WVector4 FTexture::PixelInfo(WVector2 _textureCoordinate)
{
	WVector2 coordinates;
	unsigned int pixelIndex;

	// Get the real coordinates
	coordinates.x = Lerp(0.0f, m_TextureSize.x, _textureCoordinate.x);
	coordinates.y = Lerp(0.0f, m_TextureSize.y, _textureCoordinate.y);

	// Set the pixel index
	pixelIndex = (coordinates.y * m_TextureSize.y * 4) + coordinates.x * 4; // Maybe is the inverse order

	// Return the pixel info
	return WVector4(m_TextureRawData[pixelIndex + 0] / 256.0f, m_TextureRawData[pixelIndex + 1] / 256.0f, m_TextureRawData[pixelIndex + 2] / 256.0f, m_TextureRawData[pixelIndex + 3] / 256.0f);
}
Example #2
0
WVector4 operator/(float n,const WVector4&i)
{
	return WVector4(n/i.x,n/i.y,n/i.z,n/i.h);
}
Example #3
0
//数除
WVector4 operator/(const WVector4&i,float n)
{
	return WVector4(i.x/n,i.y/n,i.z/n,i.h/n);
}
Example #4
0
WVector4 operator*(float n,const WVector4&i)
{
	return WVector4(i.x*n,i.y*n,i.z*n,i.h*n);
}
Example #5
0
//数乘
WVector4 operator*(const WVector4&i,float n)
{
	return WVector4(i.x*n,i.y*n,i.z*n,i.h*n);
}
Example #6
0
//减法
WVector4 WVector4::operator -(const WVector4&i)
{
	return WVector4(x-i.x,y-i.y,z-i.z,h-i.h);
}
Example #7
0
//加法
WVector4 WVector4::operator +(const WVector4&i)
{
	return WVector4(x+i.x,y+i.y,z+i.z,h+i.h);
}