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
25 #define NONAMELESSUNION
28 #include "wine/port.h"
32 #include "d3dx9_36_private.h"
34 #include "wine/debug.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
38 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
;
40 struct ID3DXMatrixStackImpl
42 ID3DXMatrixStack ID3DXMatrixStack_iface
;
46 unsigned int stack_size
;
51 /*_________________D3DXColor____________________*/
53 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
55 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
57 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
58 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
59 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
64 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
68 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
70 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
71 pout
->r
= grey
+ s
* (pc
->r
- grey
);
72 pout
->g
= grey
+ s
* (pc
->g
- grey
);
73 pout
->b
= grey
+ s
* (pc
->b
- grey
);
78 /*_________________Misc__________________________*/
80 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
82 FLOAT a
, d
, g
, result
;
84 TRACE("costheta %f, refractionindex %f\n", costheta
, refractionindex
);
86 g
= sqrtf(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
89 result
= (costheta
* a
- 1.0f
) * (costheta
* a
- 1.0f
) / ((costheta
* d
+ 1.0f
) * (costheta
* d
+ 1.0f
)) + 1.0f
;
90 result
*= 0.5f
* d
* d
/ (a
* a
);
95 /*_________________D3DXMatrix____________________*/
97 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*out
, FLOAT scaling
, const D3DXVECTOR3
*rotationcenter
,
98 const D3DXQUATERNION
*rotation
, const D3DXVECTOR3
*translation
)
100 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
101 out
, scaling
, rotationcenter
, rotation
, translation
);
103 D3DXMatrixIdentity(out
);
107 out
->u
.m
[3][0] = -rotationcenter
->x
;
108 out
->u
.m
[3][1] = -rotationcenter
->y
;
109 out
->u
.m
[3][2] = -rotationcenter
->z
;
114 FLOAT temp00
, temp01
, temp02
, temp10
, temp11
, temp12
, temp20
, temp21
, temp22
;
116 temp00
= 1.0f
- 2.0f
* (rotation
->y
* rotation
->y
+ rotation
->z
* rotation
->z
);
117 temp01
= 2.0f
* (rotation
->x
* rotation
->y
+ rotation
->z
* rotation
->w
);
118 temp02
= 2.0f
* (rotation
->x
* rotation
->z
- rotation
->y
* rotation
->w
);
119 temp10
= 2.0f
* (rotation
->x
* rotation
->y
- rotation
->z
* rotation
->w
);
120 temp11
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->z
* rotation
->z
);
121 temp12
= 2.0f
* (rotation
->y
* rotation
->z
+ rotation
->x
* rotation
->w
);
122 temp20
= 2.0f
* (rotation
->x
* rotation
->z
+ rotation
->y
* rotation
->w
);
123 temp21
= 2.0f
* (rotation
->y
* rotation
->z
- rotation
->x
* rotation
->w
);
124 temp22
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->y
* rotation
->y
);
126 out
->u
.m
[0][0] = scaling
* temp00
;
127 out
->u
.m
[0][1] = scaling
* temp01
;
128 out
->u
.m
[0][2] = scaling
* temp02
;
129 out
->u
.m
[1][0] = scaling
* temp10
;
130 out
->u
.m
[1][1] = scaling
* temp11
;
131 out
->u
.m
[1][2] = scaling
* temp12
;
132 out
->u
.m
[2][0] = scaling
* temp20
;
133 out
->u
.m
[2][1] = scaling
* temp21
;
134 out
->u
.m
[2][2] = scaling
* temp22
;
144 out
->u
.m
[3][0] = x
* temp00
+ y
* temp10
+ z
* temp20
;
145 out
->u
.m
[3][1] = x
* temp01
+ y
* temp11
+ z
* temp21
;
146 out
->u
.m
[3][2] = x
* temp02
+ y
* temp12
+ z
* temp22
;
151 out
->u
.m
[0][0] = scaling
;
152 out
->u
.m
[1][1] = scaling
;
153 out
->u
.m
[2][2] = scaling
;
158 out
->u
.m
[3][0] += rotationcenter
->x
;
159 out
->u
.m
[3][1] += rotationcenter
->y
;
160 out
->u
.m
[3][2] += rotationcenter
->z
;
165 out
->u
.m
[3][0] += translation
->x
;
166 out
->u
.m
[3][1] += translation
->y
;
167 out
->u
.m
[3][2] += translation
->z
;
173 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*out
, FLOAT scaling
,
174 const D3DXVECTOR2
*rotationcenter
, FLOAT rotation
, const D3DXVECTOR2
*translation
)
178 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
179 out
, scaling
, rotationcenter
, rotation
, translation
);
181 s
= sinf(rotation
/ 2.0f
);
182 tmp1
= 1.0f
- 2.0f
* s
* s
;
183 tmp2
= 2.0 * s
* cosf(rotation
/ 2.0f
);
185 D3DXMatrixIdentity(out
);
186 out
->u
.m
[0][0] = scaling
* tmp1
;
187 out
->u
.m
[0][1] = scaling
* tmp2
;
188 out
->u
.m
[1][0] = -scaling
* tmp2
;
189 out
->u
.m
[1][1] = scaling
* tmp1
;
195 x
= rotationcenter
->x
;
196 y
= rotationcenter
->y
;
198 out
->u
.m
[3][0] = y
* tmp2
- x
* tmp1
+ x
;
199 out
->u
.m
[3][1] = -x
* tmp2
- y
* tmp1
+ y
;
204 out
->u
.m
[3][0] += translation
->x
;
205 out
->u
.m
[3][1] += translation
->y
;
211 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, const D3DXMATRIX
*pm
)
213 D3DXMATRIX normalized
;
216 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale
, poutrotation
, pouttranslation
, pm
);
218 /*Compute the scaling part.*/
222 poutscale
->x
=D3DXVec3Length(&vec
);
227 poutscale
->y
=D3DXVec3Length(&vec
);
232 poutscale
->z
=D3DXVec3Length(&vec
);
234 /*Compute the translation part.*/
235 pouttranslation
->x
=pm
->u
.m
[3][0];
236 pouttranslation
->y
=pm
->u
.m
[3][1];
237 pouttranslation
->z
=pm
->u
.m
[3][2];
239 /*Let's calculate the rotation now*/
240 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
242 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
243 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
244 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
245 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
246 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
247 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
248 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
249 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
