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

/NW4C-1.3.3/include/nw/gfx/res/
Dgfx_ResLight.h463 math::VEC4& GetDistanceAttenuationAndEnabled() in GetDistanceAttenuationAndEnabled()
465 return reinterpret_cast<nw::math::VEC4&>( ref().m_DistanceAttenuation ); in GetDistanceAttenuationAndEnabled()
473 const math::VEC4& GetDistanceAttenuationAndEnabled() const in GetDistanceAttenuationAndEnabled()
475 return reinterpret_cast<const nw::math::VEC4&>( ref().m_DistanceAttenuation ); in GetDistanceAttenuationAndEnabled()
532 nw::math::VEC4& GetDirectionAndLerp() in NW_RES_CTOR_INHERIT()
534 return reinterpret_cast<nw::math::VEC4&>( ref().m_Direction ); in NW_RES_CTOR_INHERIT()
542 const nw::math::VEC4& GetDirectionAndLerp() const in GetDirectionAndLerp()
544 return reinterpret_cast<const nw::math::VEC4&>( ref().m_Direction ); in GetDirectionAndLerp()
Dgfx_ResShader.h312 void SetValue(const math::VEC4& value) in SetValue()
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp57 nw::math::VEC4 GetTranslate(const nw::math::MTX34& transform) in GetTranslate()
60 return nw::math::VEC4(translate); in GetTranslate()
592 … math::VEC4 directionAndLerp(direction.x, direction.y, direction.z, resLight.GetLerpFactor()); in ActivateHemiSphereLight()
633 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
665 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
702 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight()
707 nw::math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateFragmentLight()
776 math::VEC4 position(light->Direction()); in ActivateVertexLight()
786 math::VEC4 position = GetTranslate(light->WorldMatrix()); in ActivateVertexLight()
802 math::VEC4 spotDirection(light->Direction()); in ActivateVertexLight()
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Dgfx_Fog.cpp317 math::VEC4 viewPos; in SetupFogSampler()
Dgfx_MaterialState.cpp304 math::VEC4 projectionTranslate; in ActivateTextureCoordinators()
/NW4C-1.3.3/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp70 nw::math::VEC4 texCoords[ TexMapMax * 2 ] ) const in CalcTextureCoords()
106 nw::math::VEC4* pTexCoord = &texCoords[ i ]; in CalcTextureCoords()
123 nw::math::VEC4* pTexCoord = &texCoords[ i + TexMapMax ]; in CalcTextureCoords()
144 nw::math::VEC4* pTexCoord = &texCoords[ i ]; in CalcTextureCoords()
153 nw::math::VEC4* pTexCoord = &texCoords[ i + TexMapMax ]; in CalcTextureCoords()
180 Drawer::SetUpTextureCoords( const nw::math::VEC4 texCoords[ TexMapMax * 2 ], in SetUpTextureCoords()
197 nw::math::VEC4* pTexCoord = &m_UniformData[ m_UniformDataIndex ]; in SetUpTextureCoords()
201 sizeof( nw::math::VEC4 ) * texCoordNum ); in SetUpTextureCoords()
228 nw::math::VEC4* __restrict pQuadInfo = &m_UniformData[ m_UniformDataIndex ]; in SetUpQuad()
Dlyt_Window.cpp994 nw::math::VEC4 uniformTexCoords[ TexMapMax * 2 ]; in MakeUniformDataSelf()
/NW4C-1.3.3/include/nw/font/
Dfont_RectDrawer.h276 math::VEC4* __restrict dst,
411 math::VEC4 *const m_UniformMtx;
414 math::VEC4 *const m_UniformData;
417 math::VEC4 *const m_UniformTextColor;
Dfont_DispStringBuffer.h32 math::VEC4 pos;
34 math::VEC4 tex;
/NW4C-1.3.3/sources/libraries/font/
Dfont_RectDrawer.cpp541 math::VEC4* __restrict dst, in NormalizeF32Colors()
564 math::VEC4* __restrict dst, in SetVertexColor()
569 math::VEC4 wkCols[internal::TEXTCOLOR_MAX]; in SetVertexColor()
803 m_UniformMtx(reinterpret_cast<math::VEC4*>(&m_UniformMtxBuffer[3])), in RectDrawer()
804 m_UniformData(reinterpret_cast<math::VEC4*>(&m_UniformDataBuffer[3])), in RectDrawer()
805 m_UniformTextColor(reinterpret_cast<math::VEC4*>(&m_UniformTextColorBuffer[3])), in RectDrawer()
896 m_UniformMtxIndex = sizeof(mtx) / sizeof(nn::math::VEC4); in SetViewMtxForText()
966 nn::math::VEC4 *const pParallaxData = in SetParallax()
967 reinterpret_cast<nn::math::VEC4*>(&m_UniformProjBuffer[3 + 4 * 4]); in SetParallax()
1631 math::VEC4* __restrict pTexCoord = &m_UniformData[m_UniformDataIndex]; in BuildTextCommand()
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/NW4C-1.3.3/include/nw/ut/
Dut_Color.h593 /* ctor */ /* implicit */ FloatColor(const nw::math::VEC4& vec) in FloatColor()
653 SelfType& operator =(const nw::math::VEC4& vec)
683 operator nw::math::VEC4&()
691 operator const nw::math::VEC4&() const
1083 nw::math::VEC4& ToVEC4() in ToVEC4()
1085 return *reinterpret_cast<nw::math::VEC4*>(this); in ToVEC4()
1089 const nw::math::VEC4& ToVEC4() const in ToVEC4()
1091 return *reinterpret_cast<const nw::math::VEC4*>(this); in ToVEC4()
Dut_ResTypes.h260 typedef nw::math::VEC4 ResVec4; //!< バイナリリソース上の Vector4 型です。
305 operator nw::math::VEC4() const in VEC4() function
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; }
/NW4C-1.3.3/include/nw/lyt/
Dlyt_Drawer.h332 void SetUpTextureCoords( const nw::math::VEC4 texCoords[ TexMapMax * 2 ],
360 nw::math::VEC4 texCoords[ TexMapMax * 2 ] ) const;
Dlyt_Picture.h291 mutable nw::math::VEC4 m_UniformTexCoords[ TexMapMax * 2 ];
Dlyt_Window.h492 mutable nw::math::VEC4 m_UniformTexCoords[ TexMapMax * 2 ];
/NW4C-1.3.3/include/nw/gfx/
Dgfx_RenderContext.h163 typedef ut::FixedSizeArray<math::VEC4, ATTRIBUTE_SCALES_VECTOR_COUNT> AttributeScaleArray;
594 math::VEC4* out,
596 const math::VEC4* v);
Dgfx_ShaderProgram.h198 void SetUniversal(int index, const math::VEC4& vec) const in SetUniversal()
312 …void SetUniform(ShaderUniform location, const math::VEC4& vec) const { glUniform4fv(m_UniformLocat… in SetUniform()
364 …void SetUniforms(ShaderUniform location, const math::VEC4* vec, int count) const { glUniform4fv(m_… in SetUniforms()
Dgfx_GraphicsDevice.h527 ActivateFragmentLightPosition(s32 index, const math::VEC4& pos) in ActivateFragmentLightPosition()
555 ActivateFragmentLightPosition(s32 index, const math::VEC4& pos, const math::VEC3& spotDir) in ActivateFragmentLightPosition()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DSmPrimitive.cpp276 nw::math::VEC4 offset; in Render()