Leaked source code of windows server 2003
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//----------------------------------------------------------------------------
//
// 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_