//---------------------------------------------------------------------------- // // d3dutil.h // // Miscellaneous utility declarations. // // Copyright (C) Microsoft Corporation, 1997. // //---------------------------------------------------------------------------- #ifndef _D3DUTIL_H_ #define _D3DUTIL_H_ #ifdef __cplusplus extern "C" { #endif typedef D3DVECTOR* LPD3DVECTOR; // Stub function that should never be called. Prints a warning and // DebugBreaks. Can be inserted in any function table, although it // will destroy the stack frame with callconv or argument mismatch. // That's OK since if it's called something has gone wrong. void FASTCALL DebugBreakFn(void); // Texture coordinate difference. FLOAT FASTCALL TextureDiff(FLOAT fTb, FLOAT fTa, INT iMode); // Inline texture coordinate difference. __inline FLOAT InlTextureDiff(FLOAT fTb, FLOAT fTa, INT iMode) { FLOAT fDiff1 = fTb - fTa; if (iMode == 0) { // Wrap not set, return plain difference. return fDiff1; } else { FLOAT fDiff2; // Wrap set, compute shortest distance of plain difference // and wrap difference. fDiff2 = fDiff1; if (FLOAT_LTZ(fDiff1)) { fDiff2 += g_fOne; } else if (FLOAT_GTZ(fDiff1)) { fDiff2 -= g_fOne; } if (ABSF(fDiff1) < ABSF(fDiff2)) { return fDiff1; } else { return fDiff2; } } } // Returns a good approximation to sqrt(fX*fX + fY*fY) FLOAT FASTCALL OctagonNorm(FLOAT fX, FLOAT fY); // LOD computation. INT FASTCALL ComputeLOD(CONST struct tagD3DI_RASTCTX *pCtx, FLOAT fU, FLOAT fV, FLOAT fW, FLOAT fDUoWDX, FLOAT fDVoWDX, FLOAT fDOoWDX, FLOAT fDUoWDY, FLOAT fDVoWDY, FLOAT fDOoWDY); // Table fog value computation. UINT FASTCALL ComputeTableFog(PDWORD pdwRenderState, FLOAT fZ); // Compute integer log2 for exact powers of 2. UINT32 FASTCALL IntLog2(UINT32 x); //--------------------------------------------------------------------- // Convert homogeneous vector to 3D vector // // Returns: // 0 - if success // -1 - v.w == 0 // __inline int Vector4to3D(D3DVECTORH *v) { if (v->w == 0) return -1; D3DVALUE k = 1.0f/v->w; v->x *= k; v->y *= k; v->z *= k; v->w = 1; return 0; } //--------------------------------------------------------------------- // Multiplies vector (x,y,z,1) by 4x4 matrix, producing a homogeneous vector // // res and v should not be the same // __inline void VecMatMul4(D3DVECTOR *v, D3DMATRIX *m, D3DVECTORH *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + m->_41; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + m->_42; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + m->_43; res->w = v->x*m->_14 + v->y*m->_24 + v->z*m->_34 + m->_44; } //--------------------------------------------------------------------- // Multiplies vector (x,y,z,w) by transposed 4x4 matrix, producing a // homogeneous vector // // res and v should not be the same // __inline void VecMatMul4HT(D3DVECTORH *v, D3DMATRIX *m, D3DVECTORH *res) { res->x = v->x*m->_11 + v->y*m->_12 + v->z*m->_13 + v->w*m->_14; res->y = v->x*m->_21 + v->y*m->_22 + v->z*m->_23 + v->w*m->_24; res->z = v->x*m->_31 + v->y*m->_32 + v->z*m->_33 + v->w*m->_34; res->w = v->x*m->_41 + v->y*m->_42 + v->z*m->_43 + v->w*m->_44; } //--------------------------------------------------------------------- // Multiplies vector (x,y,z,1) by 4x3 matrix // // res and v should not be the same // __inline void VecMatMul(D3DVECTOR *v, D3DMATRIX *m, D3DVECTOR *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31 + m->_41; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32 + m->_42; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33 + m->_43; } //--------------------------------------------------------------------- // Multiplies vector (x,y,z) by 3x3 matrix // // res and v should not be the same // __inline void VecMatMul3(D3DVECTOR *v, D3DMATRIX *m, D3DVECTOR *res) { res->x = v->x*m->_11 + v->y*m->_21 + v->z*m->_31; res->y = v->x*m->_12 + v->y*m->_22 + v->z*m->_32; res->z = v->x*m->_13 + v->y*m->_23 + v->z*m->_33; } //--------------------------------------------------------------------- // This function uses Cramer's Rule to calculate the matrix inverse. // See nt\private\windows\opengl\serever\soft\so_math.c // // Returns: // 0 - if success // -1 - if input matrix is singular // int Inverse4x4(D3DMATRIX *src, D3DMATRIX *inverse); //--------------------------------------------------------------------- // 4 by 4 matrix product // // result = a*b. // "result" pointer could be equal to "a" or "b" // void MatrixProduct(D3DMATRIX *result, D3DMATRIX *a, D3DMATRIX *b); //--------------------------------------------------------------------- // Checks the FVF flags for errors and returns the stride in bytes between // vertices. // // Returns: // HRESULT and stride in bytes between vertices // //--------------------------------------------------------------------- HRESULT FASTCALL FVFCheckAndStride(DWORD dwFVF, DWORD* pdwStride); #ifdef __cplusplus } #endif #endif // #ifndef _D3DUTIL_H_