# 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 | ||||
| SOFTWARE. | ||||
|  */ | ||||
|  | ||||
| // This file is generated by lazyvec | ||||
| // This file is generated by lazyvec 2.0.0 | ||||
|  | ||||
| #include <pd/core/common.hpp> | ||||
| #include <pd/core/vec2.hpp>  // Extended | ||||
| // Extended includes (rename if you use other filenames/paths) | ||||
| #include <pd/core/vec2.hpp> | ||||
| #include <pd/core/vec3.hpp> | ||||
|  | ||||
| namespace PD { | ||||
| template <typename T> | ||||
| @@ -36,9 +39,11 @@ class vec4 { | ||||
|   T z; | ||||
|   T w; | ||||
|  | ||||
|   vec4() : x(0), y(0), z(0), w(0) {} | ||||
|   // Constructors | ||||
|  | ||||
|   constexpr vec4() : x(0), y(0), z(0), w(0) {} | ||||
|   template <typename T1> | ||||
|   explicit vec4(T1 v) { | ||||
|   constexpr vec4(T1 v) { | ||||
|     x = (T)v; | ||||
|     y = (T)v; | ||||
|     z = (T)v; | ||||
| @@ -46,23 +51,37 @@ class vec4 { | ||||
|   } | ||||
|  | ||||
|   template <typename T1> | ||||
|   explicit vec4(vec4<T1> v) { | ||||
|   constexpr vec4(const vec4<T1>& v) { | ||||
|     x = (T)v.x; | ||||
|     y = (T)v.y; | ||||
|     z = (T)v.z; | ||||
|     w = (T)v.w; | ||||
|   } | ||||
|  | ||||
|   /** Extended Constructor */ | ||||
|   constexpr explicit vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {} | ||||
|  | ||||
|   // Extended Constructors | ||||
|   template <typename T1> | ||||
|   explicit vec4(vec2<T1> a, vec2<T1> b) { | ||||
|     x = (T)a.x; | ||||
|     y = (T)a.y; | ||||
|     z = (T)b.x; | ||||
|     w = (T)b.y; | ||||
|   constexpr explicit vec4(const vec2<T1>& xy, const vec2<T1>& zw) { | ||||
|     { | ||||
|       x = (T)xy.x; | ||||
|       y = (T)xy.y; | ||||
|       z = (T)zw.x; | ||||
|       w = (T)zw.y; | ||||
|     } | ||||
|   } | ||||
|  | ||||
|   vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {} | ||||
|   template <typename T1> | ||||
|   constexpr explicit vec4(const vec3<T1>& xyz, T1 w) { | ||||
|     { | ||||
|       x = (T)xyz.x; | ||||
|       y = (T)xyz.y; | ||||
|       z = (T)xyz.z; | ||||
|       this->w = (T)w; | ||||
|     } | ||||
|   } | ||||
|  | ||||
|   // Operations | ||||
|  | ||||
|   template <typename T1> | ||||
|   vec4<T>& operator+=(T1 v) { | ||||
| @@ -176,16 +195,42 @@ class vec4 { | ||||
|     return vec4<T>(x / (T)v.x, y / (T)v.y, z / (T)v.z, w / (T)v.w); | ||||
|   } | ||||
|  | ||||
|   vec4 operator-() const { return vec4(-x, -y, -z, -w); } | ||||
|   // Generic Operations | ||||
|  | ||||
|   bool operator==(const vec4& v) const { | ||||
|     return x == v.x && y == v.y && z == v.z && w == v.w; | ||||
|   vec4 operator-() const { return vec4(-x, -y, -z, -w); } | ||||
|   template <typename T1> | ||||
|   bool operator==(const vec4<T1>& v) const { | ||||
|     return x == (T)v.x && y == (T)v.y && z == (T)v.z && w == (T)v.w; | ||||
|   } | ||||
|   bool operator!=(const vec4& v) const { return !(*this == v); } | ||||
|   template <typename T1> | ||||
|   bool operator!=(const vec4<T1>& v) const { | ||||
|     return !(*this == v); | ||||
|   } | ||||
|  | ||||
|   // Functions | ||||
|  | ||||
|   double Len() const { return std::sqrt(SqLen()); } | ||||
|   double SqLen() const { return x * x + y * y + z * z + w * w; } | ||||
|  | ||||
|   template <typename T1> | ||||
|   double Distance(const vec4<T1>& v) const { | ||||
|     return (*this - v).Len(); | ||||
|   } | ||||
|  | ||||
|   vec4<T> Normalize() const { | ||||
|     double l = Len(); | ||||
|     if (l == 0) { | ||||
|       return *this; | ||||
|     } | ||||
|     return *this / (T)l; | ||||
|   } | ||||
|  | ||||
|   template <typename T1> | ||||
|   T Dot(const vec4<T1>& v) const { | ||||
|     return x * (T)v.x + y * (T)v.y + z * (T)v.z + w * (T)v.w; | ||||
|   } | ||||
|  | ||||
|   // Swap Functions | ||||
|   void SwapXY() { | ||||
|     T t = x; | ||||
|     x = y; | ||||
| @@ -218,6 +263,6 @@ class vec4 { | ||||
|   } | ||||
| }; | ||||
| using fvec4 = vec4<float>; | ||||
| using dvec4 = vec4<double>; | ||||
| using ivec4 = vec4<int>; | ||||
| using dvec4 = vec4<double>; | ||||
| }  // namespace PD | ||||
|   | ||||
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