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[wine.git] / dlls / d3drm / math.c
blob76b73c033e0eaf24281312147db4758b32b37d10
1 /*
2 * Copyright 2007 David Adam
3 * Copyright 2007 Vijay Kiran Kamuju
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #define NONAMELESSUNION
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <stdarg.h>
25 #include <assert.h>
26 #include <math.h>
28 #include "windef.h"
29 #include "winbase.h"
30 #include "wingdi.h"
31 #include "d3drmdef.h"
33 #include "wine/debug.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3drm);
37 /* Create a RGB color from its components */
38 D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue)
40 return (D3DRMCreateColorRGBA(red, green, blue, 255.0));
42 /* Create a RGBA color from its components */
43 D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha)
45 int Red, Green, Blue, Alpha;
46 Red=floor(red*255);
47 Green=floor(green*255);
48 Blue=floor(blue*255);
49 Alpha=floor(alpha*255);
50 if (red < 0) Red=0;
51 if (red > 1) Red=255;
52 if (green < 0) Green=0;
53 if (green > 1) Green=255;
54 if (blue < 0) Blue=0;
55 if (blue > 1) Blue=255;
56 if (alpha < 0) Alpha=0;
57 if (alpha > 1) Alpha=255;
58 return (RGBA_MAKE(Red, Green, Blue, Alpha));
61 /* Determine the alpha part of a color */
62 D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color)
64 return (RGBA_GETALPHA(color)/255.0);
67 /* Determine the blue part of a color */
68 D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color)
70 return (RGBA_GETBLUE(color)/255.0);
73 /* Determine the green part of a color */
74 D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color)
76 return (RGBA_GETGREEN(color)/255.0);
79 /* Determine the red part of a color */
80 D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
82 return (RGBA_GETRED(color)/255.0);
85 /* Product of 2 quaternions */
86 LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b)
88 D3DVECTOR cross_product;
89 D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v);
90 q->s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v);
91 q->v.u1.x = a->s * b->v.u1.x + b->s * a->v.u1.x + cross_product.u1.x;
92 q->v.u2.y = a->s * b->v.u2.y + b->s * a->v.u2.y + cross_product.u2.y;
93 q->v.u3.z = a->s * b->v.u3.z + b->s * a->v.u3.z + cross_product.u3.z;
94 return q;
97 /* Matrix for the Rotation that a unit quaternion represents */
98 void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q)
100 D3DVALUE w,x,y,z;
101 w = q->s;
102 x = q->v.u1.x;
103 y = q->v.u2.y;
104 z = q->v.u3.z;
105 m[0][0] = 1.0-2.0*(y*y+z*z);
106 m[1][1] = 1.0-2.0*(x*x+z*z);
107 m[2][2] = 1.0-2.0*(x*x+y*y);
108 m[1][0] = 2.0*(x*y+z*w);
109 m[0][1] = 2.0*(x*y-z*w);
110 m[2][0] = 2.0*(x*z-y*w);
111 m[0][2] = 2.0*(x*z+y*w);
112 m[2][1] = 2.0*(y*z+x*w);
113 m[1][2] = 2.0*(y*z-x*w);
114 m[3][0] = 0.0;
115 m[3][1] = 0.0;
116 m[3][2] = 0.0;
117 m[0][3] = 0.0;
118 m[1][3] = 0.0;
119 m[2][3] = 0.0;
120 m[3][3] = 1.0;
123 /* Return a unit quaternion that represents a rotation of an angle around an axis */
124 LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DVECTOR v, D3DVALUE theta)
126 q->s = cos(theta/2.0);
127 D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
128 return q;
131 /* Interpolation between two quaternions */
132 LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha)
134 D3DVALUE epsilon=1.0;
135 D3DVECTOR sca1,sca2;
136 if (a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v) < 0.0) epsilon = -1.0;
137 q->s = (1.0 - alpha) * a->s + epsilon * alpha * b->s;
138 D3DRMVectorAdd(&q->v, D3DRMVectorScale(&sca1, &a->v, 1.0 - alpha),
139 D3DRMVectorScale(&sca2, &b->v, epsilon * alpha));
140 return q;
143 /* Add Two Vectors */
144 LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
146 d->u1.x=s1->u1.x + s2->u1.x;
147 d->u2.y=s1->u2.y + s2->u2.y;
148 d->u3.z=s1->u3.z + s2->u3.z;
149 return d;
152 /* Subtract Two Vectors */
153 LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
155 d->u1.x=s1->u1.x - s2->u1.x;
156 d->u2.y=s1->u2.y - s2->u2.y;
157 d->u3.z=s1->u3.z - s2->u3.z;
158 return d;
161 /* Cross Product of Two Vectors */
162 LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
164 d->u1.x=s1->u2.y * s2->u3.z - s1->u3.z * s2->u2.y;
165 d->u2.y=s1->u3.z * s2->u1.x - s1->u1.x * s2->u3.z;
166 d->u3.z=s1->u1.x * s2->u2.y - s1->u2.y * s2->u1.x;
167 return d;
170 /* Dot Product of Two vectors */
171 D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
173 D3DVALUE dot_product;
174 dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
175 return dot_product;
178 /* Norm of a vector */
179 D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
181 D3DVALUE result;
182 result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
183 return result;
186 /* Normalize a vector. Returns (1,0,0) if INPUT is the NULL vector. */
187 LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u)
189 D3DVALUE modulus = D3DRMVectorModulus(u);
190 if(modulus)
192 D3DRMVectorScale(u,u,1.0/modulus);
194 else
196 u->u1.x=1.0;
197 u->u2.y=0.0;
198 u->u3.z=0.0;
200 return u;
203 /* Returns a random unit vector */
204 LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
206 d->u1.x = rand();
207 d->u2.y = rand();
208 d->u3.z = rand();
209 D3DRMVectorNormalize(d);
210 return d;
213 /* Reflection of a vector on a surface */
214 LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm)
216 D3DVECTOR sca;
217 D3DRMVectorSubtract(r, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
218 return r;
221 /* Rotation of a vector */
222 LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
224 D3DRMQUATERNION quaternion,quaternion1, quaternion2, quaternion3, resultq;
225 D3DVECTOR NORM;
227 quaternion1.s = cos(theta*.5);
228 quaternion2.s = cos(theta*.5);
229 NORM = *D3DRMVectorNormalize(axis);
230 D3DRMVectorScale(&quaternion1.v, &NORM, sin(theta * .5));
231 D3DRMVectorScale(&quaternion2.v, &NORM, -sin(theta * .5));
232 quaternion3.s = 0.0;
233 quaternion3.v = *v;
234 D3DRMQuaternionMultiply(&quaternion, &quaternion1, &quaternion3);
235 D3DRMQuaternionMultiply(&resultq, &quaternion, &quaternion2);
236 *r = *D3DRMVectorNormalize(&resultq.v);
237 return r;
240 /* Scale a vector */
241 LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
243 d->u1.x=factor * s->u1.x;
244 d->u2.y=factor * s->u2.y;
245 d->u3.z=factor * s->u3.z;
246 return d;