250 lines
8.6 KiB
C
250 lines
8.6 KiB
C
//----------------------------------------------------------------------------
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//
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// d3dutil.h
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//
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// Miscellaneous utility declarations.
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//
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// Copyright (C) Microsoft Corporation, 1997.
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//
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//----------------------------------------------------------------------------
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#ifndef _D3DUTIL_H_
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#define _D3DUTIL_H_
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#include <d3d8typesp.h>
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#include <d3dflt.h>
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#include <d3ditype.h>
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#define RESPATH_D3D "Software\\Microsoft\\Direct3D"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef D3DVECTOR* LPD3DVECTOR;
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// Stub function that should never be called. Prints a warning and
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// DebugBreaks. Can be inserted in any function table, although it
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// will destroy the stack frame with callconv or argument mismatch.
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// That's OK since if it's called something has gone wrong.
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void FASTCALL
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DebugBreakFn(void);
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// Texture coordinate difference.
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FLOAT FASTCALL
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TextureDiff(FLOAT fTb, FLOAT fTa, INT iMode);
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// Inline texture coordinate difference.
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__inline FLOAT
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InlTextureDiff(FLOAT fTb, FLOAT fTa, INT iMode)
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#include <texdiff.h>
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// Returns a good approximation to sqrt(fX*fX + fY*fY)
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FLOAT FASTCALL
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OctagonNorm(FLOAT fX, FLOAT fY);
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// LOD computation.
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INT FASTCALL
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ComputeLOD(CONST struct tagD3DI_RASTCTX *pCtx,
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FLOAT fU, FLOAT fV, FLOAT fW,
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FLOAT fDUoWDX, FLOAT fDVoWDX, FLOAT fDOoWDX,
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FLOAT fDUoWDY, FLOAT fDVoWDY, FLOAT fDOoWDY);
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// Table fog value computation.
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UINT FASTCALL
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ComputeTableFog(PDWORD pdwRenderState, FLOAT fZ);
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// Compute integer log2 for exact powers of 2.
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UINT32 FASTCALL
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IntLog2(UINT32 x);
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//
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// D3DVECTOR operations.
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//
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#define pVecLenSq(pVec) \
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pVecDot(pVec, pVec)
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#define pVecLen(pVec) \
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SQRTF(pVecLenSq(pVec))
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void FASTCALL
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pVecNormalize2(LPD3DVECTOR pVec, LPD3DVECTOR pRes);
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#define pVecNormalize(pVec) pVecNormalize2(pVec, pVec)
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#define VecNormalize(Vec) pVecNormalize(&(Vec))
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#define VecNormalize2(Vec, Res) pVecNormalize2(&(Vec), &(Res))
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#define pVecDot(pVec1, pVec2) \
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((pVec1)->x * (pVec2)->x + (pVec1)->y * (pVec2)->y + \
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(pVec1)->z * (pVec2)->z)
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#define pVecAdd(pVec1, pVec2, pRes) \
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((pRes)->x = (pVec1)->x + (pVec2)->x, \
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(pRes)->y = (pVec1)->y + (pVec2)->y, \
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(pRes)->z = (pVec1)->z + (pVec2)->z)
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#define pVecSub(pVec1, pVec2, pRes) \
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((pRes)->x = (pVec1)->x - (pVec2)->x, \
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(pRes)->y = (pVec1)->y - (pVec2)->y, \
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(pRes)->z = (pVec1)->z - (pVec2)->z)
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#define pVecScale(pVec, fScale, pRes) \
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((pRes)->x = (pVec)->x * (fScale), \
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(pRes)->y = (pVec)->y * (fScale), \
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(pRes)->z = (pVec)->z * (fScale))
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#define pVecNeg(pVec, pRes) \
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((pRes)->x = NEGF((pVec)->x), \
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(pRes)->y = NEGF((pVec)->y), \
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(pRes)->z = NEGF((pVec)->z))
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#define pVecSet(pVec, fX, fY, fZ) \
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((pVec)->x = (fX), (pVec)->y = (fY), (pVec)->z = (fZ))
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#define VecLenSq(Vec) pVecLenSq(&(Vec))
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#define VecLen(Vec) pVecLen(&(Vec))
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#ifdef _X86_
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// Vector normalize through a table
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void FASTCALL TableVecNormalize(float *result, float *normal);
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// Vector normalize using Jim Blinn's floating point trick
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void FASTCALL JBVecNormalize(float *result, float *normal);
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#define VecNormalizeFast(Vec) TableVecNormalize((float*)&(Vec), (float*)&(Vec))
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#define VecNormalizeFast2(Vec, Res) TableVecNormalize((float*)&(Res), (float*)&(Vec))
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#define pVecNormalizeFast(Vec) TableVecNormalize((float*)pVec, (float*)pVec)
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#define pVecNormalizeFast2(pVec, pRes) TableVecNormalize((float*)pRes, (float*)pVec)
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#else
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#define VecNormalizeFast(Vec) pVecNormalize((LPD3DVECTOR)&(Vec))
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#define VecNormalizeFast2(Vec, Res) pVecNormalize2((LPD3DVECTOR)&(Vec), &(Res))
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#define pVecNormalizeFast(pVec) pVecNormalize((LPD3DVECTOR)(pVec))
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#define pVecNormalizeFast2(pVec, pRes) pVecNormalize2((LPD3DVECTOR)(pVec), pRes)
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#endif // _X86_
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#define VecDot(Vec1, Vec2) pVecDot(&(Vec1), &(Vec2))
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#define VecAdd(Vec1, Vec2, Res) pVecAdd(&(Vec1), &(Vec2), &(Res))
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#define VecSub(Vec1, Vec2, Res) pVecSub(&(Vec1), &(Vec2), &(Res))
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#define VecScale(Vec1, fScale, Res) pVecScale(&(Vec1), fScale, &(Res))
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#define VecNeg(Vec, Res) pVecNeg(&(Vec), &(Res))
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#define VecSet(Vec, fX, fY, fZ) pVecSet(&(Vec), fX, fY, fZ)
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//---------------------------------------------------------------------
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// Convert homogeneous vector to 3D vector
