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wine
wine-cw
Commits
fddc3e15
Commit
fddc3e15
authored
Jul 23, 2000
by
Ove Kaaven
Committed by
Alexandre Julliard
Jul 23, 2000
Browse files
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Plain Diff
Added a few C++ operators to Direct3D structures, and made some unions
'nameless'.
parent
37f5c111
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
195 additions
and
48 deletions
+195
-48
d3dlight.c
dlls/ddraw/d3dlight.c
+6
-6
mesa_private.h
dlls/ddraw/mesa_private.h
+1
-1
dsound_main.c
dlls/dsound/dsound_main.c
+24
-24
d3dtypes.h
include/d3dtypes.h
+53
-17
d3dvec.inl
include/d3dvec.inl
+111
-0
No files found.
dlls/ddraw/d3dlight.c
View file @
fddc3e15
...
...
@@ -49,17 +49,17 @@ static void update(IDirect3DLightImpl* This) {
TRACE
(
"Activating DIRECTIONAL
\n
"
);
TRACE
(
" direction : %f %f %f
\n
"
,
This
->
light
.
dvDirection
.
x
.
x
,
This
->
light
.
dvDirection
.
y
.
y
,
This
->
light
.
dvDirection
.
z
.
z
);
This
->
light
.
dvDirection
.
u1
.
x
,
This
->
light
.
dvDirection
.
u2
.
y
,
This
->
light
.
dvDirection
.
u3
.
z
);
_dump_colorvalue
(
" color "
,
This
->
light
.
dcvColor
);
glLightfv
(
dlpriv
->
light_num
,
GL_AMBIENT
,
(
float
*
)
zero_value
);
glLightfv
(
dlpriv
->
light_num
,
GL_DIFFUSE
,
(
float
*
)
&
(
This
->
light
.
dcvColor
));
direction
[
0
]
=
-
This
->
light
.
dvDirection
.
x
.
x
;
direction
[
1
]
=
-
This
->
light
.
dvDirection
.
y
.
y
;
direction
[
2
]
=
-
This
->
light
.
dvDirection
.
z
.
z
;
direction
[
0
]
=
-
This
->
light
.
dvDirection
.
u1
.
x
;
direction
[
1
]
=
-
This
->
light
.
dvDirection
.
u2
.
y
;
direction
[
2
]
=
-
This
->
light
.
dvDirection
.
u3
.
z
;
direction
[
3
]
=
0
.
0
;
/* This is a directional light */
glLightfv
(
dlpriv
->
light_num
,
GL_POSITION
,
(
float
*
)
direction
);
...
...
dlls/ddraw/mesa_private.h
View file @
fddc3e15
...
...
@@ -103,7 +103,7 @@ typedef struct mesa_d3dd_private {
#define _dump_colorvalue(s,v) \
TRACE(" " s " : %f %f %f %f\n", \
(v).
r.r, (v).g.g, (v).b.b, (v).a
.a);
(v).
u1.r, (v).u2.g, (v).u3.b, (v).u4
.a);
/* Common functions defined in d3dcommon.c */
void
set_render_state
(
D3DRENDERSTATETYPE
dwRenderStateType
,
...
...
dlls/dsound/dsound_main.c
View file @
fddc3e15
...
...
@@ -1732,18 +1732,18 @@ static HRESULT WINAPI IDirectSoundBufferImpl_QueryInterface(
*
ppobj
=
(
LPVOID
)
dsl
;
dsl
->
ds3dl
.
dwSize
=
sizeof
(
DS3DLISTENER
);
dsl
->
ds3dl
.
vPosition
.
x
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vPosition
.
x
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vPosition
.
z
.
z
=
0
.
0
;
dsl
->
ds3dl
.
vVelocity
.
x
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vVelocity
.
y
.
y
=
0
.
0
;
dsl
->
ds3dl
.
vVelocity
.
z
.
z
=
0
.
0
;
dsl
->
ds3dl
.
vOrientFront
.
x
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vOrientFront
.
y
.
y
=
0
.
0
;
dsl
->
ds3dl
.
vOrientFront
.
z
.
z
=
1
.
0
;
dsl
->
ds3dl
.
vOrientTop
.
x
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vOrientTop
.
y
.
y
=
1
.
0
;
dsl
->
ds3dl
.
vOrientTop
.
z
.
z
=
0
.
0
;
dsl
->
ds3dl
.
vPosition
.
u1
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vPosition
.
u2
.
y
=
0
.
0
;
dsl
->
ds3dl
.
vPosition
.
u3
.
z
=
0
.
0
;
dsl
->
ds3dl
.
vVelocity
.
u1
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vVelocity
.
u2
.
y
=
0
.
0
;
dsl
->
ds3dl
.
vVelocity
.
u3
.
z
=
0
.
0
;
dsl
->
ds3dl
.
vOrientFront
.
u1
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vOrientFront
.
u2
.
y
=
0
.
0
;
dsl
->
ds3dl
.
vOrientFront
.
u3
.
z
=
1
.
