2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
28 #include "d3dx9_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
32 struct ID3DXMatrixStackImpl
34 ID3DXMatrixStack ID3DXMatrixStack_iface
;
38 unsigned int stack_size
;
42 static const unsigned int INITIAL_STACK_SIZE
= 32;
44 /*_________________D3DXColor____________________*/
46 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
48 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
50 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
51 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
52 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
57 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
61 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
63 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
64 pout
->r
= grey
+ s
* (pc
->r
- grey
);
65 pout
->g
= grey
+ s
* (pc
->g
- grey
);
66 pout
->b
= grey
+ s
* (pc
->b
- grey
);
71 /*_________________Misc__________________________*/
73 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
75 FLOAT a
, d
, g
, result
;
77 TRACE("costheta %f, refractionindex %f\n", costheta
, refractionindex
);
79 g
= sqrtf(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
82 result
= (costheta
* a
- 1.0f
) * (costheta
* a
- 1.0f
) / ((costheta
* d
+ 1.0f
) * (costheta
* d
+ 1.0f
)) + 1.0f
;
83 result
*= 0.5f
* d
* d
/ (a
* a
);
88 /*_________________D3DXMatrix____________________*/
90 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*out
, FLOAT scaling
, const D3DXVECTOR3
*rotationcenter
,
91 const D3DXQUATERNION
*rotation
, const D3DXVECTOR3
*translation
)
93 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
94 out
, scaling
, rotationcenter
, rotation
, translation
);
96 D3DXMatrixIdentity(out
);
100 FLOAT temp00
, temp01
, temp02
, temp10
, temp11
, temp12
, temp20
, temp21
, temp22
;
102 temp00
= 1.0f
- 2.0f
* (rotation
->y
* rotation
->y
+ rotation
->z
* rotation
->z
);
103 temp01
= 2.0f
* (rotation
->x
* rotation
->y
+ rotation
->z
* rotation
->w
);
104 temp02
= 2.0f
* (rotation
->x
* rotation
->z
- rotation
->y
* rotation
->w
);
105 temp10
= 2.0f
* (rotation
->x
* rotation
->y
- rotation
->z
* rotation
->w
);
106 temp11
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->z
* rotation
->z
);
107 temp12
= 2.0f
* (rotation
->y
* rotation
->z
+ rotation
->x
* rotation
->w
);
108 temp20
= 2.0f
* (rotation
->x
* rotation
->z
+ rotation
->y
* rotation
->w
);
109 temp21
= 2.0f
* (rotation
->y
* rotation
->z
- rotation
->x
* rotation
->w
);
110 temp22
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->y
* rotation
->y
);
112 out
->u
.m
[0][0] = scaling
* temp00
;
113 out
->u
.m
[0][1] = scaling
* temp01
;
114 out
->u
.m
[0][2] = scaling
* temp02
;
115 out
->u
.m
[1][0] = scaling
* temp10
;
116 out
->u
.m
[1][1] = scaling
* temp11
;
117 out
->u
.m
[1][2] = scaling
* temp12
;
118 out
->u
.m
[2][0] = scaling
* temp20
;
119 out
->u
.m
[2][1] = scaling
* temp21
;
120 out
->u
.m
[2][2] = scaling
* temp22
;
124 out
->u
.m
[3][0] = rotationcenter
->x
* (1.0f
- temp00
) - rotationcenter
->y
* temp10
125 - rotationcenter
->z
* temp20
;
126 out
->u
.m
[3][1] = rotationcenter
->y
* (1.0f
- temp11
) - rotationcenter
->x
* temp01
127 - rotationcenter
->z
* temp21
;
128 out
->u
.m
[3][2] = rotationcenter
->z
* (1.0f
- temp22
) - rotationcenter
->x
* temp02
129 - rotationcenter
->y
* temp12
;
134 out
->u
.m
[0][0] = scaling
;
135 out
->u
.m
[1][1] = scaling
;
136 out
->u
.m
[2][2] = scaling
;
141 out
->u
.m
[3][0] += translation
->x
;
142 out
->u
.m
[3][1] += translation
->y
;
143 out
->u
.m
[3][2] += translation
->z
;
149 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*out
, FLOAT scaling
,
150 const D3DXVECTOR2
*rotationcenter
, FLOAT rotation
, const D3DXVECTOR2
*translation
)
154 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
155 out
, scaling
, rotationcenter
, rotation
, translation
);
157 s
= sinf(rotation
/ 2.0f
);
158 tmp1
= 1.0f
- 2.0f
* s
* s
;
159 tmp2
= 2.0f
* s
* cosf(rotation
/ 2.0f
);
161 D3DXMatrixIdentity(out
);
162 out
->u
.m
[0][0] = scaling
* tmp1
;
163 out
->u
.m
[0][1] = scaling
* tmp2
;
164 out
->u
.m
[1][0] = -scaling
* tmp2
;
165 out
->u
.m
[1][1] = scaling
* tmp1
;
171 x
= rotationcenter
->x
;
172 y
= rotationcenter
->y
;
174 out
->u
.m
[3][0] = y
* tmp2
- x
* tmp1
+ x
;
175 out
->u
.m
[3][1] = -x
* tmp2
- y
* tmp1
+ y
;
180 out
->u
.m
[3][0] += translation
->x
;
181 out
->u
.m
[3][1] += translation
->y
;
187 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, const D3DXMATRIX
*pm
)
189 D3DXMATRIX normalized
;
192 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale
, poutrotation
, pouttranslation
, pm
);
194 /*Compute the scaling part.*/
198 poutscale
->x
=D3DXVec3Length(&vec
);
203 poutscale
->y
=D3DXVec3Length(&vec
);
208 poutscale
->z
=D3DXVec3Length(&vec
);
210 /*Compute the translation part.*/
211 pouttranslation
->x
=pm
->u
.m
[3][0];
212 pouttranslation
->y
=pm
->u
.m
[3][1];
213 pouttranslation
->z
=pm
->u
.m
[3][2];
215 /*Let's calculate the rotation now*/
216 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
218 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
219 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
220 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
221 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
222 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
223 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
224 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
225 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
226 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
228 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
232 FLOAT WINAPI
D3DXMatrixDeterminant(const D3DXMATRIX
*pm
)
236 TRACE("pm %p\n", pm
);
238 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
239 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
240 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
241 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
242 v
[1] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
244 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
245 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
246 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
247 v
[2] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
248 v
[3] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
250 return pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[1] +
251 pm
->u
.m
[0][2] * v
[2] + pm
->u
.m
[0][3] * v
[3];
254 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, const D3DXMATRIX
*pm
)
256 FLOAT det
, t
[3], v
[16];
259 TRACE("pout %p, pdeterminant %p, pm %p\n", pout
, pdeterminant
, pm
);
261 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
262 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
263 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
264 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
265 v
[4] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
267 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
268 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
269 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
270 v
[8] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
271 v
[12] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
273 det
= pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[4] +
274 pm
->u
.m
[0][2] * v
[8] + pm
->u
.m
[0][3] * v
[12];
280 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
281 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
282 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
283 v
[1] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[2][1] * t
[1] - pm
->u
.m
[3][1] * t
[2];
284 v
[5] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[2][0] * t
[1] + pm
->u
.m
[3][0] * t
[2];
286 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[0][1];
287 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
288 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
289 v
[9] = -pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1]- pm
->u
.m
[0][3] * t
[2];
290 v
[13] = pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] + pm
->u
.m
[0][2] * t
[2];
292 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
293 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
294 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
295 v
[2] = pm
->u
.m
[0][1] * t
[0] - pm
->u
.m
[1][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
296 v
[6] = -pm
->u
.m
[0][0] * t
[0] + pm
->u
.m
[1][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
298 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[1][1] - pm
->u
.m
[1][0] * pm
->u
.m
[0][1];
299 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
300 t
[2] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
301 v
[10] = pm
->u
.m
[3][3] * t
[0] + pm
->u
.m
[1][3] * t
[1] + pm
->u
.m
[0][3] * t
[2];
302 v
[14] = -pm
->u
.m
[3][2] * t
[0] - pm
->u
.m
[1][2] * t
[1] - pm
->u
.m
[0][2] * t
[2];
304 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
305 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
306 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
307 v
[3] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[1][1] * t
[1] - pm
->u
.m
[2][1] * t
[2];
308 v
[7] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[1][0] * t
[1] + pm
->u
.m
[2][0] * t
[2];
310 v
[11] = -pm
->u
.m
[0][0] * (pm
->u
.m
[1][1] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][1]) +
311 pm
->u
.m
[1][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][1]) -
312 pm
->u
.m
[2][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][1]);
314 v
[15] = pm
->u
.m
[0][0] * (pm
->u
.m
[1][1] * pm
->u
.m
[2][2] - pm
->u
.m
[1][2] * pm
->u
.m
[2][1]) -
315 pm
->u
.m
[1][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[2][2] - pm
->u
.m
[0][2] * pm
->u
.m
[2][1]) +
316 pm
->u
.m
[2][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[1][2] - pm
->u
.m
[0][2] * pm
->u
.m
[1][1]);
320 for (i
= 0; i
< 4; i
++)
321 for (j
= 0; j
< 4; j
++)
322 pout
->u
.m
[i
][j
] = v
[4 * i
+ j
] * det
;
327 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
328 const D3DXVECTOR3
*up
)
330 D3DXVECTOR3 right
, upn
, vec
;
332 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
334 D3DXVec3Subtract(&vec
, at
, eye
);
335 D3DXVec3Normalize(&vec
, &vec
);
336 D3DXVec3Cross(&right
, up
, &vec
);
337 D3DXVec3Cross(&upn
, &vec
, &right
);
338 D3DXVec3Normalize(&right
, &right
);
339 D3DXVec3Normalize(&upn
, &upn
);
340 out
->u
.m
[0][0] = right
.x
;
341 out
->u
.m
[1][0] = right
.y
;
342 out
->u
.m
[2][0] = right
.z
;
343 out
->u
.m
[3][0] = -D3DXVec3Dot(&right
, eye
);
344 out
->u
.m
[0][1] = upn
.x
;
345 out
->u
.m
[1][1] = upn
.y
;
346 out
->u
.m
[2][1] = upn
.z
;
347 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
348 out
->u
.m
[0][2] = vec
.x
;
349 out
->u
.m
[1][2] = vec
.y
;
350 out
->u
.m
[2][2] = vec
.z
;
351 out
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, eye
);
352 out
->u
.m
[0][3] = 0.0f
;
353 out
->u
.m
[1][3] = 0.0f
;
354 out
->u
.m
[2][3] = 0.0f
;
355 out
->u
.m
[3][3] = 1.0f
;
360 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
361 const D3DXVECTOR3
*up
)
363 D3DXVECTOR3 right
, upn
, vec
;
