void matmultvec4f(const float * matrix, const vec4f& v, vec4f& ssv) { ssv.x() = matrix[0] * v.peekx() + matrix[4] * v.peeky() + matrix[8] * v.peekz() + matrix[12] * v.peekw(); ssv.y() = matrix[1] * v.peekx() + matrix[5] * v.peeky() + matrix[9] * v.peekz() + matrix[13] * v.peekw(); ssv.z() = matrix[2] * v.peekx() + matrix[6] * v.peeky() + matrix[10] * v.peekz() + matrix[14] * v.peekw(); ssv.w() = matrix[3] * v.peekx() + matrix[7] * v.peeky() + matrix[11] * v.peekz() + matrix[15] * v.peekw(); }
// misc math bool baryCentricTriangle(vec2f p, vec4f v1, vec4f v2, vec4f v3, float &u, float &v, float &r) { float x1mx3 = v1.x() - v3.x(); float x2mx3 = v2.x() - v3.x(); float y1my3 = v1.y() - v3.y(); float y2my3 = v2.y() - v3.y(); float det = (x1mx3 * y2my3) - (y1my3*x2mx3); float pxmx3 = p.x() - v3.x(); float pymy3 = p.y() - v3.y(); if(det == 0.0 || det == -0.0) return false; u = (y2my3*pxmx3 + x2mx3*-1*pymy3)/det; v = (y1my3*-1*pxmx3 + x1mx3*pymy3)/det; r = 1-u-v; if (u > 1.0f || v > 1.0f || r > 1.0f) return false; if (u < 0.0f || v < 0.0f || r < 0.0f) return false; return true; }
void Shader::setUniform(const std::string &name, const vec4f v, bool warn) { glUniform4f(uniform(name, warn), v.x(), v.y(), v.z(), v.w()); }