winemac.drv: Remove workarounds for Mac OS X 10.6 and earlier.
[wine.git] / dlls / d3dx9_36 / math.c
bloba7b0a0186808f56438309606541347d149627cc9
1 /*
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 <float.h>
28 #include "d3dx9_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
32 struct ID3DXMatrixStackImpl
34 ID3DXMatrixStack ID3DXMatrixStack_iface;
35 LONG ref;
37 unsigned int current;
38 unsigned int stack_size;
39 D3DXMATRIX *stack;
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);
53 pout->a = pc->a;
54 return pout;
57 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
59 FLOAT grey;
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);
67 pout->a = pc->a;
68 return pout;
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);
80 a = g + costheta;
81 d = g - costheta;
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);
85 return result;
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);
98 if (rotation)
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;
122 if (rotationcenter)
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;
132 else
134 out->u.m[0][0] = scaling;
135 out->u.m[1][1] = scaling;
136 out->u.m[2][2] = scaling;
139 if (translation)
141 out->u.m[3][0] += translation->x;
142 out->u.m[3][1] += translation->y;
143 out->u.m[3][2] += translation->z;
146 return out;
149 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
150 const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
152 FLOAT tmp1, tmp2, s;
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;
167 if (rotationcenter)
169 FLOAT x, y;
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;
178 if (translation)
180 out->u.m[3][0] += translation->x;
181 out->u.m[3][1] += translation->y;
184 return out;
187 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
189 D3DXMATRIX normalized;
190 D3DXVECTOR3 vec;
192 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
194 /*Compute the scaling part.*/
195 vec.x=pm->u.m[0][0];
196 vec.y=pm->u.m[0][1];
197 vec.z=pm->u.m[0][2];
198 poutscale->x=D3DXVec3Length(&vec);
200 vec.x=pm->u.m[1][0];
201 vec.y=pm->u.m[1][1];
202 vec.z=pm->u.m[1][2];
203 poutscale->y=D3DXVec3Length(&vec);
205 vec.x=pm->u.m[2][0];
206 vec.y=pm->u.m[2][1];
207 vec.z=pm->u.m[2][2];
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);
229 return S_OK;
232 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
234 FLOAT t[3], v[4];
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];
257 UINT i, j;
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];
275 if (det == 0.0f)
276 return NULL;
277 if (pdeterminant)
278 *pdeterminant = det;
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]);
318 det = 1.0f / det;
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;
324 return pout;
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;
357 return out;
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;
390 return out;
393 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
395 D3DXMATRIX out;
396 int i,j;
398 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
400 for (i=0; i<4; i++)
402 for (j=0; j<4; j++)
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];
408 *pout = out;
409 return pout;
412 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
414 D3DXMATRIX temp;
415 int i, j;
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];
423 *pout = temp;
424 return pout;
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);
436 return pout;
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);
450 return pout;
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);
464 return pout;
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);
476 return pout;
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;
490 return pout;
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;
504 return pout;
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;
518 return pout;
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;
534 return pout;
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;
550 return pout;
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;
564 return pout;
567 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
569 D3DXPLANE Nplane;
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;
587 return pout;
590 D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
592 D3DXVECTOR3 nv;
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;
619 return out;
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);
636 return pout;
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);
648 return pout;
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);
660 return pout;
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);
669 sroll = sinf(roll);
670 croll = cosf(roll);
671 spitch = sinf(pitch);
672 cpitch = cosf(pitch);
673 syaw = sinf(yaw);
674 cyaw = cosf(yaw);
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;
693 return out;
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);
705 return pout;
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;
716 return pout;
719 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
721 D3DXPLANE Nplane;
722 FLOAT dot;
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;
744 return pout;
747 D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center,
748 const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling,
749 const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation,
750 const D3DXVECTOR3 *translation)
752 static const D3DXVECTOR3 zero_vector;
753 D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt;
754 D3DXVECTOR3 sc, rc;
755 D3DXQUATERNION q;
757 TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p,"
758 " rotation %p, translation %p.\n",
759 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
761 if (scaling)
763 sc = scaling_center ? *scaling_center : zero_vector;
764 D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z);
765 if (scaling_rotation)
767 q.x = -scaling_rotation->x;
768 q.y = -scaling_rotation->y;
769 q.z = -scaling_rotation->z;
770 q.w = scaling_rotation->w;
771 D3DXMatrixRotationQuaternion(&msr1, &q);
772 D3DXMatrixMultiply(&m1, &m1, &msr1);
774 D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z);
775 D3DXMatrixMultiply(&m1, &m1, &ms);
776 if (scaling_rotation)
778 D3DXMatrixRotationQuaternion(&msr, scaling_rotation);
779 D3DXMatrixMultiply(&m1, &m1, &msr);
781 D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z);
782 D3DXMatrixMultiply(&m1, &m1, &msc);
784 else
786 D3DXMatrixIdentity(&m1);
789 if (rotation)
791 rc = rotation_center ? *rotation_center : zero_vector;
792 D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z);
793 D3DXMatrixMultiply(&m1, &m1, &mrc1);
794 D3DXMatrixRotationQuaternion(&mr, rotation);
795 D3DXMatrixMultiply(&m1, &m1, &mr);
796 D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z);
797 D3DXMatrixMultiply(&m1, &m1, &mrc);
800 if (translation)
802 D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z);
803 D3DXMatrixMultiply(out, &m1, &mt);
805 else
807 *out = m1;
810 return out;
813 static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
815 if (!v2)
816 return;
818 v3->x = v2->x;
819 v3->y = v2->y;
820 v3->z = 0.0f;
823 D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center,
824 float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center,
825 float rotation, const D3DXVECTOR2 *translation)
827 D3DXVECTOR3 r_c, s, s_c, t;
828 D3DXQUATERNION r, s_r;
830 TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, "
831 "rotation %.8e, translation %p.\n",
832 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
834 vec3_from_vec2(&s_c, scaling_center);
835 vec3_from_vec2(&s, scaling);
836 if (scaling)
837 s.z = 1.0f;
838 vec3_from_vec2(&r_c, rotation_center);
839 vec3_from_vec2(&t, translation);
841 if (rotation)
843 r.w = cosf(rotation / 2.0f);
844 r.x = 0.0f;
845 r.y = 0.0f;
846 r.z = sinf(rotation / 2.0f);
849 if (scaling_rotation)
851 s_r.w = cosf(scaling_rotation / 2.0f);
852 s_r.x = 0.0f;
853 s_r.y = 0.0f;
854 s_r.z = sinf(scaling_rotation / 2.0f);
857 return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL,
858 scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL,
859 rotation ? &r : NULL, translation ? &t : NULL);
862 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
864 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z);
866 D3DXMatrixIdentity(pout);
867 pout->u.m[3][0] = x;
868 pout->u.m[3][1] = y;
869 pout->u.m[3][2] = z;
870 return pout;
873 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
875 const D3DXMATRIX m = *pm;
876 int i,j;
