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https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
bx math API cleanup.
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@@ -213,12 +213,12 @@ void mtxYawPitchRoll(float* __restrict _result
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, float _roll
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)
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{
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float sroll = bx::fsin(_roll);
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float croll = bx::fcos(_roll);
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float spitch = bx::fsin(_pitch);
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float cpitch = bx::fcos(_pitch);
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float syaw = bx::fsin(_yaw);
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float cyaw = bx::fcos(_yaw);
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float sroll = bx::sin(_roll);
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float croll = bx::cos(_roll);
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float spitch = bx::sin(_pitch);
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float cpitch = bx::cos(_pitch);
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float syaw = bx::sin(_yaw);
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float cyaw = bx::cos(_yaw);
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_result[ 0] = sroll * spitch * syaw + croll * cyaw;
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_result[ 1] = sroll * cpitch;
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@@ -1114,7 +1114,7 @@ void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, f
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{
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float si = float(int8_t(ff) ) / numSlicesf;
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const float nearp = l*(_near*bx::fpow(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
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const float nearp = l*(_near*bx::pow(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
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_splits[nn] = nearp; //near
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_splits[ff] = nearp * 1.005f; //far from previous split
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}
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@@ -1957,7 +1957,7 @@ public:
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const float camAspect = float(int32_t(m_viewState.m_width) ) / float(int32_t(m_viewState.m_height) );
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const float camNear = 0.1f;
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const float camFar = 2000.0f;
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const float projHeight = 1.0f/bx::ftan(bx::toRad(camFovy)*0.5f);
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const float projHeight = 1.0f/bx::tan(bx::toRad(camFovy)*0.5f);
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const float projWidth = projHeight * camAspect;
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bx::mtxProj(m_viewState.m_proj, camFovy, camAspect, camNear, camFar, caps->homogeneousDepth);
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cameraGetViewMtx(m_viewState.m_view);
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@@ -2204,16 +2204,16 @@ public:
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if (m_settings.m_updateScene) { m_timeAccumulatorScene += deltaTime; }
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// Setup lights.
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m_pointLight.m_position.m_x = bx::fcos(m_timeAccumulatorLight) * 20.0f;
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m_pointLight.m_position.m_x = bx::cos(m_timeAccumulatorLight) * 20.0f;
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m_pointLight.m_position.m_y = 26.0f;
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m_pointLight.m_position.m_z = bx::fsin(m_timeAccumulatorLight) * 20.0f;
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m_pointLight.m_position.m_z = bx::sin(m_timeAccumulatorLight) * 20.0f;
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m_pointLight.m_spotDirectionInner.m_x = -m_pointLight.m_position.m_x;
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m_pointLight.m_spotDirectionInner.m_y = -m_pointLight.m_position.m_y;
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m_pointLight.m_spotDirectionInner.m_z = -m_pointLight.m_position.m_z;
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m_directionalLight.m_position.m_x = -bx::fcos(m_timeAccumulatorLight);
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m_directionalLight.m_position.m_x = -bx::cos(m_timeAccumulatorLight);
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m_directionalLight.m_position.m_y = -1.0f;
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m_directionalLight.m_position.m_z = -bx::fsin(m_timeAccumulatorLight);
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m_directionalLight.m_position.m_z = -bx::sin(m_timeAccumulatorLight);
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// Setup instance matrices.
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float mtxFloor[16];
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@@ -2280,9 +2280,9 @@ public:
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, 0.0f
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, float(ii)
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, 0.0f
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, bx::fsin(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
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, bx::sin(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
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, 0.0f
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, bx::fcos(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
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, bx::cos(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
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);
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}
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@@ -2347,7 +2347,7 @@ public:
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{
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const float fovx = 143.98570868f + 3.51f + m_settings.m_fovXAdjust;
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const float fovy = 125.26438968f + 9.85f + m_settings.m_fovYAdjust;
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const float aspect = bx::ftan(bx::toRad(fovx*0.5f) )/bx::ftan(bx::toRad(fovy*0.5f) );
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const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
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bx::mtxProj(
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lightProj[ProjType::Vertical]
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@@ -2373,7 +2373,7 @@ public:
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const float fovx = 143.98570868f + 7.8f + m_settings.m_fovXAdjust;
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const float fovy = 125.26438968f + 3.0f + m_settings.m_fovYAdjust;
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const float aspect = bx::ftan(bx::toRad(fovx*0.5f) )/bx::ftan(bx::toRad(fovy*0.5f) );
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const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
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bx::mtxProj(
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lightProj[ProjType::Horizontal]
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@@ -2500,8 +2500,8 @@ public:
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if (m_settings.m_stabilize)
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{
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const float quantizer = 64.0f;
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scalex = quantizer / bx::fceil(quantizer / scalex);
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scaley = quantizer / bx::fceil(quantizer / scaley);
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scalex = quantizer / bx::ceil(quantizer / scalex);
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scaley = quantizer / bx::ceil(quantizer / scaley);
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}
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offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
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@@ -2510,8 +2510,8 @@ public:
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if (m_settings.m_stabilize)
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{
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const float halfSize = currentShadowMapSizef * 0.5f;
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offsetx = bx::fceil(offsetx * halfSize) / halfSize;
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offsety = bx::fceil(offsety * halfSize) / halfSize;
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offsetx = bx::ceil(offsetx * halfSize) / halfSize;
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offsety = bx::ceil(offsety * halfSize) / halfSize;
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}
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float mtxCrop[16];
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