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