878 TRACE("pout %p, pm %p\n", pout, pm);
880 for (i=0; i<4; i++)
881 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
883 return pout;
886 /*_________________D3DXMatrixStack____________________*/
889 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
891 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
894 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
896 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
898 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
899 || IsEqualGUID(riid, &IID_IUnknown))
901 ID3DXMatrixStack_AddRef(iface);
902 *out = iface;
903 return S_OK;
906 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
908 *out = NULL;
909 return E_NOINTERFACE;
912 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
914 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
915 ULONG ref = InterlockedIncrement(&This->ref);
916 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
917 return ref;
920 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface)
922 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
923 ULONG ref = InterlockedDecrement(&This->ref);
924 if (!ref)
926 HeapFree(GetProcessHeap(), 0, This->stack);
927 HeapFree(GetProcessHeap(), 0, This);
929 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
930 return ref;
933 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
935 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
937 TRACE("iface %p\n", iface);
939 return &This->stack[This->current];
942 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
944 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
946 TRACE("iface %p\n", iface);
948 D3DXMatrixIdentity(&This->stack[This->current]);
950 return D3D_OK;
953 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
955 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
957 TRACE("iface %p, pm %p\n", iface, pm);
959 This->stack[This->current] = *pm;
961 return D3D_OK;
964 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
966 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
968 TRACE("iface %p, pm %p\n", iface, pm);
970 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
972 return D3D_OK;
975 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
977 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
979 TRACE("iface %p, pm %p\n", iface, pm);
981 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
983 return D3D_OK;
986 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
988 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
990 TRACE("iface %p\n", iface);
992 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
993 if (!This->current) return D3D_OK;
995 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
997 unsigned int new_size;
998 D3DXMATRIX *new_stack;
1000 new_size = This->stack_size / 2;
1001 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
1002 if (new_stack)
1004 This->stack_size = new_size;
1005 This->stack = new_stack;
1009 --This->current;
1011 return D3D_OK;
1014 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
1016 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1018 TRACE("iface %p\n", iface);
1020 if (This->current == This->stack_size - 1)
1022 unsigned int new_size;
1023 D3DXMATRIX *new_stack;
1025 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
1027 new_size = This->stack_size * 2;
1028 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
1029 if (!new_stack) return E_OUTOFMEMORY;
1031 This->stack_size = new_size;
1032 This->stack = new_stack;
1035 ++This->current;
1036 This->stack[This->current] = This->stack[This->current - 1];
1038 return D3D_OK;
1041 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
1043 D3DXMATRIX temp;
1044 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1046 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1048 D3DXMatrixRotationAxis(&temp, pv, angle);
1049 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1051 return D3D_OK;
1054 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
1056 D3DXMATRIX temp;
1057 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1059 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1061 D3DXMatrixRotationAxis(&temp, pv, angle);
1062 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1064 return D3D_OK;
1067 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1069 D3DXMATRIX temp;
1070 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1072 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1074 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
1075 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1077 return D3D_OK;
1080 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1082 D3DXMATRIX temp;
1083 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1085 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1087 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
1088 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1090 return D3D_OK;
1093 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1095 D3DXMATRIX temp;
1096 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1098 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
1100 D3DXMatrixScaling(&temp, x, y, z);
1101 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1103 return D3D_OK;
1106 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1108 D3DXMATRIX temp;
1109 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1111 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1113 D3DXMatrixScaling(&temp, x, y, z);
1114 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1116 return D3D_OK;
1119 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1121 D3DXMATRIX temp;
1122 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1124 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1126 D3DXMatrixTranslation(&temp, x, y, z);
1127 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1129 return D3D_OK;
1132 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1134 D3DXMATRIX temp;
1135 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1137 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1139 D3DXMatrixTranslation(&temp, x, y, z);
1140 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
1142 return D3D_OK;
1145 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
1147 ID3DXMatrixStackImpl_QueryInterface,
1148 ID3DXMatrixStackImpl_AddRef,
1149 ID3DXMatrixStackImpl_Release,
1150 ID3DXMatrixStackImpl_Pop,
1151 ID3DXMatrixStackImpl_Push,
1152 ID3DXMatrixStackImpl_LoadIdentity,
1153 ID3DXMatrixStackImpl_LoadMatrix,
1154 ID3DXMatrixStackImpl_MultMatrix,
1155 ID3DXMatrixStackImpl_MultMatrixLocal,
1156 ID3DXMatrixStackImpl_RotateAxis,
1157 ID3DXMatrixStackImpl_RotateAxisLocal,
1158 ID3DXMatrixStackImpl_RotateYawPitchRoll,
1159 ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
1160 ID3DXMatrixStackImpl_Scale,
1161 ID3DXMatrixStackImpl_ScaleLocal,
1162 ID3DXMatrixStackImpl_Translate,
1163 ID3DXMatrixStackImpl_TranslateLocal,
1164 ID3DXMatrixStackImpl_GetTop
1167 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack)
1169 struct ID3DXMatrixStackImpl *object;
1171 TRACE("flags %#x, stack %p.\n", flags, stack);
1173 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1175 *stack = NULL;
1176 return E_OUTOFMEMORY;
1178 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
1179 object->ref = 1;
1181 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack))))
1183 HeapFree(GetProcessHeap(), 0, object);
1184 *stack = NULL;
1185 return E_OUTOFMEMORY;
1188 object->current = 0;
1189 object->stack_size = INITIAL_STACK_SIZE;
1190 D3DXMatrixIdentity(&object->stack[0]);
1192 TRACE("Created matrix stack %p.\n", object);
1194 *stack = &object->ID3DXMatrixStack_iface;
1195 return D3D_OK;
1198 /*_________________D3DXPLANE________________*/
1200 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
1202 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
1204 pout->a = pvnormal->x;
1205 pout->b = pvnormal->y;
1206 pout->c = pvnormal->z;
1207 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
1208 return pout;
1211 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
1213 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
1215 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
1217 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
1218 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
1219 D3DXVec3Subtract(&edge1, pv2, pv1);
1220 D3DXVec3Subtract(&edge2, pv3, pv1);
1221 D3DXVec3Cross(&normal, &edge1, &edge2);
1222 D3DXVec3Normalize(&Nnormal, &normal);
1223 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
1224 return pout;