365 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
367 D3DXVec3Subtract(&vec
, at
, eye
);
368 D3DXVec3Normalize(&vec
, &vec
);
369 D3DXVec3Cross(&right
, up
, &vec
);
370 D3DXVec3Cross(&upn
, &vec
, &right
);
371 D3DXVec3Normalize(&right
, &right
);
372 D3DXVec3Normalize(&upn
, &upn
);
373 out
->u
.m
[0][0] = -right
.x
;
374 out
->u
.m
[1][0] = -right
.y
;
375 out
->u
.m
[2][0] = -right
.z
;
376 out
->u
.m
[3][0] = D3DXVec3Dot(&right
, eye
);
377 out
->u
.m
[0][1] = upn
.x
;
378 out
->u
.m
[1][1] = upn
.y
;
379 out
->u
.m
[2][1] = upn
.z
;
380 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
381 out
->u
.m
[0][2] = -vec
.x
;
382 out
->u
.m
[1][2] = -vec
.y
;
383 out
->u
.m
[2][2] = -vec
.z
;
384 out
->u
.m
[3][2] = D3DXVec3Dot(&vec
, eye
);
385 out
->u
.m
[0][3] = 0.0f
;
386 out
->u
.m
[1][3] = 0.0f
;
387 out
->u
.m
[2][3] = 0.0f
;
388 out
->u
.m
[3][3] = 1.0f
;
393 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
398 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
404 out
.u
.m
[i
][j
] = pm1
->u
.m
[i
][0] * pm2
->u
.m
[0][j
] + pm1
->u
.m
[i
][1] * pm2
->u
.m
[1][j
] + pm1
->u
.m
[i
][2] * pm2
->u
.m
[2][j
] + pm1
->u
.m
[i
][3] * pm2
->u
.m
[3][j
];
412 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
417 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
419 for (i
= 0; i
< 4; i
++)
420 for (j
= 0; j
< 4; j
++)
421 temp
.u
.m
[j
][i
] = pm1
->u
.m
[i
][0] * pm2
->u
.m
[0][j
] + pm1
->u
.m
[i
][1] * pm2
->u
.m
[1][j
] + pm1
->u
.m
[i
][2] * pm2
->u
.m
[2][j
] + pm1
->u
.m
[i
][3] * pm2
->u
.m
[3][j
];
427 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
429 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
431 D3DXMatrixIdentity(pout
);
432 pout
->u
.m
[0][0] = 2.0f
/ w
;
433 pout
->u
.m
[1][1] = 2.0f
/ h
;
434 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
435 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
439 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
441 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
443 D3DXMatrixIdentity(pout
);
444 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
445 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
446 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
447 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
448 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
449 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
453 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
455 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
457 D3DXMatrixIdentity(pout
);
458 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
459 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
460 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
461 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
462 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
463 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
467 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
469 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
471 D3DXMatrixIdentity(pout
);
472 pout
->u
.m
[0][0] = 2.0f
/ w
;
473 pout
->u
.m
[1][1] = 2.0f
/ h
;
474 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
475 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
479 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
481 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
483 D3DXMatrixIdentity(pout
);
484 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tanf(fovy
/2.0f
));
485 pout
->u
.m
[1][1] = 1.0f
/ tanf(fovy
/2.0f
);
486 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
487 pout
->u
.m
[2][3] = 1.0f
;
488 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
489 pout
->u
.m
[3][3] = 0.0f
;
493 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
495 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
497 D3DXMatrixIdentity(pout
);
498 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tanf(fovy
/2.0f
));
499 pout
->u
.m
[1][1] = 1.0f
/ tanf(fovy
/2.0f
);
500 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
501 pout
->u
.m
[2][3] = -1.0f
;
502 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
503 pout
->u
.m
[3][3] = 0.0f
;
507 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
509 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
511 D3DXMatrixIdentity(pout
);
512 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
513 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
514 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
515 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
516 pout
->u
.m
[2][3] = 1.0f
;
517 pout
->u
.m
[3][3] = 0.0f
;
521 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
523 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
525 D3DXMatrixIdentity(pout
);
526 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
527 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
528 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
529 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
530 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
531 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
532 pout
->u
.m
[2][3] = 1.0f
;
533 pout
->u
.m
[3][3] = 0.0f
;
537 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
539 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
541 D3DXMatrixIdentity(pout
);
542 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
543 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
544 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
545 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
546 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
547 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
548 pout
->u
.m
[2][3] = -1.0f
;
549 pout
->u
.m
[3][3] = 0.0f
;
553 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
555 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
557 D3DXMatrixIdentity(pout
);
558 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
559 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
560 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
561 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
562 pout
->u
.m
[2][3] = -1.0f
;
563 pout
->u
.m
[3][3] = 0.0f
;
567 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, const D3DXPLANE
*pplane
)
571 TRACE("pout %p, pplane %p\n", pout
, pplane
);
573 D3DXPlaneNormalize(&Nplane
, pplane
);
574 D3DXMatrixIdentity(pout
);
575 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
576 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
577 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
578 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
579 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
580 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
581 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
582 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
583 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
584 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
585 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
586 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
590 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
593 FLOAT sangle
, cangle
, cdiff
;
595 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
597 D3DXVec3Normalize(&nv
, v
);
598 sangle
= sinf(angle
);
599 cangle
= cosf(angle
);
600 cdiff
= 1.0f
- cangle
;
602 out
->u
.m
[0][0] = cdiff
* nv
.x
* nv
.x
+ cangle
;
603 out
->u
.m
[1][0] = cdiff
* nv
.x
* nv
.y
- sangle
* nv
.z
;
604 out
->u
.m
[2][0] = cdiff
* nv
.x
* nv
.z
+ sangle
* nv
.y
;
605 out
->u
.m
[3][0] = 0.0f
;
606 out
->u
.m
[0][1] = cdiff
* nv
.y
* nv
.x
+ sangle
* nv
.z
;
607 out
->u
.m
[1][1] = cdiff
* nv
.y
* nv
.y
+ cangle
;
608 out
->u
.m
[2][1] = cdiff
* nv
.y
* nv
.z
- sangle
* nv
.x
;
609 out
->u
.m
[3][1] = 0.0f
;
610 out
->u
.m
[0][2] = cdiff
* nv
.z
* nv
.x
- sangle
* nv
.y
;
611 out
->u
.m
[1][2] = cdiff
* nv
.z
* nv
.y
+ sangle
* nv
.x
;
612 out
->u
.m
[2][2] = cdiff
* nv
.z
* nv
.z
+ cangle
;
613 out
->u
.m
[3][2] = 0.0f
;
614 out
->u
.m
[0][3] = 0.0f
;
615 out
->u
.m
[1][3] = 0.0f
;
616 out
->u
.m
[2][3] = 0.0f
;
617 out
->u
.m
[3][3] = 1.0f
;
622 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, const D3DXQUATERNION
*pq
)
624 TRACE("pout %p, pq %p\n", pout
, pq
);
626 D3DXMatrixIdentity(pout
);
627 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
628 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
629 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
630 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
631 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
632 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
633 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
634 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
635 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
639 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
641 TRACE("pout %p, angle %f\n", pout
, angle
);
643 D3DXMatrixIdentity(pout
);
644 pout
->u
.m
[1][1] = cosf(angle
);
645 pout
->u
.m
[2][2] = cosf(angle
);
646 pout
->u
.m
[1][2] = sinf(angle
);
647 pout
->u
.m
[2][1] = -sinf(angle
);
651 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
653 TRACE("pout %p, angle %f\n", pout
, angle
);
655 D3DXMatrixIdentity(pout
);
656 pout
->u
.m
[0][0] = cosf(angle
);
657 pout
->u
.m
[2][2] = cosf(angle
);
658 pout
->u
.m
[0][2] = -sinf(angle
);
659 pout
->u
.m
[2][0] = sinf(angle
);
663 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
665 FLOAT sroll
, croll
, spitch
, cpitch
, syaw
, cyaw
;
667 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
671 spitch
= sinf(pitch
);
672 cpitch
= cosf(pitch
);
676 out
->u
.m
[0][0] = sroll
* spitch
* syaw
+ croll
* cyaw
;
677 out
->u
.m
[0][1] = sroll
* cpitch
;
678 out
->u
.m
[0][2] = sroll
* spitch
* cyaw
- croll
* syaw
;
679 out
->u
.m
[0][3] = 0.0f
;
680 out
->u
.m
[1][0] = croll
* spitch
* syaw
- sroll
* cyaw
;
681 out
->u
.m
[1][1] = croll
* cpitch
;
682 out
->u
.m
[1][2] = croll
* spitch
* cyaw
+ sroll
* syaw
;
683 out
->u
.m
[1][3] = 0.0f
;
684 out
->u
.m
[2][0] = cpitch
* syaw
;
685 out
->u
.m
[2][1] = -spitch
;
686 out
->u
.m
[2][2] = cpitch
* cyaw
;
687 out
->u
.m
[2][3] = 0.0f
;
688 out
->u
.m
[3][0] = 0.0f
;
689 out
->u
.m
[3][1] = 0.0f
;
690 out
->u
.m
[3][2] = 0.0f
;
691 out
->u
.m
[3][3] = 1.0f
;
696 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
698 TRACE("pout %p, angle %f\n", pout
, angle
);
700 D3DXMatrixIdentity(pout
);
701 pout
->u
.m
[0][0] = cosf(angle
);
702 pout
->u
.m
[1][1] = cosf(angle
);
703 pout
->u
.m
[0][1] = sinf(angle
);
704 pout
->u
.m
[1][0] = -sinf(angle
);
708 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
710 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout
, sx
, sy
, sz
);
712 D3DXMatrixIdentity(pout
);
713 pout
->u
.m
[0][0] = sx
;
714 pout
->u
.m
[1][1] = sy
;
715 pout
->u
.m
[2][2] = sz
;
719 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, const D3DXVECTOR4
*plight
, const D3DXPLANE
*pplane
)
724 TRACE("pout %p, plight %p, pplane %p\n", pout
, plight
, pplane
);
726 D3DXPlaneNormalize(&Nplane
, pplane
);
727 dot
= D3DXPlaneDot(&Nplane
, plight
);
728 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
729 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
