Home
last modified time | relevance | path

Searched refs:y (Results 1 – 25 of 142) sorted by relevance

123456

/NW4C-1.2.23/sources/shaders/gfx/DefaultShader/
DTransformMatrix.vsh26 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
36 add TEMP1.y, TEMP1.y, TEMP2.y
40 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
43 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.y]._XYZW
44 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.y]._XYZW
45 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW
55 add TEMP1.y, TEMP1.y, TEMP2.y
59 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
62 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.y]._XYZW
63 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.y]._XYZW
[all …]
DCalcVertexLighting.vsh29 mov TEMP4.y, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_DISTANCE_ATTENUATION + a0.x)._W
33 mov TEMP6.y, CONST_1
37 mov TEMP6.y, CONST_1
41 mul TEMP5.y, TEMP5.z, TEMP5.z
42 …dp3 TEMP6.y, TEMP5, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_DISTANCE_ATTENUATION + a0…
43 rcp TEMP6.y, TEMP6.y
53 … slt TEMP5.y, TEMP5.x, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_SPOT_FACTOR + a0.x)._Y
58 log TEMP5.y, TEMP5.x
59 … mul TEMP5.y, TEMP5.y, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_SPOT_FACTOR + a0.x)._X
60 exp TEMP5.x, TEMP5.y
[all …]
/NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/
DUserTransformMatrix.vsh26 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
36 add TEMP1.y, TEMP1.y, TEMP2.y
40 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
43 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.y]._XYZW
44 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.y]._XYZW
45 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW
55 add TEMP1.y, TEMP1.y, TEMP2.y
59 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
62 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.y]._XYZW
63 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.y]._XYZW
[all …]
DCalcVertexLighting.vsh29 mov TEMP4.y, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_DISTANCE_ATTENUATION + a0.x)._W
33 mov TEMP6.y, CONST_1
37 mov TEMP6.y, CONST_1
41 mul TEMP5.y, TEMP5.z, TEMP5.z
42 …dp3 TEMP6.y, TEMP5, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_DISTANCE_ATTENUATION + a0…
43 rcp TEMP6.y, TEMP6.y
53 … slt TEMP5.y, TEMP5.x, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_SPOT_FACTOR + a0.x)._Y
58 log TEMP5.y, TEMP5.x
59 … mul TEMP5.y, TEMP5.y, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_SPOT_FACTOR + a0.x)._X
60 exp TEMP5.x, TEMP5.y
[all …]
/NW4C-1.2.23/sources/shaders/font/
Dfont_RectDrawerShader.vsh91 mov rTransform.xw, uUniformData[ a0.y ].wwyy
94 mov rTransform.yw, uUniformData[ a0.y ].zzxx
96 dp4 rTempPos.y, rPosition, rTransform
101 dp4 rTempView.y, rTempPos, uUniformMtx[ a0.x + 1 ].wzyx
107 add rTempPos.z, rTempPos.z, uStereoCamera.y // temp z += add dist
115 sub rTempPos.y, rTempPos.z, uStereoCamera.z // temp y = temp z - Dlevel
117 mul rTempPos.z, rTempPos.y, rTempPos.z // temp z *= temp y
