diff --git a/dlls/d3drm/d3drm_private.h b/dlls/d3drm/d3drm_private.h index 34805e7b21b..e07efa1c799 100644 --- a/dlls/d3drm/d3drm_private.h +++ b/dlls/d3drm/d3drm_private.h @@ -21,8 +21,6 @@ #ifndef __D3DRM_PRIVATE_INCLUDED__ #define __D3DRM_PRIVATE_INCLUDED__ -#define NONAMELESSUNION -#define NONAMELESSSTRUCT #define COBJMACROS #include #include diff --git a/dlls/d3drm/device.c b/dlls/d3drm/device.c index 3be3cbdf68e..1a433746224 100644 --- a/dlls/d3drm/device.c +++ b/dlls/d3drm/device.c @@ -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); diff --git a/dlls/d3drm/frame.c b/dlls/d3drm/frame.c index b6d815e2a25..7a5bd18cd33 100644 --- a/dlls/d3drm/frame.c +++ b/dlls/d3drm/frame.c @@ -132,19 +132,19 @@ static void d3drm_matrix_set_rotation(struct d3drm_matrix *matrix, D3DVECTOR *ax cos_theta = cosf(theta); vers_theta = 1.0f - 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 = 0.0f; - 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 = 0.0f; - 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 = 0.0f; matrix->_14 = 0.0f; @@ -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; } diff --git a/dlls/d3drm/math.c b/dlls/d3drm/math.c index 01d596b8a5b..b0b950798f0 100644 --- a/dlls/d3drm/math.c +++ b/dlls/d3drm/math.c @@ -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; diff --git a/dlls/d3drm/meshbuilder.c b/dlls/d3drm/meshbuilder.c index fde6fc0eb98..27e76c1cf25 100644 --- a/dlls/d3drm/meshbuilder.c +++ b/dlls/d3drm/meshbuilder.c @@ -1385,9 +1385,9 @@ HRESULT load_mesh_data(IDirect3DRMMeshBuilder3 *iface, IDirectXFileData *pData, } else { - face_normal.u1.x = 0.0f; - face_normal.u2.y = 0.0f; - face_normal.u3.z = 0.0f; + face_normal.x = 0.0f; + face_normal.y = 0.0f; + face_normal.z = 0.0f; } } @@ -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++; } diff --git a/dlls/d3drm/viewport.c b/dlls/d3drm/viewport.c index 535aa8786f5..821eb1ff12c 100644 --- a/dlls/d3drm/viewport.c +++ b/dlls/d3drm/viewport.c @@ -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) / 255.0f; - color_value->u2.g = RGBA_GETGREEN(color) / 255.0f; - color_value->u3.b = RGBA_GETBLUE(color) / 255.0f; - color_value->u4.a = RGBA_GETALPHA(color) / 255.0f; + color_value->r = RGBA_GETRED(color) / 255.0f; + color_value->g = RGBA_GETGREEN(color) / 255.0f; + color_value->b = RGBA_GETBLUE(color) / 255.0f; + color_value->a = RGBA_GETALPHA(color) / 255.0f; } 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) {