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wine
wine-winehq
Commits
2aab6428
Commit
2aab6428
authored
Jul 13, 2023
by
Alexandre Julliard
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Plain Diff
d3drm: Use nameless unions/structs.
parent
a42f5f19
Hide whitespace changes
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Showing
6 changed files
with
75 additions
and
77 deletions
+75
-77
d3drm_private.h
dlls/d3drm/d3drm_private.h
+0
-2
device.c
dlls/d3drm/device.c
+1
-1
frame.c
dlls/d3drm/frame.c
+28
-28
math.c
dlls/d3drm/math.c
+26
-26
meshbuilder.c
dlls/d3drm/meshbuilder.c
+12
-12
viewport.c
dlls/d3drm/viewport.c
+8
-8
No files found.
dlls/d3drm/d3drm_private.h
View file @
2aab6428
...
...
@@ -21,8 +21,6 @@
#ifndef __D3DRM_PRIVATE_INCLUDED__
#define __D3DRM_PRIVATE_INCLUDED__
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include <assert.h>
#include <math.h>
...
...
dlls/d3drm/device.c
View file @
2aab6428
...
...
@@ -158,7 +158,7 @@ HRESULT d3drm_device_init(struct d3drm_device *device, UINT version, IDirectDraw
surface_desc
.
dwSize
=
sizeof
(
surface_desc
);
surface_desc
.
dwFlags
=
DDSD_CAPS
|
DDSD_ZBUFFERBITDEPTH
|
DDSD_WIDTH
|
DDSD_HEIGHT
;
surface_desc
.
ddsCaps
.
dwCaps
=
DDSCAPS_ZBUFFER
;
surface_desc
.
u2
.
dwZBufferBitDepth
=
16
;
surface_desc
.
dwZBufferBitDepth
=
16
;
surface_desc
.
dwWidth
=
desc
.
dwWidth
;
surface_desc
.
dwHeight
=
desc
.
dwHeight
;
hr
=
IDirectDraw_CreateSurface
(
ddraw
,
&
surface_desc
,
&
ds
,
NULL
);
...
...
dlls/d3drm/frame.c
View file @
2aab6428
...
...
@@ -132,19 +132,19 @@ static void d3drm_matrix_set_rotation(struct d3drm_matrix *matrix, D3DVECTOR *ax
cos_theta
=
cosf
(
theta
);
vers_theta
=
1
.
0
f
-
cos_theta
;
matrix
->
_11
=
vers_theta
*
axis
->
u1
.
x
*
axis
->
u1
.
x
+
cos_theta
;
matrix
->
_21
=
vers_theta
*
axis
->
u1
.
x
*
axis
->
u2
.
y
-
sin_theta
*
axis
->
u3
.
z
;
matrix
->
_31
=
vers_theta
*
axis
->
u1
.
x
*
axis
->
u3
.
z
+
sin_theta
*
axis
->
u2
.
y
;
matrix
->
_11
=
vers_theta
*
axis
->
x
*
axis
->
x
+
cos_theta
;
matrix
->
_21
=
vers_theta
*
axis
->
x
*
axis
->
y
-
sin_theta
*
axis
->
z
;
matrix
->
_31
=
vers_theta
*
axis
->
x
*
axis
->
z
+
sin_theta
*
axis
->
y
;
matrix
->
_41
=
0
.
0
f
;
matrix
->
_12
=
vers_theta
*
axis
->
u2
.
y
*
axis
->
u1
.
x
+
sin_theta
*
axis
->
u3
.
z
;
matrix
->
_22
=
vers_theta
*
axis
->
u2
.
y
*
axis
->
u2
.
y
+
cos_theta
;
matrix
->
_32
=
vers_theta
*
axis
->
u2
.
y
*
axis
->
u3
.
z
-
sin_theta
*
axis
->
u1
.
x
;
matrix
->
_12
=
vers_theta
*
axis
->
y
*
axis
->
x
+
sin_theta
*
axis
->
z
;
matrix
->
_22
=
vers_theta
*
axis
->
y
*
axis
->
y
+
cos_theta
;
matrix
->
_32
=
vers_theta
*
axis
->
y
*
axis
->
z
-
sin_theta
*
axis
->
x
;
matrix
->
_42
=
0
.