730 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
731 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
732 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
733 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
734 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
735 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
736 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
737 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
738 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
739 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
740 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
741 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
742 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
743 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
747 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, const D3DXVECTOR3
*pscalingcenter
, const D3DXQUATERNION
*pscalingrotation
, const D3DXVECTOR3
*pscaling
, const D3DXVECTOR3
*protationcenter
, const D3DXQUATERNION
*protation
, const D3DXVECTOR3
*ptranslation
)
749 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
753 TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
754 pout
, pscalingcenter
, pscalingrotation
, pscaling
, protationcenter
, protation
, ptranslation
);
756 if ( !pscalingcenter
)
764 psc
.x
= pscalingcenter
->x
;
765 psc
.y
= pscalingcenter
->y
;
766 psc
.z
= pscalingcenter
->z
;
769 if ( !protationcenter
)
777 prc
.x
= protationcenter
->x
;
778 prc
.y
= protationcenter
->y
;
779 prc
.z
= protationcenter
->z
;
790 pt
.x
= ptranslation
->x
;
791 pt
.y
= ptranslation
->y
;
792 pt
.z
= ptranslation
->z
;
795 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
797 if ( !pscalingrotation
)
799 D3DXMatrixIdentity(&m2
);
800 D3DXMatrixIdentity(&m4
);
804 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
805 D3DXMatrixInverse(&m2
, NULL
, &m4
);
808 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
809 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
811 if ( !protation
) D3DXMatrixIdentity(&m6
);
812 else D3DXMatrixRotationQuaternion(&m6
, protation
);
814 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
815 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
816 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
817 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
818 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
819 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
820 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
821 D3DXMatrixMultiply(pout
, &m1
, &m7
);
825 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, const D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, const D3DXVECTOR2
*pscaling
, const D3DXVECTOR2
*protationcenter
, FLOAT rotation
, const D3DXVECTOR2
*ptranslation
)
827 D3DXQUATERNION rot
, sca_rot
;
828 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
830 TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
831 pout
, pscalingcenter
, scalingrotation
, pscaling
, protationcenter
, rotation
, ptranslation
);
833 if ( pscalingcenter
)
835 sca_center
.x
=pscalingcenter
->x
;
836 sca_center
.y
=pscalingcenter
->y
;
859 if ( protationcenter
)
861 rot_center
.x
=protationcenter
->x
;
862 rot_center
.y
=protationcenter
->y
;
874 trans
.x
=ptranslation
->x
;
875 trans
.y
=ptranslation
->y
;
885 rot
.w
=cosf(rotation
/2.0f
);
888 rot
.z
=sinf(rotation
/2.0f
);
890 sca_rot
.w
=cosf(scalingrotation
/2.0f
);
893 sca_rot
.z
=sinf(scalingrotation
/2.0f
);
895 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
900 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
902 TRACE("pout %p, x %f, y %f, z %f\n", pout
, x
, y
, z
);
904 D3DXMatrixIdentity(pout
);
911 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm
)
913 const D3DXMATRIX m
= *pm
;
916 TRACE("pout %p, pm %p\n", pout
, pm
);
919 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
924 /*_________________D3DXMatrixStack____________________*/
927 static inline struct ID3DXMatrixStackImpl
*impl_from_ID3DXMatrixStack(ID3DXMatrixStack
*iface
)
929 return CONTAINING_RECORD(iface
, struct ID3DXMatrixStackImpl
, ID3DXMatrixStack_iface
);
932 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **out
)
934 TRACE("iface %p, riid %s, out %p.\n", iface
, debugstr_guid(riid
), out
);
936 if (IsEqualGUID(riid
, &IID_ID3DXMatrixStack
)
937 || IsEqualGUID(riid
, &IID_IUnknown
))
939 ID3DXMatrixStack_AddRef(iface
);
944 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
947 return E_NOINTERFACE
;
950 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
952 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
953 ULONG ref
= InterlockedIncrement(&This
->ref
);
954 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
958 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
*iface
)
960 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
961 ULONG ref
= InterlockedDecrement(&This
->ref
);
964 HeapFree(GetProcessHeap(), 0, This
->stack
);
965 HeapFree(GetProcessHeap(), 0, This
);
967 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
971 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
973 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
975 TRACE("iface %p\n", iface
);
977 return &This
->stack
[This
->current
];
980 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
982 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
984 TRACE("iface %p\n", iface
);
986 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
991 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
993 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
995 TRACE("iface %p, pm %p\n", iface
, pm
);
997 This
->stack
[This
->current
] = *pm
;
1002 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1004 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1006 TRACE("iface %p, pm %p\n", iface
, pm
);
1008 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
1013 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1015 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1017 TRACE("iface %p, pm %p\n", iface
, pm
);
1019 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
1024 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
1026 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1028 TRACE("iface %p\n", iface
);
1030 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
1031 if (!This
->current
) return D3D_OK
;
1033 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
1035 unsigned int new_size
;
1036 D3DXMATRIX
*new_stack
;
1038 new_size
= This
->stack_size
/ 2;
1039 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1042 This
->stack_size
= new_size
;
1043 This
->stack
= new_stack
;
1052 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
1054 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1056 TRACE("iface %p\n", iface
);
1058 if (This
->current
== This
->stack_size
- 1)
1060 unsigned int new_size
;
1061 D3DXMATRIX
*new_stack
;
1063 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
1065 new_size
= This
->stack_size
* 2;
1066 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1067 if (!new_stack
) return E_OUTOFMEMORY
;
1069 This
->stack_size
= new_size
;
1070 This
->stack
= new_stack
;
1074 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
1079 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1082 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1084 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1086 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1087 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1092 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1095 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1097 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1099 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1100 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1105 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1108 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1110 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1112 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1113 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1118 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1121 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1123 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1125 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1126 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1131 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1134 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1136 TRACE("iface %p,x %f, y %f, z %f\n", iface
, x
, y
, z
);
1138 D3DXMatrixScaling(&temp
, x
, y
, z
);
1139 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1144 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1147 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1149 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1151 D3DXMatrixScaling(&temp
, x
, y
, z
);
1152 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1157 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1160 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1162 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1164 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1165 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1170 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1173 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1175 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1177 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1178 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1183 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1185 ID3DXMatrixStackImpl_QueryInterface
,
1186 ID3DXMatrixStackImpl_AddRef
,
1187 ID3DXMatrixStackImpl_Release
,
1188 ID3DXMatrixStackImpl_Pop
,
1189 ID3DXMatrixStackImpl_Push
,
1190 ID3DXMatrixStackImpl_LoadIdentity
,
1191 ID3DXMatrixStackImpl_LoadMatrix
,
1192 ID3DXMatrixStackImpl_MultMatrix
,
1193 ID3DXMatrixStackImpl_MultMatrixLocal
,
1194 ID3DXMatrixStackImpl_RotateAxis
,
1195 ID3DXMatrixStackImpl_RotateAxisLocal
,
1196 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1197 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1198 ID3DXMatrixStackImpl_Scale
,
1199 ID3DXMatrixStackImpl_ScaleLocal
,
1200 ID3DXMatrixStackImpl_Translate
,
1201 ID3DXMatrixStackImpl_TranslateLocal
,
1202 ID3DXMatrixStackImpl_GetTop
1205 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, ID3DXMatrixStack
**stack
)
1207 struct ID3DXMatrixStackImpl
*object
;
1209 TRACE("flags %#x, stack %p.\n", flags
, stack
);
1211 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
1214 return E_OUTOFMEMORY
;
1216 object
->ID3DXMatrixStack_iface
.lpVtbl
= &ID3DXMatrixStack_Vtbl
;
1219 if (!(object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(*object
->stack
))))
1221 HeapFree(GetProcessHeap(), 0, object
);
1223 return E_OUTOFMEMORY
;
1226 object
->current
= 0;
1227 object
->stack_size
= INITIAL_STACK_SIZE
;
1228 D3DXMatrixIdentity(&object
->stack
[0]);
1230 TRACE("Created matrix stack %p.\n", object
);
1232 *stack
= &object
->ID3DXMatrixStack_iface
;
1236 /*_________________D3DXPLANE________________*/
1238 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, const D3DXVECTOR3
*pvpoint
