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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 12:06:07 +08:00

Fixed conflict between min/max macros and std::min/max when using GCC >= 4.2.

This commit is contained in:
Scott Ehlert
2011-04-28 01:28:41 -05:00
parent afe9f41508
commit 14deb350cf
265 changed files with 904 additions and 947 deletions

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@ -92,7 +92,7 @@ HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
// FIXME: It's unclear that we want to do this for cheap water
// but the code did this previously and I didn't want to change it
HALF flDotResult = dot( worldSpaceEye, worldSpaceNormal );
flDotResult = 1.0f - max( 0.0f, flDotResult );
flDotResult = 1.0f - MAX( 0.0f, flDotResult );
HALF flFresnelFactor = flDotResult * flDotResult;
flFresnelFactor *= flFresnelFactor;

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@ -227,8 +227,8 @@ HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
float minb=modt.g-modt.r;
float maxb=modt.g+modt.r;
#else
float minb=max(0,modt.g-modt.r);
float maxb=min(1,modt.g+modt.r);
float minb=MAX(0,modt.g-modt.r);
float maxb=MIN(1,modt.g+modt.r);
#endif
blendfactor=smoothstep(minb,maxb,blendfactor);
#endif

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@ -174,7 +174,7 @@ HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
// 0.125-1.0 = selfillum*(1+alpha-0.125)*8 (over bright glows)
HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
half Adj_Alpha=8*envmapMaskTexel.a;
diffuseComponent=( max( 0, 1-Adj_Alpha ) * diffuseComponent) + Adj_Alpha * selfIllumComponent;
diffuseComponent=( MAX( 0, 1-Adj_Alpha ) * diffuseComponent) + Adj_Alpha * selfIllumComponent;
#else
if( bSelfIllum )
{

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@ -61,7 +61,7 @@ HALF3 CalcReflectionVectorUnnormalized( HALF3 normal, HALF3 eyeVector )
float3 HuePreservingColorClamp( float3 c )
{
// Get the max of all of the color components and a specified maximum amount
float maximum = max( max( c.x, c.y ), max( c.z, 1.0f ) );
float maximum = MAX( MAX( c.x, c.y ), MAX( c.z, 1.0f ) );
return (c / maximum);
}
@ -69,7 +69,7 @@ float3 HuePreservingColorClamp( float3 c )
HALF3 HuePreservingColorClamp( HALF3 c, HALF maxVal )
{
// Get the max of all of the color components and a specified maximum amount
float maximum = max( max( c.x, c.y ), max( c.z, maxVal ) );
float maximum = MAX( MAX( c.x, c.y ), MAX( c.z, maxVal ) );
return (c * ( maxVal / maximum ) );
}
@ -134,14 +134,14 @@ float4 CompressHDR( float3 input )
{
// FIXME: want to use min so that we clamp to white, but what happens if we
// have an albedo component that's less than 1/MAX_HDR_OVERBRIGHT?
// float fMax = max( max( color.r, color.g ), color.b );
// float fMax = MAX( MAX( color.r, color.g ), color.b );
float4 output;
float fMax = min( min( input.r, input.g ), input.b );
float fMax = MIN( MIN( input.r, input.g ), input.b );
if( fMax > 1.0f )
{
float oofMax = 1.0f / fMax;
output.rgb = oofMax * input.rgb;
output.a = min( fMax / MAX_HDR_OVERBRIGHT, 1.0f );
output.a = MIN( fMax / MAX_HDR_OVERBRIGHT, 1.0f );
}
else
{