0
f
;
matrix
->
_13
=
vers_theta
*
axis
->
u3
.
z
*
axis
->
u1
.
x
-
sin_theta
*
axis
->
u2
.
y
;
matrix
->
_23
=
vers_theta
*
axis
->
u3
.
z
*
axis
->
u2
.
y
+
sin_theta
*
axis
->
u1
.
x
;
matrix
->
_33
=
vers_theta
*
axis
->
u3
.
z
*
axis
->
u3
.
z
+
cos_theta
;
matrix
->
_13
=
vers_theta
*
axis
->
z
*
axis
->
x
-
sin_theta
*
axis
->
y
;
matrix
->
_23
=
vers_theta
*
axis
->
z
*
axis
->
y
+
sin_theta
*
axis
->
x
;
matrix
->
_33
=
vers_theta
*
axis
->
z
*
axis
->
z
+
cos_theta
;
matrix
->
_43
=
0
.
0
f
;
matrix
->
_14
=
0
.
0
f
;
...
...
@@ -157,9 +157,9 @@ static void d3drm_vector_transform_affine(D3DVECTOR *dst, const D3DVECTOR *v, co
{
D3DVECTOR
tmp
;
tmp
.
u1
.
x
=
v
->
u1
.
x
*
m
->
_11
+
v
->
u2
.
y
*
m
->
_21
+
v
->
u3
.
z
*
m
->
_31
+
m
->
_41
;
tmp
.
u2
.
y
=
v
->
u1
.
x
*
m
->
_12
+
v
->
u2
.
y
*
m
->
_22
+
v
->
u3
.
z
*
m
->
_32
+
m
->
_42
;
tmp
.
u3
.
z
=
v
->
u1
.
x
*
m
->
_13
+
v
->
u2
.
y
*
m
->
_23
+
v
->
u3
.
z
*
m
->
_33
+
m
->
_43
;
tmp
.
x
=
v
->
x
*
m
->
_11
+
v
->
y
*
m
->
_21
+
v
->
z
*
m
->
_31
+
m
->
_41
;
tmp
.
y
=
v
->
x
*
m
->
_12
+
v
->
y
*
m
->
_22
+
v
->
z
*
m
->
_32
+
m
->
_42
;
tmp
.
z
=
v
->
x
*
m
->
_13
+
v
->
y
*
m
->
_23
+
v
->
z
*
m
->
_33
+
m
->
_43
;
*
dst
=
tmp
;
}
...
...
@@ -1194,9 +1194,9 @@ static HRESULT WINAPI d3drm_frame3_AddRotation(IDirect3DRMFrame3 *iface,
TRACE
(
"iface %p, type %#x, x %.8e, y %.8e, z %.8e, theta %.8e.
\n
"
,
iface
,
type
,
x
,
y
,
z
,
theta
);
axis
.
u1
.
x
=
x
;
axis
.
u2
.
y
=
y
;
axis
.
u3
.
z
=
z
;
axis
.
x
=
x
;
axis
.
y
=
y
;
axis
.
z
=
z
;
switch
(
type
)
{
...
...
@@ -3535,13 +3535,13 @@ static HRESULT WINAPI d3drm_animation2_AddKey(IDirect3DRMAnimation2 *iface, D3DR
switch
(
key
->
dwKeyType
)
{
case
D3DRMANIMATION_POSITIONKEY
:
keys
->
keys
[
index
].
u
.
position
=
key
->
u
.
dvPositionKey
;
keys
->
keys
[
index
].
u
.
position
=
key
->
dvPositionKey
;
break
;
case
D3DRMANIMATION_SCALEKEY
:
keys
->
keys
[
index
].
u
.
scale
=
key
->
u
.
dvScaleKey
;
keys
->
keys
[
index
].
u
.
scale
=
key
->
dvScaleKey
;
break
;
case
D3DRMANIMATION_ROTATEKEY
:
keys
->
keys
[
index
].
u
.
rotate
=
key
->
u
.
dqRotateKey
;
keys
->
keys
[
index
].
u
.
rotate
=
key
->
dqRotateKey
;
break
;
}
++
keys
->
count
;
...
...
@@ -3559,7 +3559,7 @@ static HRESULT WINAPI d3drm_animation2_AddRotateKey(IDirect3DRMAnimation2 *iface
key
.
dwKeyType
=
D3DRMANIMATION_ROTATEKEY
;
key
.
dvTime
=
time
;
key
.
dwID
=
0
;
key
.
u
.
dqRotateKey
=
*
q
;
key
.
dqRotateKey
=
*
q
;
return
d3drm_animation2_AddKey
(
iface
,
&
key
);
}
...
