mirror of
https://github.com/libretro/pcsx2.git
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86ff5185b7
* fix failure with VS2008 & 2010 git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5169 96395faa-99c1-11dd-bbfe-3dabce05a288
512 lines
10 KiB
C++
512 lines
10 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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*
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* This program 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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* This program 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef ZZOGLMATH_H_INCLUDED
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#define ZZOGLMATH_H_INCLUDED
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//Remind me to check and see if this is necessary, and what uses it. --arcum42
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#ifndef _WIN32
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#include <alloca.h>
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#endif
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#include <assert.h>
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#include "Pcsx2Defs.h"
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//#define ZZ_MMATH
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#ifndef ZZ_MMATH
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template <class T>
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class Vector4
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{
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public:
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T x, y, z, w;
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Vector4(T x1 = 0, T y1 = 0, T z1 = 0, T w1 = 0)
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{
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x = x1;
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y = y1;
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z = z1;
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w = w1;
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}
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Vector4(Vector4<T> &f)
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{
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x = f.x;
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y = f.y;
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z = f.z;
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w = f.w;
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}
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Vector4(T* f)
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{
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x = f[0];
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y = f[1];
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z = f[2];
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w = f[3]; // For some reason, the old code set this to 0.
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}
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T& operator[](int i)
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{
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switch(i)
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{
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case 0: return x;
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case 1: return y;
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case 2: return z;
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case 3: return w;
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default: assert(0);
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}
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}
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operator T*()
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{
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return (T*) this;
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}
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operator const T*() const
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{
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return (const T*) this;
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}
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Vector4<T>& operator =(const Vector4<T>& v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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return *this;
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}
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bool operator ==(const Vector4<T>& v)
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{
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return !!( x == v.x &&
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y == v.y &&
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z == v.z &&
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w == v.w );
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}
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Vector4<T> operator +(const Vector4<T>& v) const
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{
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return Vector4<T>(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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Vector4<T> operator -(const Vector4<T>& v) const
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{
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return Vector4<T>(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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Vector4<T> operator *(const Vector4<T>& v) const
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{
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return Vector4<T>(x * v.x, y * v.y, z * v.z, w * v.w);
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}
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Vector4<T> operator /(const Vector4<T>& v) const
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{
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return Vector4<T>(x / v.x, y / v.y, z / v.z, w / v.w);
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}
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Vector4<T> operator +(T val) const
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{
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return Vector4<T>(x + val, y + val, z + val, w + val);
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}
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Vector4<T> operator -(T val) const
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{
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return Vector4<T>(x - val, y - val, z - val, w - val);
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}
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Vector4<T> operator *(T val) const
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{
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return Vector4<T>(x * val, y * val, z * val, w * val);
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}
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Vector4<T> operator /(T val) const
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{
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return Vector4<T>(x / val, y / val, z / val, w / val);
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}
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Vector4<T>& operator +=(const Vector4<T>& v)
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{
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*this = *this + v;
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return *this;
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}
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Vector4<T>& operator -=(const Vector4<T>& v)
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{
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*this = *this - v;
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return *this;
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}
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Vector4<T>& operator *=(const Vector4<T>& v)
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{
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*this = *this * v;
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return *this;
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}
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Vector4<T>& operator /=(const Vector4<T>& v)
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{
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*this = *this - v;
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return *this;
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}
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Vector4<T>& operator +=(T val)
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{
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*this = *this + (T)val;
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return *this;
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}
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Vector4<T>& operator -=(T val)
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{
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*this = *this - (T)val;
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return *this;
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}
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Vector4<T>& operator *=(T val)
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{
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*this = *this * (T)val;
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return *this;
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}
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Vector4<T>& operator /=(T val)
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{
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*this = *this / (T)val;
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return *this;
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}
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// Probably doesn't belong here, but I'll leave it in for the moment.