1227 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1229 D3DXVECTOR3 direction, normal;
1230 FLOAT dot, temp;
1232 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
1234 normal.x = pp->a;
1235 normal.y = pp->b;
1236 normal.z = pp->c;
1237 direction.x = pv2->x - pv1->x;
1238 direction.y = pv2->y - pv1->y;
1239 direction.z = pv2->z - pv1->z;
1240 dot = D3DXVec3Dot(&normal, &direction);
1241 if ( !dot ) return NULL;
1242 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
1243 pout->x = pv1->x - temp * direction.x;
1244 pout->y = pv1->y - temp * direction.y;
1245 pout->z = pv1->z - temp * direction.z;
1246 return pout;
1249 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
1251 FLOAT norm;
1253 TRACE("out %p, p %p\n", out, p);
1255 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
1256 if (norm)
1258 out->a = p->a / norm;
1259 out->b = p->b / norm;
1260 out->c = p->c / norm;
1261 out->d = p->d / norm;
1263 else
1265 out->a = 0.0f;
1266 out->b = 0.0f;
1267 out->c = 0.0f;
1268 out->d = 0.0f;
1271 return out;
1274 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
1276 const D3DXPLANE plane = *pplane;
1278 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
1280 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;
1281 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;
1282 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;
1283 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;
1284 return pout;
1287 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1289 UINT i;
1291 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1293 for (i = 0; i < elements; ++i) {
1294 D3DXPlaneTransform(
1295 (D3DXPLANE*)((char*)out + outstride * i),
1296 (const D3DXPLANE*)((const char*)in + instride * i),
1297 matrix);
1299 return out;
1302 /*_________________D3DXQUATERNION________________*/
1304 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
1306 D3DXQUATERNION temp1, temp2;
1308 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
1310 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
1311 return pout;
1314 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1316 FLOAT norm;
1318 TRACE("out %p, q %p\n", out, q);
1320 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
1321 if (norm)
1323 out->x = sinf(norm) * q->x / norm;
1324 out->y = sinf(norm) * q->y / norm;
1325 out->z = sinf(norm) * q->z / norm;
1326 out->w = cosf(norm);
1328 else
1330 out->x = 0.0f;
1331 out->y = 0.0f;
1332 out->z = 0.0f;
1333 out->w = 1.0f;
1336 return out;
1339 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
1341 FLOAT norm;
1343 TRACE("pout %p, pq %p\n", pout, pq);
1345 norm = D3DXQuaternionLengthSq(pq);
1347 pout->x = -pq->x / norm;
1348 pout->y = -pq->y / norm;
1349 pout->z = -pq->z / norm;
1350 pout->w = pq->w / norm;
1351 return pout;
1354 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1356 FLOAT t;
1358 TRACE("out %p, q %p\n", out, q);
1360 if ((q->w >= 1.0f) || (q->w == -1.0f))
1361 t = 1.0f;
1362 else
1363 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
1365 out->x = t * q->x;
1366 out->y = t * q->y;
1367 out->z = t * q->z;
1368 out->w = 0.0f;
1370 return out;
1373 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
1375 D3DXQUATERNION out;
1377 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
1379 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1380 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1381 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1382 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1383 *pout = out;
1384 return pout;
1387 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1389 FLOAT norm;
1391 TRACE("out %p, q %p\n", out, q);
1393 norm = D3DXQuaternionLength(q);
1395 out->x = q->x / norm;
1396 out->y = q->y / norm;
1397 out->z = q->z / norm;
1398 out->w = q->w / norm;
1400 return out;
1403 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
1405 D3DXVECTOR3 temp;
1407 TRACE("out %p, v %p, angle %f\n", out, v, angle);
1409 D3DXVec3Normalize(&temp, v);
1411 out->x = sinf(angle / 2.0f) * temp.x;
1412 out->y = sinf(angle / 2.0f) * temp.y;
1413 out->z = sinf(angle / 2.0f) * temp.z;
1414 out->w = cosf(angle / 2.0f);
1416 return out;
1419 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
1421 FLOAT s, trace;
1423 TRACE("out %p, m %p\n", out, m);
1425 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f;
1426 if (trace > 1.0f)
1428 s = 2.0f * sqrtf(trace);
1429 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s;
1430 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s;
1431 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s;
1432 out->w = 0.25f * s;
1434 else
1436 int i, maxi = 0;
1438 for (i = 1; i < 3; i++)
1440 if (m->u.m[i][i] > m->u.m[maxi][maxi])
1441 maxi = i;
1444 switch (maxi)
1446 case 0:
1447 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]);
1448 out->x = 0.25f * s;
1449 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s;
1450 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s;
1451 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s;
1452 break;
1454 case 1:
1455 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]);
1456 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s;
1457 out->y = 0.25f * s;
1458 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s;
1459 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s;
1460 break;
1462 case 2:
1463 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]);
1464 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s;
1465 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s;
1466 out->z = 0.25f * s;
1467 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s;
1468 break;
1472 return out;
1475 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
1477 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
1479 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
1481 syaw = sinf(yaw / 2.0f);
1482 cyaw = cosf(yaw / 2.0f);
1483 spitch = sinf(pitch / 2.0f);
1484 cpitch = cosf(pitch / 2.0f);
1485 sroll = sinf(roll / 2.0f);
1486 croll = cosf(roll / 2.0f);
1488 out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
1489 out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
1490 out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
1491 out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
1493 return out;
1496 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
1497 const D3DXQUATERNION *q2, FLOAT t)
1499 FLOAT dot, temp;
1501 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
1503 temp = 1.0f - t;
1504 dot = D3DXQuaternionDot(q1, q2);
1505 if (dot < 0.0f)
1507 t = -t;
1508 dot = -dot;
1511 if (1.0f - dot > 0.001f)
1513 FLOAT theta = acosf(dot);
1515 temp = sinf(theta * temp) / sinf(theta);
1516 t = sinf(theta * t) / sinf(theta);
1519 out->x = temp * q1->x + t * q2->x;
1520 out->y = temp * q1->y + t * q2->y;
1521 out->z = temp * q1->z + t * q2->z;
1522 out->w = temp * q1->w + t * q2->w;
1524 return out;
1527 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
1529 D3DXQUATERNION temp1, temp2;
1531 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
1533 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1534 return pout;
1537 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
1539 D3DXQUATERNION temp;
1541 temp.x = q1->x + add * q2->x;
1542 temp.y = q1->y + add * q2->y;
1543 temp.z = q1->z + add * q2->z;
1544 temp.w = q1->w + add * q2->w;
1546 return temp;
1549 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
1551 D3DXQUATERNION q, temp1, temp2, temp3, zero;
1552 D3DXQUATERNION aout, cout;
1554 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
1556 zero.x = 0.0f;
1557 zero.y = 0.0f;
1558 zero.z = 0.0f;
1559 zero.w = 0.0f;
1561 if (D3DXQuaternionDot(pq0, pq1) < 0.0f)
1562 temp2 = add_diff(&zero, pq0, -1.0f);
1563 else
1564 temp2 = *pq0;
1566 if (D3DXQuaternionDot(pq1, pq2) < 0.0f)
1567 cout = add_diff(&zero, pq2, -1.0f);
1568 else
1569 cout = *pq2;
1571 if (D3DXQuaternionDot(&cout, pq3) < 0.0f)
1572 temp3 = add_diff(&zero, pq3, -1.0f);
1573 else
1574 temp3 = *pq3;
1576 D3DXQuaternionInverse(&temp1, pq1);
1577 D3DXQuaternionMultiply(&temp2, &temp1, &temp2);
1578 D3DXQuaternionLn(&temp2, &temp2);
1579 D3DXQuaternionMultiply(&q, &temp1, &cout);
1580 D3DXQuaternionLn(&q, &q);
1581 temp1 = add_diff(&temp2, &q, 1.0f);
1582 temp1.x *= -0.25f;
1583 temp1.y *= -0.25f;
1584 temp1.z *= -0.25f;
1585 temp1.w *= -0.25f;
1586 D3DXQuaternionExp(&temp1, &temp1);
1587 D3DXQuaternionMultiply(&aout, pq1, &temp1);
1589 D3DXQuaternionInverse(&temp1, &cout);
1590 D3DXQuaternionMultiply(&temp2, &temp1, pq1);
1591 D3DXQuaternionLn(&temp2, &temp2);
