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
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
;
47 Green
=floor(green
*255);
49 Alpha
=floor(alpha
*255);
52 if (green
< 0) Green
=0;
53 if (green
> 1) Green
=255;
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
;
97 /* Matrix for the Rotation that a unit quaternion represents */
98 void WINAPI
D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m
, LPD3DRMQUATERNION q
)
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
);
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));
131 /* Interpolation between two quaternions */
132 LPD3DRMQUATERNION WINAPI
D3DRMQuaternionSlerp(LPD3DRMQUATERNION q
, LPD3DRMQUATERNION a
, LPD3DRMQUATERNION b
, D3DVALUE alpha
)
134 D3DVALUE epsilon
=1.0;
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
));
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
;
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
;
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
;
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
;
178 /* Norm of a vector */
179 D3DVALUE WINAPI
D3DRMVectorModulus(LPD3DVECTOR v
)
182 result
=sqrt(v
->u1
.x
* v
->u1
.x
+ v
->u2
.y
* v
->u2
.y
+ v
->u3
.z
* v
->u3
.z
);
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
);
192 D3DRMVectorScale(u
,u
,1.0/modulus
);
203 /* Returns a random unit vector */
204 LPD3DVECTOR WINAPI
D3DRMVectorRandom(LPD3DVECTOR d
)
209 D3DRMVectorNormalize(d
);
213 /* Reflection of a vector on a surface */
214 LPD3DVECTOR WINAPI
D3DRMVectorReflect(LPD3DVECTOR r
, LPD3DVECTOR ray
, LPD3DVECTOR norm
)
217 D3DRMVectorSubtract(r
, D3DRMVectorScale(&sca
, norm
, 2.0*D3DRMVectorDotProduct(ray
,norm
)), ray
);
221 /* Rotation of a vector */
222 LPD3DVECTOR WINAPI
D3DRMVectorRotate(LPD3DVECTOR r
, LPD3DVECTOR v
, LPD3DVECTOR axis
, D3DVALUE theta
)
224 D3DRMQUATERNION quaternion
,quaternion1
, quaternion2
, quaternion3
, resultq
;
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));
234 D3DRMQuaternionMultiply(&quaternion
, &quaternion1
, &quaternion3
);
235 D3DRMQuaternionMultiply(&resultq
, &quaternion
, &quaternion2
);
236 *r
= *D3DRMVectorNormalize(&resultq
.v
);
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
;