographic_Z0_RH);
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ASSERT_COVERED(HMM_Orthographic_RH_ZO);
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HMM_Mat4 Result = {0};
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@@ -1737,23 +1737,23 @@ static inline HMM_Mat4 HMM_Orthographic_Z0_RH(float Left, float Right, float Bot
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return Result;
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}
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COVERAGE(HMM_Orthographic_N0_LH, 1)
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static inline HMM_Mat4 HMM_Orthographic_N0_LH(float Left, float Right, float Bottom, float Top, float Near, float Far)
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COVERAGE(HMM_Orthographic_LH_NO, 1)
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static inline HMM_Mat4 HMM_Orthographic_LH_NO(float Left, float Right, float Bottom, float Top, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Orthographic_N0_LH);
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ASSERT_COVERED(HMM_Orthographic_LH_NO);
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HMM_Mat4 Result = HMM_Orthographic_N0_RH(Left, Right, Bottom, Top, Near, Far);
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HMM_Mat4 Result = HMM_Orthographic_RH_NO(Left, Right, Bottom, Top, Near, Far);
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Result.Elements[2][2] = -Result.Elements[2][2];
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return Result;
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}
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COVERAGE(HMM_Orthographic_Z0_LH, 1)
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static inline HMM_Mat4 HMM_Orthographic_Z0_LH(float Left, float Right, float Bottom, float Top, float Near, float Far)
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COVERAGE(HMM_Orthographic_LH_ZO, 1)
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static inline HMM_Mat4 HMM_Orthographic_LH_ZO(float Left, float Right, float Bottom, float Top, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Orthographic_Z0_LH);
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ASSERT_COVERED(HMM_Orthographic_LH_ZO);
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HMM_Mat4 Result = HMM_Orthographic_Z0_RH(Left, Right, Bottom, Top, Near, Far);
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HMM_Mat4 Result = HMM_Orthographic_RH_ZO(Left, Right, Bottom, Top, Near, Far);
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Result.Elements[2][2] = -Result.Elements[2][2];
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return Result;
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@@ -1777,10 +1777,10 @@ static inline HMM_Mat4 HMM_InvOrthographic(HMM_Mat4 OrthoMatrix)
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return Result;
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}
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COVERAGE(HMM_Perspective_N0_RH, 1)
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static inline HMM_Mat4 HMM_Perspective_N0_RH(float FOV, float AspectRatio, float Near, float Far)
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COVERAGE(HMM_Perspective_RH_NO, 1)
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static inline HMM_Mat4 HMM_Perspective_RH_NO(float FOV, float AspectRatio, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Perspective_N0_RH);
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ASSERT_COVERED(HMM_Perspective_RH_NO);
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HMM_Mat4 Result = {0};
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@@ -1797,10 +1797,10 @@ static inline HMM_Mat4 HMM_Perspective_N0_RH(float FOV, float AspectRatio, float
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return Result;
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}
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COVERAGE(HMM_Perspective_Z0_RH, 1)
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static inline HMM_Mat4 HMM_Perspective_Z0_RH(float FOV, float AspectRatio, float Near, float Far)
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COVERAGE(HMM_Perspective_RH_ZO, 1)
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static inline HMM_Mat4 HMM_Perspective_RH_ZO(float FOV, float AspectRatio, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Perspective_Z0_RH);
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ASSERT_COVERED(HMM_Perspective_RH_ZO);
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HMM_Mat4 Result = {0};
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@@ -1817,24 +1817,24 @@ static inline HMM_Mat4 HMM_Perspective_Z0_RH(float FOV, float AspectRatio, float
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return Result;
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}
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COVERAGE(HMM_Perspective_N0_LH, 1)
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static inline HMM_Mat4 HMM_Perspective_N0_LH(float FOV, float AspectRatio, float Near, float Far)
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COVERAGE(HMM_Perspective_LH_NO, 1)
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static inline HMM_Mat4 HMM_Perspective_LH_NO(float FOV, float AspectRatio, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Perspective_N0_LH);
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ASSERT_COVERED(HMM_Perspective_LH_NO);
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HMM_Mat4 Result = HMM_Perspective_N0_RH(FOV, AspectRatio, Near, Far);
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HMM_Mat4 Result = HMM_Perspective_RH_NO(FOV, AspectRatio, Near, Far);
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Result.Elements[2][2] = -Result.Elements[2][2];
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Result.Elements[2][3] = -Result.Elements[2][3];
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return Result;
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}
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COVERAGE(HMM_Perspective_Z0_LH, 1)
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static inline HMM_Mat4 HMM_Perspective_Z0_LH(float FOV, float AspectRatio, float Near, float Far)
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COVERAGE(HMM_Perspective_LH_ZO, 1)
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static inline HMM_Mat4 HMM_Perspective_LH_ZO(float FOV, float AspectRatio, float Near, float Far)
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{
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ASSERT_COVERED(HMM_Perspective_Z0_LH);
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ASSERT_COVERED(HMM_Perspective_LH_ZO);
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HMM_Mat4 Result = HMM_Perspective_Z0_RH(FOV, AspectRatio, Near, Far);
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HMM_Mat4 Result = HMM_Perspective_RH_ZO(FOV, AspectRatio, Near, Far);
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Result.Elements[2][2] = -Result.Elements[2][2];
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Result.Elements[2][3] = -Result.Elements[2][3];
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