250 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
252 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
256 FLOAT WINAPI
D3DXMatrixDeterminant(const D3DXMATRIX
*pm
)
260 TRACE("pm %p\n", pm
);
262 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
263 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
264 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
265 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
266 v
[1] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
268 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
269 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
270 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
271 v
[2] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
272 v
[3] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
274 return pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[1] +
275 pm
->u
.m
[0][2] * v
[2] + pm
->u
.m
[0][3] * v
[3];
278 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, const D3DXMATRIX
*pm
)
280 FLOAT det
, t
[3], v
[16];
283 TRACE("pout %p, pdeterminant %p, pm %p\n", pout
, pdeterminant
, pm
);
285 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
286 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
287 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
288 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
289 v
[4] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
291 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
292 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
293 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
294 v
[8] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
295 v
[12] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
297 det
= pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[4] +
298 pm
->u
.m
[0][2] * v
[8] + pm
->u
.m
[0][3] * v
[12];
304 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
305 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
306 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
307 v
[1] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[2][1] * t
[1] - pm
->u
.m
[3][1] * t
[2];
308 v
[5] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[2][0] * t
[1] + pm
->u
.m
[3][0] * t
[2];
310 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[0][1];
311 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
312 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
313 v
[9] = -pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1]- pm
->u
.m
[0][3] * t
[2];
314 v
[13] = pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] + pm
->u
.m
[0][2] * t
[2];
316 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
317 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
318 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
319 v
[2] = pm
->u
.m
[0][1] * t
[0] - pm
->u
.m
[1][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
320 v
[6] = -pm
->u
.m
[0][0] * t
[0] + pm
->u
.m
[1][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
322 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[1][1] - pm
->u
.m
[1][0] * pm
->u
.m
[0][1];
323 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
324 t
[2] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
325 v
[10] = pm
->u
.m
[3][3] * t
[0] + pm
->u
.m
[1][3] * t
[1] + pm
->u
.m
[0][3] * t
[2];
326 v
[14] = -pm
->u
.m
[3][2] * t
[0] - pm
->u
.m
[1][2] * t
[1] - pm
->u
.m
[0][2] * t
[2];
328 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
329 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
330 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
331 v
[3] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[1][1] * t
[1] - pm
->u
.m
[2][1] * t
[2];
332 v
[7] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[1][0] * t
[1] + pm
->u
.m
[2][0] * t
[2];
334 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]) +
335 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]) -
336 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]);
338 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]) -
339 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]) +
340 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]);
344 for (i
= 0; i
< 4; i
++)
345 for (j
= 0; j
< 4; j
++)
346 pout
->u
.m
[i
][j
] = v
[4 * i
+ j
] * det
;
351 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
352 const D3DXVECTOR3
*up
)
354 D3DXVECTOR3 right
, upn
, vec
;
356 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
358 D3DXVec3Subtract(&vec
, at
, eye
);
359 D3DXVec3Normalize(&vec
, &vec
);
360 D3DXVec3Cross(&right
, up
, &vec
);
361 D3DXVec3Cross(&upn
, &vec
, &right
);
362 D3DXVec3Normalize(&right
, &right
);
363 D3DXVec3Normalize(&upn
, &upn
);
364 out
->u
.m
[0][0] = right
.x
;
365 out
->u
.m
[1][0] = right
.y
;
366 out
->u
.m
[2][0] = right
.z
;
367 out
->u
.m
[3][0] = -D3DXVec3Dot(&right
, eye
);
368 out
->u
.m
[0][1] = upn
.x
;
369 out
->u
.m
[1][1] = upn
.y
;
370 out
->u
.m
[2][1] = upn
.z
;
371 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
372 out
->u
.m
[0][2] = vec
.x
;
373 out
->u
.m
[1][2] = vec
.y
;
374 out
->u
.m
[2][2] = vec
.z
;
375 out
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, eye
);
376 out
->u
.m
[0][3] = 0.0f
;
377 out
->u
.m
[1][3] = 0.0f
;
378 out
->u
.m
[2][3] = 0.0f
;
379 out
->u
.m
[3][3] = 1.0f
;
384 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
385 const D3DXVECTOR3
*up
)
387 D3DXVECTOR3 right
, upn
, vec
;
389 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
391 D3DXVec3Subtract(&vec
, at
, eye
);
392 D3DXVec3Normalize(&vec
, &vec
);
393 D3DXVec3Cross(&right
, up
, &vec
);
394 D3DXVec3Cross(&upn
, &vec
, &right
);
395 D3DXVec3Normalize(&right
, &right
);
396 D3DXVec3Normalize(&upn
, &upn
);
397 out
->u
.m