1592 D3DXQuaternionMultiply(&q, &temp1, &temp3);
1593 D3DXQuaternionLn(&q, &q);
1594 temp1 = add_diff(&temp2, &q, 1.0f);
1595 temp1.x *= -0.25f;
1596 temp1.y *= -0.25f;
1597 temp1.z *= -0.25f;
1598 temp1.w *= -0.25f;
1599 D3DXQuaternionExp(&temp1, &temp1);
1600 D3DXQuaternionMultiply(pbout, &cout, &temp1);
1601 *paout = aout;
1602 *pcout = cout;
1605 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1607 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
1609 if (paxis)
1611 paxis->x = pq->x;
1612 paxis->y = pq->y;
1613 paxis->z = pq->z;
1615 if (pangle)
1616 *pangle = 2.0f * acosf(pq->w);
1619 /*_________________D3DXVec2_____________________*/
1621 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1623 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1625 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1626 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1627 return pout;
1630 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
1632 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1634 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);
1635 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);
1636 return pout;
1639 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
1641 FLOAT h1, h2, h3, h4;
1643 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1645 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1646 h2 = s * s * s - 2.0f * s * s + s;
1647 h3 = -2.0f * s * s * s + 3.0f * s * s;
1648 h4 = s * s * s - s * s;
1650 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1651 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1652 return pout;
1655 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
1657 FLOAT norm;
1659 TRACE("pout %p, pv %p\n", pout, pv);
1661 norm = D3DXVec2Length(pv);
1662 if ( !norm )
1664 pout->x = 0.0f;
1665 pout->y = 0.0f;
1667 else
1669 pout->x = pv->x / norm;
1670 pout->y = pv->y / norm;
1673 return pout;
1676 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1678 D3DXVECTOR4 out;
1680 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1682 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1683 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1684 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1685 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1686 *pout = out;
1687 return pout;
1690 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1692 UINT i;
1694 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1696 for (i = 0; i < elements; ++i) {
1697 D3DXVec2Transform(
1698 (D3DXVECTOR4*)((char*)out + outstride * i),
1699 (const D3DXVECTOR2*)((const char*)in + instride * i),
1700 matrix);
1702 return out;
1705 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1707 D3DXVECTOR2 v;
1708 FLOAT norm;
1710 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1712 v = *pv;
1713 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1715 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1716 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1718 return pout;
1721 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1723 UINT i;
1725 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1727 for (i = 0; i < elements; ++i) {
1728 D3DXVec2TransformCoord(
1729 (D3DXVECTOR2*)((char*)out + outstride * i),
1730 (const D3DXVECTOR2*)((const char*)in + instride * i),
1731 matrix);
1733 return out;
1736 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1738 const D3DXVECTOR2 v = *pv;
1740 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1742 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1743 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1744 return pout;
1747 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
1749 UINT i;
1751 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1753 for (i = 0; i < elements; ++i) {
1754 D3DXVec2TransformNormal(
1755 (D3DXVECTOR2*)((char*)out + outstride * i),
1756 (const D3DXVECTOR2*)((const char*)in + instride * i),
1757 matrix);
1759 return out;
1762 /*_________________D3DXVec3_____________________*/
1764 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1766 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1768 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1769 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1770 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1771 return pout;
1774 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
1776 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1778 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);
1779 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);
1780 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);
1781 return pout;
1784 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
1786 FLOAT h1, h2, h3, h4;
1788 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1790 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1791 h2 = s * s * s - 2.0f * s * s + s;
1792 h3 = -2.0f * s * s * s + 3.0f * s * s;
1793 h4 = s * s * s - s * s;
1795 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1796 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1797 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1798 return pout;
1801 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
1803 FLOAT norm;
1805 TRACE("pout %p, pv %p\n", pout, pv);
1807 norm = D3DXVec3Length(pv);
1808 if ( !norm )
1810 pout->x = 0.0f;
1811 pout->y = 0.0f;
1812 pout->z = 0.0f;
1814 else
1816 pout->x = pv->x / norm;
1817 pout->y = pv->y / norm;
1818 pout->z = pv->z / norm;
1821 return pout;
1824 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
1826 D3DXMATRIX m;
1828 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
1830 D3DXMatrixIdentity(&m);
1831 if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
1832 if (pview) D3DXMatrixMultiply(&m, &m, pview);
1833 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
1835 D3DXVec3TransformCoord(pout, pv, &m);
1837 if (pviewport)
1839 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f;
1840 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f;
1841 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ );
1843 return pout;
1846 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)
1848 UINT i;
1850 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1851 out, outstride, in, instride, viewport, projection, view, world, elements);
1853 for (i = 0; i < elements; ++i) {
1854 D3DXVec3Project(
1855 (D3DXVECTOR3*)((char*)out + outstride * i),
1856 (const D3DXVECTOR3*)((const char*)in + instride * i),
1857 viewport, projection, view, world);
1859 return out;
1862 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1864 D3DXVECTOR4 out;
1866 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1868 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];
1869 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];
1870 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];
1871 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];
1872 *pout = out;
1873 return pout;
1876 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1878 UINT i;
1880 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1882 for (i = 0; i < elements; ++i) {
1883 D3DXVec3Transform(
1884 (D3DXVECTOR4*)((char*)out + outstride * i),
1885 (const D3DXVECTOR3*)((const char*)in + instride * i),
1886 matrix);
1888 return out;
1891 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1893 D3DXVECTOR3 out;
1894 FLOAT norm;
1896 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1898 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];
1900 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;
1901 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;
1902 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;
1904 *pout = out;
1906 return pout;
1909 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1911 UINT i;
1913 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1915 for (i = 0; i < elements; ++i) {
1916 D3DXVec3TransformCoord(
1917 (D3DXVECTOR3*)((char*)out + outstride * i),
1918 (const D3DXVECTOR3*)((const char*)in + instride * i),
1919 matrix);
1921 return out;
1924 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1926 const D3DXVECTOR3 v = *pv;
1928 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1930 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1931 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1932 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1933 return pout;
1937 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1939 UINT i;
1941 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1943 for (i = 0; i < elements; ++i) {