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//
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// Returns:
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// 0 - if success
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// -1 - v.w == 0
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//
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__inline int Vector4to3D(D3DVECTORH *v)
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{
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if (v->w == 0)
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return -1;
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D3DVALUE k = 1.0f/v->w;
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v->x *= k;
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v->y *= k;
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v->z *= k;
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v->w = 1;
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return 0;
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}
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//---------------------------------------------------------------------
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// Multiplies vector (x,y,z,1) by 4x4 matrix, producing a homogeneous vector
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//
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// res and v should not be the same
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//
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__inline void VecMatMul4(D3DVECTOR *v, D3DMATRIX *m, D3DVECTORH *res)
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{
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res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + m->_41;
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res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + m->_42;
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res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + m->_43;
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res->w = v->x*m->_14 + v->y*m->_24 + v->z*m->_34 + m->_44;
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}
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//---------------------------------------------------------------------
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// Multiplies vector (x,y,z,w) by transposed 4x4 matrix, producing a
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// homogeneous vector
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//
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// res and v should not be the same
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//
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__inline void VecMatMul4HT(D3DVECTORH *v, D3DMATRIX *m, D3DVECTORH *res)
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{
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res->x = v->x*m->_11 + v->y*m->_12 + v->z*m->_13 + v->w*m->_14;
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res->y = v->x*m->_21 + v->y*m->_22 + v->z*m->_23 + v->w*m->_24;
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res->z = v->x*m->_31 + v->y*m->_32 + v->z*m->_33 + v->w*m->_34;
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res->w = v->x*m->_41 + v->y*m->_42 + v->z*m->_43 + v->w*m->_44;
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}
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//---------------------------------------------------------------------
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// Multiplies vector (x,y,z,1) by 4x3 matrix
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//
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// res and v should not be the same
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//
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__inline void VecMatMul(D3DVECTOR *v, D3DMATRIX *m, D3DVECTOR *res)
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{
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res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + m->_41;
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res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + m->_42;
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res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + m->_43;
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}
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//---------------------------------------------------------------------
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// Multiplies vector (x,y,z) by 3x3 matrix
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//
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// res and v should not be the same
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//
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__inline void VecMatMul3(D3DVECTOR *v, D3DMATRIX *m, D3DVECTOR *res)
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{
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res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31;
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res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32;
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res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33;
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}
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//---------------------------------------------------------------------
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// Builds normalized plane equations going through 3 points
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//
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// Returns:
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// 0 - if success
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// -1 - if can not build plane
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//
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int MakePlane(D3DVECTOR *v1, D3DVECTOR *v2, D3DVECTOR *v3,
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D3DVECTORH *plane);
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//---------------------------------------------------------------------
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// This function uses Cramer's Rule to calculate the matrix inverse.
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// See nt\private\windows\opengl\serever\soft\so_math.c
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//
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// Returns:
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// 0 - if success
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// -1 - if input matrix is singular
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//
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int Inverse4x4(D3DMATRIX *src, D3DMATRIX *inverse);
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//---------------------------------------------------------------------
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// 4 by 4 matrix product
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//
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// result = a*b.
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// "result" pointer could be equal to "a" or "b"
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//
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void MatrixProduct(D3DMATRIX *result, D3DMATRIX *a, D3DMATRIX *b);
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//---------------------------------------------------------------------
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// Checks the FVF flags for errors and returns the stride in bytes between
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// vertices.
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//
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// Returns:
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// HRESULT and stride in bytes between vertices
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//
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//---------------------------------------------------------------------
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HRESULT FASTCALL
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FVFCheckAndStride(DWORD dwFVF, DWORD* pdwStride);
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//---------------------------------------------------------------------
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// Gets the value from DIRECT3D registry key
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// Returns TRUE if success
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// If fails value is not changed
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//
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BOOL GetD3DRegValue(DWORD type, char *valueName, LPVOID value, DWORD dwSize);
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#ifdef __cplusplus
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}
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#endif
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#endif // #ifndef _D3DUTIL_H_
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