, const D3DXVECTOR3
*pvnormal
)
1240 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout
, pvpoint
, pvnormal
);
1242 pout
->a
= pvnormal
->x
;
1243 pout
->b
= pvnormal
->y
;
1244 pout
->c
= pvnormal
->z
;
1245 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1249 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
)
1251 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1253 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
1255 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1256 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1257 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1258 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1259 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1260 D3DXVec3Normalize(&Nnormal
, &normal
);
1261 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1265 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, const D3DXPLANE
*pp
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
)
1267 D3DXVECTOR3 direction
, normal
;
1270 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout
, pp
, pv1
, pv2
);
1275 direction
.x
= pv2
->x
- pv1
->x
;
1276 direction
.y
= pv2
->y
- pv1
->y
;
1277 direction
.z
= pv2
->z
- pv1
->z
;
1278 dot
= D3DXVec3Dot(&normal
, &direction
);
1279 if ( !dot
) return NULL
;
1280 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1281 pout
->x
= pv1
->x
- temp
* direction
.x
;
1282 pout
->y
= pv1
->y
- temp
* direction
.y
;
1283 pout
->z
= pv1
->z
- temp
* direction
.z
;
1287 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*out
, const D3DXPLANE
*p
)
1291 TRACE("out %p, p %p\n", out
, p
);
1293 norm
= sqrtf(p
->a
* p
->a
+ p
->b
* p
->b
+ p
->c
* p
->c
);
1296 out
->a
= p
->a
/ norm
;
1297 out
->b
= p
->b
/ norm
;
1298 out
->c
= p
->c
/ norm
;
1299 out
->d
= p
->d
/ norm
;
1312 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, const D3DXPLANE
*pplane
, const D3DXMATRIX
*pm
)
1314 const D3DXPLANE plane
= *pplane
;
1316 TRACE("pout %p, pplane %p, pm %p\n", pout
, pplane
, pm
);
1318 pout
->a
= pm
->u
.m
[0][0] * plane
.a
+ pm
->u
.m
[1][0] * plane
.b
+ pm
->u
.m
[2][0] * plane
.c
+ pm
->u
.m
[3][0] * plane
.d
;
1319 pout
->b
= pm
->u
.m
[0][1] * plane
.a
+ pm
->u
.m
[1][1] * plane
.b
+ pm
->u
.m
[2][1] * plane
.c
+ pm
->u
.m
[3][1] * plane
.d
;
1320 pout
->c
= pm
->u
.m
[0][2] * plane
.a
+ pm
->u
.m
[1][2] * plane
.b
+ pm
->u
.m
[2][2] * plane
.c
+ pm
->u
.m
[3][2] * plane
.d
;
1321 pout
->d
= pm
->u
.m
[0][3] * plane
.a
+ pm
->u
.m
[1][3] * plane
.b
+ pm
->u
.m
[2][3] * plane
.c
+ pm
->u
.m
[3][3] * plane
.d
;
1325 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, const D3DXPLANE
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1329 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1331 for (i
= 0; i
< elements
; ++i
) {
1333 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1334 (const D3DXPLANE
*)((const char*)in
+ instride
* i
),
1340 /*_________________D3DXQUATERNION________________*/
1342 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1344 D3DXQUATERNION temp1
, temp2
;
1346 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout
, pq1
, pq2
, pq3
, f
, g
);
1348 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1352 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1356 TRACE("out %p, q %p\n", out
, q
);
1358 norm
= sqrtf(q
->x
* q
->x
+ q
->y
* q
->y
+ q
->z
* q
->z
);
1361 out
->x
= sinf(norm
) * q
->x
/ norm
;
1362 out
->y
= sinf(norm
) * q
->y
/ norm
;
1363 out
->z
= sinf(norm
) * q
->z
/ norm
;
1364 out
->w
= cosf(norm
);
1377 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq
)
1382 TRACE("pout %p, pq %p\n", pout
, pq
);
1384 norm
= D3DXQuaternionLengthSq(pq
);
1386 out
.x
= -pq
->x
/ norm
;
1387 out
.y
= -pq
->y
/ norm
;
1388 out
.z
= -pq
->z
/ norm
;
1389 out
.w
= pq
->w
/ norm
;
1395 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1399 TRACE("out %p, q %p\n", out
, q
);
1401 if ((q
->w
>= 1.0f
) || (q
->w
== -1.0f
))
1404 t
= acosf(q
->w
) / sqrtf(1.0f
- q
->w
* q
->w
);
1414 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
)
1418 TRACE("pout %p, pq1 %p, pq2 %p\n", pout
, pq1
, pq2
);
1420 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1421 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1422 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1423 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1428 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1432 TRACE("out %p, q %p\n", out
, q
);
1434 norm
= D3DXQuaternionLength(q
);
1436 out
->x
= q
->x
/ norm
;
1437 out
->y
= q
->y
/ norm
;
1438 out
->z
= q
->z
/ norm
;
1439 out
->w
= q
->w
/ norm
;
1444 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
1448 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
1450 D3DXVec3Normalize(&temp
, v
);
1452 out
->x
= sinf(angle
/ 2.0f
) * temp
.x
;
1453 out
->y
= sinf(angle
/ 2.0f
) * temp
.y
;
1454 out
->z
= sinf(angle
/ 2.0f
) * temp
.z
;
1455 out
->w
= cosf(angle
/ 2.0f
);
1460 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*out
, const D3DXMATRIX
*m
)
1464 TRACE("out %p, m %p\n", out
, m
);
1466 trace
= m
->u
.m
[0][0] + m
->u
.m
[1][1] + m
->u
.m
[2][2] + 1.0f
;
1469 s
= 2.0f
* sqrtf(trace
);
1470 out
->x
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1471 out
->y
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1472 out
->z
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1479 for (i
= 1; i
< 3; i
++)
1481 if (m
->u
.m
[i
][i
] > m
->u
.m
[maxi
][maxi
])
1488 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[0][0] - m
->u
.m
[1][1] - m
->u
.m
[2][2]);
1490 out
->y
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1491 out
->z
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1492 out
->w
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1496 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[1][1] - m
->u
.m
[0][0] - m
->u
.m
[2][2]);
1497 out
->x
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1499 out
->z
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1500 out
->w
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1504 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[2][2] - m
->u
.m
[0][0] - m
->u
.m
[1][1]);
1505 out
->x
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1506 out
->y
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1508 out
->w
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1516 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1518 FLOAT syaw
, cyaw
, spitch
, cpitch
, sroll
, croll
;
1520 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
1522 syaw
= sinf(yaw
/ 2.0f
);
1523 cyaw
= cosf(yaw
/ 2.0f
);
1524 spitch
= sinf(pitch
/ 2.0f
);
1525 cpitch
= cosf(pitch
/ 2.0f
);
1526 sroll
= sinf(roll
/ 2.0f
);
1527 croll
= cosf(roll
/ 2.0f
);
1529 out
->x
= syaw
* cpitch
* sroll
+ cyaw
* spitch
* croll
;
1530 out
->y
= syaw
* cpitch
* croll
- cyaw
* spitch
* sroll
;
1531 out
->z
= cyaw
* cpitch
* sroll
- syaw
* spitch
* croll
;
1532 out
->w
= cyaw
* cpitch
* croll
+ syaw
* spitch
* sroll
;
1537 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q1
,
1538 const D3DXQUATERNION
*q2
, FLOAT t
)
1542 TRACE("out %p, q1 %p, q2 %p, t %f\n", out
, q1
, q2
, t
);
1545 dot
= D3DXQuaternionDot(q1
, q2
);
1552 if (1.0f
- dot
> 0.001f
)
1554 FLOAT theta
= acosf(dot
);
1556 temp
= sinf(theta
* temp
) / sinf(theta
);
1557 t
= sinf(theta
* t
) / sinf(theta
);
1560 out
->x
= temp
* q1
->x
+ t
* q2
->x
;
1561 out
->y
= temp
* q1
->y
+ t
* q2
->y
;
1562 out
->z
= temp
* q1
->z
+ t
* q2
->z
;
1563 out
->w
= temp
* q1
->w
+ t
* q2
->w
;
1568 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, const D3DXQUATERNION
*pq4
, FLOAT t
)
1570 D3DXQUATERNION temp1
, temp2
;
1572 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout
, pq1
, pq2
, pq3
, pq4
, t
);
1574 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1578 static D3DXQUATERNION
add_diff(const D3DXQUATERNION
*q1
, const D3DXQUATERNION
*q2
, const FLOAT add
)
1580 D3DXQUATERNION temp
;
1582 temp
.x
= q1
->x
+ add
* q2
->x
;
1583 temp
.y
= q1
->y
+ add
* q2
->y
;
1584 temp
.z
= q1
->z
+ add
* q2
->z
;
1585 temp
.w
= q1
->w
+ add
* q2
->w
;
1590 void WINAPI
D3DXQuaternionSquadSetup(D3DXQUATERNION
*paout
, D3DXQUATERNION
*pbout
, D3DXQUATERNION
*pcout
, const D3DXQUATERNION
*pq0
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
)
1592 D3DXQUATERNION q
, temp1
, temp2
, temp3
, zero
;
1594 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout
, pbout
, pcout
, pq0
, pq1
, pq2
, pq3
);
1601 if ( D3DXQuaternionDot(pq0
, pq1
) < 0.0f
)
1602 temp2
= add_diff(&zero
, pq0
, -1.0f
);
1606 if ( D3DXQuaternionDot(pq1
, pq2
) < 0.0f
)
1607 *pcout
= add_diff(&zero
, pq2
, -1.0f
);
1611 if ( D3DXQuaternionDot(pcout
, pq3
) < 0.0f
)
1612 temp3
= add_diff(&zero
, pq3
, -1.0f
);
1616 D3DXQuaternionInverse(&temp1
, pq1
);
1617 D3DXQuaternionMultiply(&temp2
, &temp1
, &temp2
);
1618 D3DXQuaternionLn(&temp2
, &temp2
);
1619 D3DXQuaternionMultiply(&q
, &temp1
, pcout
);
1620 D3DXQuaternionLn(&q
, &q
);
1621 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1626 D3DXQuaternionExp(&temp1
, &temp1
);
1627 D3DXQuaternionMultiply(paout
, pq1
, &temp1
);
1629 D3DXQuaternionInverse(&temp1
, pcout
);
1630 D3DXQuaternionMultiply(&temp2
, &temp1
, pq1
);
1631 D3DXQuaternionLn(&temp2
, &temp2
);
1632 D3DXQuaternionMultiply(&q
, &temp1
, &temp3
);
1633 D3DXQuaternionLn(&q
, &q
);
1634 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1639 D3DXQuaternionExp(&temp1
, &temp1
);
1640 D3DXQuaternionMultiply(pbout
, pcout
, &temp1
);
1645 void WINAPI
D3DXQuaternionToAxisAngle(const D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1647 TRACE("pq %p, paxis %p, pangle %p\n", pq
, paxis
, pangle
);
1656 *pangle
= 2.0f
* acosf(pq
->w
);
1659 /*_________________D3DXVec2_____________________*/
1661 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1663 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1665 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1666 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1670 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv0
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT s
)
1672 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1674 pout
->x
= 0.5f
* (2.0f
* pv1
->x
+ (pv2
->x
- pv0
->x
) *s
+ (2.0f
*pv0
->x
- 5.0f
* pv1
->x
+ 4.0f
* pv2
->x
- pv3
->x
) * s
* s
+ (pv3
->x
-3.0f
* pv2
->x
+ 3.0f
* pv1
->x
- pv0
->x
) * s
* s
* s
);
1675 pout
->y
= 0.5f
* (2.0f
* pv1
->y
+ (pv2
->y
- pv0
->y
) *s
+ (2.0f
*pv0
->y
- 5.0f
* pv1
->y
+ 4.0f
* pv2
->y
- pv3
->y
) * s
* s
+ (pv3
->y
-3.0f
* pv2
->y
+ 3.0f
* pv1
->y
- pv0
->y
) * s
* s
* s
);
1679 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pt1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pt2
, FLOAT s
)
1681 FLOAT h1
, h2
, h3
, h4
;
1683 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1685 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1686 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1687 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1688 h4
= s
* s
* s
- s
* s
;
1690 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1691 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1695 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
)
1699 TRACE("pout %p, pv %p\n", pout