1944 D3DXVec3TransformNormal(
1945 (D3DXVECTOR3*)((char*)out + outstride * i),
1946 (const D3DXVECTOR3*)((const char*)in + instride * i),
1947 matrix);
1949 return out;
1952 D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v,
1953 const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view,
1954 const D3DXMATRIX *world)
1956 D3DXMATRIX m;
1958 TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n",
1959 out, v, viewport, projection, view, world);
1961 D3DXMatrixIdentity(&m);
1962 if (world)
1963 D3DXMatrixMultiply(&m, &m, world);
1964 if (view)
1965 D3DXMatrixMultiply(&m, &m, view);
1966 if (projection)
1967 D3DXMatrixMultiply(&m, &m, projection);
1968 D3DXMatrixInverse(&m, NULL, &m);
1970 *out = *v;
1971 if (viewport)
1973 out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f;
1974 out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height;
1975 out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ);
1977 D3DXVec3TransformCoord(out, out, &m);
1978 return out;
1981 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)
1983 UINT i;
1985 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1986 out, outstride, in, instride, viewport, projection, view, world, elements);
1988 for (i = 0; i < elements; ++i) {
1989 D3DXVec3Unproject(
1990 (D3DXVECTOR3*)((char*)out + outstride * i),
1991 (const D3DXVECTOR3*)((const char*)in + instride * i),
1992 viewport, projection, view, world);
1994 return out;
1997 /*_________________D3DXVec4_____________________*/
1999 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
2001 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
2003 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
2004 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
2005 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
2006 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
2007 return pout;
2010 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
2012 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
2014 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);
2015 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);
2016 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);
2017 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);
2018 return pout;
2021 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
2023 D3DXVECTOR4 out;
2025 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
2027 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);
2028 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));
2029 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);
2030 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));
2031 *pout = out;
2032 return pout;
2035 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
2037 FLOAT h1, h2, h3, h4;
2039 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
2041 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
2042 h2 = s * s * s - 2.0f * s * s + s;
2043 h3 = -2.0f * s * s * s + 3.0f * s * s;
2044 h4 = s * s * s - s * s;
2046 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
2047 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
2048 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
2049 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
2050 return pout;
2053 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
2055 FLOAT norm;
2057 TRACE("pout %p, pv %p\n", pout, pv);
2059 norm = D3DXVec4Length(pv);
2061 pout->x = pv->x / norm;
2062 pout->y = pv->y / norm;
2063 pout->z = pv->z / norm;
2064 pout->w = pv->w / norm;
2066 return pout;
2069 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
2071 D3DXVECTOR4 out;
2073 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
2075 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;
2076 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;
2077 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;
2078 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;
2079 *pout = out;
2080 return pout;
2083 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
2085 UINT i;
2087 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
2089 for (i = 0; i < elements; ++i) {
2090 D3DXVec4Transform(
2091 (D3DXVECTOR4*)((char*)out + outstride * i),
2092 (const D3DXVECTOR4*)((const char*)in + instride * i),
2093 matrix);
2095 return out;
2098 unsigned short float_32_to_16(const float in)
2100 int exp = 0, origexp;
2101 float tmp = fabsf(in);
2102 int sign = (copysignf(1, in) < 0);
2103 unsigned int mantissa;
2104 unsigned short ret;
2106 /* Deal with special numbers */
2107 if (isinf(in)) return (sign ? 0xffff : 0x7fff);
2108 if (isnan(in)) return (sign ? 0xffff : 0x7fff);
2109 if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
2111 if (tmp < (float)(1u << 10))
2115 tmp *= 2.0f;
2116 exp--;
2117 } while (tmp < (float)(1u << 10));
2119 else if (tmp >= (float)(1u << 11))
2123 tmp /= 2.0f;
2124 exp++;
2125 } while (tmp >= (float)(1u << 11));
2128 exp += 10; /* Normalize the mantissa */
2129 exp += 15; /* Exponent is encoded with excess 15 */
2131 origexp = exp;
2133 mantissa = (unsigned int) tmp;
2134 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
2135 (tmp - mantissa > 0.5f))
2137 mantissa++; /* round to nearest, away from zero */
2139 if (mantissa == 2048)
2141 mantissa = 1024;
2142 exp++;
2145 if (exp > 31)
2147 /* too big */
2148 ret = 0x7fff; /* INF */
2150 else if (exp <= 0)
2152 unsigned int rounding = 0;
2154 /* Denormalized half float */
2156 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2157 if (exp < -11)
2158 return (sign ? 0x8000 : 0x0000);
2160 exp = origexp;
2162 /* the 13 extra bits from single precision are used for rounding */
2163 mantissa = (unsigned int)(tmp * (1u << 13));
2164 mantissa >>= 1 - exp; /* denormalize */
2166 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
2167 /* remove 13 least significant bits to get half float precision */
2168 mantissa >>= 12;
2169 rounding = mantissa & 1;
2170 mantissa >>= 1;
2172 ret = mantissa + rounding;
2174 else
2176 ret = (exp << 10) | (mantissa & 0x3ff);
2179 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
2180 return ret;
2183 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
2185 unsigned int i;
2187 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2189 for (i = 0; i < n; ++i)
2191 pout[i].value = float_32_to_16(pin[i]);
2194 return pout;
2197 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2198 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2199 float float_16_to_32(const unsigned short in)
2201 const unsigned short s = (in & 0x8000);
2202 const unsigned short e = (in & 0x7C00) >> 10;
2203 const unsigned short m = in & 0x3FF;
2204 const float sgn = (s ? -1.0f : 1.0f);
2206 if (e == 0)
2208 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
2209 else return sgn * powf(2, -14.0f) * (m / 1024.0f);
2211 else
2213 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
2217 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
2219 unsigned int i;
2221 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2223 for (i = 0; i < n; ++i)
2225 pout[i] = float_16_to_32(pin[i].value);
2228 return pout;
2231 /*_________________D3DXSH________________*/
2233 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
2235 UINT i;
2237 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
2239 for (i = 0; i < order * order; i++)
2240 out[i] = a[i] + b[i];
2242 return out;
2245 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
2247 FLOAT s;
2248 UINT i;
2250 TRACE("order %u, a %p, b %p\n", order, a, b);
2252 s = a[0] * b[0];
2253 for (i = 1; i < order * order; i++)
2254 s += a[i] * b[i];
2256 return s;
2259 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle)
2261 FLOAT coeff[3];
2263 coeff[0] = cosf(angle);
2265 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]);
2266 out[1] = D3DX_PI * sinf(angle) * sinf(angle);
2267 if (order <= 2)
2268 return;
2270 out[2] = coeff[0] * out[1];
2271 if (order == 3)
2272 return;
2274 coeff[1] = coeff[0] * coeff[0];
2275 coeff[2] = coeff[1] * coeff[1];
2277 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f);
2278 if (order == 4)
2279 return;
2281 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f);
2282 if (order == 5)
2283 return;
2285 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f);
2288 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
2289 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
2291 FLOAT cap[6], clamped_angle, norm, scale, temp;
2292 UINT i, index, j;
2294 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2295 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2297 if (radius <= 0.0f)
