| /NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/ |
| D | CalcQuaternion.vsh | 43 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 44 mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 45 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0) wit… 46 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0)) is … 49 …rcp TEMP_QUAT.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in quat.z… 50 mul TEMP_QUAT.xy, r5, r4 // 0.5*n*quat.z is in quat.xy 77 add r6.w, TEMP_NORM.z, r5.y 81 mov TEMP_TANG.w, r5.z 82 mov r5.z, TEMP_TANG.x 85 mov r5.x, TEMP_NORM.z [all …]
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| D | UserTransformMatrix.vsh | 27 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 41 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 45 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW 60 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 64 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW 68 dp3 TEMP5.z, TEMP_TANG, nw_matrix_pallet[2 + a0.y]._XYZW 115 mul TEMP1.xy, nw_boneIndex.z, TEMP2.x 116 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W 136 dp4 WRLD_POSI.z, MODL_POSI, nw_local_to_world_matrix[2]._XYZW 140 dp4 TEMP_VIEW.z, WRLD_POSI, nw_world_to_view_matrix[2]._XYZW [all …]
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| /NW4C-1.2.23/sources/shaders/gfx/DefaultShader/ |
| D | CalcQuaternion.vsh | 43 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 44 mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 45 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0) wit… 46 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0)) is … 49 …rcp TEMP_QUAT.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in quat.z… 50 mul TEMP_QUAT.xy, r5, r4 // 0.5*n*quat.z is in quat.xy 77 add r6.w, TEMP_NORM.z, r5.y 81 mov TEMP_TANG.w, r5.z 82 mov r5.z, TEMP_TANG.x 85 mov r5.x, TEMP_NORM.z [all …]
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| D | TransformMatrix.vsh | 27 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 41 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 45 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW 60 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 64 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW 68 dp3 TEMP5.z, TEMP_TANG, nw_matrix_pallet[2 + a0.y]._XYZW 115 mul TEMP1.xy, nw_boneIndex.z, TEMP2.x 116 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W 129 dp4 WRLD_POSI.z, MODL_POSI, nw_local_to_world_matrix[2]._XYZW 133 dp4 TEMP_VIEW.z, WRLD_POSI, nw_world_to_view_matrix[2]._XYZW [all …]
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| /NW4C-1.2.23/include/nw/math/inline/ |
| D | math_Matrix34.ipp | 45 VEC3 lookReverse(pCamPos->x - pTarget->x, pCamPos->y - pTarget->y, pCamPos->z - pTarget->z); 47 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f)) 65 m[1][3] = -pCamPos->z; 74 m[1][3] = pCamPos->z; 83 VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); 100 right.z = st * u.z + ct * r.z; 104 up.z = ct * u.z - st * r.z; 109 m[0][2] = right.z; 115 m[1][2] = up.z; 121 m[2][2] = lookReverse.z; [all …]
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 602 if (nw::math::FAbs(cookedScale.z) < Epsilon) in CalcCubeForm() 604 cookedScale.z = Epsilon; in CalcCubeForm() 616 position.z = random->NextFloatSignedOne(); in CalcCubeForm() 620 position.z *= cookedScale.z; in CalcCubeForm() 626 (cookedScale.y * cookedScale.z) + in CalcCubeForm() 627 (cookedScale.z * cookedScale.x)); in CalcCubeForm() 645 else if (d < (cookedScale.x * cookedScale.y) + (cookedScale.y * cookedScale.z)) in CalcCubeForm() 656 position.z *= cookedScale.z; in CalcCubeForm() 660 f32 xyz = cookedScale.x * cookedScale.y * cookedScale.z; in CalcCubeForm() 669 position.z = random->NextFloatSignedOne(); in CalcCubeForm() [all …]