, pv
);
1701 norm
= D3DXVec2Length(pv
);
1709 pout
->x
= pv
->x
/ norm
;
1710 pout
->y
= pv
->y
/ norm
;
1716 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1718 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1720 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1721 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1722 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1723 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1727 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1731 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1733 for (i
= 0; i
< elements
; ++i
) {
1735 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1736 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1742 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1747 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1750 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1752 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1753 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1758 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1762 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1764 for (i
= 0; i
< elements
; ++i
) {
1765 D3DXVec2TransformCoord(
1766 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1767 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1773 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1775 const D3DXVECTOR2 v
= *pv
;
1777 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1779 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1780 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1784 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
*in
, UINT instride
, const D3DXMATRIX
*matrix
, UINT elements
)
1788 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1790 for (i
= 0; i
< elements
; ++i
) {
1791 D3DXVec2TransformNormal(
1792 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1793 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1799 /*_________________D3DXVec3_____________________*/
1801 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1803 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1805 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1806 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1807 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1811 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv0
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT s
)
1813 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1815 pout
->x
= 0.5f
* (2.0f
* pv1
->x
+ (pv2
->x
- pv0
->x
) *s
+ (2.0f
*pv0
->x
- 5.0f
* pv1
->x
+ 4.0f
* pv2
->x
- pv3
->x
) * s
* s
+ (pv3
->x
-3.0f
* pv2
->x
+ 3.0f
* pv1
->x
- pv0
->x
) * s
* s
* s
);
1816 pout
->y
= 0.5f
* (2.0f
* pv1
->y
+ (pv2
->y
- pv0
->y
) *s
+ (2.0f
*pv0
->y
- 5.0f
* pv1
->y
+ 4.0f
* pv2
->y
- pv3
->y
) * s
* s
+ (pv3
->y
-3.0f
* pv2
->y
+ 3.0f
* pv1
->y
- pv0
->y
) * s
* s
* s
);
1817 pout
->z
= 0.5f
* (2.0f
* pv1
->z
+ (pv2
->z
- pv0
->z
) *s
+ (2.0f
*pv0
->z
- 5.0f
* pv1
->z
+ 4.0f
* pv2
->z
- pv3
->z
) * s
* s
+ (pv3
->z
-3.0f
* pv2
->z
+ 3.0f
* pv1
->z
- pv0
->z
) * s
* s
* s
);
1821 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pt1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pt2
, FLOAT s
)
1823 FLOAT h1
, h2
, h3
, h4
;
1825 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1827 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1828 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1829 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1830 h4
= s
* s
* s
- s
* s
;
1832 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1833 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1834 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1838 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
)
1842 TRACE("pout %p, pv %p\n", pout
, pv
);
1844 norm
= D3DXVec3Length(pv
);
1853 pout
->x
= pv
->x
/ norm
;
1854 pout
->y
= pv
->y
/ norm
;
1855 pout
->z
= pv
->z
/ norm
;
1861 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1865 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1867 D3DXMatrixIdentity(&m
);
1868 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1869 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1870 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1872 D3DXVec3TransformCoord(pout
, pv
, &m
);
1876 pout
->x
= pviewport
->X
+ ( 1.0f
+ pout
->x
) * pviewport
->Width
/ 2.0f
;
1877 pout
->y
= pviewport
->Y
+ ( 1.0f
- pout
->y
) * pviewport
->Height
/ 2.0f
;
1878 pout
->z
= pviewport
->MinZ
+ pout
->z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1883 D3DXVECTOR3
* WINAPI
D3DXVec3ProjectArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DVIEWPORT9
* viewport
, const D3DXMATRIX
* projection
, const D3DXMATRIX
* view
, const D3DXMATRIX
* world
, UINT elements
)
1887 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1888 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
1890 for (i
= 0; i
< elements
; ++i
) {
1892 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1893 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1894 viewport
, projection
, view
, world
);
1899 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1903 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1905 out
.x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0];
1906 out
.y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1];
1907 out
.z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2];
1908 out
.w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] * pv
->z
+ pm
->u
.m
[3][3];
1913 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1917 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1919 for (i
= 0; i
< elements
; ++i
) {
1921 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1922 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1928 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1933 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1935 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] *pv
->z
+ pm
->u
.m
[3][3];
1937 out
.x
= (pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0]) / norm
;
1938 out
.y
= (pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1]) / norm
;
1939 out
.z
= (pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2]) / norm
;
1946 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1950 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1952 for (i
= 0; i
< elements
; ++i
) {
1953 D3DXVec3TransformCoord(
1954 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1955 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1961 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1963 const D3DXVECTOR3 v
= *pv
;
1965 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1967 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1968 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1969 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1974 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1978 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1980 for (i
= 0; i
< elements
; ++i
) {
1981 D3DXVec3TransformNormal(
1982 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1983 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1989 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1993 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1995 D3DXMatrixIdentity(&m
);
1996 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1997 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1998 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1999 D3DXMatrixInverse(&m
, NULL
, &m
);
2004 pout
->x
= 2.0f
* ( pout
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
2005 pout
->y
= 1.0f
- 2.0f
* ( pout
->y
- pviewport
->Y
) / pviewport
->Height
;
2006 pout
->z
= ( pout
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
2008 D3DXVec3TransformCoord(pout
, pout
, &m
);
2012 D3DXVECTOR3
* WINAPI
D3DXVec3UnprojectArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DVIEWPORT9
* viewport
, const D3DXMATRIX
* projection
, const D3DXMATRIX
* view
, const D3DXMATRIX
* world
, UINT elements
)
2016 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
2017 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
2019 for (i
= 0; i
< elements
; ++i
) {
2021 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
2022 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
2023 viewport
, projection
, view
, world
);
2028 /*_________________D3DXVec4_____________________*/
2030 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
2032 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
2034 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
2035 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
2036 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
2037 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
2041 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv0
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT s
)
2043 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
2045 pout
->x
= 0.5f
* (2.0f
* pv1
->x
+ (pv2
->x
- pv0
->x
) *s
+ (2.0f
*pv0
->x
- 5.0f
* pv1
->x
+ 4.0f
* pv2
->x
- pv3
->x
) * s
* s
+ (pv3
->x
-3.0f
* pv2
->x
+ 3.0f
* pv1
->x
- pv0
->x
) * s
* s
* s
);
2046 pout
->y
= 0.5f
* (2.0f
* pv1
->y
+ (pv2
->y
- pv0
->y
) *s
+ (2.0f
*pv0
->y
- 5.0f
* pv1
->y
+ 4.0f
* pv2
->y
- pv3
->y
) * s
* s
+ (pv3
->y
-3.0f
* pv2
->y
+ 3.0f
* pv1
->y
- pv0
->y
) * s
* s
* s
);
2047 pout
->z
= 0.5f
* (2.0f
* pv1
->z
+ (pv2
->z
- pv0
->z
) *s
+ (2.0f
*pv0
->z
- 5.0f
* pv1
->z
+ 4.0f
* pv2
->z
- pv3
->z
) * s
* s
+ (pv3
->z
-3.0f
* pv2
->z
+ 3.0f
* pv1
->z
- pv0
->z
) * s
* s
* s
);
2048 pout
->w
= 0.5f
* (2.0f
* pv1
->w
+ (pv2
->w
- pv0
->w
) *s
+ (2.0f
*pv0
->w
- 5.0f
* pv1
->w
+ 4.0f
* pv2
->w
- pv3
->w
) * s
* s
+ (pv3
->w
-3.0f
* pv2
->w
+ 3.0f
* pv1
->w
- pv0
->w
) * s
* s
* s
);
2052 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
)
2056 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
2058 out
.x
= pv1
->y
* (pv2
->z
* pv3
->w
- pv3
->z
* pv2
->w
) - pv1
->z
* (pv2
->y
* pv3
->w
- pv3
->y
* pv2
->w
) + pv1
->w
* (pv2
->y
* pv3
->z
- pv2
->z
*pv3
->y
);
2059 out
.y
= -(pv1
->x
* (pv2
->z
* pv3
->w
- pv3
->z
* pv2
->w
) - pv1
->z
* (pv2
->x
* pv3
->w
- pv3
->x
* pv2
->w
) + pv1
->w
* (pv2
->x
* pv3
->z
- pv3
->x
* pv2
->z
));
2060 out
.z
= pv1
->x
* (pv2
->y
* pv3
->w
- pv3
->y
* pv2
->w
) - pv1
->y
* (pv2
->x
*pv3
->w
- pv3
->x
* pv2
->w
) + pv1
->w
* (pv2
->x
* pv3
->y
- pv3
->x
* pv2
->y
);
2061 out
.w
= -(pv1
->x
* (pv2
->y
* pv3
->z
- pv3
->y
* pv2
->z
) - pv1
->y
* (pv2
->x
* pv3
->z
- pv3
->x
*pv2
->z
) + pv1
->z
* (pv2
->x
* pv3
->y
- pv3
->x
* pv2
->y
));
2066 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pt1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pt2
, FLOAT s
)
2068 FLOAT h1
, h2
, h3
, h4
;
2070 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
2072 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
2073 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
2074 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
2075 h4
= s
* s
* s
- s
* s
;
2077 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
2078 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
2079 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