...
@@ -3584,9 +3584,9 @@ static HRESULT WINAPI d3drm_animation2_AddPositionKey(IDirect3DRMAnimation2 *ifa
key
.
dwKeyType
=
D3DRMANIMATION_POSITIONKEY
;
key
.
dvTime
=
time
;
key
.
dwID
=
0
;
key
.
u
.
dvPositionKey
.
u1
.
x
=
x
;
key
.
u
.
dvPositionKey
.
u2
.
y
=
y
;
key
.
u
.
dvPositionKey
.
u3
.
z
=
z
;
key
.
dvPositionKey
.
x
=
x
;
key
.
dvPositionKey
.
y
=
y
;
key
.
dvPositionKey
.
z
=
z
;
return
d3drm_animation2_AddKey
(
iface
,
&
key
);
}
...
...
@@ -3612,9 +3612,9 @@ static HRESULT WINAPI d3drm_animation2_AddScaleKey(IDirect3DRMAnimation2 *iface,
key
.
dwKeyType
=
D3DRMANIMATION_SCALEKEY
;
key
.
dvTime
=
time
;
key
.
dwID
=
0
;
key
.
u
.
dvScaleKey
.
u1
.
x
=
x
;
key
.
u
.
dvScaleKey
.
u2
.
y
=
y
;
key
.
u
.
dvScaleKey
.
u3
.
z
=
z
;
key
.
dvScaleKey
.
x
=
x
;
key
.
dvScaleKey
.
y
=
y
;
key
.
dvScaleKey
.
z
=
z
;
return
d3drm_animation2_AddKey
(
iface
,
&
key
);
}
...
...
@@ -3783,7 +3783,7 @@ static HRESULT WINAPI d3drm_animation2_GetKeys(IDirect3DRMAnimation2 *iface, D3D
keys
[
i
].
dwKeyType
=
D3DRMANIMATION_ROTATEKEY
;
keys
[
i
].
dvTime
=
key
[
i
].
time
;
keys
[
i
].
dwID
=
0
;
/* FIXME */
keys
[
i
].
u
.
dqRotateKey
=
key
[
i
].
u
.
rotate
;
keys
[
i
].
dqRotateKey
=
key
[
i
].
u
.
rotate
;
}
keys
+=
count
;
}
...
...
@@ -3800,7 +3800,7 @@ static HRESULT WINAPI d3drm_animation2_GetKeys(IDirect3DRMAnimation2 *iface, D3D
keys
[
i
].
dwKeyType
=
D3DRMANIMATION_POSITIONKEY
;
keys
[
i
].
dvTime
=
key
[
i
].
time
;
keys
[
i
].
dwID
=
0
;
/* FIXME */
keys
[
i
].
u
.
dvPositionKey
=
key
[
i
].
u
.
position
;
keys
[
i
].
dvPositionKey
=
key
[
i
].
u
.
position
;
}
keys
+=
count
;
}
...
...
@@ -3817,7 +3817,7 @@ static HRESULT WINAPI d3drm_animation2_GetKeys(IDirect3DRMAnimation2 *iface, D3D
keys
[
i
].
dwKeyType
=
D3DRMANIMATION_SCALEKEY
;
keys
[
i
].
dvTime
=
key
[
i
].
time
;
keys
[
i
].
dwID
=
0
;
/* FIXME */
keys
[
i
].
u
.
dvScaleKey
=
key
[
i
].
u
.
scale
;
keys
[
i
].
dvScaleKey
=
key
[
i
].
u
.
scale
;
}
keys
+=
count
;
}
...
...
dlls/d3drm/math.c
View file @
2aab6428
...
...
@@ -66,9 +66,9 @@ D3DRMQUATERNION * WINAPI D3DRMQuaternionMultiply(D3DRMQUATERNION *q, D3DRMQUATER
D3DRMVectorCrossProduct
(
&
cross_product
,
&
a
->
v
,
&
b
->
v
);
temp
.
s
=
a
->
s
*
b
->
s
-
D3DRMVectorDotProduct
(
&
a
->
v
,
&
b
->
v
);
temp
.
v
.
u1
.
x
=
a
->
s
*
b
->
v
.
u1
.
x
+
b
->
s
*
a
->
v
.
u1
.
x
+
cross_product
.
u1
.
x
;
temp
.
v
.
u2
.
y
=
a
->
s
*
b
->
v
.
u2
.
y
+
b
->
s
*
a
->
v
.
u2
.
