/* ZZ Open GL graphics plugin * Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com * Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008 * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef ZZOGLMATH_H_INCLUDED #define ZZOGLMATH_H_INCLUDED //Remind me to check and see if this is necessary, and what uses it. --arcum42 #ifndef _WIN32 #include #endif #include template class Vector4 { public: T x, y, z, w; Vector4(T x1 = 0, T y1 = 0, T z1 = 0, T w1 = 0) { x = x1; y = y1; z = z1; w = w1; } Vector4(Vector4 &f) { x = f.x; y = f.y; z = f.z; w = f.w; } Vector4(T* f) { x = f[0]; y = f[1]; z = f[2]; w = f[3]; // For some reason, the old code set this to 0. } T& operator[](int i) { switch(i) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; default: assert(0); } } operator T*() { return (T*) this; } operator const T*() const { return (const T*) this; } Vector4& operator =(const Vector4& v) { x = v.x; y = v.y; z = v.z; w = v.w; return *this; } bool operator ==(const Vector4& v) { return !!( x == v.x && y == v.y && z == v.z && w == v.w ); } Vector4 operator +(const Vector4& v) const { return Vector4(x + v.x, y + v.y, z + v.z, w + v.w); } Vector4 operator -(const Vector4& v) const { return Vector4(x - v.x, y - v.y, z - v.z, w - v.w); } Vector4 operator *(const Vector4& v) const { return Vector4(x * v.x, y * v.y, z * v.z, w * v.w); } Vector4 operator /(const Vector4& v) const { return Vector4(x / v.x, y / v.y, z / v.z, w / v.w); } Vector4 operator +(T val) const { return Vector4(x + val, y + val, z + val, w + val); } Vector4 operator -(T val) const { return Vector4(x - val, y - val, z - val, w - val); } Vector4 operator *(T val) const { return Vector4(x * val, y * val, z * val, w * val); } Vector4 operator /(T val) const { return Vector4(x / val, y / val, z / val, w / val); } Vector4& operator +=(const Vector4& v) { *this = *this + v; return *this; } Vector4& operator -=(const Vector4& v) { *this = *this - v; return *this; } Vector4& operator *=(const Vector4& v) { *this = *this * v; return *this; } Vector4& operator /=(const Vector4& v) { *this = *this - v; return *this; } Vector4& operator +=(T val) { *this = *this + (T)val; return *this; } Vector4& operator -=(T val) { *this = *this - (T)val; return *this; } Vector4& operator *=(T val) { *this = *this * (T)val; return *this; } Vector4& operator /=(T val) { *this = *this / (T)val; return *this; } // Probably doesn't belong here, but I'll leave it in for the moment. void SetColor(u32 color) { x = (color & 0xff) / 255.0f; y = ((color >> 8) & 0xff) / 255.0f; z = ((color >> 16) & 0xff) / 255.0f; } }; typedef Vector4 float4; #endif