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@ -182,7 +182,7 @@ float CalcWaterFogAlpha( const float flWaterZ, const float flEyePosZ, const floa
// if flDepthFromWater < 0, then set it to 0
// This is the equivalent of moving the vert to the water surface if it's above the water surface
// We'll do this with the saturate at the end instead.
// flDepthFromWater = max( 0.0f, flDepthFromWater );
// flDepthFromWater = MAX( 0.0f, flDepthFromWater );
// Calculate the ratio of water fog to regular fog (ie. how much of the distance from the viewer
// to the vert is actually underwater.
@ -356,7 +356,7 @@ float2 CalcParallaxedTexCoord( float2 inTexCoord, float2 vParallax, float3 vNorm
float sh4 = (tex2D( sNormalMap, texSampleBase + inXY * 0.22 ).w - sh0 - 0.22 ) * 12 * fShadowSoftening;
// Compute the actual shadow strength:
float fShadow = 1 - max( max( max( max( max( max( shA, sh9 ), sh8 ), sh7 ), sh6 ), sh5 ), sh4 );
float fShadow = 1 - MAX( MAX( MAX( MAX( MAX( MAX( shA, sh9 ), sh8 ), sh7 ), sh6 ), sh5 ), sh4 );
cResultColor.rgb *= fShadow * 0.6 + 0.4;
}
@ -379,8 +379,8 @@ float2 CalcParallaxedTexCoord( float2 inTexCoord, float2 vParallax, float3 vNorm
float4 RGBtoHSL( float4 inColor )
{
float h, s;
float flMax = max( inColor.r, max( inColor.g, inColor.b ) );
float flMin = min( inColor.r, min( inColor.g, inColor.b ) );
float flMax = MAX( inColor.r, MAX( inColor.g, inColor.b ) );
float flMin = MIN( inColor.r, MIN( inColor.g, inColor.b ) );
float l = (flMax + flMin) / 2.0f;

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@ -119,7 +119,7 @@ float3 DiffuseTerm( const bool bHalfLambert, const float3 worldNormal, const flo
}
else
{
fResult = max( 0.0f, NDotL ); // Saturate pure Lambertian term
fResult = MAX( 0.0f, NDotL ); // Saturate pure Lambertian term
}
if ( bDoDirectionalDiffuse )

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@ -185,7 +185,7 @@ float WaterFog( const float3 worldPos, const float3 projPos )
// if $tmp.x < 0, then set it to 0
// This is the equivalent of moving the vert to the water surface if it's above the water surface
tmp.x = max( cZero, tmp.x );
tmp.x = MAX( cZero, tmp.x );
// $tmp.w = $tmp.x / $tmp.y
tmp.w = tmp.x / tmp.y;
@ -392,7 +392,7 @@ float3 SpotLight( const float3 worldPos, const float3 worldNormal, int lightNum,
{
// compute n dot l
nDotL = dot( worldNormal, lightDir );
nDotL = max( cZero, nDotL );
nDotL = MAX( cZero, nDotL );
}
else
{
@ -404,9 +404,9 @@ float3 SpotLight( const float3 worldPos, const float3 worldNormal, int lightNum,
// compute angular attenuation
float flCosTheta = dot( cLightInfo[lightNum].dir, -lightDir );
float flAngularAtten = (flCosTheta - cLightInfo[lightNum].spotParams.z) * cLightInfo[lightNum].spotParams.w;
flAngularAtten = max( cZero, flAngularAtten );
flAngularAtten = MAX( cZero, flAngularAtten );
flAngularAtten = pow( flAngularAtten, cLightInfo[lightNum].spotParams.x );
flAngularAtten = min( cOne, flAngularAtten );
flAngularAtten = MIN( cOne, flAngularAtten );
return cLightInfo[lightNum].color * flDistanceAttenuation * flAngularAtten * nDotL;
}
@ -443,7 +443,7 @@ float3 PointLight( const float3 worldPos, const float3 worldNormal, int lightNum
{
// compute n dot l
NDotL = dot( worldNormal, lightDir );
NDotL = max( cZero, NDotL );
NDotL = MAX( cZero, NDotL );
}
else
{
@ -463,7 +463,7 @@ float3 DirectionalLight( const float3 worldNormal, int lightNum, bool bHalfLambe
{
// compute n dot l
NDotL = dot( worldNormal, -cLightInfo[lightNum].dir );
NDotL = max( cZero, NDotL );
NDotL = MAX( cZero, NDotL );
}
else
{
@ -670,9 +670,9 @@ float3 Compute_SpotLightVertexColor( const float3 worldPos, const float3 worldNo
float flCosTheta = dot( cLightInfo[lightNum].dir, -lightDir );
float flAngularAtten = (flCosTheta - cLightInfo[lightNum].spotParams.z) * cLightInfo[lightNum].spotParams.w;
flAngularAtten = max( 0.0f, flAngularAtten );
flAngularAtten = MAX( 0.0f, flAngularAtten );
flAngularAtten = pow( flAngularAtten, cLightInfo[lightNum].spotParams.x );
flAngularAtten = min( 1.0f, flAngularAtten );
flAngularAtten = MIN( 1.0f, flAngularAtten );
return flDistanceAttenuation * flAngularAtten * cLightInfo[lightNum].color;
}