| /NW4C-2.0.3/include/nw/gfx/res/ |
| D | gfx_ResLight.h | 478 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()
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| D | gfx_ResShader.h | 314 void SetValue(const math::VEC4& value) in SetValue()
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_RenderContext.cpp | 59 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 …]
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| D | gfx_Fog.cpp | 319 math::VEC4 viewPos; in SetupFogSampler()
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| D | gfx_MaterialState.cpp | 306 math::VEC4 projectionTranslate; in ActivateTextureCoordinators()
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| /NW4C-2.0.3/sources/libraries/lyt/ |
| D | lyt_DrawerUniform.cpp | 72 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()
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| D | lyt_Window.cpp | 996 nw::math::VEC4 uniformTexCoords[ TexMapMax * 2 ]; in MakeUniformDataSelf()
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| /NW4C-2.0.3/include/nw/font/ |
| D | font_RectDrawer.h | 278 math::VEC4* __restrict dst, 413 math::VEC4 *const m_UniformMtx; 416 math::VEC4 *const m_UniformData; 419 math::VEC4 *const m_UniformTextColor;
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| D | font_DispStringBuffer.h | 34 math::VEC4 pos; 36 math::VEC4 tex;
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| /NW4C-2.0.3/sources/libraries/font/ |
| D | font_RectDrawer.cpp | 567 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() [all …]
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| /NW4C-2.0.3/include/nw/ut/ |
| D | ut_Color.h | 595 /* 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()
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| D | ut_ResTypes.h | 262 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; }
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| /NW4C-2.0.3/include/nw/lyt/ |
| D | lyt_Drawer.h | 335 void SetUpTextureCoords( const nw::math::VEC4 texCoords[ TexMapMax * 2 ], 363 nw::math::VEC4 texCoords[ TexMapMax * 2 ] ) const;
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| D | lyt_Picture.h | 293 mutable nw::math::VEC4 m_UniformTexCoords[ TexMapMax * 2 ];
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| D | lyt_Window.h | 494 mutable nw::math::VEC4 m_UniformTexCoords[ TexMapMax * 2 ];
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_RenderContext.h | 165 typedef ut::FixedSizeArray<math::VEC4, ATTRIBUTE_SCALES_VECTOR_COUNT> AttributeScaleArray; 596 math::VEC4* out, 598 const math::VEC4* v);
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| D | gfx_ShaderProgram.h | 200 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()
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| D | gfx_GraphicsDevice.h | 529 ActivateFragmentLightPosition(s32 index, const math::VEC4& pos) in ActivateFragmentLightPosition() 557 ActivateFragmentLightPosition(s32 index, const math::VEC4& pos, const math::VEC3& spotDir) in ActivateFragmentLightPosition()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | SmPrimitive.cpp | 278 nw::math::VEC4 offset; in Render()
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