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| D | gfx_BillboardUpdater.cpp | 115 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() 203 m[2][0] = rx.z; in CalculateLocalMatrix() 204 m[2][1] = ry.z; in CalculateLocalMatrix() 205 m[2][2] = rz.z; in CalculateLocalMatrix() 236 m[2][0] = rx.z; in CalculateLocalMatrix() 237 m[2][1] = ry.z; in CalculateLocalMatrix() 238 m[2][2] = rz.z; in CalculateLocalMatrix() 274 m[2][0] = rx.z; in CalculateScreenLocalMatrix() [all …]
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| D | gfx_Fog.cpp | 291 … viewPos.z = -(inverseProjectionMatrix.f._22 * depth + inverseProjectionMatrix.f._23) / viewPos.w; in SetupFogSampler() 295 viewPos.z = ((f32)i / (f32)HALF_TABLE_SIZE) * (m_Far - m_Near) + m_Near; in SetupFogSampler() 298 if (viewPos.z <= fogUpdater.GetMinFogDepth()) in SetupFogSampler() 300 viewPos.z = 1.0f; in SetupFogSampler() 302 else if (viewPos.z > fogUpdater.GetMaxFogDepth()) in SetupFogSampler() 304 viewPos.z = 0.0f; in SetupFogSampler() 310 viewPos.z = in SetupFogSampler() 311 …(fogUpdater.GetMaxFogDepth() - viewPos.z) / (fogUpdater.GetMaxFogDepth() - fogUpdater.GetMinFogDep… in SetupFogSampler() 315 viewPos.z = in SetupFogSampler() 318 …(viewPos.z - fogUpdater.GetMinFogDepth()) / (fogUpdater.GetMaxFogDepth() - fogUpdater.GetMinFogDep… in SetupFogSampler() [all …]
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| D | gfx_AimTargetViewUpdater.cpp | 105 cameraPosition.z - this->m_Resource.GetTargetPosition().z); in Update() 107 if ((lookReverse.x == 0.0f) && (lookReverse.z == 0.0f)) in Update() 117 math::VEC3 r(lookReverse.z, 0.0f, -lookReverse.x); in Update() 132 up.z = ct * u.z - st * r.z; in Update()
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| /NW4C-1.2.23/sources/shaders/font/ |
| D | font_RectDrawerShader.vsh | 102 dp4 rTempView.z, rTempPos, uUniformMtx[ a0.x + 2 ].wzyx 105 mov rTempPos.z, uUniformMtx[ a0.x + 2 ].x // temp z = z 106 abs rTempPos.z, rTempPos.z // temp z = abs(temp z) 107 add rTempPos.z, rTempPos.z, uStereoCamera.y // temp z += add dist 111 cmp 1, 1, rTempPos.xz, cVal.xx // 1: != half parallax != 0, z != 0 ? 115 sub rTempPos.y, rTempPos.z, uStereoCamera.z // temp y = temp z - Dlevel 116 rcp rTempPos.z, rTempPos.z // temp z = 1 / temp z 117 mul rTempPos.z, rTempPos.y, rTempPos.z // temp z *= temp y 118 …ad rTempView.x, rTempPos.x, rTempPos.z, rTempView.x // x = temp x * tem… 124 dp4 oPosition.z, rTempView, uProjection[ 2 ].wzyx [all …]
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| /NW4C-1.2.23/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 160 // sincos z 161 mad TEMP0.xy, TEMP3.z, TEMP1.xy, TEMP1.zw 162 mad TEMP0.xy, TEMP3.z, TEMP0.xy, TEMP2.xy 163 mad TEMP0.xy, TEMP3.z, TEMP0.xy, TEMP2.zw 164 mad TEMP0.xy, TEMP3.z, TEMP0.xy, TEMP5.xy 165 mad TEMP0.xy, TEMP3.z, TEMP0.xy, TEMP5.zw 166 mul TEMP0.y, TEMP0.y, in_rotate.z 167 mad TEMP0.x, TEMP3.z, TEMP0.x, CONST_1 171 #define cosy TEMP4.z 183 mul mat2.z, cosx, cosy [all …]