123 dp4 oPosition.y, rTempView, uProjection[ 1 ].wzyx
128 cmp 3, 3, rQuad.w, cVal.y
134 mov oColor.xyz, cVal.y
[all …]
/NW4C-1.2.23/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp37 mtx.f._00 * vec.x + mtx.f._01 * vec.y, in Transform()
38 mtx.f._10 * vec.x + mtx.f._11 * vec.y); in Transform()
91 register const f32 scaley = texSRT.scale.y; in CalcTextureCoords()
103 ( center.y + texSRT.translate.y ) * adjust_y ); in CalcTextureCoords()
109 pTexCoordQuad[ src ][ VERTEX_LT ].y); in CalcTextureCoords()
111 pTexCoordQuad[ src ][ VERTEX_RB ].y ); in CalcTextureCoords()
117 pTexCoord->y = 1.f - lt.y; in CalcTextureCoords()
119 pTexCoord->w = 1.f - rb.y; in CalcTextureCoords()
126 pTexCoordQuad[ src ][ VERTEX_LB ].y ); in CalcTextureCoords()
128 pTexCoordQuad[ src ][ VERTEX_RT ].y ); in CalcTextureCoords()
[all …]
/NW4C-1.2.23/demos/Nw4cDemo/include/
DSmRectCollision.h35 void SetRect( f32 x, f32 y, f32 w, f32 h ) in SetRect() argument
37 m_Collision.SetOriginAndSize( x, y, w, h ); in SetRect()
45 bool CheckInner( u16 x, u16 y ) in CheckInner() argument
48 f32 posy = static_cast<f32>(y); in CheckInner()
74 void SetXY( f32 x, f32 y ) in SetXY() argument
76 m_Collision.MoveTo( x, y ); in SetXY()
80 void AddXY( f32 x, f32 y ) in AddXY() argument
84 m_Collision.right += y; in AddXY()
85 m_Collision.bottom += y; in AddXY()
/NW4C-1.2.23/sources/shaders/gfx/ShadowShader/
DTransformMatrix.vsh28 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
38 add TEMP1.y, TEMP1.y, TEMP2.y
42 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
45 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.y]._XYZW
46 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.y]._XYZW
47 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW
73 mov TEMP2.y, nw_attribute_scale2._Z
75 mov TEMP2.y, CONST_0
86 mul TEMP1.xy, nw_boneIndex.y, TEMP2.x
87 mul TEMP1.w, nw_boneWeight.y, nw_attribute_scale1._W
[all …]
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmSliderBar.cpp32 SmSliderBar::SmSliderBar( uint x, uint y, uint length, SmSliderBarType type ) in SmSliderBar() argument
40 m_BaseY( y ), in SmSliderBar()
54 m_Bar->SetVertex( 0, x - SM_BAR_HALF_SIZE, y, nw::ut::Color8::BLACK ); in SmSliderBar()
55 m_Bar->SetVertex( 1, x - SM_BAR_HALF_SIZE, y + length, nw::ut::Color8::BLACK ); in SmSliderBar()
56 m_Bar->SetVertex( 2, x + SM_BAR_HALF_SIZE, y, nw::ut::Color8::BLACK ); in SmSliderBar()
57 m_Bar->SetVertex( 3, x + SM_BAR_HALF_SIZE, y + length, nw::ut::Color8::BLACK ); in SmSliderBar()
65 …m_Slider->SetVertex( 0, x - SM_SLIDER_HALF_SIZE, y - SM_SLIDER_HALF_SIZE, nw::ut::Color8::RED … in SmSliderBar()
66 …m_Slider->SetVertex( 1, x - SM_SLIDER_HALF_SIZE, y + SM_SLIDER_HALF_SIZE, nw::ut::Color8::RED … in SmSliderBar()
67 …m_Slider->SetVertex( 2, x + SM_SLIDER_HALF_SIZE, y - SM_SLIDER_HALF_SIZE, nw::ut::Color8::RED … in SmSliderBar()
68 …m_Slider->SetVertex( 3, x + SM_SLIDER_HALF_SIZE, y + SM_SLIDER_HALF_SIZE, nw::ut::Color8::RED … in SmSliderBar()
[all …]
DSmButton.cpp28 SmButton::SmButton( uint x, uint y, uint w, uint h ) in SmButton() argument
