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-rw-r--r--vis.c30
1 files changed, 9 insertions, 21 deletions
diff --git a/vis.c b/vis.c
index dbd08f1..89b862f 100644
--- a/vis.c
+++ b/vis.c
@@ -97,18 +97,6 @@ static int depthon;
static int abuffon;
Color (*tsampler)(Texture*,Point2);
-static int
-min(int a, int b)
-{
- return a < b? a: b;
-}
-
-static int
-max(int a, int b)
-{
- return a > b? a: b;
-}
-
static Point3
Vecquat(Quaternion q)
{
@@ -151,13 +139,13 @@ gouraudvshader(VSparams *sp)
ambient = mulpt3(lightc, Ka);
ambient = modulapt3(ambient, m.diffuse);
- Kd = fmax(0, dotvec3(sp->v->n, lightdir));
+ Kd = max(0, dotvec3(sp->v->n, lightdir));
diffuse = mulpt3(lightc, Kd);
diffuse = modulapt3(diffuse, m.diffuse);
lookdir = normvec3(subpt3(sp->su->camera->p, pos));
lightdir = qrotate(lightdir, sp->v->n, PI);
- spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess);
+ spec = pow(max(0, dotvec3(lookdir, lightdir)), m.shininess);
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
@@ -263,7 +251,7 @@ phongshader(FSparams *sp)
ambient = mulpt3(lightc, Ka);
ambient = modulapt3(ambient, m.diffuse);
- Kd = fmax(0, dotvec3(n, lightdir));
+ Kd = max(0, dotvec3(n, lightdir));
diffuse = mulpt3(lightc, Kd);
diffuse = modulapt3(diffuse, m.diffuse);
@@ -272,7 +260,7 @@ phongshader(FSparams *sp)
lookdir = normvec3(subpt3(sp->su->camera->p, pos));
lightdir = qrotate(lightdir, n, PI);
- spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess);
+ spec = pow(max(0, dotvec3(lookdir, lightdir)), m.shininess);
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
@@ -335,7 +323,7 @@ blinnshader(FSparams *sp)
ambient = mulpt3(lightc, Ka);
ambient = modulapt3(ambient, m.diffuse);
- Kd = fmax(0, dotvec3(n, lightdir));
+ Kd = max(0, dotvec3(n, lightdir));
diffuse = mulpt3(lightc, Kd);
diffuse = modulapt3(diffuse, m.diffuse);
@@ -344,7 +332,7 @@ blinnshader(FSparams *sp)
lookdir = normvec3(subpt3(sp->su->camera->p, pos));
lightdir = normvec3(addpt3(lookdir, lightdir)); /* half vector */
- spec = pow(fmax(0, dotvec3(n, lightdir)), m.shininess);
+ spec = pow(max(0, dotvec3(n, lightdir)), m.shininess);
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
@@ -362,7 +350,7 @@ toonvshader(VSparams *sp)
sp->v->n = model2world(sp->su->entity, sp->v->n);
pos = model2world(sp->su->entity, sp->v->p);
lightdir = normvec3(subpt3(light.p, pos));
- intens = fmax(0, dotvec3(sp->v->n, lightdir));
+ intens = max(0, dotvec3(sp->v->n, lightdir));
addvattr(sp->v, "intensity", VANumber, &intens);
if(sp->v->mtl != nil)
sp->v->c = sp->v->mtl->diffuse;
@@ -496,8 +484,8 @@ boxshader(FSparams *sp)
p = Pt2(fabs(uv.x - 0.5), fabs(uv.y - 0.5), 1);
p = subpt2(p, r);
- p.x = fmax(p.x, 0);
- p.y = fmax(p.y, 0);
+ p.x = max(p.x, 0);
+ p.y = max(p.y, 0);
if(vec2len(p) > 0)
return Vec3(0,0,0);