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git://source.winehq.org/git/wine.git
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7ac3a7341e
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
264 lines
7.4 KiB
C++
264 lines
7.4 KiB
C++
/*
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* Copyright (C) 2016 Alistair Leslie-Hughes
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "d3dx10.h"
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/* This guard is the same as D3DX9 to prevent double-inclusion */
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#ifndef __D3DX9MATH_H__
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#define __D3DX9MATH_H__
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#include <math.h>
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#ifndef D3DVECTOR_DEFINED
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#define D3DVECTOR_DEFINED
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typedef struct _D3DVECTOR
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{
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float x;
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float y;
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float z;
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} D3DVECTOR;
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#endif
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#ifndef D3DMATRIX_DEFINED
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#define D3DMATRIX_DEFINED
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typedef struct _D3DMATRIX
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{
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union
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{
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struct
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{
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float _11, _12, _13, _14;
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float _21, _22, _23, _24;
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float _31, _32, _33, _34;
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float _41, _42, _43, _44;
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};
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float m[4][4];
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};
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} D3DMATRIX;
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#endif
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typedef enum _D3DX_CPU_OPTIMIZATION
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{
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D3DX_NOT_OPTIMIZED,
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D3DX_3DNOW_OPTIMIZED,
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D3DX_SSE2_OPTIMIZED,
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D3DX_SSE_OPTIMIZED
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} D3DX_CPU_OPTIMIZATION;
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typedef struct D3DXFLOAT16
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{
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#ifdef __cplusplus
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D3DXFLOAT16();
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D3DXFLOAT16(float f);
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D3DXFLOAT16(const D3DXFLOAT16 &f);
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operator float();
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BOOL operator==(const D3DXFLOAT16 &f) const;
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BOOL operator!=(const D3DXFLOAT16 &f) const;
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#endif
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WORD value;
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} D3DXFLOAT16, *LPD3DXFLOAT16;
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typedef struct D3DXCOLOR
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{
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#ifdef __cplusplus
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public:
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D3DXCOLOR(){};
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D3DXCOLOR(UINT color);
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D3DXCOLOR(const float *color);
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D3DXCOLOR(const D3DXFLOAT16 *color);
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D3DXCOLOR(float r, float g, float b, float a);
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operator UINT() const;
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operator float *();
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operator const float *() const;
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D3DXCOLOR & operator+=(const D3DXCOLOR &color);
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D3DXCOLOR & operator-=(const D3DXCOLOR &color);
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D3DXCOLOR & operator*=(float n);
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D3DXCOLOR & operator/=(float n);
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D3DXCOLOR operator+() const;
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D3DXCOLOR operator-() const;
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D3DXCOLOR operator+(const D3DXCOLOR &color) const;
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D3DXCOLOR operator-(const D3DXCOLOR &color) const;
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D3DXCOLOR operator*(float n) const;
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D3DXCOLOR operator/(float n) const;
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friend D3DXCOLOR operator*(float n, const D3DXCOLOR &color);
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BOOL operator==(const D3DXCOLOR &color) const;
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BOOL operator!=(const D3DXCOLOR &color) const;
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#endif
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float r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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D3DXVECTOR2() {};
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D3DXVECTOR2(const float *pf);
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D3DXVECTOR2(float fx, float fy);
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operator float* ();
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operator const float* () const;
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D3DXVECTOR2& operator += (const D3DXVECTOR2&);
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D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
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D3DXVECTOR2& operator *= (float);
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D3DXVECTOR2& operator /= (float);
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
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D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
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D3DXVECTOR2 operator * (float) const;
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D3DXVECTOR2 operator / (float) const;
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friend D3DXVECTOR2 operator * (float, const D3DXVECTOR2&);