2080 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
2084 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
)
2088 TRACE("pout %p, pv %p\n", pout
, pv
);
2090 norm
= D3DXVec4Length(pv
);
2092 pout
->x
= pv
->x
/ norm
;
2093 pout
->y
= pv
->y
/ norm
;
2094 pout
->z
= pv
->z
/ norm
;
2095 pout
->w
= pv
->w
/ norm
;
2100 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
, const D3DXMATRIX
*pm
)
2104 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
2106 out
.x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0] * pv
->w
;
2107 out
.y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1] * pv
->w
;
2108 out
.z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2] * pv
->w
;
2109 out
.w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] * pv
->z
+ pm
->u
.m
[3][3] * pv
->w
;
2114 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR4
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
2118 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
2120 for (i
= 0; i
< elements
; ++i
) {
2122 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
2123 (const D3DXVECTOR4
*)((const char*)in
+ instride
* i
),
2129 unsigned short float_32_to_16(const float in
)
2131 int exp
= 0, origexp
;
2132 float tmp
= fabsf(in
);
2133 int sign
= (copysignf(1, in
) < 0);
2134 unsigned int mantissa
;
2137 /* Deal with special numbers */
2138 if (isinf(in
)) return (sign
? 0xffff : 0x7fff);
2139 if (isnan(in
)) return (sign
? 0xffff : 0x7fff);
2140 if (in
== 0.0f
) return (sign
? 0x8000 : 0x0000);
2142 if (tmp
< (float)(1u << 10))
2148 } while (tmp
< (float)(1u << 10));
2150 else if (tmp
>= (float)(1u << 11))
2156 } while (tmp
>= (float)(1u << 11));
2159 exp
+= 10; /* Normalize the mantissa */
2160 exp
+= 15; /* Exponent is encoded with excess 15 */
2164 mantissa
= (unsigned int) tmp
;
2165 if ((tmp
- mantissa
== 0.5f
&& mantissa
% 2 == 1) || /* round half to even */
2166 (tmp
- mantissa
> 0.5f
))
2168 mantissa
++; /* round to nearest, away from zero */
2170 if (mantissa
== 2048)
2179 ret
= 0x7fff; /* INF */
2183 unsigned int rounding
= 0;
2185 /* Denormalized half float */
2187 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2189 return (sign
? 0x8000 : 0x0000);
2193 /* the 13 extra bits from single precision are used for rounding */
2194 mantissa
= (unsigned int)(tmp
* (1u << 13));
2195 mantissa
>>= 1 - exp
; /* denormalize */
2197 mantissa
-= ~(mantissa
>> 13) & 1; /* round half to even */
2198 /* remove 13 least significant bits to get half float precision */
2200 rounding
= mantissa
& 1;
2203 ret
= mantissa
+ rounding
;
2207 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
2210 ret
|= ((sign
? 1 : 0) << 15); /* Add the sign */
2214 D3DXFLOAT16
*WINAPI
D3DXFloat32To16Array(D3DXFLOAT16
*pout
, const FLOAT
*pin
, UINT n
)
2218 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2220 for (i
= 0; i
< n
; ++i
)
2222 pout
[i
].value
= float_32_to_16(pin
[i
]);
2228 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2229 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2230 float float_16_to_32(const unsigned short in
)
2232 const unsigned short s
= (in
& 0x8000);
2233 const unsigned short e
= (in
& 0x7C00) >> 10;
2234 const unsigned short m
= in
& 0x3FF;
2235 const float sgn
= (s
? -1.0f
: 1.0f
);
2239 if (m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
2240 else return sgn
* powf(2, -14.0f
) * (m
/ 1024.0f
);
2244 return sgn
* powf(2, e
- 15.0f
) * (1.0f
+ (m
/ 1024.0f
));
2248 FLOAT
*WINAPI
D3DXFloat16To32Array(FLOAT
*pout
, const D3DXFLOAT16
*pin
, UINT n
)
2252 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2254 for (i
= 0; i
< n
; ++i
)
2256 pout
[i
] = float_16_to_32(pin
[i
].value
);
2262 /*_________________D3DXSH________________*/
2264 FLOAT
* WINAPI
D3DXSHAdd(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2268 TRACE("out %p, order %u, a %p, b %p\n", out
, order
, a
, b
);
2270 for (i
= 0; i
< order
* order
; i
++)
2271 out
[i
] = a
[i
] + b
[i
];
2276 FLOAT WINAPI
D3DXSHDot(UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2281 TRACE("order %u, a %p, b %p\n", order
, a
, b
);
2284 for (i
= 1; i
< order
* order
; i
++)
2290 static void weightedcapintegrale(FLOAT
*out
, UINT order
, FLOAT angle
)
2294 coeff
[0] = cosf(angle
);
2296 out
[0] = 2.0f
* D3DX_PI
* (1.0f
- coeff
[0]);
2297 out
[1] = D3DX_PI
* sinf(angle
) * sinf(angle
);
2301 out
[2] = coeff
[0] * out
[1];
2305 coeff
[1] = coeff
[0] * coeff
[0];
2306 coeff
[2] = coeff
[1] * coeff
[1];
2308 out
[3] = D3DX_PI
* (-1.25f
* coeff
[2] + 1.5f
* coeff
[1] - 0.25f
);
2312 out
[4] = -0.25f
* D3DX_PI
* coeff
[0] * (7.0f
* coeff
[2] - 10.0f
* coeff
[1] + 3.0f
);
2316 out
[5] = D3DX_PI
* (-2.625f
* coeff
[2] * coeff
[1] + 4.375f
* coeff
[2] - 1.875f
* coeff
[1] + 0.125f
);
2319 HRESULT WINAPI
D3DXSHEvalConeLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2320 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2322 FLOAT cap
[6], clamped_angle
, norm
, scale
, temp
;
2325 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2326 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2329 return D3DXSHEvalDirectionalLight(order
, dir
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2331 clamped_angle
= (radius
> D3DX_PI
/ 2.0f
) ? (D3DX_PI
/ 2.0f
) : radius
;
2332 norm
= sinf(clamped_angle
) * sinf(clamped_angle
);
2334 if (order
> D3DXSH_MAXORDER
)
2336 WARN("Order clamped at D3DXSH_MAXORDER\n");
2337 order
= D3DXSH_MAXORDER
;
2340 weightedcapintegrale(cap
, order
, radius
);
2341 D3DXSHEvalDirection(rout
, order
, dir
);
2343 for (i
= 0; i
< order
; i
++)
2345 scale
= cap
[i
] / norm
;
2347 for (j
= 0; j
< 2 * i
+ 1; j
++)
2350 temp
= rout
[index
] * scale
;
2352 rout
[index
] = temp
* Rintensity
;
2354 gout
[index
] = temp
* Gintensity
;
2356 bout
[index
] = temp
* Bintensity
;
2363 FLOAT
* WINAPI
D3DXSHEvalDirection(FLOAT
*out
, UINT order
, const D3DXVECTOR3
*dir
)
2365 const FLOAT dirxx
= dir
->x
* dir
->x
;
2366 const FLOAT dirxy
= dir
->x
* dir
->y
;
2367 const FLOAT dirxz
= dir
->x
* dir
->z
;
2368 const FLOAT diryy
= dir
->y
* dir
->y
;
2369 const FLOAT diryz
= dir
->y
* dir
->z
;
2370 const FLOAT dirzz
= dir
->z
* dir
->z
;
2371 const FLOAT dirxxxx
= dirxx
* dirxx
;
2372 const FLOAT diryyyy
= diryy
* diryy
;
2373 const FLOAT dirzzzz
= dirzz
* dirzz
;
2374 const FLOAT dirxyxy
= dirxy
* dirxy
;
2376 TRACE("out %p, order %u, dir %p\n", out
, order
, dir
);
2378 if ((order
< D3DXSH_MINORDER
) || (order
> D3DXSH_MAXORDER
))
2381 out
[0] = 0.5f
/ sqrtf(D3DX_PI
);
2382 out
[1] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->y
;
2383 out
[2] = 0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->z
;
2384 out
[3] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->x
;
2388 out
[4] = 0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxy
;
2389 out
[5] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * diryz
;
2390 out
[6] = 0.25f
/ sqrtf(D3DX_PI
/ 5.0f
) * (3.0f
* dirzz
- 1.0f
);
2391 out
[7] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxz
;
2392 out
[8] = 0.25f
/ sqrtf(D3DX_PI
/ 15.0f
) * (dirxx
- diryy
);
2396 out
[9] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (3.0f
* dirxx
- diryy
);
2397 out
[10] = sqrtf(105.0f
/ D3DX_PI
) / 2.0f
* dirxy
* dir
->z
;
2398 out
[11] = -sqrtf(42.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (-1.0f
+ 5.0f
* dirzz
);
2399 out
[12] = sqrtf(7.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (5.0f
* dirzz
- 3.0f
);
2400 out
[13] = sqrtf(42.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* (1.0f
- 5.0f
* dirzz
);
2401 out
[14] = sqrtf(105.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (dirxx
- diryy
);
2402 out
[15] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
);
2406 out
[16] = 0.75f
* sqrtf(35.0f
/ D3DX_PI
) * dirxy
* (dirxx
- diryy
);
2407 out
[17] = 3.0f
* dir
->z
* out
[9];
2408 out
[18] = 0.75f
* sqrtf(5.0f
/ D3DX_PI
) * dirxy
* (7.0f
* dirzz
- 1.0f
);
2409 out
[19] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * diryz
* (3.0f
- 7.0f
* dirzz
);
2410 out
[20] = 3.0f
/ (16.0f
* sqrtf(D3DX_PI
)) * (35.0f
* dirzzzz
- 30.f
* dirzz
+ 3.0f
);
2411 out
[21] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * dirxz
* (3.0f
- 7.0f
* dirzz
);
2412 out
[22] = 0.375f
* sqrtf(5.0f
/ D3DX_PI
) * (dirxx
- diryy
) * (7.0f
* dirzz
- 1.0f
);
2413 out
[23] = 3.0f
* dir
->z
* out
[15];
2414 out
[24] = 3.0f
/ 16.0f
* sqrtf(35.0f
/ D3DX_PI
) * (dirxxxx
- 6.0f
* dirxyxy
+ diryyyy
);
2418 out
[25] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->y
* (5.0f
* dirxxxx
- 10.0f
* dirxyxy
+ diryyyy
);
2419 out
[26] = 0.75f
* sqrtf(385.0f
/ D3DX_PI
) * dirxy
* dir
->z
* (dirxx
- diryy
);
2420 out
[27] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->y
* (3.0f
* dirxx
- diryy
) * (1.0f
- 9.0f
* dirzz
);
2421 out
[28] = sqrtf(1155.0f
/ D3DX_PI
) / 4.0f
* dirxy
* dir
->z
* (3.0f
* dirzz
- 1.0f
);
2422 out
[29] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->y
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2423 out
[30] = sqrtf(11.0f
/ D3DX_PI
) / 16.0f
* dir
->z
* (63.0f
* dirzzzz
- 70.0f
* dirzz
+ 15.0f
);
2424 out
[31] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->x
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2425 out
[32] = sqrtf(1155.0f
/ D3DX_PI
) / 8.0f
* dir
->z
* (dirxx
- diryy
) * (3.0f
* dirzz
- 1.0f
);
2426 out
[33] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
) * (1.0f
- 9.0f
* dirzz
);
2427 out
[34] = 3.0f
/ 16.0f
* sqrtf(385.0f
/ D3DX_PI
) * dir
->z
* (dirxxxx
- 6.0f
* dirxyxy
+ diryyyy
);
2428 out
[35] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->x
* (dirxxxx
- 10.0f
* dirxyxy
+ 5.0f
* diryyyy
);
2433 HRESULT WINAPI
D3DXSHEvalDirectionalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*Rout
, FLOAT
*Gout
, FLOAT
*Bout
)
2438 TRACE("Order %u, Vector %p, Red %f, Green %f, Blue %f, Rout %p, Gout %p, Bout %p\n", order
, dir
, Rintensity
, Gintensity
, Bintensity
, Rout
, Gout
, Bout
);
2447 D3DXSHEvalDirection(Rout
, order
, dir
);
2448 for (j
= 0; j
< order
* order
; j
++)
2452 Rout
[j
] = Rintensity
* temp
;
2454 Gout
[j
] = Gintensity
* temp
;
2456 Bout
[j
] = Bintensity
* temp
;
2462 HRESULT WINAPI
D3DXSHEvalHemisphereLight(UINT order
, const D3DXVECTOR3
*dir
, D3DXCOLOR top
, D3DXCOLOR bottom
,
2463 FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2465 FLOAT a
[2], temp
[4];
2468 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order
, dir
, rout
, gout
, bout
);
2470 D3DXSHEvalDirection(temp
, 2, dir
);
2472 a
[0] = (top
.r
+ bottom
.r
) * 3.0f
* D3DX_PI
;
2473 a
[1] = (top
.r
- bottom
.r
) * D3DX_PI
;
2474 for (i
= 0; i
< order
; i
++)
2475 for (j
= 0; j
< 2 * i
+ 1; j
++)
2477 rout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2479 rout
[i
* i
+ j
] = 0.0f
;
2483 a
[0] = (top
.g
+ bottom
.g
) * 3.0f
* D3DX_PI
;
2484 a
[1] = (top
.g
- bottom
.g
) * D3DX_PI
;
2485 for (i
= 0; i
< order
; i
++)
2486 for (j
= 0; j
< 2 * i
+ 1; j
++)
2488 gout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2490 gout
[i
* i
+ j
] = 0.0f
;
2495 a
[0] = (top
.b
+ bottom
.b
) * 3.0f
* D3DX_PI
;
2496 a
[1] = (top
.b
- bottom
.b
) * D3DX_PI
;
2497 for (i
= 0; i
< order
; i
++)
2498 for (j
= 0; j
< 2 * i
+ 1; j
++)
2500 bout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2502 bout
