summaryrefslogtreecommitdiffstats
path: root/src/VBox/Devices/Graphics/shaderlib/wine/include/d3dvec.inl
diff options
context:
space:
mode:
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/wine/include/d3dvec.inl')
-rw-r--r--src/VBox/Devices/Graphics/shaderlib/wine/include/d3dvec.inl152
1 files changed, 152 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/wine/include/d3dvec.inl b/src/VBox/Devices/Graphics/shaderlib/wine/include/d3dvec.inl
new file mode 100644
index 00000000..8e49ee66
--- /dev/null
+++ b/src/VBox/Devices/Graphics/shaderlib/wine/include/d3dvec.inl
@@ -0,0 +1,152 @@
+/*
+ * Copyright (C) 2000 Ove Kaaven
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+/*
+ * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
+ * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
+ * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
+ * a choice of LGPL license versions is made available with the language indicating
+ * that LGPLv2 or any later version may be used, or where a choice of which version
+ * of the LGPL is applied is otherwise unspecified.
+ */
+
+#ifndef __WINE_D3DVEC_INL
+#define __WINE_D3DVEC_INL
+
+#include <math.h>
+
+/*** 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;
+}
+
+/*** unary operators ***/
+
+inline _D3DVECTOR operator + (const _D3DVECTOR& v)
+{
+ return v;
+}
+
+inline _D3DVECTOR operator - (const _D3DVECTOR& v)
+{
+ return _D3DVECTOR(-v.x, -v.y, -v.z);
+}
+
+/*** 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