y
+
cross_product
.
u2
.
y
;
temp
.
v
.
u3
.
z
=
a
->
s
*
b
->
v
.
u3
.
z
+
b
->
s
*
a
->
v
.
u3
.
z
+
cross_product
.
u3
.
z
;
temp
.
v
.
x
=
a
->
s
*
b
->
v
.
x
+
b
->
s
*
a
->
v
.
x
+
cross_product
.
x
;
temp
.
v
.
y
=
a
->
s
*
b
->
v
.
y
+
b
->
s
*
a
->
v
.
y
+
cross_product
.
y
;
temp
.
v
.
z
=
a
->
s
*
b
->
v
.
z
+
b
->
s
*
a
->
v
.
z
+
cross_product
.
z
;
*
q
=
temp
;
return
q
;
...
...
@@ -79,9 +79,9 @@ void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, D3DRMQUATERNION *q)
{
D3DVALUE
w
,
x
,
y
,
z
;
w
=
q
->
s
;
x
=
q
->
v
.
u1
.
x
;
y
=
q
->
v
.
u2
.
y
;
z
=
q
->
v
.
u3
.
z
;
x
=
q
->
v
.
x
;
y
=
q
->
v
.
y
;
z
=
q
->
v
.
z
;
m
[
0
][
0
]
=
1
.
0
-
2
.
0
*
(
y
*
y
+
z
*
z
);
m
[
1
][
1
]
=
1
.
0
-
2
.
0
*
(
x
*
x
+
z
*
z
);
m
[
2
][
2
]
=
1
.
0
-
2
.
0
*
(
x
*
x
+
y
*
y
);
...
...
@@ -142,9 +142,9 @@ D3DVECTOR * WINAPI D3DRMVectorAdd(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
{
D3DVECTOR
temp
;
temp
.
u1
.
x
=
s1
->
u1
.
x
+
s2
->
u1
.
x
;
temp
.
u2
.
y
=
s1
->
u2
.
y
+
s2
->
u2
.
y
;
temp
.
u3
.
z
=
s1
->
u3
.
z
+
s2
->
u3
.
z
;
temp
.
x
=
s1
->
x
+
s2
->
x
;
temp
.
y
=
s1
->
y
+
s2
->
y
;
temp
.
z
=
s1
->
z
+
s2
->
z
;
*
d
=
temp
;
return
d
;
...
...
@@ -155,9 +155,9 @@ D3DVECTOR * WINAPI D3DRMVectorSubtract(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s
{
D3DVECTOR
temp
;
temp
.
u1
.
x
=
s1
->
u1
.
x
-
s2
->
u1
.
x
;
temp
.
u2
.
y
=
s1
->
u2
.
y
-
s2
->
u2
.
y
;
temp
.
u3
.
z
=
s1
->
u3
.
z
-
s2
->
u3
.
z
;
temp
.
x
=
s1
->
x
-
s2
->
x
;
temp
.
y
=
s1
->
y
-
s2
->
y
;
temp
.
z
=
s1
->
z
-
s2
->
z
;
*
d
=
temp
;
return
d
;
...
...
@@ -168,9 +168,9 @@ D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTO
{
D3DVECTOR
temp
;
temp
.
u1
.
x
=
s1
->
u2
.
y
*
s2
->
u3
.
z
-
s1
->
u3
.
z
*
s2
->
u2
.
y
;
temp
.
u2
.
y
=
s1
->
u3
.
z
*
s2
->
u1
.
x
-
s1
->
u1
.
x
*
s2
->
u3
.
z
;
temp
.
u3
.
z
=
s1
->
u1
.
x
*
s2
->
u2
.
y
-
s1
->
u2
.
y
*
s2
->
u1
.
x
;
temp
.
x
=
s1
->
y
*
s2
->
z
-
s1
->
z
*
s2
->
y
;
temp
.
y
=
s1
->
z
*
s2
->
x
-
s1
->
x
*
s2
->
z
;
temp
.
z
=
s1
->
x
*
s2
->
y
-
s1
->
y
*
s2
->
x
;
*
d
=
temp
;
return
d
;
...
...
@@ -180,7 +180,7 @@ D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTO
D3DVALUE
WINAPI
D3DRMVectorDotProduct
(
D3DVECTOR
*
s1
,
D3DVECTOR
*
s2
)
{
D3DVALUE
dot_product
;
dot_product
=
s1
->
u1
.
x
*
s2
->
u1
.
x
+
s1
->
u2
.
y
*
s2
->
u2
.
y
+
s1
->
u3
.
z
*
s2
->
u3
.
z
;
dot_product
=
s1
->
x
*
s2
->
x
+
s1
->
y
*
s2
->
y
+
s1
->
z
*
s2
->
z
;
return
dot_product
;
}
...
