From fddc3e15d806de9c87e3f1235c748eae760c7812 Mon Sep 17 00:00:00 2001 From: Ove Kaaven Date: Sun, 23 Jul 2000 14:19:19 +0000 Subject: [PATCH] Added a few C++ operators to Direct3D structures, and made some unions 'nameless'. --- dlls/ddraw/d3dlight.c | 12 ++--- dlls/ddraw/mesa_private.h | 2 +- dlls/dsound/dsound_main.c | 48 ++++++++--------- include/d3dtypes.h | 70 ++++++++++++++++++------ include/d3dvec.inl | 111 ++++++++++++++++++++++++++++++++++++++ 5 files changed, 195 insertions(+), 48 deletions(-) create mode 100644 include/d3dvec.inl diff --git a/dlls/ddraw/d3dlight.c b/dlls/ddraw/d3dlight.c index 71d597b632a..7c0a2f9ae2e 100644 --- a/dlls/ddraw/d3dlight.c +++ b/dlls/ddraw/d3dlight.c @@ -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); diff --git a/dlls/ddraw/mesa_private.h b/dlls/ddraw/mesa_private.h index 6daf951977a..5aa5c947fb8 100644 --- a/dlls/ddraw/mesa_private.h +++ b/dlls/ddraw/mesa_private.h @@ -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, diff --git a/dlls/dsound/dsound_main.c b/dlls/dsound/dsound_main.c index 90c3d01b74f..f9bd75250a3 100644 --- a/dlls/dsound/dsound_main.c +++ b/dlls/dsound/dsound_main.c @@ -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; diff --git a/include/d3dtypes.h b/include/d3dtypes.h index 67f71d26ca5..cbfd9141202 100644 --- a/include/d3dtypes.h +++ b/include/d3dtypes.h @@ -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; - } x1; + } DUMMYUNIONNAME1; 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 { diff --git a/include/d3dvec.inl b/include/d3dvec.inl new file mode 100644 index 00000000000..03dc5f59a21 --- /dev/null +++ b/include/d3dvec.inl @@ -0,0 +1,111 @@ +#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