diff options
author | vimene <vincent.menegaux@gmail.com> | 2023-12-03 09:27:32 +0100 |
---|---|---|
committer | vimene <vincent.menegaux@gmail.com> | 2023-12-03 09:27:32 +0100 |
commit | 48ec7df0fd27fab05c9918e83a3a7da1cc32d7a0 (patch) | |
tree | 259ec6e395e44b0af117adc9605203f8affb4b0f /src/fb/chfb.cpp | |
parent | 5a8bc0a4936cdd461c43740437541f8c991ff117 (diff) | |
download | engine-48ec7df0fd27fab05c9918e83a3a7da1cc32d7a0.tar.gz |
renamed MathVector{2,3,4} to Vector{2,3,4} and Mat4 to Matrix4 in engine::math
Diffstat (limited to 'src/fb/chfb.cpp')
-rw-r--r-- | src/fb/chfb.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/fb/chfb.cpp b/src/fb/chfb.cpp index 82b8f86..c0e5cc7 100644 --- a/src/fb/chfb.cpp +++ b/src/fb/chfb.cpp @@ -2,7 +2,7 @@ #include <array> #include <cmath> #include <vector> -#include "math/math_vector.h" +#include "math/vector.h" #include "o3d/vertex.h" #include "o3d/tri_vertex.h" #include "o3d/vertex_data.h" @@ -133,13 +133,13 @@ void CharacterFrameBuffer::draw_triangle(engine::o3d::TriangleVertex4 triangle) t1_2.vertex2.point.x *= 2.f; t1_2.vertex3.point.x *= 2.f; for (auto t2 : t1_2.crop_xy_out(-1.f, 1.f, -1.f, 1.f)) { - engine::math::MathVector2 pp1 = t2.vertex1.point.xy(), + engine::math::Vector2 pp1 = t2.vertex1.point.xy(), pp2 = t2.vertex2.point.xy(), pp3 = t2.vertex3.point.xy(); if ((pp2 - pp1).det(pp3 - pp1) >= 0.f) continue; - t2.vertex1.point = (t2.vertex1.point + engine::math::MathVector3{1.f, 1.f, 0.f}) / 2.f; - t2.vertex2.point = (t2.vertex2.point + engine::math::MathVector3{1.f, 1.f, 0.f}) / 2.f; - t2.vertex3.point = (t2.vertex3.point + engine::math::MathVector3{1.f, 1.f, 0.f}) / 2.f; + t2.vertex1.point = (t2.vertex1.point + engine::math::Vector3{1.f, 1.f, 0.f}) / 2.f; + t2.vertex2.point = (t2.vertex2.point + engine::math::Vector3{1.f, 1.f, 0.f}) / 2.f; + t2.vertex3.point = (t2.vertex3.point + engine::math::Vector3{1.f, 1.f, 0.f}) / 2.f; float fw = static_cast<float>(w), fh = static_cast<float>(h); t2.vertex1.point.x = t2.vertex1.point.x * fw - .5f; t2.vertex1.point.y = t2.vertex1.point.y * fh - .5f; |