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void SetColor(u32 color)
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{
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x = (color & 0xff) / 255.0f;
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y = ((color >> 8) & 0xff) / 255.0f;
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z = ((color >> 16) & 0xff) / 255.0f;
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}
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bool equal_vectors(const Vector4<T>& v)
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{
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if (abs(x - v.x) + abs(y - v.y) + abs(z - v.z) + abs(w - v.w) < 0.01)
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return true;
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else
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return false;
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}
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};
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typedef Vector4<float> float4;
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#else
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// Reimplement, swiping a bunch of code from GSdx and adapting it. (specifically GSVector.h)
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// This doesn't include more then half of the functions in there, as well as some of the structs...
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#include "Util.h"
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#include "Pcsx2Types.h"
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class float4
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{
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public:
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union
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{
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struct {float x, y, z, w;};
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struct {float r, g, b, a;};
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struct {float left, top, right, bottom;};
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float v[4];
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float f32[4];
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s8 _s8[16];
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s16 _s16[8];
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s32 _s32[4];
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s64 _s64[2];
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u8 _u8[16];
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u16 _u16[8];
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u32 _u32[4];
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u64 _u64[2];
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__m128 m;
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};
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float4()
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{
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m = _mm_setzero_ps();
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}
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float4(float x, float y, float z, float w = 0)
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{
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m = _mm_set_ps(w, z, y, x);
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}
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float4(float4 &f)
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{
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m = f.m;
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}
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float4(float x, float y)
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{
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m = _mm_unpacklo_ps(_mm_load_ss(&x), _mm_load_ss(&y));
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}
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float4(int x, int y)
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{
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m = _mm_cvtepi32_ps(_mm_unpacklo_epi32(_mm_cvtsi32_si128(x), _mm_cvtsi32_si128(y)));
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}
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explicit float4(float f)
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{
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m = _mm_set1_ps(f);
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}
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explicit float4(__m128 m)
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{
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this->m = m;
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}
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float4(float* f)
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{
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x = f[0];
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y = f[1];
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z = f[2];
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w = f[3]; // For some reason, the old code set this to 0.
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}
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float& operator[](int i)
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{
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switch(i)
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{
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case 0: return x;
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case 1: return y;
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case 2: return z;
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case 3: return w;
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default: assert(0);
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}
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}
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operator float*()
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{
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return (float*) this;
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}
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operator const float*() const
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{
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return (const float*) this;
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}
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void operator = (float f)
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{
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m = _mm_set1_ps(f);
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}
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void operator = (__m128 m)
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{
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this->m = m;
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}
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void operator += (const float4& v)
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{
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m = _mm_add_ps(m, v.m);
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}
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void operator -= (const float4& v)
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{
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m = _mm_sub_ps(m, v.m);
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}
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void operator *= (const float4& v)
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{
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m = _mm_mul_ps(m, v.m);
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}
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void operator /= (const float4& v)
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{
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m = _mm_div_ps(m, v.m);
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}
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void operator += (float f)
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{
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*this += float4(f);
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}
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void operator -= (float f)
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{
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*this -= float4(f);
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}
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void operator *= (float f)
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{
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*this *= float4(f);
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}
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void operator /= (float f)
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{
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*this /= float4(f);
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}
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void operator &= (const float4& v)
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{
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m = _mm_and_ps(m, v.m);
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}
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void operator |= (const float4& v)
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{
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m = _mm_or_ps(m, v.m);
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}
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void operator ^= (const float4& v)
