Added a few C++ operators to Direct3D structures, and made some unions 'nameless'.
diff --git a/include/d3dtypes.h b/include/d3dtypes.h index 67f71d2..cbfd914 100644 --- a/include/d3dtypes.h +++ b/include/d3dtypes.h
@@ -69,54 +69,86 @@ 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 @@ /* 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 @@ 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 0000000..03dc5f5 --- /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