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_SceneHelper.h | 111 float z = in CalculateDepth() local 114 projection.f._22 * position.z + in CalculateDepth() 119 projection.f._32 * position.z + in CalculateDepth() 123 return ut::Clamp(-z / w, 0.0f, 1.0f); in CalculateDepth() 134 float z = in CalculateDepth() local 137 projection.f._22 * position.z + in CalculateDepth() 142 projection.f._32 * position.z + in CalculateDepth() 146 return ut::Clamp(-z / w, 0.0f, 1.0f); in CalculateDepth()
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| D | gfx_WorldMatrixUpdater.h | 159 dstMatrix->f._02 = srcMatrix->f._02 * scale.z; in MultScale() 160 dstMatrix->f._12 = srcMatrix->f._12 * scale.z; in MultScale() 161 dstMatrix->f._22 = srcMatrix->f._22 * scale.z; in MultScale() 175 dstMatrix->f._02 *= scale.z; in ScaleMatrix() 176 dstMatrix->f._12 *= scale.z; in ScaleMatrix() 177 dstMatrix->f._22 *= scale.z; in ScaleMatrix() 191 dstMatrix->f._23 += translate.z; in AddTranslate() 198 float mag = (scale.x * scale.x + scale.y * scale.y + scale.z * scale.z); in CompensateScale() 204 scale.z = (scale.z < 0.0f) ? -MinimumScale : MinimumScale; in CompensateScale()
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| D | gfx_ShaderProgram.h | 259 …rUniform location, s32 x, s32 y, s32 z) const { glUniform3i(m_UniformLocation->GetUniformLocation(… in SetUniformInt() argument 269 …form location, s32 x, s32 y, s32 z, s32 w) const { glUniform4i(m_UniformLocation->GetUniformLocati… in SetUniformInt() argument 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 589 m_GeometryIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8) | ((z & 0xFF) << 16); in SetGeometryUniformInt()
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| D | gfx_CalculatedTransform.h | 286 void SetTranslate(f32 x, f32 y, f32 z) in SetTranslate() argument 290 this->m_TransformMatrix.f._23 = z; in SetTranslate() 299 SetTranslate(translate.x, translate.y, translate.z); in SetTranslate() 311 translate->z = this->m_TransformMatrix.f._23; in GetTranslate() 325 void SetRotateXYZ(f32 x, f32 y, f32 z) in SetRotateXYZ() argument 332 z); in SetRotateXYZ() 347 rotate.z); in SetRotateAndTranslate() 429 this->m_TransformMatrix.f._02 = q.z; in RotateMatrixToQuaternion() 537 if (scale.x == scale.y && scale.x == scale.z) in UpdateScaleFlags()
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| /NW4C-1.2.23/sources/shaders/gfx/ShadowShader/ |
| D | TransformMatrix.vsh | 29 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 43 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW 47 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.y]._XYZW 90 mul TEMP1.xy, nw_boneIndex.z, TEMP2.x 91 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W 104 dp4 WRLD_POSI.z, MODL_POSI, nw_local_to_world_matrix[2]._XYZW 108 dp4 TEMP_VIEW.z, WRLD_POSI, nw_world_to_view_matrix[2]._XYZW 112 dp3 TEMP_NORM.z, WRLD_NORM, nw_normal_matrix[2]._XYZW 124 mul TEMP1.xy, nw_boneIndex.z, TEMP2.x 125 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W [all …]
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| /NW4C-1.2.23/sources/libraries/snd/ |
| D | snd_Sound3DCalculator.cpp | 366 f32 z = 0.0f; in CalcPanSurround() local 377 z = 1.0f; in CalcPanSurround() 382 z = SolveLinerFunction( angle, angleRearLeft, -nw::math::F_PI / 2.0f, 1.0f, 0.0f ); in CalcPanSurround() 387 z = SolveLinerFunction( angle, -nw::math::F_PI / 2.0f, angleFrontLeft, 0.0f, -1.0f ); in CalcPanSurround() 392 z = -1.0f; in CalcPanSurround() 397 z = SolveLinerFunction( angle, angleFrontRight, nw::math::F_PI / 2.0f, -1.0f, 0.0f ); in CalcPanSurround() 402 z = SolveLinerFunction( angle, nw::math::F_PI / 2.0f, angleRearRight, 0.0f, 1.0f ); in CalcPanSurround() 407 z = 1.0f; in CalcPanSurround() 419 z *= panRange; in CalcPanSurround() 421 *surroundPanPtr = z * distance + center_z * ( 1.0f - distance ) + 1.0f + surroundPanOffset; in CalcPanSurround() [all …]
