Remove memzero
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@ -5,7 +5,7 @@ gb single-file public domain libraries for C & C++
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library | latest version | category | description
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----------------|----------------|----------|-------------
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**gb.h** | 0.20 | misc | Helper library (Standard library _improvement_)
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**gb_math.h** | 0.06f | math | Vector math library geared towards game development
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**gb_math.h** | 0.06g | math | Vector math library geared towards game development
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**gb_gl.h** | 0.05 | graphics | OpenGL Helper Library
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**gb_string.h** | 0.95a | strings | A better string library (this is built into gb.h too with custom allocator support!)
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**gb_ini.h** | 0.93 | misc | Simple ini file loader library
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20
gb_math.h
20
gb_math.h
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@ -1,8 +1,9 @@
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/* gb_math.h - v0.06f - public domain C math library - no warranty implied; use at your own risk
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/* gb_math.h - v0.06g - public domain C math library - no warranty implied; use at your own risk
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A C math library geared towards game development
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use '#define GB_MATH_IMPLEMENTATION' before including to create the implementation in _ONE_ file
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Version History:
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0.06g - Remove memzero
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0.06f - Remove warning on MSVC
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0.06e - Change brace style and fix some warnings
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0.06d - Bug fix
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@ -755,15 +756,6 @@ static void gb__memcpy_4byte(void *dest, void const *src, size_t size) {
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}
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}
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/* NOTE(bill): To remove the need for memset */
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static void gb__memzero_byte4(void *dest, size_t size) {
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unsigned *d = (unsigned *)dest;
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unsigned i;
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for (i = 0; i < size/4; i++)
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*d++ = 0;
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}
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float gb_to_radians(float degrees) { return degrees * GB_MATH_TAU / 360.0f; }
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float gb_to_degrees(float radians) { return radians * 360.0f / GB_MATH_TAU; }
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@ -1529,9 +1521,9 @@ void gb_mat4_ortho3d(gbMat4 *out, float left, float right, float bottom, float t
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void gb_mat4_perspective(gbMat4 *out, float fovy, float aspect, float z_near, float z_far) {
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float tan_half_fovy = gb_tan(0.5f * fovy);
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gbMat4 zero_mat = {0};
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gbFloat4 *m = gb_float44_m(out);
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gb__memzero_byte4(m, sizeof(gbMat4));
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*out = zero_mat;
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m[0][0] = 1.0f / (aspect*tan_half_fovy);
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m[1][1] = 1.0f / (tan_half_fovy);
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@ -1546,9 +1538,9 @@ void gb_mat4_infinite_perspective(gbMat4 *out, float fovy, float aspect, float z
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float right = range * aspect;
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float bottom = -range;
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float top = range;
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gbMat4 zero_mat = {0};
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gbFloat4 *m = gb_float44_m(out);
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gb__memzero_byte4(m, sizeof(gbMat4));
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*out = zero_mat;
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m[0][0] = (2.0f*z_near) / (right - left);
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m[1][1] = (2.0f*z_near) / (top - bottom);
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