forked from enlightenment/efl
Evas 3d: Fix compilation for Windows
near and far are #defined in windows.h. Old legacy stuff. To be sure the code compiles, rename the variables. Fixes T3423
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@ -1155,17 +1155,17 @@ _evas_canvas3d_mesh_convex_hull_data_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh
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EOLIAN static void
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EOLIAN static void
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_evas_canvas3d_mesh_lod_boundary_set(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd,
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_evas_canvas3d_mesh_lod_boundary_set(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd,
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Evas_Real near, Evas_Real far)
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Evas_Real near_lod, Evas_Real far_lod)
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{
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{
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pd->near_lod_boundary = near;
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pd->near_lod_boundary = near_lod;
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pd->far_lod_boundary = far;
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pd->far_lod_boundary = far_lod;
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}
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}
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EOLIAN static void
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EOLIAN static void
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_evas_canvas3d_mesh_lod_boundary_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd,
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_evas_canvas3d_mesh_lod_boundary_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd,
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Evas_Real *near, Evas_Real *far)
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Evas_Real *near_lod, Evas_Real *far_lod)
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{
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{
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*near = pd->near_lod_boundary;
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*near_lod = pd->near_lod_boundary;
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*far = pd->far_lod_boundary;
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*far_lod = pd->far_lod_boundary;
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}
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}
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#include "canvas/evas_canvas3d_mesh.eo.c"
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#include "canvas/evas_canvas3d_mesh.eo.c"
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@ -415,8 +415,8 @@ class Evas.Canvas3D.Mesh (Evas.Canvas3D.Object, Evas.Common_Interface, Efl.File)
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See also @Evas.Canvas3D.Mesh.lod_boundary.set.]]
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See also @Evas.Canvas3D.Mesh.lod_boundary.set.]]
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}
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}
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values {
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values {
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near: Evas.Real; [[up boundary]]
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near_lod: Evas.Real; [[up boundary]]
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far: Evas.Real; [[down boundary]]
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far_lod: Evas.Real; [[down boundary]]
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}
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}
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}
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}
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}
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}
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@ -322,7 +322,7 @@ static void
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matrix_ortho(GLfloat *m,
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matrix_ortho(GLfloat *m,
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GLfloat l, GLfloat r,
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GLfloat l, GLfloat r,
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GLfloat t, GLfloat b,
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GLfloat t, GLfloat b,
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GLfloat near, GLfloat far,
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GLfloat near_, GLfloat far_,
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int rot, int vw, int vh,
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int rot, int vw, int vh,
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int foc, GLfloat orth)
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int foc, GLfloat orth)
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{
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{
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@ -366,12 +366,12 @@ matrix_ortho(GLfloat *m,
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m[8] = 0.0;
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m[8] = 0.0;
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m[9] = 0.0;
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m[9] = 0.0;
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m[10] = -(2.0 / (far - near));
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m[10] = -(2.0 / (far_ - near_));
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m[11] = 1.0 / (GLfloat)foc;
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m[11] = 1.0 / (GLfloat)foc;
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m[12] = (m[0] * tx) + (m[4] * ty) - ((r + l) / (r - l));
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m[12] = (m[0] * tx) + (m[4] * ty) - ((r + l) / (r - l));
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m[13] = (m[1] * tx) + (m[5] * ty) - ((t + b) / (t - b));
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m[13] = (m[1] * tx) + (m[5] * ty) - ((t + b) / (t - b));
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m[14] = (m[2] * tx) + (m[6] * ty) - ((near + far) / (far - near));
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m[14] = (m[2] * tx) + (m[6] * ty) - ((near_ + far_) / (far_ - near_));
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m[15] = (m[3] * tx) + (m[7] * ty) + orth;
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m[15] = (m[3] * tx) + (m[7] * ty) + orth;
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}
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}
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