0
;
dsl
->
ds3dl
.
vOrientTop
.
u1
.
x
=
0
.
0
;
dsl
->
ds3dl
.
vOrientTop
.
u2
.
y
=
1
.
0
;
dsl
->
ds3dl
.
vOrientTop
.
u3
.
z
=
0
.
0
;
dsl
->
ds3dl
.
flDistanceFactor
=
DS3D_DEFAULTDISTANCEFACTOR
;
dsl
->
ds3dl
.
flRolloffFactor
=
DS3D_DEFAULTROLLOFFFACTOR
;
...
...
@@ -2169,18 +2169,18 @@ static HRESULT WINAPI IDirectSoundImpl_QueryInterface(
This
->
listener
->
dsb
=
NULL
;
This
->
listener
->
ds3dl
.
dwSize
=
sizeof
(
DS3DLISTENER
);
This
->
listener
->
ds3dl
.
vPosition
.
x
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vPosition
.
x
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vPosition
.
z
.
z
=
0
.
0
;
This
->
listener
->
ds3dl
.
vVelocity
.
x
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vVelocity
.
y
.
y
=
0
.
0
;
This
->
listener
->
ds3dl
.
vVelocity
.
z
.
z
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientFront
.
x
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientFront
.
y
.
y
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientFront
.
z
.
z
=
1
.
0
;
This
->
listener
->
ds3dl
.
vOrientTop
.
x
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientTop
.
y
.
y
=
1
.
0
;
This
->
listener
->
ds3dl
.
vOrientTop
.
z
.
z
=
0
.
0
;
This
->
listener
->
ds3dl
.
vPosition
.
u1
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vPosition
.
u2
.
y
=
0
.
0
;
This
->
listener
->
ds3dl
.
vPosition
.
u3
.
z
=
0
.
0
;
This
->
listener
->
ds3dl
.
vVelocity
.
u1
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vVelocity
.
u2
.
y
=
0
.
0
;
This
->
listener
->
ds3dl
.
vVelocity
.
u3
.
z
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientFront
.
u1
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientFront
.
u2
.
y
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientFront
.
u3
.
z
=
1
.
0
;
This
->
listener
->
ds3dl
.
vOrientTop
.
u1
.
x
=
0
.
0
;
This
->
listener
->
ds3dl
.
vOrientTop
.
u2
.
y
=
1
.
0
;
This
->
listener
->
ds3dl
.
vOrientTop
.
u3
.
z
=
0
.
0
;
This
->
listener
->
ds3dl
.
flDistanceFactor
=
DS3D_DEFAULTDISTANCEFACTOR
;
This
->
listener
->
ds3dl
.
flRolloffFactor
=
DS3D_DEFAULTROLLOFFFACTOR
;
This
->
listener
->
ds3dl
.
flDopplerFactor
=
DS3D_DEFAULTDOPPLERFACTOR
;
...
...
include/d3dtypes.h
View file @
fddc3e15
...
...
@@ -69,54 +69,86 @@ typedef struct _D3DCOLORVALUE {
union
{
D3DVALUE
r
;
D3DVALUE
dvR
;
}
r
;
}
DUMMYUNIONNAME1
;
union
{
D3DVALUE
g
;
D3DVALUE
dvG
;
}
g
;
}
DUMMYUNIONNAME2
;
union
{
D3DVALUE
b
;
D3DVALUE
dvB
;
}
b
;
}
DUMMYUNIONNAME3
;
union
{
D3DVALUE
a
;
D3DVALUE
dvA
;
}
a
;
}
DUMMYUNIONNAME4
;
}
D3DCOLORVALUE
,
*
LPD3DCOLORVALUE
;
typedef
struct
_D3DRECT
{
union
{
LONG
x1
;
LONG
lX1
;
}
x
1
;
}
DUMMYUNIONNAME
1
;
union
{
LONG
y1
;
LONG
lY1
;
}
y1
;
}
DUMMYUNIONNAME2
;
union
{
LONG
x2
;
LONG
lX2
;
}
x2
;
}
DUMMYUNIONNAME3
;
union
{
LONG
y2
;
LONG
lY2
;
}
y2
;
}
DUMMYUNIONNAME4
;
}
D3DRECT
,
*
LPD3DRECT
;
typedef
struct
_D3DVECTOR
{
union
{
D3DVALUE
x
;
D3DVALUE
dvX
;
}
x
;
}
DUMMYUNIONNAME1
;
union
{
D3DVALUE
y
;
D3DVALUE
dvY
;
}
y
;
}
DUMMYUNIONNAME2
;
union
{
D3DVALUE
z
;
D3DVALUE
dvZ
;
}
z
;
/* the C++ variant has operator overloads etc. too */
}
DUMMYUNIONNAME3
;
#if defined(__cplusplus) && defined(D3D_OVERLOADS)
/* the definitions for these methods are in d3dvec.inl */
public
:
/*** constructors ***/
_D3DVECTOR
()
{}
_D3DVECTOR
(
D3DVALUE
f
);
_D3DVECTOR
(
D3DVALUE
_x
,
D3DVALUE
_y
,
D3DVALUE
_z
);
_D3DVECTOR
(
const
D3DVALUE
f
[
3
]);
/*** assignment operators ***/
_D3DVECTOR
&
operator
+=
(
const
_D3DVECTOR
&
v
);
_D3DVECTOR
&
operator
-=
(
const
_D3DVECTOR
&
v
);
_D3DVECTOR
&
operator
*=
(
const
_D3DVECTOR
&
v
);