[i
* i
+ j
] = 0.0f
;
2508 HRESULT WINAPI
D3DXSHEvalSphericalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2509 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2512 FLOAT cap
[6], clamped_angle
, dist
, temp
;
2515 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2516 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2518 if (order
> D3DXSH_MAXORDER
)
2520 WARN("Order clamped at D3DXSH_MAXORDER\n");
2521 order
= D3DXSH_MAXORDER
;
2527 dist
= D3DXVec3Length(dir
);
2528 clamped_angle
= (dist
<= radius
) ? D3DX_PI
/ 2.0f
: asinf(radius
/ dist
);
2530 weightedcapintegrale(cap
, order
, clamped_angle
);
2531 D3DXVec3Normalize(&normal
, dir
);
2532 D3DXSHEvalDirection(rout
, order
, &normal
);
2534 for (i
= 0; i
< order
; i
++)
2535 for (j
= 0; j
< 2 * i
+ 1; j
++)
2538 temp
= rout
[index
] * cap
[i
];
2540 rout
[index
] = temp
* Rintensity
;
2542 gout
[index
] = temp
* Gintensity
;
2544 bout
[index
] = temp
* Bintensity
;
2550 FLOAT
* WINAPI
D3DXSHMultiply2(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2554 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2556 ta
= 0.28209479f
* a
[0];
2557 tb
= 0.28209479f
* b
[0];
2559 out
[0] = 0.28209479f
* D3DXSHDot(2, a
, b
);
2560 out
[1] = ta
* b
[1] + tb
* a
[1];
2561 out
[2] = ta
* b
[2] + tb
* a
[2];
2562 out
[3] = ta
* b
[3] + tb
* a
[3];
2567 FLOAT
* WINAPI
D3DXSHMultiply3(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2571 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2573 out
[0] = 0.28209479f
* a
[0] * b
[0];
2575 ta
= 0.28209479f
* a
[0] - 0.12615662f
* a
[6] - 0.21850968f
* a
[8];
2576 tb
= 0.28209479f
* b
[0] - 0.12615662f
* b
[6] - 0.21850968f
* b
[8];
2577 out
[1] = ta
* b
[1] + tb
* a
[1];
2579 out
[0] += 0.28209479f
* t
;
2580 out
[6] = -0.12615662f
* t
;
2581 out
[8] = -0.21850968f
* t
;
2583 ta
= 0.21850968f
* a
[5];
2584 tb
= 0.21850968f
* b
[5];
2585 out
[1] += ta
* b
[2] + tb
* a
[2];
2586 out
[2] = ta
* b
[1] + tb
* a
[1];
2587 t
= a
[1] * b
[2] +a
[2] * b
[1];
2588 out
[5] = 0.21850968f
* t
;
2590 ta
= 0.21850968f
* a
[4];
2591 tb
= 0.21850968f
* b
[4];
2592 out
[1] += ta
* b
[3] + tb
* a
[3];
2593 out
[3] = ta
* b
[1] + tb
* a
[1];
2594 t
= a
[1] * b
[3] + a
[3] * b
[1];
2595 out
[4] = 0.21850968f
* t
;
2597 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2598 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2599 out
[2] += ta
* b
[2] + tb
* a
[2];
2601 out
[0] += 0.28209480f
* t
;
2602 out
[6] += 0.25231326f
* t
;
2604 ta
= 0.21850969f
* a
[7];
2605 tb
= 0.21850969f
* b
[7];
2606 out
[2] += ta
* b
[3] + tb
* a
[3];
2607 out
[3] += ta
* b
[2] + tb
* a
[2];
2608 t
= a
[2] * b
[3] + a
[3] * b
[2];
2609 out
[7] = 0.21850969f
* t
;
2611 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2612 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2613 out
[3] += ta
* b
[3] + tb
* a
[3];
2615 out
[0] += 0.28209479f
* t
;
2616 out
[6] -= 0.12615663f
* t
;
2617 out
[8] += 0.21850969f
* t
;
2619 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2620 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2621 out
[4] += ta
* b
[4] + tb
* a
[4];
2623 out
[0] += 0.28209479f
* t
;
2624 out
[6] -= 0.18022375f
* t
;
2626 ta
= 0.15607835f
* a
[7];
2627 tb
= 0.15607835f
* b
[7];
2628 out
[4] += ta
* b
[5] + tb
* a
[5];
2629 out
[5] += ta
* b
[4] + tb
* a
[4];
2630 t
= a
[4] * b
[5] + a
[5] * b
[4];
2631 out
[7] += 0.15607834f
* t
;
2633 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2634 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2635 out
[5] += ta
* b
[5] + tb
* a
[5];
2637 out
[0] += 0.28209479f
* t
;
2638 out
[6] += 0.09011186f
* t
;
2639 out
[8] -= 0.15607835f
* t
;
2641 ta
= 0.28209480f
* a
[0];
2642 tb
= 0.28209480f
* b
[0];
2643 out
[6] += ta
* b
[6] + tb
* a
[6];
2645 out
[0] += 0.28209480f
* t
;
2646 out
[6] += 0.18022376f
* t
;
2648 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] + 0.15607835f
* a
[8];
2649 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] + 0.15607835f
* b
[8];
2650 out
[7] += ta
* b
[7] + tb
* a
[7];
2652 out
[0] += 0.28209479f
* t
;
2653 out
[6] += 0.09011186f
* t
;
2654 out
[8] += 0.15607835f
* t
;
2656 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2657 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2658 out
[8] += ta
* b
[8] + tb
* a
[8];
2660 out
[0] += 0.28209479f
* t
;
2661 out
[6] -= 0.18022375f
* t
;
2666 FLOAT
* WINAPI
D3DXSHMultiply4(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2670 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2672 out
[0] = 0.28209479f
* a
[0] * b
[0];
2674 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] - 0.21850969f
* a
[8];
2675 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] - 0.21850969f
* b
[8];
2676 out
[1] = ta
* b
[1] + tb
* a
[1];
2678 out
[0] += 0.28209479f
* t
;
2679 out
[6] = -0.12615663f
* t
;
2680 out
[8] = -0.21850969f
* t
;
2682 ta
= 0.21850969f
* a
[3] - 0.05839917f
* a
[13] - 0.22617901f
* a
[15];
2683 tb
= 0.21850969f
* b
[3] - 0.05839917f
* b
[13] - 0.22617901f
* b
[15];
2684 out
[1] += ta
* b
[4] + tb
* a
[4];
2685 out
[4] = ta
* b
[1] + tb
* a
[1];
2686 t
= a
[1] * b
[4] + a
[4] * b
[1];
2687 out
[3] = 0.21850969f
* t
;
2688 out
[13] = -0.05839917f
* t
;
2689 out
[15] = -0.22617901f
* t
;
2691 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] - 0.18467439f
* a
[14];
2692 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] - 0.18467439f
* b
[14];
2693 out
[1] += ta
* b
[5] + tb
* a
[5];
2694 out
[5] = ta
* b
[1] + tb
* a
[1];
2695 t
= a
[1] * b
[5] + a
[5] * b
[1];
2696 out
[2] = 0.21850969f
* t
;
2697 out
[12] = -0.14304817f
* t
;
2698 out
[14] = -0.18467439f
* t
;
2700 ta
= 0.20230066f
* a
[11];
2701 tb
= 0.20230066f
* b
[11];
2702 out
[1] += ta
* b
[6] + tb
* a
[6];
2703 out
[6] += ta
* b
[1] + tb
* a
[1];
2704 t
= a
[1] * b
[6] + a
[6] * b
[1];
2705 out
[11] = 0.20230066f
* t
;
2707 ta
= 0.22617901f
* a
[9] + 0.05839917f
* a
[11];
2708 tb
= 0.22617901f
* b
[9] + 0.05839917f
* b
[11];
2709 out
[1] += ta
* b
[8] + tb
* a
[8];
2710 out
[8] += ta
* b
[1] + tb
* a
[1];
2711 t
= a
[1] * b
[8] + a
[8] * b
[1];
2712 out
[9] = 0.22617901f
* t
;
2713 out
[11] += 0.05839917f
* t
;
2715 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2716 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2717 out
[2] += ta
* b
[2] + tb
* a
[2];
2719 out
[0] += 0.28209480f
* t
;
2720 out
[6] += 0.25231326f
* t
;
2722 ta
= 0.24776671f
* a
[12];
2723 tb
= 0.24776671f
* b
[12];
2724 out
[2] += ta
* b
[6] + tb
* a
[6];
2725 out
[6] += ta
* b
[2] + tb
* a
[2];
2726 t
= a
[2] * b
[6] + a
[6] * b
[2];
2727 out
[12] += 0.24776671f
* t
;
2729 ta
= 0.28209480f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2730 tb
= 0.28209480f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2731 out
[3] += ta
* b
[3] + tb
* a
[3];
2733 out
[0] += 0.28209480f
* t
;
2734 out
[6] -= 0.12615663f
* t
;
2735 out
[8] += 0.21850969f
* t
;
2737 ta
= 0.20230066f
* a
[13];
2738 tb
= 0.20230066f
* b
[13];
2739 out
[3] += ta
* b
[6] + tb
* a
[6];
2740 out
[6] += ta
* b
[3] + tb
* a
[3];
2741 t
= a
[3] * b
[6] + a
[6] * b
[3];
2742 out
[13] += 0.20230066f
* t
;
2744 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] + 0.18467439f
* a
[14];
2745 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] + 0.18467439f
* b
[14];
2746 out
[3] += ta
* b
[7] + tb
* a
[7];
2747 out
[7] = ta
* b
[3] + tb
* a
[3];
2748 t
= a
[3] * b
[7] + a
[7] * b
[3];
2749 out
[2] += 0.21850969f
* t
;
2750 out
[12] -= 0.14304817f
* t
;
2751 out
[14] += 0.18467439f
* t
;
2753 ta
= -0.05839917f
* a
[13] + 0.22617901f
* a
[15];
2754 tb
= -0.05839917f
* b
[13] + 0.22617901f
* b
[15];
2755 out
[3] += ta
* b
[8] + tb
* a
[8];
2756 out
[8] += ta
* b
[3] + tb
* a
[3];
2757 t
= a
[3] * b
[8] + a
[8] * b
[3];
2758 out
[13] -= 0.05839917f
* t
;
2759 out
[15] += 0.22617901f
* t
;
2761 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2762 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2763 out
[4] += ta
* b
[4] + tb
* a
[4];
2765 out
[0] += 0.28209479f
* t
;
2766 out
[6] -= 0.18022375f
* t
;
2768 ta
= 0.15607835f
* a
[7];
2769 tb
= 0.15607835f
* b
[7];
2770 out
[4] += ta
* b
[5] + tb
* a
[5];
2771 out
[5] += ta
* b
[4] + tb
* a
[4];
2772 t
= a
[4] * b
[5] + a
[5] * b
[4];
2773 out
[7] += 0.15607835f
* t
;
2775 ta
= 0.22617901f
* a
[3] - 0.09403160f
* a
[13];
2776 tb
= 0.22617901f
* b
[3] - 0.09403160f
* b
[13];
2777 out
[4] += ta
* b
[9] + tb
* a
[9];
2778 out
[9] += ta
* b
[4] + tb
* a
[4];
2779 t
= a
[4] * b
[9] + a
[9] * b
[4];
2780 out
[3] += 0.22617901f
* t
;
2781 out
[13] -= 0.09403160f
* t
;
2783 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2784 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2785 out
[4] += ta
* b
[10] + tb
* a
[10];
2786 out
[10] = ta
* b
[4] + tb
* a
[4];
2787 t
= a
[4] * b
[10] + a
[10] * b
[4];
2788 out
[2] += 0.18467439f
* t
;
2789 out
[12] -= 0.18806319f
* t
;
2791 ta
= -0.05839917f
* a
[3] + 0.14567312f
* a
[13] + 0.09403160f
* a
[15];
2792 tb
= -0.05839917f
* b
[3] + 0.14567312f
* b
[13] + 0.09403160f
* b
[15];
2793 out
[4] += ta
* b
[11] + tb
* a
[11];
2794 out
[11] += ta
* b
[4] + tb
* a
[4];
2795 t
= a
[4] * b
[11] + a
[11] * b
[4];
2796 out
[3] -= 0.05839917f
* t
;
2797 out
[13] += 0.14567312f
* t
;
2798 out
[15] += 0.09403160f
* t
;
2800 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2801 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2802 out
[5] += ta
* b
[5] + tb
* a
[5];
2804 out
[0] += 0.28209479f
* t
;
2805 out
[6] += 0.09011186f
* t
;
2806 out
[8] -= 0.15607835f
* t
;
2808 ta
= 0.14867701f
* a
[14];
2809 tb
= 0.14867701f
* b
[14];
2810 out
[5] += ta
* b
[9] + tb
* a
[9];
2811 out
[9] += ta
* b
[5] + tb
* a
[5];
2812 t
= a
[5] * b
[9] + a
[9] * b
[5];
2813 out
[14] += 0.14867701f
* t
;
2815 ta
= 0.18467439f
* a
[3] + 0.11516472f
* a
[13] - 0.14867701f
* a
[15];
2816 tb
= 0.18467439f
* b
[3] + 0.11516472f
* b
[13] - 0.14867701f
* b
[15];
2817 out
[5] += ta
* b
[10] + tb
* a
[10];
2818 out
[10] += ta
* b
[5] + tb
* a
[5];
2819 t
= a
[5] * b
[10] + a
[10] * b
[5];
2820 out
[3] += 0.18467439f
* t
;
2821 out
[13] += 0.11516472f
* t
;
2822 out
[15] -= 0.14867701f
* t
;
2824 ta
= 0.23359668f
* a
[2] + 0.05947080f
* a
[12] - 0.11516472f
* a
[14];
2825 tb
= 0.23359668f
* b
[2] + 0.05947080f
* b
[12] - 0.11516472f
* b
[14];
2826 out
[5] += ta
* b
[11] + tb
* a
[11];
2827 out
[11] += ta
* b
[5] + tb
* a
[5];
2828 t
= a
[5] * b
[11] + a
[11] * b
[5];
2829 out
[2] += 0.23359668f
* t
;
2830 out
[12] += 0.05947080f
* t
;
2831 out
[14] -= 0.11516472f
* t
;
2833 ta
= 0.28209479f
* a
[0];
2834 tb
= 0.28209479f
* b
[0];
2835 out
[6] += ta
* b
[6] + tb
* a
[6];
2837 out
[0] += 0.28209479f
* t
;
2838 out
[6] += 0.18022376f
* t
;
2840 ta
= 0.09011186f
* a
[6] + 0.28209479f
* a
[0] + 0.15607835f
* a
[8];
2841 tb
= 0.09011186f
* b
[6] + 0.28209479f
* b
[0] + 0.15607835f
* b
[8];
2842 out
[7] += ta
* b
[7] + tb
* a
[7];
2844 out
[6] += 0.09011186f
* t
;
2845 out
[0] += 0.28209479f
* t
;
2846 out
[8] += 0.15607835f
* t
;
2848 ta
= 0.14867701f
* a
[9] + 0.18467439f
* a
[1] + 0.11516472f
* a
[11];
2849 tb
= 0.14867701f
* b
[9] + 0.18467439f
* b
[1] + 0.11516472f
* b
[11];
2850 out
[7] += ta
* b
[10] + tb
* a
[10];
2851 out
[10] += ta
* b
[7] + tb
