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)
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
#include <lazyvec.hpp>
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constexpr std::string_view _funcs = R"text(
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double Len() const {{ return std::sqrt(SqLen()); }}
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double SqLen() const {{ return {1}; }}
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template <typename T1>
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double Distance(const vec{0}<T1>& v) const {{
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return (*this - v).Len();
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}}
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vec{0}<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 vec{0}<T1>&v) const {{
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return {2};
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}}
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)text";
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constexpr std::string_view _cross = R"text(
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template <typename T1>
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vec3<T> Cross(const vec3<T1>& v) const {
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return vec3<T>(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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}
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)text";
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namespace LVec {
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std::string MakeFunctions(int n) {
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std::stringstream s1, s2;
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for (int i = 0; i < n; i++) {
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s1 << elems[i] << " * " << elems[i];
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s2 << elems[i] << " * (T)v." << elems[i];
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if (i != n - 1) {
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s1 << " + ";
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s2 << " + ";
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}
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}
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std::string ret = std::format(_funcs, n, s1.str(), s2.str());
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if (n == 3) {
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ret += _cross;
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}
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return ret;
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}
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} // namespace LVec
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