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authorchai <chaifix@163.com>2020-07-11 00:29:49 +0800
committerchai <chaifix@163.com>2020-07-11 00:29:49 +0800
commite849a07762a2feb3f124a08d50adeed52f085d5b (patch)
tree69207f80cf3372c6d5801d006966888f219e2a19 /src/core/rasterizer.c
parent44e6647ab365a9261c904be839e356c06a545907 (diff)
*加internal前缀
Diffstat (limited to 'src/core/rasterizer.c')
-rw-r--r--src/core/rasterizer.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/core/rasterizer.c b/src/core/rasterizer.c
index d926cb0..0c78893 100644
--- a/src/core/rasterizer.c
+++ b/src/core/rasterizer.c
@@ -50,7 +50,7 @@ bool ssrR_barycentric(Vec2* A, Vec2* B, Vec2* C, Vec2* p, Vec3* out) {
Vec3 s[2], u;
s[0].x = C->x - A->x; s[0].y = B->x - A->x; s[0].z = A->x - p->x;
s[1].x = C->y - A->y; s[1].y = B->y - A->y; s[1].z = A->y - p->y;
- vec3_cross(&s[0], &s[1], &u);
+ internal_vec3_cross(&s[0], &s[1], &u);
if (compare(u.z, 0)) {
return 0;
} else {
@@ -93,9 +93,9 @@ void ssrR_triangle(
ssr_assert(CA && CB && CC && program);
Vec4 SA, SB, SC;
- vec4_dividewnoz(CA, &SA); ssrU_viewport(&SA, &SA);
- vec4_dividewnoz(CB, &SB); ssrU_viewport(&SB, &SB);
- vec4_dividewnoz(CC, &SC); ssrU_viewport(&SC, &SC);
+ internal_vec4_dividewnoz(CA, &SA); ssrU_viewport(&SA, &SA);
+ internal_vec4_dividewnoz(CB, &SB); ssrU_viewport(&SB, &SB);
+ internal_vec4_dividewnoz(CC, &SC); ssrU_viewport(&SC, &SC);
/*
puttriangle(&SA, &SB, &SC, 0xffff0000);
@@ -151,7 +151,7 @@ void ssrR_triangle(
for (p.x = from; order * (p.x - to) <= 0; p.x += order) { \
/*calculate barycentric coordinate*/ \
s[0].z = sa->x - p.x; \
- vec3_cross(&s[0], &s[1], &u); \
+ internal_vec3_cross(&s[0], &s[1], &u); \
discardif(compare(u.z, 0)); \
u.z = 1.f / u.z; \
bc.x = 1.f - (u.x + u.y) * u.z; \
@@ -160,7 +160,7 @@ void ssrR_triangle(
discardif(bc.x < 0 || bc.y < 0 || bc.z < 0); \
/*perspective correction*/ \
bc.x *= CAw; bc.y *= CBw; bc.z *= CCw; \
- vec3_scale(&bc, 1.f / (bc.x + bc.y + bc.z), &bc); \
+ internal_vec3_scale(&bc, 1.f / (bc.x + bc.y + bc.z), &bc); \
/*early depth testing*/ \
if(depth_test){ \
depth = bc.x*sa->z + bc.y*sb->z + bc.z*sc->z; \
@@ -238,8 +238,8 @@ void ssrR_line(
ssr_assert(CA && CB && program && uniforms);
Vec4 SA, SB;
- vec4_dividewnoz(CA, &SA); ssrU_viewport(&SA, &SA);
- vec4_dividewnoz(CB, &SB); ssrU_viewport(&SB, &SB);
+ internal_vec4_dividewnoz(CA, &SA); ssrU_viewport(&SA, &SA);
+ internal_vec4_dividewnoz(CB, &SB); ssrU_viewport(&SB, &SB);
FragmentShader frag_shader = program->fragmentshader;
@@ -329,7 +329,7 @@ void ssrR_point(Vec4* CA, uint IA, Program* program, UniformCollection* uniforms
FragmentShader frag_shader = program->fragmentshader;
Vec3 SA;
- vec4_dividew(CA, &SA); ssrU_viewport(&SA, &SA);
+ internal_vec4_dividew(CA, &SA); ssrU_viewport(&SA, &SA);
bool depth_test = ssr_isenable(ENABLE_DEPTHTEST);
bool blend = ssr_isenable(ENABLE_BLEND);