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{
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m = _mm_xor_ps(m, v.m);
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}
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friend float4 operator + (const float4& v1, const float4& v2)
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{
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return float4(_mm_add_ps(v1.m, v2.m));
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}
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friend float4 operator - (const float4& v1, const float4& v2)
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{
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return float4(_mm_sub_ps(v1.m, v2.m));
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}
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friend float4 operator * (const float4& v1, const float4& v2)
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{
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return float4(_mm_mul_ps(v1.m, v2.m));
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}
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friend float4 operator / (const float4& v1, const float4& v2)
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{
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return float4(_mm_div_ps(v1.m, v2.m));
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}
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friend float4 operator + (const float4& v, float f)
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{
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return v + float4(f);
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}
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friend float4 operator - (const float4& v, float f)
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{
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return v - float4(f);
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}
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friend float4 operator * (const float4& v, float f)
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{
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return v * float4(f);
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}
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friend float4 operator / (const float4& v, float f)
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{
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return v / float4(f);
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}
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friend float4 operator & (const float4& v1, const float4& v2)
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{
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return float4(_mm_and_ps(v1.m, v2.m));
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}
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friend float4 operator | (const float4& v1, const float4& v2)
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{
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return float4(_mm_or_ps(v1.m, v2.m));
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}
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friend float4 operator ^ (const float4& v1, const float4& v2)
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{
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return float4(_mm_xor_ps(v1.m, v2.m));
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}
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friend float4 operator == (const float4& v1, const float4& v2)
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{
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return float4(_mm_cmpeq_ps(v1.m, v2.m));
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}
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friend float4 operator != (const float4& v1, const float4& v2)
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{
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return float4(_mm_cmpneq_ps(v1.m, v2.m));
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}
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friend float4 operator > (const float4& v1, const float4& v2)
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{
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return float4(_mm_cmpgt_ps(v1.m, v2.m));
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}
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friend float4 operator < (const float4& v1, const float4& v2)
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{
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return float4(_mm_cmplt_ps(v1.m, v2.m));
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}
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friend float4 operator >= (const float4& v1, const float4& v2)
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{
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return float4(_mm_cmpge_ps(v1.m, v2.m));
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}
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friend float4 operator <= (const float4& v1, const float4& v2)
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{
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return float4(_mm_cmple_ps(v1.m, v2.m));
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}
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bool equal_vectors(const float4& v)
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{
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if (abs(x - v.x) + abs(y - v.y) + abs(z - v.z) + abs(w - v.w) < 0.01)
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return true;
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else
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return false;
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}
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// This looked interesting, so I thought I'd include it...
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template<int i> float4 shuffle() const
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{
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return float4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(i, i, i, i)));
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}
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#define VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, ws, wn) \
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float4 xs##ys##zs##ws() const {return float4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(wn, zn, yn, xn)));} \
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float4 xs##ys##zs##ws(const float4& v) const {return float4(_mm_shuffle_ps(m, v.m, _MM_SHUFFLE(wn, zn, yn, xn)));} \
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#define VECTOR4_SHUFFLE_3(xs, xn, ys, yn, zs, zn) \
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VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, x, 0) \
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VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, y, 1) \
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VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, z, 2) \
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VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, w, 3) \
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#define VECTOR4_SHUFFLE_2(xs, xn, ys, yn) \
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VECTOR4_SHUFFLE_3(xs, xn, ys, yn, x, 0) \
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VECTOR4_SHUFFLE_3(xs, xn, ys, yn, y, 1) \
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VECTOR4_SHUFFLE_3(xs, xn, ys, yn, z, 2) \
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VECTOR4_SHUFFLE_3(xs, xn, ys, yn, w, 3) \
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#define VECTOR4_SHUFFLE_1(xs, xn) \
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float4 xs##4() const {return float4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(xn, xn, xn, xn)));} \
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float4 xs##4(const float4& v) const {return float4(_mm_shuffle_ps(m, v.m, _MM_SHUFFLE(xn, xn, xn, xn)));} \
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VECTOR4_SHUFFLE_2(xs, xn, x, 0) \
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VECTOR4_SHUFFLE_2(xs, xn, y, 1) \
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VECTOR4_SHUFFLE_2(xs, xn, z, 2) \
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VECTOR4_SHUFFLE_2(xs, xn, w, 3) \
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VECTOR4_SHUFFLE_1(x, 0)
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VECTOR4_SHUFFLE_1(y, 1)
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VECTOR4_SHUFFLE_1(z, 2)
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VECTOR4_SHUFFLE_1(w, 3)
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// Probably doesn't belong here, but I'll leave it in for the moment.
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void SetColor(u32 color)
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{
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x = (color & 0xff) / 255.0f;
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y = ((color >> 8) & 0xff) / 255.0f;
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z = ((color >> 16) & 0xff) / 255.0f;
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}
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};
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#endif
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#endif
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