44 m_Button->SetVertex( 0, x, y, nw::ut::Color8::BLACK ); in SmButton()
45 m_Button->SetVertex( 1, x, y + h, nw::ut::Color8::BLACK ); in SmButton()
46 m_Button->SetVertex( 2, x + w, y, nw::ut::Color8::BLACK ); in SmButton()
47 m_Button->SetVertex( 3, x + w, y + h, nw::ut::Color8::BLACK ); in SmButton()
56 …m_PushButton->SetVertex( 0, x - PRESSED_BTN_MARGIN, y - PRESSED_BTN_MARGIN, nw::ut::Colo… in SmButton()
57 …m_PushButton->SetVertex( 1, x - PRESSED_BTN_MARGIN, y + h + PRESSED_BTN_MARGIN, nw::ut::Colo… in SmButton()
58 …m_PushButton->SetVertex( 2, x + w + PRESSED_BTN_MARGIN, y - PRESSED_BTN_MARGIN, nw::ut::Colo… in SmButton()
59 …m_PushButton->SetVertex( 3, x + w + PRESSED_BTN_MARGIN, y + h + PRESSED_BTN_MARGIN, nw::ut::Colo… in SmButton()
64 m_Collision.SetRect( x, y, w, h ); in SmButton()
DSmLytSliderBar.cpp24 SmLytSliderBar::SmLytSliderBar( f32 x, f32 y, SmLayout* smLayout ) in SmLytSliderBar() argument
32 m_BaseY( y ) in SmLytSliderBar()
43 m_Layout->SetPosition( x, y ); in SmLytSliderBar()
47 SM_LOWER_SCREEN_HALF_SIZE_H + y - m_Collision.GetHeight()/2.f ); in SmLytSliderBar()
50 m_RangeMinY = SM_LOWER_SCREEN_HALF_SIZE_H + y - rectBase.GetHeight()/2.f; in SmLytSliderBar()
51 m_RangeMaxY = SM_LOWER_SCREEN_HALF_SIZE_H + y + rectBase.GetHeight()/2.f; in SmLytSliderBar()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp597 if (nw::math::FAbs(cookedScale.y) < Epsilon) in CalcCubeForm()
599 cookedScale.y = Epsilon; in CalcCubeForm()
615 position.y = random->NextFloatSignedOne(); in CalcCubeForm()
619 position.y *= cookedScale.y; in CalcCubeForm()
625 ((cookedScale.x * cookedScale.y) + in CalcCubeForm()
626 (cookedScale.y * cookedScale.z) + in CalcCubeForm()
641 if (d < cookedScale.x * cookedScale.y) in CalcCubeForm()
645 else if (d < (cookedScale.x * cookedScale.y) + (cookedScale.y * cookedScale.z)) in CalcCubeForm()
655 position.y *= cookedScale.y; in CalcCubeForm()
660 f32 xyz = cookedScale.x * cookedScale.y * cookedScale.z; in CalcCubeForm()
[all …]
Dgfx_BillboardUpdater.cpp115 viewPos.x = - (m[0][0] * wPos.x + m[0][1] * wPos.y + m[0][2] * wPos.z + m[0][3]); in Update()
116 viewPos.y = - (m[1][0] * wPos.x + m[1][1] * wPos.y + m[1][2] * wPos.z + m[1][3]); in Update()
117 viewPos.z = - (m[2][0] * wPos.x + m[2][1] * wPos.y + m[2][2] * wPos.z + m[2][3]); in Update()
198 m[1][0] = rx.y; in CalculateLocalMatrix()
199 m[1][1] = ry.y; in CalculateLocalMatrix()
200 m[1][2] = rz.y; in CalculateLocalMatrix()
231 m[1][0] = rx.y; in CalculateLocalMatrix()
232 m[1][1] = ry.y; in CalculateLocalMatrix()
233 m[1][2] = rz.y; in CalculateLocalMatrix()
269 m[1][0] = rx.y; in CalculateScreenLocalMatrix()
[all …]
/NW4C-1.2.23/include/nw/font/
Dfont_CharWriter.h257 m_Scale.y = vScale; in SetScale()
267 m_Scale.y = hvScale; in SetScale()
280 f32 GetScaleV() const { return m_Scale.y; } in GetScaleV()
383 f32 y in SetCursor() argument
387 m_CursorPos.y = y; in SetCursor()
398 f32 y, in SetCursor() argument
403 m_CursorPos.y = y; in SetCursor()
418 m_CursorPos.y += dy; in MoveCursor()
434 m_CursorPos.y += dy; in MoveCursor()
