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FVF.h
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241 lines (223 loc) · 6.11 KB
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#ifndef _FVF_H_
#define _FVF_H_
#pragma once
//-----------------------------------------------------------------------------
#pragma pack(push,4)
namespace FVF
{
struct L
{
Fvector p;
u32 color;
IC void set(const L& src) { *this = src; };
IC void set(float x, float y, float z, u32 C)
{
p.set(x, y, z);
color = C;
}
IC void set(const Fvector& _p, u32 C)
{
p.set(_p);
color = C;
}
};
const u32 F_L = D3DFVF_XYZ | D3DFVF_DIFFUSE;
struct V
{
Fvector p;
Fvector2 t;
IC void set(const V& src) { *this = src; };
IC void set(float x, float y, float z, float u, float v)
{
p.set(x, y, z);
t.set(u, v);
}
IC void set(const Fvector& _p, float u, float v)
{
p.set(_p);
t.set(u, v);
}
};
const u32 F_V = D3DFVF_XYZ | D3DFVF_TEX1;
struct LIT
{
Fvector p;
u32 color;
Fvector2 t;
IC void set(const LIT& src) { *this = src; };
IC void set(float x, float y, float z, u32 C, float u, float v)
{
p.set(x, y, z);
color = C;
t.set(u, v);
}
IC void set(const Fvector& _p, u32 C, float u, float v)
{
p.set(_p);
color = C;
t.set(u, v);
}
};
const u32 F_LIT = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
struct TL0uv
{
Fvector4 p;
u32 color;
IC void set(const TL0uv& src)
{
*this = src;
};
IC void set(float x, float y, u32 c)
{
set(x, y, .0001f, .9999f, c);
};
IC void set(int x, int y, u32 c)
{
set(float(x), float(y), .0001f, .9999f, c);
};
IC void set(float x, float y, float z, float w, u32 c)
{
p.set(x, y, z, w);
color = c;
};
IC void transform(const Fvector& v, const Fmatrix& matSet)
{
// Transform it through the matrix set. Takes in mean projection.
// Finally, scale the vertices to screen coords.
// Note 1: device coords range from -1 to +1 in the viewport.
// Note 2: the p.z-coordinate will be used in the z-buffer.
p.w = matSet._14 * v.x + matSet._24 * v.y + matSet._34 * v.z + matSet._44;
p.x = (matSet._11 * v.x + matSet._21 * v.y + matSet._31 * v.z + matSet._41) / p.w;
p.y = -(matSet._12 * v.x + matSet._22 * v.y + matSet._32 * v.z + matSet._42) / p.w;
p.z = (matSet._13 * v.x + matSet._23 * v.y + matSet._33 * v.z + matSet._43) / p.w;
};
};
const u32 F_TL0uv = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;
struct TL
{
Fvector4 p;
u32 color;
Fvector2 uv;
IC void set(const TL& src)
{
*this = src;
};
IC void set(float x, float y, u32 c, Fvector2& t)
{
set(x, y, .0001f, .9999f, c, t.x, t.y);
};
IC void set(float x, float y, u32 c, float u, float v)
{
set(x, y, .0001f, .9999f, c, u, v);
};
IC void set(int x, int y, u32 c, float u, float v)
{
set(float(x), float(y), .0001f, .9999f, c, u, v);
};
IC void set(float x, float y, float z, float w, u32 c, float u, float v)
{
p.set(x, y, z, w);
color = c;
uv.x = u;
uv.y = v;
};
IC void transform(const Fvector& v, const Fmatrix& matSet)
{
// Transform it through the matrix set. Takes in mean projection.
// Finally, scale the vertices to screen coords.
// Note 1: device coords range from -1 to +1 in the viewport.
// Note 2: the p.z-coordinate will be used in the z-buffer.
p.w = matSet._14 * v.x + matSet._24 * v.y + matSet._34 * v.z + matSet._44;
p.x = (matSet._11 * v.x + matSet._21 * v.y + matSet._31 * v.z + matSet._41) / p.w;
p.y = -(matSet._12 * v.x + matSet._22 * v.y + matSet._32 * v.z + matSet._42) / p.w;
p.z = (matSet._13 * v.x + matSet._23 * v.y + matSet._33 * v.z + matSet._43) / p.w;
};
};
const u32 F_TL = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
struct TL2uv
{
Fvector4 p;
u32 color;
Fvector2 uv[2];
IC void set(const TL2uv& src)
{
*this = src;
};
IC void set(float x, float y, u32 c, Fvector2& t0, Fvector2& t1)
{
set(x, y, .0001f, .9999f, c, t0.x, t0.y, t1.x, t1.y);
};
IC void set(float x, float y, float z, float w, u32 c, Fvector2& t0, Fvector2& t1)
{
set(x, y, z, w, c, t0.x, t0.y, t1.x, t1.y);
};
IC void set(float x, float y, u32 c, float u, float v, float u2, float v2)
{
set(x, y, .0001f, .9999f, c, u, v, u2, v2);
};
IC void set(int x, int y, u32 c, float u, float v, float u2, float v2)
{
set(float(x), float(y), .0001f, .9999f, c, u, v, u2, v2);
};
IC void set(float x, float y, float z, float w, u32 c, float u, float v, float u2, float v2)
{
p.set(x, y, z, w);
color = c;
uv[0].x = u;
uv[0].y = v;
uv[1].x = u2;
uv[1].y = v2;
};
IC void transform(const Fvector& v, const Fmatrix& matSet)
{
// Transform it through the matrix set. Takes in mean projection.
// Finally, scale the vertices to screen coords.
// Note 1: device coords range from -1 to +1 in the viewport.
// Note 2: the p.z-coordinate will be used in the z-buffer.
p.w = matSet._14 * v.x + matSet._24 * v.y + matSet._34 * v.z + matSet._44;
p.x = (matSet._11 * v.x + matSet._21 * v.y + matSet._31 * v.z + matSet._41) / p.w;
p.y = -(matSet._12 * v.x + matSet._22 * v.y + matSet._32 * v.z + matSet._42) / p.w;
p.z = (matSet._13 * v.x + matSet._23 * v.y + matSet._33 * v.z + matSet._43) / p.w;
};
};
const u32 F_TL2uv = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2;
struct TL4uv
{
Fvector4 p;
u32 color;
Fvector2 uv[4];
IC void set(const TL4uv& src)
{
*this = src;
};
IC void set(float x, float y, u32 c, Fvector2& t0, Fvector2& t1)
{
set(x, y, .0001f, .9999f, c, t0.x, t0.y, t1.x, t1.y);
};
IC void set(float x, float y, float z, float w, u32 c, Fvector2& t0, Fvector2& t1)
{
set(x, y, z, w, c, t0.x, t0.y, t1.x, t1.y);
};
IC void set(float x, float y, u32 c, float u, float v, float u2, float v2)
{
set(x, y, .0001f, .9999f, c, u, v, u2, v2);
};
IC void set(int x, int y, u32 c, float u, float v, float u2, float v2)
{
set(float(x), float(y), .0001f, .9999f, c, u, v, u2, v2);
};
IC void set(float x, float y, float z, float w, u32 c, float u, float v, float u2, float v2)
{
p.set(x, y, z, w);
color = c;
uv[0].x = u;
uv[0].y = v;
uv[1].x = u2;
uv[1].y = v2;
};
};
const u32 F_TL4uv = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX4;
};
#pragma pack(pop)
//-----------------------------------------------------------------------------
#endif