2298 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2300 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius;
2301 norm = sinf(clamped_angle) * sinf(clamped_angle);
2303 if (order > D3DXSH_MAXORDER)
2305 WARN("Order clamped at D3DXSH_MAXORDER\n");
2306 order = D3DXSH_MAXORDER;
2309 weightedcapintegrale(cap, order, radius);
2310 D3DXSHEvalDirection(rout, order, dir);
2312 for (i = 0; i < order; i++)
2314 scale = cap[i] / norm;
2316 for (j = 0; j < 2 * i + 1; j++)
2318 index = i * i + j;
2319 temp = rout[index] * scale;
2321 rout[index] = temp * Rintensity;
2322 if (gout)
2323 gout[index] = temp * Gintensity;
2324 if (bout)
2325 bout[index] = temp * Bintensity;
2329 return D3D_OK;
2332 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
2334 const FLOAT dirxx = dir->x * dir->x;
2335 const FLOAT dirxy = dir->x * dir->y;
2336 const FLOAT dirxz = dir->x * dir->z;
2337 const FLOAT diryy = dir->y * dir->y;
2338 const FLOAT diryz = dir->y * dir->z;
2339 const FLOAT dirzz = dir->z * dir->z;
2340 const FLOAT dirxxxx = dirxx * dirxx;
2341 const FLOAT diryyyy = diryy * diryy;
2342 const FLOAT dirzzzz = dirzz * dirzz;
2343 const FLOAT dirxyxy = dirxy * dirxy;
2345 TRACE("out %p, order %u, dir %p\n", out, order, dir);
2347 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER))
2348 return out;
2350 out[0] = 0.5f / sqrtf(D3DX_PI);
2351 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y;
2352 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z;
2353 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x;
2354 if (order == 2)
2355 return out;
2357 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy;
2358 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz;
2359 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f);
2360 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz;
2361 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy);
2362 if (order == 3)
2363 return out;
2365 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy);
2366 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z;
2367 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz);
2368 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f);
2369 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz);
2370 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy);
2371 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy);
2372 if (order == 4)
2373 return out;
2375 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy);
2376 out[17] = 3.0f * dir->z * out[9];
2377 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f);
2378 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz);
2379 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f);
2380 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz);
2381 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f);
2382 out[23] = 3.0f * dir->z * out[15];
2383 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2384 if (order == 5)
2385 return out;
2387 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy);
2388 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy);
2389 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz);
2390 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f);
2391 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2392 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f);
2393 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2394 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f);
2395 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz);
2396 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2397 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy);
2399 return out;
2402 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
2404 FLOAT s, temp;
2405 UINT j;
2407 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);
2409 s = 0.75f;
2410 if ( order > 2 )
2411 s += 5.0f / 16.0f;
2412 if ( order > 4 )
2413 s -= 3.0f / 32.0f;
2414 s /= D3DX_PI;
2416 D3DXSHEvalDirection(Rout, order, dir);
2417 for (j = 0; j < order * order; j++)
2419 temp = Rout[j] / s;
2421 Rout[j] = Rintensity * temp;
2422 if ( Gout )
2423 Gout[j] = Gintensity * temp;
2424 if ( Bout )
2425 Bout[j] = Bintensity * temp;
2428 return D3D_OK;
2431 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom,
2432 FLOAT *rout, FLOAT *gout, FLOAT *bout)
2434 FLOAT a[2], temp[4];
2435 UINT i, j;
2437 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout);
2439 D3DXSHEvalDirection(temp, 2, dir);
2441 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI;
2442 a[1] = (top.r - bottom.r) * D3DX_PI;
2443 for (i = 0; i < order; i++)
2444 for (j = 0; j < 2 * i + 1; j++)
2445 if (i < 2)
2446 rout[i * i + j] = temp[i * i + j] * a[i];
2447 else
2448 rout[i * i + j] = 0.0f;
2450 if (gout)
2452 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI;
2453 a[1] = (top.g - bottom.g) * D3DX_PI;
2454 for (i = 0; i < order; i++)
2455 for (j = 0; j < 2 * i + 1; j++)
2456 if (i < 2)
2457 gout[i * i + j] = temp[i * i + j] * a[i];
2458 else
2459 gout[i * i + j] = 0.0f;
2462 if (bout)
2464 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI;
2465 a[1] = (top.b - bottom.b) * D3DX_PI;
2466 for (i = 0; i < order; i++)
2467 for (j = 0; j < 2 * i + 1; j++)
2468 if (i < 2)
2469 bout[i * i + j] = temp[i * i + j] * a[i];
2470 else
2471 bout[i * i + j] = 0.0f;
2474 return D3D_OK;
2477 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
2478 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
2480 D3DXVECTOR3 normal;
2481 FLOAT cap[6], clamped_angle, dist, temp;
2482 UINT i, index, j;
2484 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2485 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2487 if (order > D3DXSH_MAXORDER)
2489 WARN("Order clamped at D3DXSH_MAXORDER\n");
2490 order = D3DXSH_MAXORDER;
2493 if (radius < 0.0f)
2494 radius = -radius;
2496 dist = D3DXVec3Length(dir);
2497 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist);
2499 weightedcapintegrale(cap, order, clamped_angle);
2500 D3DXVec3Normalize(&normal, dir);
2501 D3DXSHEvalDirection(rout, order, &normal);
2503 for (i = 0; i < order; i++)
2504 for (j = 0; j < 2 * i + 1; j++)
2506 index = i * i + j;
2507 temp = rout[index] * cap[i];
2509 rout[index] = temp * Rintensity;
2510 if (gout)
2511 gout[index] = temp * Gintensity;
2512 if (bout)
2513 bout[index] = temp * Bintensity;
2516 return D3D_OK;
2519 FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b)
2521 FLOAT ta, tb;
2523 TRACE("out %p, a %p, b %p\n", out, a, b);
2525 ta = 0.28209479f * a[0];
2526 tb = 0.28209479f * b[0];
2528 out[0] = 0.28209479f * D3DXSHDot(2, a, b);
2529 out[1] = ta * b[1] + tb * a[1];
2530 out[2] = ta * b[2] + tb * a[2];
2531 out[3] = ta * b[3] + tb * a[3];
2533 return out;
2536 FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
2538 FLOAT t, ta, tb;
2540 TRACE("out %p, a %p, b %p\n", out, a, b);
2542 out[0] = 0.28209479f * a[0] * b[0];
2544 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
2545 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
2546 out[1] = ta * b[1] + tb * a[1];
2547 t = a[1] * b[1];
2548 out[0] += 0.28209479f * t;
2549 out[6] = -0.12615663f * t;
2550 out[8] = -0.21850969f * t;
2552 ta = 0.21850969f * a[5];
2553 tb = 0.21850969f * b[5];
2554 out[1] += ta * b[2] + tb * a[2];
2555 out[2] = ta * b[1] + tb * a[1];
2556 t = a[1] * b[2] +a[2] * b[1];
2557 out[5] = 0.21850969f * t;
2559 ta = 0.21850969f * a[4];
2560 tb = 0.21850969f * b[4];
2561 out[1] += ta * b[3] + tb * a[3];
2562 out[3] = ta * b[1] + tb * a[1];
2563 t = a[1] * b[3] + a[3] * b[1];
2564 out[4] = 0.21850969f * t;
2566 ta = 0.28209480f * a[0] + 0.25231326f * a[6];
2567 tb = 0.28209480f * b[0] + 0.25231326f * b[6];
2568 out[2] += ta * b[2] + tb * a[2];
2569 t = a[2] * b[2];
2570 out[0] += 0.28209480f * t;
2571 out[6] += 0.25231326f * t;
2573 ta = 0.21850969f * a[7];
2574 tb = 0.21850969f * b[7];
2575 out[2] += ta * b[3] + tb * a[3];
2576 out[3] += ta * b[2] + tb * a[2];
2577 t = a[2] * b[3] + a[3] * b[2];
2578 out[7] = 0.21850969f * t;
2580 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
2581 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
2582 out[3] += ta * b[3] + tb * a[3];
2583 t = a[3] * b[3];
2584 out[0] += 0.28209479f * t;
2585 out[6] -= 0.12615663f * t;
2586 out[8] += 0.21850969f * t;
2588 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2589 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2590 out[4] += ta * b[4] + tb * a[4];
2591 t = a[4] * b[4];
2592 out[0] += 0.28209479f * t;
2593 out[6] -= 0.18022375f * t;
2595 ta = 0.15607835f * a[7];
