# Changes
3ds Backend: - switch to shaderProgramUse Desktop Backend - Add Pre Alpha Text Input and Keyboard Support - Move Shader Attrib Setup into a function and callit every time we need a set up vbo - Move to Mat4 api Core: - Add fquat support - Add LoadFile2Str - Move Mat4 Lib from Project n73 to Palladium - Add full supprot for vec cross types - Add Normalize, Distance and Dot to all - Add Cross to vec3 Drivers: - Add a SetViewPort func to GFX - Add Keyboard keys and Flasg to Hid Image: - Add Vertical Flipping - Add Horizontal flipping UI7: - Fix Critical Bug in IO Viewport handler - Fix library list (error on MinGW for some reason) Lazyvec: - Split into multiple source files - Generate new functions (see core updates)
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@ -23,9 +23,12 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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// This file is generated by lazyvec
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// This file is generated by lazyvec 2.0.0
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#include <pd/core/common.hpp>
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#include <pd/core/vec2.hpp> // Extended
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// Extended includes (rename if you use other filenames/paths)
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#include <pd/core/vec2.hpp>
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#include <pd/core/vec3.hpp>
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namespace PD {
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template <typename T>
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@ -36,9 +39,11 @@ class vec4 {
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T z;
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T w;
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vec4() : x(0), y(0), z(0), w(0) {}
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// Constructors
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constexpr vec4() : x(0), y(0), z(0), w(0) {}
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template <typename T1>
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explicit vec4(T1 v) {
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constexpr vec4(T1 v) {
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x = (T)v;
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y = (T)v;
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z = (T)v;
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@ -46,23 +51,37 @@ class vec4 {
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}
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template <typename T1>
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explicit vec4(vec4<T1> v) {
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constexpr vec4(const vec4<T1>& v) {
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x = (T)v.x;
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y = (T)v.y;
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z = (T)v.z;
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w = (T)v.w;
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}
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/** Extended Constructor */
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constexpr explicit vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {}
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// Extended Constructors
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template <typename T1>
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explicit vec4(vec2<T1> a, vec2<T1> b) {
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x = (T)a.x;
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y = (T)a.y;
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z = (T)b.x;
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w = (T)b.y;
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constexpr explicit vec4(const vec2<T1>& xy, const vec2<T1>& zw) {
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{
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x = (T)xy.x;
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y = (T)xy.y;
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z = (T)zw.x;
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w = (T)zw.y;
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}
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}
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vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {}
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template <typename T1>
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constexpr explicit vec4(const vec3<T1>& xyz, T1 w) {
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{
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x = (T)xyz.x;
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y = (T)xyz.y;
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z = (T)xyz.z;
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this->w = (T)w;
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}
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}
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// Operations
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template <typename T1>
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vec4<T>& operator+=(T1 v) {
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@ -176,16 +195,42 @@ class vec4 {
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return vec4<T>(x / (T)v.x, y / (T)v.y, z / (T)v.z, w / (T)v.w);
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}
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vec4 operator-() const { return vec4(-x, -y, -z, -w); }
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// Generic Operations
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bool operator==(const vec4& v) const {
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return x == v.x && y == v.y && z == v.z && w == v.w;
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vec4 operator-() const { return vec4(-x, -y, -z, -w); }
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template <typename T1>
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bool operator==(const vec4<T1>& v) const {
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return x == (T)v.x && y == (T)v.y && z == (T)v.z && w == (T)v.w;
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}
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bool operator!=(const vec4& v) const { return !(*this == v); }
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template <typename T1>
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bool operator!=(const vec4<T1>& v) const {
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return !(*this == v);
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}
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// Functions
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double Len() const { return std::sqrt(SqLen()); }
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double SqLen() const { return x * x + y * y + z * z + w * w; }
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template <typename T1>
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double Distance(const vec4<T1>& v) const {
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return (*this - v).Len();
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}
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vec4<T> Normalize() const {
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double l = Len();
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if (l == 0) {
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return *this;
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}
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return *this / (T)l;
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}
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template <typename T1>
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T Dot(const vec4<T1>& v) const {
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return x * (T)v.x + y * (T)v.y + z * (T)v.z + w * (T)v.w;
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}
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// Swap Functions
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void SwapXY() {
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T t = x;
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x = y;
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@ -218,6 +263,6 @@ class vec4 {
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}
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};
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using fvec4 = vec4<float>;
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using dvec4 = vec4<double>;
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using ivec4 = vec4<int>;
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using dvec4 = vec4<double>;
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} // namespace PD
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