448 void SetCursorY(f32 y) { m_CursorPos.y = y; } in SetCursorY() argument
[all …]
/NW4C-1.2.23/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleVShader.vsh144 mul TEMP0.y, TEMP0.y, in_rotate.x
149 // sincos y
150 mad TEMP0.xy, TEMP3.y, TEMP1.xy, TEMP1.zw
151 mad TEMP0.xy, TEMP3.y, TEMP0.xy, TEMP2.xy
152 mad TEMP0.xy, TEMP3.y, TEMP0.xy, TEMP2.zw
153 mad TEMP0.xy, TEMP3.y, TEMP0.xy, TEMP5.xy
154 mad TEMP0.xy, TEMP3.y, TEMP0.xy, TEMP5.zw
155 mul TEMP0.y, TEMP0.y, in_rotate.y
156 mad TEMP0.x, TEMP3.y, TEMP0.x, CONST_1
158 mov TEMP4.zw, TEMP0.xxxy // TEMP4 = cos x, sin x, cos y, sin y
[all …]
/NW4C-1.2.23/sources/libraries/dev/
Ddev_DirectPrint.cpp258 int y, in Erase() argument
266 this->Erase(context, x, y, width, height); in Erase()
287 int y, in DrawString() argument
298 this->DrawString(context, x, y, str, turnOver, backErase); in DrawString()
345 u8* GetPixelAddress(const PixelWriterContext& context, int x, int y) in GetPixelAddress() argument
347 return context.m_BufferBase + context.m_StrideX * x + context.m_StrideY * y; in GetPixelAddress()
361 int y, in Erase() argument
373 if (y < 0) in Erase()
375 height += y; in Erase()
376 y = 0; in Erase()
[all …]
/NW4C-1.2.23/include/nw/math/inline/
Dmath_Matrix34.ipp45 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z);
61 if (lookReverse.y <= 0.0f)
68 m[2][3] = pCamPos->y;
77 m[2][3] = -pCamPos->y;
97 // r.y == 0であることに注意
99 right.y = st * u.y;
103 up.y = ct * u.y;
108 m[0][1] = right.y;
114 m[1][1] = up.y;
120 m[2][1] = lookReverse.y;
[all …]
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_CameraController.cpp156 m_Rotate.x = nw::math::AsinFIdx(-lookReverse.y); in CameraEntry()
157 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry()
166 m_Rotate.x = nw::math::AsinFIdx(-lookReverse.y); in CameraEntry()
167 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry()
177 f32 ys = nw::math::SinFIdx(m_Rotate.y); in CameraEntry()
178 f32 yc = nw::math::CosFIdx(m_Rotate.y); in CameraEntry()
181 m_TargetPos.y = cameraPos.y + m_TargetDistance * xs; in CameraEntry()
208 else if (stick.x != 0.0f || stick.y != 0.0f) in Update()
213 m_TargetDistance -= (stick.x + stick.y) * dollySpeed; in Update()
218 nw::math::VEC3 dScreen(stick.x * moveSpeed, 0.0f, -stick.y * moveSpeed); in Update()
[all …]
/NW4C-1.2.23/sources/shaders/lyt/
Dlyt_PaneShader.vsh69 #define CONST_1_2 CONST.y
101 // aPosition = [ aVertexIndex.x, - aVertexIndex.y, 0, 1 ]
106 // aTexCoord[0,1,2] = [ aVertex.x, aVertex.y, 0, 1 ]
109 // i = 1 * aVertex.x + 2 * aVertex.y
116 cmp CMP_GT, CMP_GT, aFrameSpec.y, aFrameSpec.x
136 dp4 tmp0.y, aPosition, uModelView[1]
148 cmp CMP_GT, CMP_GT, aFrameSpec.y, aFrameSpec.x
160 cmp CMP_GT, CMP_GT, aFrameSpec.y, aFrameSpec.x
178 cmp CMP_GT, CMP_GT, aFrameSpec.y, aFrameSpec.x
187 // aTexCoord[0,1,2].y += 1 - texScale.y
[all …]
/NW4C-1.2.23/documents/CreativeStudio/html/assets/
Dyahoo-dom-event.js8y,Y,G;if(z){if(z[l]||z.item){return z;}if(typeof z==="string"){AB=z;z=K.getElementById(z);G=(z)?z.… argument