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BOOL operator == (const D3DXVECTOR2&) const;
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BOOL operator != (const D3DXVECTOR2&) const;
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#endif /* __cplusplus */
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float x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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D3DXVECTOR3() {};
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D3DXVECTOR3(const float *pf);
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D3DXVECTOR3(const D3DVECTOR& v);
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D3DXVECTOR3(float fx, float fy, float fz);
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operator float* ();
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operator const float* () const;
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D3DXVECTOR3& operator += (const D3DXVECTOR3&);
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D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
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D3DXVECTOR3& operator *= (float);
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D3DXVECTOR3& operator /= (float);
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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D3DXVECTOR3 operator + (const D3DXVECTOR3&) const;
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D3DXVECTOR3 operator - (const D3DXVECTOR3&) const;
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D3DXVECTOR3 operator * (float) const;
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D3DXVECTOR3 operator / (float) const;
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friend D3DXVECTOR3 operator * (float, const struct D3DXVECTOR3&);
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BOOL operator == (const D3DXVECTOR3&) const;
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BOOL operator != (const D3DXVECTOR3&) const;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else /* !__cplusplus */
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif /* !__cplusplus */
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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D3DXVECTOR4() {};
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D3DXVECTOR4(const float *pf);
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D3DXVECTOR4(float fx, float fy, float fz, float fw);
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operator float* ();
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operator const float* () const;
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D3DXVECTOR4& operator += (const D3DXVECTOR4&);
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D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
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D3DXVECTOR4& operator *= (float);
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D3DXVECTOR4& operator /= (float);
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
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D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
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D3DXVECTOR4 operator * (float) const;
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D3DXVECTOR4 operator / (float) const;
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friend D3DXVECTOR4 operator * (float, const D3DXVECTOR4&);
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BOOL operator == (const D3DXVECTOR4&) const;
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BOOL operator != (const D3DXVECTOR4&) const;
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#endif /* __cplusplus */
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float x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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D3DXMATRIX() {};
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D3DXMATRIX(const float *pf);
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D3DXMATRIX(const D3DMATRIX& mat);
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D3DXMATRIX(float f11, float f12, float f13, float f14,
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float f21, float f22, float f23, float f24,
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float f31, float f32, float f33, float f34,
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float f41, float f42, float f43, float f44);
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float& operator () (UINT row, UINT col);
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float operator () (UINT row, UINT col) const;
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operator float* ();
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operator const float* () const;
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D3DXMATRIX& operator *= (const D3DXMATRIX&);
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D3DXMATRIX& operator += (const D3DXMATRIX&);
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D3DXMATRIX& operator -= (const D3DXMATRIX&);
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D3DXMATRIX& operator *= (float);
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D3DXMATRIX& operator /= (float);
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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D3DXMATRIX operator * (const D3DXMATRIX&) const;
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D3DXMATRIX operator + (const D3DXMATRIX&) const;
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D3DXMATRIX operator - (const D3DXMATRIX&) const;
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D3DXMATRIX operator * (float) const;
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D3DXMATRIX operator / (float) const;
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friend D3DXMATRIX operator * (float, const D3DXMATRIX&);
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BOOL operator == (const D3DXMATRIX&) const;
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BOOL operator != (const D3DXMATRIX&) const;
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} D3DXMATRIX, *LPD3DXMATRIX;
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#else /* !__cplusplus */
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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#endif /* !__cplusplus */
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#ifdef __cplusplus
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extern "C" {
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#endif
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D3DXCOLOR *D3DXColorAdd(D3DXCOLOR *out, D3DXCOLOR c1, D3DXCOLOR c2);
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D3DXCOLOR *D3DXColorLerp(D3DXCOLOR *out, D3DXCOLOR c1, D3DXCOLOR c2, float s);
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D3DXCOLOR *D3DXColorModulate(D3DXCOLOR *out, D3DXCOLOR c1, D3DXCOLOR c2);
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D3DXCOLOR *D3DXColorScale(D3DXCOLOR *out, D3DXCOLOR c, float s);
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D3DXCOLOR *D3DXColorSubtract(D3DXCOLOR *out, D3DXCOLOR c1, D3DXCOLOR c2);
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D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations(BOOL enable);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __D3DX9MATH_H__ */
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