_D3DVECTOR
&
operator
/=
(
const
_D3DVECTOR
&
v
);
_D3DVECTOR
&
operator
*=
(
D3DVALUE
s
);
_D3DVECTOR
&
operator
/=
(
D3DVALUE
s
);
/*** binary operators ***/
friend
_D3DVECTOR
operator
+
(
const
_D3DVECTOR
&
v1
,
const
_D3DVECTOR
&
v2
);
friend
_D3DVECTOR
operator
-
(
const
_D3DVECTOR
&
v1
,
const
_D3DVECTOR
&
v2
);
friend
_D3DVECTOR
operator
*
(
const
_D3DVECTOR
&
v
,
D3DVALUE
s
);
friend
_D3DVECTOR
operator
*
(
D3DVALUE
s
,
const
_D3DVECTOR
&
v
);
friend
_D3DVECTOR
operator
/
(
const
_D3DVECTOR
&
v
,
D3DVALUE
s
);
friend
D3DVALUE
SquareMagnitude
(
const
_D3DVECTOR
&
v
);
friend
D3DVALUE
Magnitude
(
const
_D3DVECTOR
&
v
);
friend
_D3DVECTOR
Normalize
(
const
_D3DVECTOR
&
v
);
friend
D3DVALUE
DotProduct
(
const
_D3DVECTOR
&
v1
,
const
_D3DVECTOR
&
v2
);
friend
_D3DVECTOR
CrossProduct
(
const
_D3DVECTOR
&
v1
,
const
_D3DVECTOR
&
v2
);
#endif
}
D3DVECTOR
,
*
LPD3DVECTOR
;
typedef
struct
_D3DHVERTEX
{
...
...
@@ -250,6 +282,10 @@ typedef struct {
/* FIXME: Some C++ stuff here */
}
D3DMATRIX
,
*
LPD3DMATRIX
;
#if defined(__cplusplus) && defined(D3D_OVERLOADS)
#include "d3dvec.inl"
#endif
typedef
struct
_D3DVIEWPORT
{
DWORD
dwSize
;
DWORD
dwX
;
...
...
@@ -421,23 +457,23 @@ typedef struct _D3DMATERIAL7 {
union
{
D3DCOLORVALUE
diffuse
;
D3DCOLORVALUE
dcvDiffuse
;
}
a
;
}
DUMMYUNIONNAME
;
union
{
D3DCOLORVALUE
ambient
;
D3DCOLORVALUE
dcvAmbient
;
}
b
;
}
DUMMYUNIONNAME1
;
union
{
D3DCOLORVALUE
specular
;
D3DCOLORVALUE
dcvSpecular
;
}
c
;
}
DUMMYUNIONNAME2
;
union
{
D3DCOLORVALUE
emissive
;
D3DCOLORVALUE
dcvEmissive
;
}
d
;
}
DUMMYUNIONNAME3
;
union
{
D3DVALUE
power
;
D3DVALUE
dvPower
;
}
e
;
}
DUMMYUNIONNAME4
;
}
D3DMATERIAL7
,
*
LPD3DMATERIAL7
;
typedef
enum
{
...
...
include/d3dvec.inl
0 → 100644
View file @
fddc3e15
#ifndef __WINE_D3DVEC_INL
#define __WINE_D3DVEC_INL
/*** constructors ***/
inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
{
x = y = z = f;
}
inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
{
x = _x; y = _y; z = _z;
}
/*** assignment operators ***/
inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
{
x += v.x; y += v.y; z += v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
{
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
{
x *= v.x; y *= v.y; z *= v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
{
x /= v.x; y /= v.y; z /= v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
{
x *= s; y *= s; z *= s;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
{
x /= s; y /= s; z /= s;
return *this;
}
/*** binary operators ***/
inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
}
inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
}
inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
{
return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
}
inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
{
return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
}
inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
{
return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
}
inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
{
return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
}
inline D3DVALUE Magnitude(const _D3DVECTOR& v)
{
return sqrt(SquareMagnitude(v));
}
inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
{
return v / Magnitude(v);
}
inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
_D3DVECTOR res;
/* this is a left-handed cross product, right? */
res.x = v1.y * v2.z - v1.z * v2.y;
res.y = v1.z * v2.x - v1.x * v2.z;
res.z = v1.x * v2.y - v1.y * v2.x;
return res;
}
#endif
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