2596 tb = 0.15607835f * b[7];
2597 out[4] += ta * b[5] + tb * a[5];
2598 out[5] += ta * b[4] + tb * a[4];
2599 t = a[4] * b[5] + a[5] * b[4];
2600 out[7] += 0.15607835f * t;
2602 ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8];
2603 tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8];
2604 out[5] += ta * b[5] + tb * a[5];
2605 t = a[5] * b[5];
2606 out[0] += 0.28209479f * t;
2607 out[6] += 0.09011188f * t;
2608 out[8] -= 0.15607835f * t;
2610 ta = 0.28209480f * a[0];
2611 tb = 0.28209480f * b[0];
2612 out[6] += ta * b[6] + tb * a[6];
2613 t = a[6] * b[6];
2614 out[0] += 0.28209480f * t;
2615 out[6] += 0.18022376f * t;
2617 ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8];
2618 tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8];
2619 out[7] += ta * b[7] + tb * a[7];
2620 t = a[7] * b[7];
2621 out[0] += 0.28209479f * t;
2622 out[6] += 0.09011188f * t;
2623 out[8] += 0.15607835f * t;
2625 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2626 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2627 out[8] += ta * b[8] + tb * a[8];
2628 t = a[8] * b[8];
2629 out[0] += 0.28209479f * t;
2630 out[6] -= 0.18022375f * t;
2632 return out;
2635 FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
2637 FLOAT ta, tb, t;
2639 TRACE("out %p, a %p, b %p\n", out, a, b);
2641 out[0] = 0.28209479f * a[0] * b[0];
2643 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
2644 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
2645 out[1] = ta * b[1] + tb * a[1];
2646 t = a[1] * b[1];
2647 out[0] += 0.28209479f * t;
2648 out[6] = -0.12615663f * t;
2649 out[8] = -0.21850969f * t;
2651 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15];
2652 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15];
2653 out[1] += ta * b[4] + tb * a[4];
2654 out[4] = ta * b[1] + tb * a[1];
2655 t = a[1] * b[4] + a[4] * b[1];
2656 out[3] = 0.21850969f * t;
2657 out[13] = -0.05839917f * t;
2658 out[15] = -0.22617901f * t;
2660 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14];
2661 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14];
2662 out[1] += ta * b[5] + tb * a[5];
2663 out[5] = ta * b[1] + tb * a[1];
2664 t = a[1] * b[5] + a[5] * b[1];
2665 out[2] = 0.21850969f * t;
2666 out[12] = -0.14304817f * t;
2667 out[14] = -0.18467439f * t;
2669 ta = 0.20230066f * a[11];
2670 tb = 0.20230066f * b[11];
2671 out[1] += ta * b[6] + tb * a[6];
2672 out[6] += ta * b[1] + tb * a[1];
2673 t = a[1] * b[6] + a[6] * b[1];
2674 out[11] = 0.20230066f * t;
2676 ta = 0.22617901f * a[9] + 0.05839917f * a[11];
2677 tb = 0.22617901f * b[9] + 0.05839917f * b[11];
2678 out[1] += ta * b[8] + tb * a[8];
2679 out[8] += ta * b[1] + tb * a[1];
2680 t = a[1] * b[8] + a[8] * b[1];
2681 out[9] = 0.22617901f * t;
2682 out[11] += 0.05839917f * t;
2684 ta = 0.28209480f * a[0] + 0.25231326f * a[6];
2685 tb = 0.28209480f * b[0] + 0.25231326f * b[6];
2686 out[2] += ta * b[2] + tb * a[2];
2687 t = a[2] * b[2];
2688 out[0] += 0.28209480f * t;
2689 out[6] += 0.25231326f * t;
2691 ta = 0.24776671f * a[12];
2692 tb = 0.24776671f * b[12];
2693 out[2] += ta * b[6] + tb * a[6];
2694 out[6] += ta * b[2] + tb * a[2];
2695 t = a[2] * b[6] + a[6] * b[2];
2696 out[12] += 0.24776671f * t;
2698 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
2699 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
2700 out[3] += ta * b[3] + tb * a[3];
2701 t = a[3] * b[3];
2702 out[0] += 0.28209480f * t;
2703 out[6] -= 0.12615663f * t;
2704 out[8] += 0.21850969f * t;
2706 ta = 0.20230066f * a[13];
2707 tb = 0.20230066f * b[13];
2708 out[3] += ta * b[6] + tb * a[6];
2709 out[6] += ta * b[3] + tb * a[3];
2710 t = a[3] * b[6] + a[6] * b[3];
2711 out[13] += 0.20230066f * t;
2713 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14];
2714 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14];
2715 out[3] += ta * b[7] + tb * a[7];
2716 out[7] = ta * b[3] + tb * a[3];
2717 t = a[3] * b[7] + a[7] * b[3];
2718 out[2] += 0.21850969f * t;
2719 out[12] -= 0.14304817f * t;
2720 out[14] += 0.18467439f * t;
2722 ta = -0.05839917f * a[13] + 0.22617901f * a[15];
2723 tb = -0.05839917f * b[13] + 0.22617901f * b[15];
2724 out[3] += ta * b[8] + tb * a[8];
2725 out[8] += ta * b[3] + tb * a[3];
2726 t = a[3] * b[8] + a[8] * b[3];
2727 out[13] -= 0.05839917f * t;
2728 out[15] += 0.22617901f * t;
2730 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2731 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2732 out[4] += ta * b[4] + tb * a[4];
2733 t = a[4] * b[4];
2734 out[0] += 0.28209479f * t;
2735 out[6] -= 0.18022375f * t;
2737 ta = 0.15607835f * a[7];
2738 tb = 0.15607835f * b[7];
2739 out[4] += ta * b[5] + tb * a[5];
2740 out[5] += ta * b[4] + tb * a[4];
2741 t = a[4] * b[5] + a[5] * b[4];
2742 out[7] += 0.15607835f * t;
2744 ta = 0.22617901f * a[3] - 0.09403160f * a[13];
2745 tb = 0.22617901f * b[3] - 0.09403160f * b[13];
2746 out[4] += ta * b[9] + tb * a[9];
2747 out[9] += ta * b[4] + tb * a[4];
2748 t = a[4] * b[9] + a[9] * b[4];
2749 out[3] += 0.22617901f * t;
2750 out[13] -= 0.09403160f * t;
2752 ta = 0.18467439f * a[2] - 0.18806319f * a[12];
2753 tb = 0.18467439f * b[2] - 0.18806319f * b[12];
2754 out[4] += ta * b[10] + tb * a [10];
2755 out[10] = ta * b[4] + tb * a[4];
2756 t = a[4] * b[10] + a[10] * b[4];
2757 out[2] += 0.18467439f * t;
2758 out[12] -= 0.18806319f * t;
2760 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15];
2761 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15];
2762 out[4] += ta * b[11] + tb * a[11];
2763 out[11] += ta * b[4] + tb * a[4];
2764 t = a[4] * b[11] + a[11] * b[4];
2765 out[3] -= 0.05839917f * t;
2766 out[13] += 0.14567312f * t;
2767 out[15] += 0.09403160f * t;
2769 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8];
2770 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8];
2771 out[5] += ta * b[5] + tb * a[5];
2772 t = a[5] * b[5];
2773 out[0] += 0.28209479f * t;
2774 out[6] += 0.09011186f * t;
2775 out[8] -= 0.15607835f * t;
2777 ta = 0.14867701f * a[14];
2778 tb = 0.14867701f * b[14];
2779 out[5] += ta * b[9] + tb * a[9];
2780 out[9] += ta * b[5] + tb * a[5];
2781 t = a[5] * b[9] + a[9] * b[5];
2782 out[14] += 0.14867701f * t;
2784 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15];
2785 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15];
2786 out[5] += ta * b[10] + tb * a[10];
2787 out[10] += ta * b[5] + tb * a[5];
2788 t = a[5] * b[10] + a[10] * b[5];
2789 out[3] += 0.18467439f * t;
2790 out[13] += 0.11516472f * t;
2791 out[15] -= 0.14867701f * t;
2793 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14];
2794 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14];
2795 out[5] += ta * b[11] + tb * a[11];
2796 out[11] += ta * b[5] + tb * a[5];
2797 t = a[5] * b[11] + a[11] * b[5];
2798 out[2] += 0.23359668f * t;
2799 out[12] += 0.05947080f * t;
2800 out[14] -= 0.11516472f * t;
2802 ta = 0.28209479f * a[0];
2803 tb = 0.28209479f * b[0];
2804 out[6] += ta * b[6] + tb * a[6];
2805 t = a[6] * b[6];
2806 out[0] += 0.28209479f * t;
2807 out[6] += 0.18022376f * t;
2809 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8];
2810 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8];
2811 out[7] += ta * b[7] + tb * a[7];
2812 t = a[7] * b[7];
2813 out[6] += 0.09011186f * t;
2814 out[0] += 0.28209479f * t;
2815 out[8] += 0.15607835f * t;
2817 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11];
2818 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11];
2819 out[7] += ta * b[10] + tb * a[10];
2820 out[10] += ta * b[7] + tb * a[7];
2821 t = a[7] * b[10] + a[10] * b[7];
2822 out[9] += 0.14867701f * t;
2823 out[1] += 0.18467439f * t;
2824 out[11] += 0.11516472f * t;
2826 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14];
2827 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14];
2828 out[7] += ta * b[13] + tb * a[13];
2829 out[13] += ta * b[7]+ tb * a[7];
2830 t = a[7] * b[13] + a[13] * b[7];
2831 out[12] += 0.05947080f * t;
2832 out[2] += 0.23359668f * t;
2833 out[14] += 0.11516472f * t;
2835 ta = 0.14867701f * a[15];
2836 tb = 0.14867701f * b[15];
2837 out[7] += ta * b[14] + tb * a[14];
2838 out[14] += ta * b[7] + tb * a[7];
2839 t = a[7] * b[14] + a[14] * b[7];
2840 out[15] += 0.14867701f * t;
2842 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2843 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2844 out[8] += ta * b[8] + tb * a[8];
2845 t = a[8] * b[8];
2846 out[0] += 0.28209479f * t;
2847 out[6] -= 0.18022375f * t;
2849 ta = -0.09403160f * a[11];
2850 tb = -0.09403160f * b[11];
2851 out[8] += ta * b[9] + tb * a[9];
2852 out[9] += ta * b[8] + tb * a[8];
