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Matrix variables renaming

raysan5 há 9 anos atrás
pai
commit
891c4a458a
2 ficheiros alterados com 16 adições e 16 exclusões
  1. 6 6
      src/core.c
  2. 10 10
      src/rlgl.c

+ 6 - 6
src/core.c

@@ -774,8 +774,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
 {
     Ray ray;
 
-    Matrix proj = MatrixIdentity();
-    Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
+    Matrix matProj = MatrixIdentity();
+    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
 
     // Calculate projection matrix for the camera
     float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
@@ -783,8 +783,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
     double right = top*aspect;
 
     // NOTE: zNear and zFar values are important for depth
-    proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
-    MatrixTranspose(&proj);
+    matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
+    MatrixTranspose(&matProj);
 
     // NOTE: Our screen origin is top-left instead of bottom-left: transform required!
     float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
@@ -797,8 +797,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
     Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
     Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
 
-    nearPoint = rlglUnproject(nearPoint, proj, view);
-    farPoint = rlglUnproject(farPoint, proj, view);     // TODO: it seems it doesn't work...
+    nearPoint = rlglUnproject(nearPoint, matProj, matView);
+    farPoint = rlglUnproject(farPoint, matProj, matView);     // TODO: it seems it doesn't work...
 
     Vector3 direction = VectorSubtract(farPoint, nearPoint);
     VectorNormalize(&direction);

+ 10 - 10
src/rlgl.c

@@ -397,33 +397,33 @@ void rlLoadIdentity(void)
 // Multiply the current matrix by a translation matrix
 void rlTranslatef(float x, float y, float z)
 {
-    Matrix mat = MatrixTranslate(x, y, z);
-    MatrixTranspose(&mat);
+    Matrix matTranslation = MatrixTranslate(x, y, z);
+    MatrixTranspose(&matTranslation);
 
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+    *currentMatrix = MatrixMultiply(*currentMatrix, matTranslation);
 }
 
 // Multiply the current matrix by a rotation matrix
 void rlRotatef(float angleDeg, float x, float y, float z)
 {
-    Matrix rotation = MatrixIdentity();
+    Matrix matRotation = MatrixIdentity();
 
     Vector3 axis = (Vector3){ x, y, z };
     VectorNormalize(&axis);
-    rotation = MatrixRotate(angleDeg*DEG2RAD, axis);
+    matRotation = MatrixRotate(angleDeg*DEG2RAD, axis);
 
-    MatrixTranspose(&rotation);
+    MatrixTranspose(&matRotation);
 
-    *currentMatrix = MatrixMultiply(*currentMatrix, rotation);
+    *currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
 }
 
 // Multiply the current matrix by a scaling matrix
 void rlScalef(float x, float y, float z)
 {
-    Matrix mat = MatrixScale(x, y, z);
-    MatrixTranspose(&mat);
+    Matrix matScale = MatrixScale(x, y, z);
+    MatrixTranspose(&matScale);
 
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+    *currentMatrix = MatrixMultiply(*currentMatrix, matScale);
 }
 
 // Multiply the current matrix by another matrix