...
@@ -188,7 +188,7 @@ D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *s1, D3DVECTOR *s2)
D3DVALUE
WINAPI
D3DRMVectorModulus
(
D3DVECTOR
*
v
)
{
D3DVALUE
result
;
result
=
sqrt
(
v
->
u1
.
x
*
v
->
u1
.
x
+
v
->
u2
.
y
*
v
->
u2
.
y
+
v
->
u3
.
z
*
v
->
u3
.
z
);
result
=
sqrt
(
v
->
x
*
v
->
x
+
v
->
y
*
v
->
y
+
v
->
z
*
v
->
z
);
return
result
;
}
...
...
@@ -202,9 +202,9 @@ D3DVECTOR * WINAPI D3DRMVectorNormalize(D3DVECTOR *u)
}
else
{
u
->
u1
.
x
=
1
.
0
;
u
->
u2
.
y
=
0
.
0
;
u
->
u3
.
z
=
0
.
0
;
u
->
x
=
1
.
0
;
u
->
y
=
0
.
0
;
u
->
z
=
0
.
0
;
}
return
u
;
}
...
...
@@ -212,9 +212,9 @@ D3DVECTOR * WINAPI D3DRMVectorNormalize(D3DVECTOR *u)
/* Returns a random unit vector */
D3DVECTOR
*
WINAPI
D3DRMVectorRandom
(
D3DVECTOR
*
d
)
{
d
->
u1
.
x
=
rand
();
d
->
u2
.
y
=
rand
();
d
->
u3
.
z
=
rand
();
d
->
x
=
rand
();
d
->
y
=
rand
();
d
->
z
=
rand
();
D3DRMVectorNormalize
(
d
);
return
d
;
}
...
...
@@ -254,9 +254,9 @@ D3DVECTOR * WINAPI D3DRMVectorScale(D3DVECTOR *d, D3DVECTOR *s, D3DVALUE factor)
{
D3DVECTOR
temp
;
temp
.
u1
.
x
=
factor
*
s
->
u1
.
x
;
temp
.
u2
.
y
=
factor
*
s
->
u2
.
y
;
temp
.
u3
.
z
=
factor
*
s
->
u3
.
z
;
temp
.
x
=
factor
*
s
->
x
;
temp
.
y
=
factor
*
s
->
y
;
temp
.
z
=
factor
*
s
->
z
;
*
d
=
temp
;
return
d
;
...
...
dlls/d3drm/meshbuilder.c
View file @
2aab6428
...
...
@@ -1385,9 +1385,9 @@ HRESULT load_mesh_data(IDirect3DRMMeshBuilder3 *iface, IDirectXFileData *pData,
}
else
{
face_normal
.
u1
.
x
=
0
.
0
f
;
face_normal
.
u2
.
y
=
0
.
0
f
;
face_normal
.
u3
.
z
=
0
.
0
f
;
face_normal
.
x
=
0
.
0
f
;
face_normal
.
y
=
0
.
0
f
;
face_normal
.
z
=
0
.
0
f
;
}
}
...
...
@@ -1588,9 +1588,9 @@ static HRESULT WINAPI d3drm_mesh_builder3_Scale(IDirect3DRMMeshBuilder3 *iface,
for
(
i
=
0
;
i
<
mesh_builder
->
nb_vertices
;
++
i
)
{
mesh_builder
->
vertices
[
i
].
u1
.
x
*=
sx
;
mesh_builder
->
vertices
[
i
].
u2
.
y
*=
sy
;
mesh_builder
->
vertices
[
i
].
u3
.
z
*=
sz
;
mesh_builder
->
vertices
[
i
].
x
*=
sx
;
mesh_builder
->
vertices
[
i
].
y
*=
sy
;
mesh_builder
->
vertices
[
i
].
z
*=
sz
;
}
/* Normals are not affected by Scale */
...
...