2853 t = a[8] * b[9] + a[9] * b[8];
2854 out[11] -= 0.09403160f * t;
2856 ta = -0.09403160f * a[15];
2857 tb = -0.09403160f * b[15];
2858 out[8] += ta * b[13] + tb * a[13];
2859 out[13] += ta * b[8] + tb * a[8];
2860 t = a[8] * b[13] + a[13] * b[8];
2861 out[15] -= 0.09403160f * t;
2863 ta = 0.18467439f * a[2] - 0.18806319f * a[12];
2864 tb = 0.18467439f * b[2] - 0.18806319f * b[12];
2865 out[8] += ta * b[14] + tb * a[14];
2866 out[14] += ta * b[8] + tb * a[8];
2867 t = a[8] * b[14] + a[14] * b[8];
2868 out[2] += 0.18467439f * t;
2869 out[12] -= 0.18806319f * t;
2871 ta = -0.21026104f * a[6] + 0.28209479f * a[0];
2872 tb = -0.21026104f * b[6] + 0.28209479f * b[0];
2873 out[9] += ta * b[9] + tb * a[9];
2874 t = a[9] * b[9];
2875 out[6] -= 0.21026104f * t;
2876 out[0] += 0.28209479f * t;
2878 ta = 0.28209479f * a[0];
2879 tb = 0.28209479f * b[0];
2880 out[10] += ta * b[10] + tb * a[10];
2881 t = a[10] * b[10];
2882 out[0] += 0.28209479f * t;
2884 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8];
2885 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8];
2886 out[11] += ta * b[11] + tb * a[11];
2887 t = a[11] * b[11];
2888 out[0] += 0.28209479f * t;
2889 out[6] += 0.12615663f * t;
2890 out[8] -= 0.14567312f * t;
2892 ta = 0.28209479f * a[0] + 0.16820885f * a[6];
2893 tb = 0.28209479f * b[0] + 0.16820885f * b[6];
2894 out[12] += ta * b[12] + tb * a[12];
2895 t = a[12] * b[12];
2896 out[0] += 0.28209479f * t;
2897 out[6] += 0.16820885f * t;
2899 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6];
2900 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6];
2901 out[13] += ta * b[13] + tb * a[13];
2902 t = a[13] * b[13];
2903 out[0] += 0.28209479f * t;
2904 out[8] += 0.14567312f * t;
2905 out[6] += 0.12615663f * t;
2907 ta = 0.28209479f * a[0];
2908 tb = 0.28209479f * b[0];
2909 out[14] += ta * b[14] + tb * a[14];
2910 t = a[14] * b[14];
2911 out[0] += 0.28209479f * t;
2913 ta = 0.28209479f * a[0] - 0.21026104f * a[6];
2914 tb = 0.28209479f * b[0] - 0.21026104f * b[6];
2915 out[15] += ta * b[15] + tb * a[15];
2916 t = a[15] * b[15];
2917 out[0] += 0.28209479f * t;
2918 out[6] -= 0.21026104f * t;
2920 return out;
2923 static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
2925 out[0] = in[0];
2927 out[1] = a * in[2];
2928 out[2] = -a * in[1];
2929 out[3] = in[3];
2931 out[4] = a * in[7];
2932 out[5] = -in[5];
2933 out[6] = -0.5f * in[6] - 0.8660253882f * in[8];
2934 out[7] = -a * in[4];
2935 out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
2936 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
2938 out[10] = -in[10];
2939 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
2940 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11];
2941 out[13] = -0.25f * in[13] - 0.9682458639f * in[15];
2942 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11];
2943 out[15] = -0.9682458639f * in[13] + 0.25f * in[15];
2944 if (order == 4)
2945 return;
2947 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23];
2948 out[17] = -0.75f * in[17] + 0.6614378095f * in[19];
2949 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23];
2950 out[19] = 0.6614378095f * in[17] + 0.75f * in[19];
2951 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24];
2952 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18];
2953 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24];
2954 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18];
2955 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24];
2956 if (order == 5)
2957 return;
2959 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34];
2960 out[26] = -0.5f * in[26] + 0.8660253882f * in[28];
2961 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34];
2962 out[28] = 0.8660253882f * in[26] + 0.5f * in[28];
2963 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34];
2964 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29];
2965 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35];
2966 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29];
2967 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
2968 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
2969 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
2972 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
2974 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
2976 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in);
2978 out[0] = in[0];
2980 if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER))
2981 return out;
2983 if (order <= 3)
2985 out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3];
2986 out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3];
2987 out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3];
2989 if (order == 3)
2991 FLOAT coeff[]={
2992 matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1],
2993 matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0],
2994 matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1],
2995 matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1],
2996 matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0],
2997 matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], };
2999 out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4];
3000 out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5];
3001 out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6];
3002 out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7];
3003 out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8];
3005 out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5];
3006 out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4];
3007 out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6];
3008 out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7];
3009 out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8];
3011 out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6];
3012 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4];
3013 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5];
3014 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7];
3015 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f *
3016 (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8];
3018 out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7];
3019 out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4];
3020 out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5];
3021 out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6];
3022 out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8];
3024 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8];
3025 out[8] += (coeff[0] - coeff[1]) * in[4];
3026 out[8] += (coeff[2] - coeff[3]) * in[5];
3027 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6];
3028 out[8] += (coeff[7] - coeff[6]) * in[7];
3031 return out;
3034 if (fabsf(matrix->u.m[2][2]) != 1.0f)
3036 sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]);
3037 alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb);
3038 beta = atan2f(sinb, matrix->u.m[2][2]);
3039 gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb);
3041 else
3043 alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]);
3044 beta = 0.0f;
3045 gamma = 0.0f;
3048 D3DXSHRotateZ(temp, order, gamma, in);
3049 rotate_X(temp1, order, 1.0f, temp);
3050 D3DXSHRotateZ(temp, order, beta, temp1);
3051 rotate_X(temp1, order, -1.0f, temp);
3052 D3DXSHRotateZ(out, order, alpha, temp1);
3054 return out;
3057 FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
3059 UINT i, sum = 0;
3060 FLOAT c[5], s[5];
3062 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
3064 order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER);
3066 out[0] = in[0];
3068 for (i = 1; i < order; i++)
3070 UINT j;
3072 c[i - 1] = cosf(i * angle);
3073 s[i - 1] = sinf(i * angle);
3074 sum += i * 2;
3076 out[sum - i] = c[i - 1] * in[sum - i];
3077 out[sum - i] += s[i - 1] * in[sum + i];
3078 for (j = i - 1; j > 0; j--)
3080 out[sum - j] = 0.0f;
3081 out[sum - j] = c[j - 1] * in[sum - j];
3082 out[sum - j] += s[j - 1] * in[sum + j];
3085 if (in == out)
3086 out[sum] = 0.0f;
3087 else
3088 out[sum] = in[sum];
3090 for (j = 1; j < i; j++)
3092 out[sum + j] = 0.0f;
3093 out[sum + j] = -s[j - 1] * in[sum - j];
3094 out[sum + j] += c[j - 1] * in[sum + j];
3096 out[sum + i] = -s[i - 1] * in[sum - i];
3097 out[sum + i] += c[i - 1] * in[sum + i];
3100 return out;
3103 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
3105 UINT i;
3107 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale);
3109 for (i = 0; i < order * order; i++)
3110 out[i] = a[i] * scale;
3112 return out;