reactos/include/psdk/d3drmdef.h
Amine Khaldi 527f2f9057 [SHELL/EXPERIMENTS]
* Create a branch for some evul shell experiments.

svn path=/branches/shell-experiments/; revision=61927
2014-02-02 19:37:27 +00:00

68 lines
2.5 KiB
C

/*
* Copyright 2007 Vijay Kiran Kamuju
* Copyright 2007 David ADAM
*
* 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
*/
#ifndef __D3DRMDEFS_H__
#define __D3DRMDEFS_H__
#include <stddef.h>
#include <d3dtypes.h>
#if defined(__cplusplus)
extern "C" {
#endif
typedef D3DVALUE D3DRMMATRIX4D[4][4];
typedef struct _D3DRMQUATERNION
{
D3DVALUE s;
D3DVECTOR v;
} D3DRMQUATERNION, *LPD3DRMQUATERNION;
void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D, LPD3DRMQUATERNION);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION ,LPD3DVECTOR,D3DVALUE);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION, D3DVALUE);
LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR, LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR);
#define D3DRMVectorNormalise D3DRMVectorNormalize
D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE, D3DVALUE, D3DVALUE);
D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE);
D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR);
D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR);
D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR);
D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR);
#if defined(__cplusplus)
}
#endif
#endif