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Searched refs:VEC4 (Results 1 – 19 of 19) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResLight.h478 math::VEC4& GetDistanceAttenuationAndEnabled() in GetDistanceAttenuationAndEnabled()
480 return reinterpret_cast<nw::math::VEC4&>( ref().m_DistanceAttenuation ); in GetDistanceAttenuationAndEnabled()
488 const math::VEC4& GetDistanceAttenuationAndEnabled() const in GetDistanceAttenuationAndEnabled()
490 return reinterpret_cast<const nw::math::VEC4&>( ref().m_DistanceAttenuation ); in GetDistanceAttenuationAndEnabled()
547 nw::math::VEC4& GetDirectionAndLerp() in NW_RES_CTOR_INHERIT()
549 return reinterpret_cast<nw::math::VEC4&>( ref().m_Direction ); in NW_RES_CTOR_INHERIT()
557 const nw::math::VEC4& GetDirectionAndLerp() const in GetDirectionAndLerp()
559 return reinterpret_cast<const nw::math::VEC4&>( ref().m_Direction ); in GetDirectionAndLerp()
Dgfx_ResShader.h314 void SetValue(const math::VEC4& value) in SetValue()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp59 nw::math::VEC4 GetTranslate(const nw::math::MTX34& transform) in GetTranslate()
62 return nw::math::VEC4(translate); in GetTranslate()
594 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight()
635 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
667 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
704 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
709 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
778 math::VEC4 position(light->Direction()); in ActivateVertexLight()
788 math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateVertexLight()
804 math::VEC4 spotDirection(light->Direction()); in ActivateVertexLight()
[all …]
Dgfx_Fog.cpp319 math::VEC4 viewPos; in SetupFogSampler()
Dgfx_MaterialState.cpp306 math::VEC4 projectionTranslate; in ActivateTextureCoordinators()
/NW4C-2.0.3/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp72 nw::math::VEC4 texCoords[ TexMapMax * 2 ] ) const in CalcTextureCoords()
108 nw::math::VEC4* pTexCoord = &texCoords[ i ]; in CalcTextureCoords()
125 nw::math::VEC4* pTexCoord = &texCoords[ i + TexMapMax ]; in CalcTextureCoords()
146 nw::math::VEC4* pTexCoord = &texCoords[ i ]; in CalcTextureCoords()
155 nw::math::VEC4* pTexCoord = &texCoords[ i + TexMapMax ]; in CalcTextureCoords()
182 Drawer::SetUpTextureCoords( const nw::math::VEC4 texCoords[ TexMapMax * 2 ], in SetUpTextureCoords()
199 nw::math::VEC4* pTexCoord = &m_UniformData[ m_UniformDataIndex ]; in SetUpTextureCoords()
203 sizeof( nw::math::VEC4 ) * texCoordNum ); in SetUpTextureCoords()
230 nw::math::VEC4* __restrict pQuadInfo = &m_UniformData[ m_UniformDataIndex ]; in SetUpQuad()
Dlyt_Window.cpp996 nw::math::VEC4 uniformTexCoords[ TexMapMax * 2 ]; in MakeUniformDataSelf()
/NW4C-2.0.3/include/nw/font/
Dfont_RectDrawer.h278 math::VEC4* __restrict dst,
413 math::VEC4 *const m_UniformMtx;
416 math::VEC4 *const m_UniformData;
419 math::VEC4 *const m_UniformTextColor;
Dfont_DispStringBuffer.h34 math::VEC4 pos;
36 math::VEC4 tex;
/NW4C-2.0.3/sources/libraries/font/
Dfont_RectDrawer.cpp567 math::VEC4* __restrict dst, in NormalizeF32Colors()
590 math::VEC4* __restrict dst, in SetVertexColor()
595 math::VEC4 wkCols[internal::TEXTCOLOR_MAX]; in SetVertexColor()
829 m_UniformMtx(reinterpret_cast<math::VEC4*>(&m_UniformMtxBuffer[3])), in RectDrawer()
830 m_UniformData(reinterpret_cast<math::VEC4*>(&m_UniformDataBuffer[3])), in RectDrawer()
831 m_UniformTextColor(reinterpret_cast<math::VEC4*>(&m_UniformTextColorBuffer[3])), in RectDrawer()
922 m_UniformMtxIndex = sizeof(mtx) / sizeof(nn::math::VEC4); in SetViewMtxForText()
994 nn::math::VEC4 *const pParallaxData = in SetParallax()
995 reinterpret_cast<nn::math::VEC4*>(&m_UniformProjBuffer[3 + 4 * 4]); in SetParallax()
1677 math::VEC4* __restrict pTexCoord = &m_UniformData[m_UniformDataIndex]; in BuildTextCommand()
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/NW4C-2.0.3/include/nw/ut/
Dut_Color.h595 /* ctor */ /* implicit */ FloatColor(const nw::math::VEC4& vec) in FloatColor()
655 SelfType& operator =(const nw::math::VEC4& vec)
685 operator nw::math::VEC4&()
693 operator const nw::math::VEC4&() const
1085 nw::math::VEC4& ToVEC4() in ToVEC4()
1087 return *reinterpret_cast<nw::math::VEC4*>(this); in ToVEC4()
1091 const nw::math::VEC4& ToVEC4() const in ToVEC4()
1093 return *reinterpret_cast<const nw::math::VEC4*>(this); in ToVEC4()
Dut_ResTypes.h262 typedef nw::math::VEC4 ResVec4; //!< バイナリリソース上の Vector4 型です。
307 operator nw::math::VEC4() const in VEC4() function
309 nw::math::VEC4 vec; vec.x = x; vec.y = y; vec.z = z; vec.w = w; return vec; in VEC4()
311 void operator = (const nw::math::VEC4& val) { x = val.x; y = val.y; z = val.z; w = val.w; }
/NW4C-2.0.3/include/nw/lyt/
Dlyt_Drawer.h335 void SetUpTextureCoords( const nw::math::VEC4 texCoords[ TexMapMax * 2 ],
363 nw::math::VEC4 texCoords[ TexMapMax * 2 ] ) const;
Dlyt_Picture.h293 mutable nw::math::VEC4 m_UniformTexCoords[ TexMapMax * 2 ];
Dlyt_Window.h494 mutable nw::math::VEC4 m_UniformTexCoords[ TexMapMax * 2 ];
/NW4C-2.0.3/include/nw/gfx/
Dgfx_RenderContext.h165 typedef ut::FixedSizeArray<math::VEC4, ATTRIBUTE_SCALES_VECTOR_COUNT> AttributeScaleArray;
596 math::VEC4* out,
598 const math::VEC4* v);
Dgfx_ShaderProgram.h200 void SetUniversal(int index, const math::VEC4& vec) const in SetUniversal()
314 …void SetUniform(ShaderUniform location, const math::VEC4& vec) const { glUniform4fv(m_UniformLocat… in SetUniform()
366 …void SetUniforms(ShaderUniform location, const math::VEC4* vec, int count) const { glUniform4fv(m_… in SetUniforms()
Dgfx_GraphicsDevice.h529 ActivateFragmentLightPosition(s32 index, const math::VEC4& pos) in ActivateFragmentLightPosition()
557 ActivateFragmentLightPosition(s32 index, const math::VEC4& pos, const math::VEC3& spotDir) in ActivateFragmentLightPosition()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmPrimitive.cpp278 nw::math::VEC4 offset; in Render()