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| /NW4C-1.2.23/documents/CreativeStudio/html/assets/ |
| D | yahoo-dom-event.js | 8 …z){var AB,x,AA,y,Y,G;if(z){if(z[l]||z.item){return z;}if(typeof z==="string"){AB=z;z=K.getElementB… argument 9 …z;if(y&&x){AB=x.from;AA=x.to;if(!AA){G=false;}else{if(!AB){G=E.Dom._addClass(y,x.to);}else{if(AB!=… argument
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| /NW4C-1.2.23/demos/snd/sound3d/sources/ |
| D | Sound3dApp.cpp | 172 writer.Printf(" z:% 2.2f\n", m_ActorPos.z); in OnDrawUpLCD() 197 m_ActorPos.z = 0.0f; in OnUpdatePad() 206 m_ActorPos.z += -CONTROL_PAD_STEP; in OnUpdatePad() 210 m_ActorPos.z += CONTROL_PAD_STEP; in OnUpdatePad() 236 m_ActorPos.z + m_ActorPos.z ); in OnUpdatePad() 240 angle = std::atan( m_ActorPos.z / m_ActorPos.x ); in OnUpdatePad() 245 angle = ( m_ActorPos.z > 0 ) ? nw::math::F_PI / 2.0f : in OnUpdatePad() 251 m_ActorPos.z = static_cast<f32>( std::sin( angle ) * distance ); in OnUpdatePad()
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| /NW4C-1.2.23/include/nw/font/ |
| D | font_CharWriter.h | 399 f32 z in SetCursor() argument 404 m_CursorPos.z = z; in SetCursor() 435 m_CursorPos.z += dz; in MoveCursor() 454 void SetCursorZ(f32 z) { m_CursorPos.z = z; } in SetCursorZ() argument 472 void MoveCursorZ(f32 dz) { m_CursorPos.z += dz; } in MoveCursorZ() 490 f32 GetCursorZ() const { return m_CursorPos.z; } in GetCursorZ()
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| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_CameraController.cpp | 157 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry() 158 m_Rotate.z = resAimTargetViewUpdater.GetTwist(); in CameraEntry() 167 m_Rotate.y = nw::math::Atan2FIdx(-lookReverse.x, lookReverse.z); in CameraEntry() 168 m_Rotate.z = 0.0f; in CameraEntry() 182 m_TargetPos.z = cameraPos.z - m_TargetDistance * xc * yc; in CameraEntry() 222 nw::math::MTX34RotXYZDeg(&screenToWorld, 0.0f, m_Rotate.y, m_Rotate.z); in Update() 226 m_TargetPos.z += dWorld.z; in Update() 262 resAimTargetViewUpdater.SetTwist(m_Rotate.z); in UpdateCamera() 286 m_TargetPos.z + m_TargetDistance * xc * yc in UpdateCamera()
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | SmTouchPanelCamera.cpp | 50 m_CameraToward.z = m_CameraTarget.z - m_CameraPos.z; in SmTouchPanelCamera() 215 m_CameraTarget.z = m_CameraPos.z + toward.z * 10.f; in calcCamera()
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| /NW4C-1.2.23/include/nw/ut/ |
| D | ut_ResTypes.h | 289 nw::ut::ResF32 z; 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; } 302 nw::ut::ResF32 z; 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; } 349 ResF32 z; member 355 quot.x = x; quot.y = y; quot.z = z; quot.w = w; in QUOT()
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| /NW4C-1.2.23/demos/Nw4cDemo/include/ |
| D | SmTouchPanelCamera.h | 64 m_CameraToward.z = m_CameraTarget.z - m_CameraPos.z; in SetEnable()
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| D | SmModel.h | 56 void SetPosition( f32 x, f32 y, f32 z ); 59 void SetScale( f32 x, f32 y, f32 z ); 62 void SetRotate( f32 x, f32 y, f32 z );
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