@@ -1862,9 +1862,9 @@ static int WINAPI d3drm_mesh_builder3_AddVertex(IDirect3DRMMeshBuilder3 *iface,
mesh_builder
->
nb_vertices
+
1
,
sizeof
(
*
mesh_builder
->
vertices
)))
return
0
;
mesh_builder
->
vertices
[
mesh_builder
->
nb_vertices
].
u1
.
x
=
x
;
mesh_builder
->
vertices
[
mesh_builder
->
nb_vertices
].
u2
.
y
=
y
;
mesh_builder
->
vertices
[
mesh_builder
->
nb_vertices
].
u3
.
z
=
z
;
mesh_builder
->
vertices
[
mesh_builder
->
nb_vertices
].
x
=
x
;
mesh_builder
->
vertices
[
mesh_builder
->
nb_vertices
].
y
=
y
;
mesh_builder
->
vertices
[
mesh_builder
->
nb_vertices
].
z
=
z
;
return
mesh_builder
->
nb_vertices
++
;
}
...
...
@@ -1880,9 +1880,9 @@ static int WINAPI d3drm_mesh_builder3_AddNormal(IDirect3DRMMeshBuilder3 *iface,
mesh_builder
->
nb_normals
+
1
,
sizeof
(
*
mesh_builder
->
normals
)))
return
0
;
mesh_builder
->
normals
[
mesh_builder
->
nb_normals
].
u1
.
x
=
x
;
mesh_builder
->
normals
[
mesh_builder
->
nb_normals
].
u2
.
y
=
y
;
mesh_builder
->
normals
[
mesh_builder
->
nb_normals
].
u3
.
z
=
z
;
mesh_builder
->
normals
[
mesh_builder
->
nb_normals
].
x
=
x
;
mesh_builder
->
normals
[
mesh_builder
->
nb_normals
].
y
=
y
;
mesh_builder
->
normals
[
mesh_builder
->
nb_normals
].
z
=
z
;
return
mesh_builder
->
nb_normals
++
;
}
...
...
dlls/d3drm/viewport.c
View file @
2aab6428
...
...
@@ -34,10 +34,10 @@ static inline struct d3drm_viewport *impl_from_IDirect3DRMViewport2(IDirect3DRMV
static
inline
void
d3drm_normalize_d3d_color
(
D3DCOLORVALUE
*
color_value
,
D3DCOLOR
color
)
{
color_value
->
u1
.
r
=
RGBA_GETRED
(
color
)
/
255
.
0
f
;
color_value
->
u2
.
g
=
RGBA_GETGREEN
(
color
)
/
255
.
0
f
;
color_value
->
u3
.
b
=
RGBA_GETBLUE
(
color
)
/
255
.
0
f
;
color_value
->
u4
.
a
=
RGBA_GETALPHA
(
color
)
/
255
.
0
f
;
color_value
->
r
=
RGBA_GETRED
(
color
)
/
255
.
0
f
;
color_value
->
g
=
RGBA_GETGREEN
(
color
)
/
255
.
0
f
;
color_value
->
b
=
RGBA_GETBLUE
(
color
)
/
255
.
0
f
;
color_value
->
a
=
RGBA_GETALPHA
(
color
)
/
255
.
0
f
;
}
static
HRESULT
d3drm_update_background_material
(
struct
d3drm_viewport
*
viewport
)
...
...
@@ -54,7 +54,7 @@ static HRESULT d3drm_update_background_material(struct d3drm_viewport *viewport)
memset
(
&
mat
,
0
,
sizeof
(
mat
));
mat
.
dwSize
=
sizeof
(
mat
);
d3drm_normalize_d3d_color
(
&
mat
.
u
.
diffuse
,
color
);
d3drm_normalize_d3d_color
(
&
mat
.
diffuse
,
color
);
return
IDirect3DMaterial_SetMaterial
(
viewport
->
material
,
&
mat
);
}
...
...
@@ -434,9 +434,9 @@ static HRESULT WINAPI d3drm_viewport2_Clear(IDirect3DRMViewport2 *iface, DWORD f
TRACE
(
"iface %p, flags %#lx.
\n
"
,
iface
,
flags
);
clear_rect
.
u1
.
x1
=
clear_rect
.
u2
.
y1
=
0
;
clear_rect
.
u3
.
x2
=
viewport
->
device
->
width
;
clear_rect
.
u4
.
y2
=
viewport
->
device
->
height
;
clear_rect
.
x1
=
clear_rect
.
y1
=
0
;
clear_rect
.
x2
=
viewport
->
device
->
width
;
clear_rect
.
y2
=
viewport
->
device
->
height
;
if
(
flags
&
D3DRMCLEAR_TARGET
)
{
...
...
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