9 y.removeAttribute(G);}}}else{}return Y;},replaceClass:function(x,Y,G){return E.Dom.batch(x,E.Dom._r… argument
/NW4C-1.2.23/include/nw/ut/
Dut_Rect.h145 void MoveTo(f32 x, f32 y) in MoveTo()
149 bottom = y + GetHeight(); in MoveTo()
150 top = y; in MoveTo()
175 void SetOriginAndSize(f32 x, f32 y, f32 width, f32 height ) in SetOriginAndSize()
179 top = y; in SetOriginAndSize()
180 bottom = y + height; in SetOriginAndSize()
Dut_ResTypes.h279 nw::ut::ResF32 y; member
281 operator nw::math::VEC2() const { nw::math::VEC2 vec; vec.x = x; vec.y = y; return vec; } in VEC2()
282 void operator = (const VEC2& val) { x = val.x; y = val.y; }
288 nw::ut::ResF32 y; member
293 nw::math::VEC3 vec; vec.x = x; vec.y = y; vec.z = z; return vec; in VEC3()
295 void operator = (const VEC3& val) { x = val.x; y = val.y; z = val.z; }
301 nw::ut::ResF32 y; member
307 nw::math::VEC4 vec; vec.x = x; vec.y = y; vec.z = z; vec.w = w; return vec; in VEC4()
309 void operator = (const nw::math::VEC4& val) { x = val.x; y = val.y; z = val.z; w = val.w; }
348 ResF32 y; member
[all …]
/NW4C-1.2.23/include/nw/dev/
Ddev_DirectPrint.h239 void Erase(int x, int y, int width, int height);
251 void Printf(int x, int y, const char* format, ...);
263 void Printf(int x, int y, bool turnOver, const char* format, ...);
275 int y,
292 int y,
308 int y,
/NW4C-1.2.23/include/nw/gfx/
Dgfx_WorldMatrixUpdater.h155 dstMatrix->f._01 = srcMatrix->f._01 * scale.y; in MultScale()
156 dstMatrix->f._11 = srcMatrix->f._11 * scale.y; in MultScale()
157 dstMatrix->f._21 = srcMatrix->f._21 * scale.y; in MultScale()
171 dstMatrix->f._01 *= scale.y; in ScaleMatrix()
172 dstMatrix->f._11 *= scale.y; in ScaleMatrix()
173 dstMatrix->f._21 *= scale.y; in ScaleMatrix()
190 dstMatrix->f._13 += translate.y; in AddTranslate()
198 float mag = (scale.x * scale.x + scale.y * scale.y + scale.z * scale.z); in CompensateScale()
203 scale.y = (scale.y < 0.0f) ? -MinimumScale : MinimumScale; in CompensateScale()
Dgfx_ShaderProgram.h250 …nt(ShaderUniform location, s32 x, s32 y) const { glUniform2i(m_UniformLocation->GetUniformLocation… in SetUniformInt() argument
259 …ShaderUniform location, s32 x, s32 y, s32 z) const { glUniform3i(m_UniformLocation->GetUniformLoca… in SetUniformInt() argument
269 …erUniform location, s32 x, s32 y, s32 z, s32 w) const { glUniform4i(m_UniformLocation->GetUniformL… in SetUniformInt() argument
548 void SetVertexUniformInt(int index, s32 x, s32 y) const in SetVertexUniformInt() argument
551 m_VertexIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8); in SetVertexUniformInt()
560 void SetGeometryUniformInt(int index, s32 x, s32 y) const in SetGeometryUniformInt() argument
563 m_GeometryIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8); in SetGeometryUniformInt()
573 void SetVertexUniformInt(int index, s32 x, s32 y, s32 z) const in SetVertexUniformInt() argument
576 m_VertexIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8) | ((z & 0xFF) << 16); in SetVertexUniformInt()
586 void SetGeometryUniformInt(int index, s32 x, s32 y, s32 z) const in SetGeometryUniformInt() argument
[all …]

123456