* a
[7];
2852 t
= a
[7] * b
[10] + a
[10] * b
[7];
2853 out
[9] += 0.14867701f
* t
;
2854 out
[1] += 0.18467439f
* t
;
2855 out
[11] += 0.11516472f
* t
;
2857 ta
= 0.05947080f
* a
[12] + 0.23359668f
* a
[2] + 0.11516472f
* a
[14];
2858 tb
= 0.05947080f
* b
[12] + 0.23359668f
* b
[2] + 0.11516472f
* b
[14];
2859 out
[7] += ta
* b
[13] + tb
* a
[13];
2860 out
[13] += ta
* b
[7]+ tb
* a
[7];
2861 t
= a
[7] * b
[13] + a
[13] * b
[7];
2862 out
[12] += 0.05947080f
* t
;
2863 out
[2] += 0.23359668f
* t
;
2864 out
[14] += 0.11516472f
* t
;
2866 ta
= 0.14867701f
* a
[15];
2867 tb
= 0.14867701f
* b
[15];
2868 out
[7] += ta
* b
[14] + tb
* a
[14];
2869 out
[14] += ta
* b
[7] + tb
* a
[7];
2870 t
= a
[7] * b
[14] + a
[14] * b
[7];
2871 out
[15] += 0.14867701f
* t
;
2873 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2874 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2875 out
[8] += ta
* b
[8] + tb
* a
[8];
2877 out
[0] += 0.28209479f
* t
;
2878 out
[6] -= 0.18022375f
* t
;
2880 ta
= -0.09403160f
* a
[11];
2881 tb
= -0.09403160f
* b
[11];
2882 out
[8] += ta
* b
[9] + tb
* a
[9];
2883 out
[9] += ta
* b
[8] + tb
* a
[8];
2884 t
= a
[8] * b
[9] + a
[9] * b
[8];
2885 out
[11] -= 0.09403160f
* t
;
2887 ta
= -0.09403160f
* a
[15];
2888 tb
= -0.09403160f
* b
[15];
2889 out
[8] += ta
* b
[13] + tb
* a
[13];
2890 out
[13] += ta
* b
[8] + tb
* a
[8];
2891 t
= a
[8] * b
[13] + a
[13] * b
[8];
2892 out
[15] -= 0.09403160f
* t
;
2894 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2895 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2896 out
[8] += ta
* b
[14] + tb
* a
[14];
2897 out
[14] += ta
* b
[8] + tb
* a
[8];
2898 t
= a
[8] * b
[14] + a
[14] * b
[8];
2899 out
[2] += 0.18467439f
* t
;
2900 out
[12] -= 0.18806319f
* t
;
2902 ta
= -0.21026104f
* a
[6] + 0.28209479f
* a
[0];
2903 tb
= -0.21026104f
* b
[6] + 0.28209479f
* b
[0];
2904 out
[9] += ta
* b
[9] + tb
* a
[9];
2906 out
[6] -= 0.21026104f
* t
;
2907 out
[0] += 0.28209479f
* t
;
2909 ta
= 0.28209479f
* a
[0];
2910 tb
= 0.28209479f
* b
[0];
2911 out
[10] += ta
* b
[10] + tb
* a
[10];
2913 out
[0] += 0.28209479f
* t
;
2915 ta
= 0.28209479f
* a
[0] + 0.12615663f
* a
[6] - 0.14567312f
* a
[8];
2916 tb
= 0.28209479f
* b
[0] + 0.12615663f
* b
[6] - 0.14567312f
* b
[8];
2917 out
[11] += ta
* b
[11] + tb
* a
[11];
2919 out
[0] += 0.28209479f
* t
;
2920 out
[6] += 0.12615663f
* t
;
2921 out
[8] -= 0.14567312f
* t
;
2923 ta
= 0.28209479f
* a
[0] + 0.16820885f
* a
[6];
2924 tb
= 0.28209479f
* b
[0] + 0.16820885f
* b
[6];
2925 out
[12] += ta
* b
[12] + tb
* a
[12];
2927 out
[0] += 0.28209479f
* t
;
2928 out
[6] += 0.16820885f
* t
;
2930 ta
=0.28209479f
* a
[0] + 0.14567312f
* a
[8] + 0.12615663f
* a
[6];
2931 tb
=0.28209479f
* b
[0] + 0.14567312f
* b
[8] + 0.12615663f
* b
[6];
2932 out
[13] += ta
* b
[13] + tb
* a
[13];
2934 out
[0] += 0.28209479f
* t
;
2935 out
[8] += 0.14567312f
* t
;
2936 out
[6] += 0.12615663f
* t
;
2938 ta
= 0.28209479f
* a
[0];
2939 tb
= 0.28209479f
* b
[0];
2940 out
[14] += ta
* b
[14] + tb
* a
[14];
2942 out
[0] += 0.28209479f
* t
;
2944 ta
= 0.28209479f
* a
[0] - 0.21026104f
* a
[6];
2945 tb
= 0.28209479f
* b
[0] - 0.21026104f
* b
[6];
2946 out
[15] += ta
* b
[15] + tb
* a
[15];
2948 out
[0] += 0.28209479f
* t
;
2949 out
[6] -= 0.21026104f
* t
;
2954 static void rotate_X(FLOAT
*out
, UINT order
, FLOAT a
, FLOAT
*in
)
2959 out
[2] = -a
* in
[1];
2964 out
[6] = -0.5f
* in
[6] - 0.8660253882f
* in
[8];
2965 out
[7] = -a
* in
[4];
2966 out
[8] = -0.8660253882f
* in
[6] + 0.5f
* in
[8];
2967 out
[9] = -a
* 0.7905694842f
* in
[12] + a
* 0.6123724580f
* in
[14];
2970 out
[11] = -a
* 0.6123724580f
* in
[12] - a
* 0.7905694842f
* in
[14];
2971 out
[12] = a
* 0.7905694842f
* in
[9] + a
* 0.6123724580f
* in
[11];
2972 out
[13] = -0.25f
* in
[13] - 0.9682458639f
* in
[15];
2973 out
[14] = -a
* 0.6123724580f
* in
[9] + a
* 0.7905694842f
* in
[11];
2974 out
[15] = -0.9682458639f
* in
[13] + 0.25f
* in
[15];
2978 out
[16] = -a
* 0.9354143739f
* in
[21] + a
* 0.3535533845f
* in
[23];
2979 out
[17] = -0.75f
* in
[17] + 0.6614378095f
* in
[19];
2980 out
[18] = -a
* 0.3535533845f
* in
[21] - a
* 0.9354143739f
* in
[23];
2981 out
[19] = 0.6614378095f
* in
[17] + 0.75f
* in
[19];
2982 out
[20] = 0.375f
* in
[20] + 0.5590170026f
* in
[22] + 0.7395099998f
* in
[24];
2983 out
[21] = a
* 0.9354143739f
* in
[16] + a
* 0.3535533845f
* in
[18];
2984 out
[22] = 0.5590170026f
* in
[20] + 0.5f
* in
[22] - 0.6614378691f
* in
[24];
2985 out
[23] = -a
* 0.3535533845f
* in
[16] + a
* 0.9354143739f
* in
[18];
2986 out
[24] = 0.7395099998f
* in
[20] - 0.6614378691f
* in
[22] + 0.125f
* in
[24];
2990 out
[25] = a
* 0.7015607357f
* in
[30] - a
* 0.6846531630f
* in
[32] + a
* 0.1976423711f
* in
[34];
2991 out
[26] = -0.5f
* in
[26] + 0.8660253882f
* in
[28];
2992 out
[27] = a
* 0.5229125023f
* in
[30] + a
* 0.3061861992f
* in
[32] - a
* 0.7954951525f
* in
[34];
2993 out
[28] = 0.8660253882f
* in
[26] + 0.5f
* in
[28];
2994 out
[29] = a
* 0.4841229022f
* in
[30] + a
* 0.6614378691f
* in
[32] + a
* 0.5728219748f
* in
[34];
2995 out
[30] = -a
* 0.7015607357f
* in
[25] - a
* 0.5229125023f
* in
[27] - a
* 0.4841229022f
* in
[29];
2996 out
[31] = 0.125f
* in
[31] + 0.4050463140f
* in
[33] + 0.9057110548f
* in
[35];
2997 out
[32] = a
* 0.6846531630f
* in
[25] - a
* 0.3061861992f
* in
[27] - a
* 0.6614378691f
* in
[29];
2998 out
[33] = 0.4050463140f
* in
[31] + 0.8125f
* in
[33] - 0.4192627370f
* in
[35];
2999 out
[34] = -a
* 0.1976423711f
* in
[25] + a
* 0.7954951525f
* in
[27] - a
* 0.5728219748f
* in
[29];
3000 out
[35] = 0.9057110548f
* in
[31] - 0.4192627370f
* in
[33] + 0.0624999329f
* in
[35];
3003 FLOAT
* WINAPI
D3DXSHRotate(FLOAT
*out
, UINT order
, const D3DXMATRIX
*matrix
, const FLOAT
*in
)
3005 FLOAT alpha
, beta
, gamma
, sinb
, temp
[36], temp1
[36];
3007 TRACE("out %p, order %u, matrix %p, in %p\n", out
, order
, matrix
, in
);
3011 if ((order
> D3DXSH_MAXORDER
) || (order
< D3DXSH_MINORDER
))
3016 out
[1] = matrix
->u
.m
[1][1] * in
[1] - matrix
->u
.m
[2][1] * in
[2] + matrix
->u
.m
[0][1] * in
[3];
3017 out
[2] = -matrix
->u
.m
[1][2] * in
[1] + matrix
->u
.m
[2][2] * in
[2] - matrix
->u
.m
[0][2] * in
[3];
3018 out
[3] = matrix
->u
.m
[1][0] * in
[1] - matrix
->u
.m
[2][0] * in
[2] + matrix
->u
.m
[0][0] * in
[3];
3023 matrix
->u
.m
[1][0] * matrix
->u
.m
[0][0], matrix
->u
.m
[1][1] * matrix
->u
.m
[0][1],
3024 matrix
->u
.m
[1][1] * matrix
->u
.m
[2][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[2][0],
3025 matrix
->u
.m
[2][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[2][1] * matrix
->u
.m
[2][1],
3026 matrix
->u
.m
[0][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[0][1] * matrix
->u
.m
[2][1],
3027 matrix
->u
.m
[0][1] * matrix
->u
.m
[0][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[1][0],
3028 matrix
->u
.m
[1][1] * matrix
->u
.m
[1][1], matrix
->u
.m
[0][0] * matrix
->u
.m
[0][0], };
3030 out
[4] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][0] + matrix
->u
.m
[0][1] * matrix
->u
.m
[1][0]) * in
[4];
3031 out
[4] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][1] + matrix
->u
.m
[1][1] * matrix
->u
.m
[2][0]) * in
[5];
3032 out
[4] += 1.7320508076f
* matrix
->u
.m
[2][0] * matrix
->u
.m
[2][1] * in
[6];
3033 out
[4] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[2][0] + matrix
->u
.m
[0][0] * matrix
->u
.m
[2][1]) * in
[7];
3034 out
[4] += (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][1] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][1]) * in
[8];
3036 out
[5] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][1]) * in
[5];
3037 out
[5] -= (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][1]) * in
[4];
3038 out
[5] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][1] * in
[6];
3039 out
[5] += (matrix
->u
.m
[0][2] * matrix
->u
.m
[2][1] + matrix
->u
.m
[0][1] * matrix
->u
.m
[2][2]) * in
[7];
3040 out
[5] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][1] * matrix
->u
.m
[1][2]) * in
[8];
3042 out
[6] = (matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2] - 0.5f
* (coeff
[4] + coeff
[5])) * in
[6];
3043 out
[6] -= (0.5773502692f
* (coeff
[0] + coeff
[1]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[0][2]) * in
[4];
3044 out
[6] += (0.5773502692f
* (coeff
[2] + coeff
[3]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[2][2]) * in
[5];
3045 out
[6] += (0.5773502692f
* (coeff
[6] + coeff
[7]) - 1.1547005384f
* matrix
->u
.m
[0][2] * matrix
->u
.m
[2][2]) * in
[7];
3046 out
[6] += (0.2886751347f
* (coeff
[9] - coeff
[8] + coeff
[10] - coeff
[11]) - 0.5773502692f
*
3047 (matrix
->u
.m
[1][2] * matrix
->u
.m
[1][2] - matrix
->u
.m
[0][2] * matrix
->u
.m
[0][2])) * in
[8];
3049 out
[7] = (matrix
->u
.m
[0][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[0][2] * matrix
->u
.m
[2][0]) * in
[7];
3050 out
[7] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][0]) * in
[4];
3051 out
[7] += (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][0]) * in
[5];
3052 out
[7] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][0] * in
[6];
3053 out
[7] -= (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][2]) * in
[8];
3055 out
[8] = 0.5f
* (coeff
[11] - coeff
[8] - coeff
[9] + coeff
[10]) * in
[8];
3056 out
[8] += (coeff
[0] - coeff
[1]) * in
[4];
3057 out
[8] += (coeff
[2] - coeff
[3]) * in
[5];
3058 out
[8] += 0.86602540f
* (coeff
[4] - coeff
[5]) * in
[6];
3059 out
[8] += (coeff
[7] - coeff
[6]) * in
[7];
3065 if (fabsf(matrix
->u
.m
[2][2]) != 1.0f
)
3067 sinb
= sqrtf(1.0f
- matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2]);
3068 alpha
= atan2f(matrix
->u
.m
[2][1] / sinb
, matrix
->u
.m
[2][0] / sinb
);
3069 beta
= atan2f(sinb
, matrix
->u
.m
[2][2]);
3070 gamma
= atan2f(matrix
->u
.m
[1][2] / sinb
, -matrix
->u
.m
[0][2] / sinb
);
3074 alpha
= atan2f(matrix
->u
.m
[0][1], matrix
->u
.m
[0][0]);
3079 D3DXSHRotateZ(temp
, order
, gamma
, in
);
3080 rotate_X(temp1
, order
, 1.0f
, temp
);
3081 D3DXSHRotateZ(temp
, order
, beta
, temp1
);
3082 rotate_X(temp1
, order
, -1.0f
, temp
);
3083 D3DXSHRotateZ(out
, order
, alpha
, temp1
);
3088 FLOAT
* WINAPI
D3DXSHRotateZ(FLOAT
*out
, UINT order
, FLOAT angle
, const FLOAT
*in
)
3093 TRACE("out %p, order %u, angle %f, in %p\n", out
, order
, angle
, in
);
3095 order
= min(max(order
, D3DXSH_MINORDER
), D3DXSH_MAXORDER
);
3099 for (i
= 1; i
< order
; i
++)
3103 c
[i
- 1] = cosf(i
* angle
);
3104 s
[i
- 1] = sinf(i
* angle
);
3107 out
[sum
- i
] = c
[i
- 1] * in
[sum
- i
];
3108 out
[sum
- i
] += s
[i
- 1] * in
[sum
+ i
];
3109 for (j
= i
- 1; j
> 0; j
--)
3111 out
[sum
- j
] = 0.0f
;
3112 out
[sum
- j
] = c
[j
- 1] * in
[sum
- j
];
3113 out
[sum
- j
] += s
[j
- 1] * in
[sum
+ j
];
3121 for (j
= 1; j
< i
; j
++)
3123 out
[sum
+ j
] = 0.0f
;
3124 out
[sum
+ j
] = -s
[j
- 1] * in
[sum
- j
];
3125 out
[sum
+ j
] += c
[j
- 1] * in
[sum
+ j
];
3127 out
[sum
+ i
] = -s
[i
- 1] * in
[sum
- i
];
3128 out
[sum
+ i
] += c
[i
- 1] * in
[sum
+ i
];
3134 FLOAT
* WINAPI
D3DXSHScale(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT scale
)
3138 TRACE("out %p, order %u, a %p, scale %f\n", out
, order
, a
, scale
);
3140 for (i
= 0; i
< order
* order
; i
++)
3141 out
[i
] = a
[i
] * scale
;