Ykkrosh
b7888aea52
Let materials specify shader uniform values. Use interned strings for shader uniform/attribute names. Remove confusing float* cast operator on CVector4D. Simplify and clean up CVector4D. Remove non-supported 'old' lighting model. This was SVN commit r11453.
132 lines
2.4 KiB
C++
132 lines
2.4 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R4 and allows vector and
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* scalar operations on it
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*/
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#ifndef INCLUDED_VECTOR4D
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#define INCLUDED_VECTOR4D
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#include <math.h>
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class CVector4D
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{
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public:
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CVector4D() : X(0.0f), Y(0.0f), Z(0.0f), W(0.0f) { }
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CVector4D(float x, float y, float z, float w) : X(x), Y(y), Z(z), W(w) { }
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bool operator==(const CVector4D& t) const
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{
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return (X == t.X && Y == t.Y && Z == t.Z && W == t.W);
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}
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bool operator!=(const CVector4D& t) const
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{
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return !(*this == t);
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}
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CVector4D operator-() const
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{
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return CVector4D(-X, -Y, -Z, -W);
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}
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CVector4D operator+(const CVector4D& t) const
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{
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return CVector4D(X+t.X, Y+t.Y, Z+t.Z, W+t.W);
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}
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CVector4D operator-(const CVector4D& t) const
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{
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return CVector4D(X-t.X, Y-t.Y, Z-t.Z, W-t.W);
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}
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CVector4D operator*(const CVector4D& t) const
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{
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return CVector4D(X*t.X, Y*t.Y, Z*t.Z, W*t.W);
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}
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CVector4D operator*(float f) const
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{
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return CVector4D(X*f, Y*f, Z*f, W*f);
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}
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CVector4D operator/(float f) const
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{
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float inv_f = 1.0f / f;
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return CVector4D(X*inv_f, Y*inv_f, Z*inv_f, W*inv_f);
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}
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CVector4D& operator+=(const CVector4D& t)
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{
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X += t.X;
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Y += t.Y;
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Z += t.Z;
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W += t.W;
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return *this;
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}
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CVector4D& operator-=(const CVector4D& t)
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{
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X -= t.X;
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Y -= t.Y;
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Z -= t.Z;
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W -= t.W;
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return *this;
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}
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CVector4D& operator*=(const CVector4D& t)
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{
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X *= t.X;
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Y *= t.Y;
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Z *= t.Z;
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W *= t.W;
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return *this;
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}
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CVector4D& operator*=(float f)
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{
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X *= f;
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Y *= f;
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Z *= f;
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W *= f;
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return *this;
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}
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CVector4D& operator/=(float f)
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{
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float inv_f = 1.0f / f;
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X *= inv_f;
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Y *= inv_f;
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Z *= inv_f;
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W *= inv_f;
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return *this;
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}
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float Dot(const CVector4D& a) const
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{
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return X*a.X + Y*a.Y + Z*a.Z + W*a.W;
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}
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float X, Y, Z, W;
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};
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#endif
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