[0][0] = -right
.x
;
398 out
->u
.m
[1][0] = -right
.y
;
399 out
->u
.m
[2][0] = -right
.z
;
400 out
->u
.m
[3][0] = D3DXVec3Dot(&right
, eye
);
401 out
->u
.m
[0][1] = upn
.x
;
402 out
->u
.m
[1][1] = upn
.y
;
403 out
->u
.m
[2][1] = upn
.z
;
404 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
405 out
->u
.m
[0][2] = -vec
.x
;
406 out
->u
.m
[1][2] = -vec
.y
;
407 out
->u
.m
[2][2] = -vec
.z
;
408 out
->u
.m
[3][2] = D3DXVec3Dot(&vec
, eye
);
409 out
->u
.m
[0][3] = 0.0f
;
410 out
->u
.m
[1][3] = 0.0f
;
411 out
->u
.m
[2][3] = 0.0f
;
412 out
->u
.m
[3][3] = 1.0f
;
417 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
422 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
428 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
];
436 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
441 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
443 for (i
= 0; i
< 4; i
++)
444 for (j
= 0; j
< 4; j
++)
445 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
];
451 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
453 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
455 D3DXMatrixIdentity(pout
);
456 pout
->u
.m
[0][0] = 2.0f
/ w
;
457 pout
->u
.m
[1][1] = 2.0f
/ h
;
458 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
459 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
463 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
465 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
467 D3DXMatrixIdentity(pout
);
468 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
469 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
470 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
471 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
472 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
473 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
477 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
479 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
481 D3DXMatrixIdentity(pout
);
482 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
483 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
484 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
485 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
486 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
487 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
491 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
493 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
495 D3DXMatrixIdentity(pout
);
496 pout
->u
.m
[0][0] = 2.0f
/ w
;
497 pout
->u
.m
[1][1] = 2.0f
/ h
;
498 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
499 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
503 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
505 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
507 D3DXMatrixIdentity(pout
);
508 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
509 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
510 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
511 pout
->u
.m
[2][3] = 1.0f
;
512 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
513 pout
->u
.m
[3][3] = 0.0f
;
517 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
519 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
521 D3DXMatrixIdentity(pout
);
522 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
523 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
524 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
525 pout
->u
.m
[2][3] = -1.0f
;
526 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
527 pout
->u
.m
[3][3] = 0.0f
;
531 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
533 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
535 D3DXMatrixIdentity(pout
);
536 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
537 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
538 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
539 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
540 pout
->u
.m
[2][3] = 1.0f
;
541 pout
->u
.m
[3][3] = 0.0f
;
545 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
547 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
549 D3DXMatrixIdentity(pout
);
550 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
551 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
552 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
553 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
554 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
555 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
556 pout
->u
.m
[2][3] = 1.0f
;
557 pout
->u
.m
[3][3] = 0.0f
;
561 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
563 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
565 D3DXMatrixIdentity(pout
);
566 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
567 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
568 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
569 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
570 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
571 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
572 pout
->u
.m
[2][3] = -1.0f
;
573 pout
->u
.m
[3][3] = 0.0f
;
577 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
579 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
581 D3DXMatrixIdentity(pout
);
582 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
583 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
584 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
585 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
586 pout
->u
.m
[2][3] = -1.0f
;
587 pout
->u
.m
[3][3] = 0.0f
;
591 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, const D3DXPLANE
*pplane
)
595 TRACE("pout %p, pplane %p\n", pout
, pplane
);
597 D3DXPlaneNormalize(&Nplane
, pplane
);
598 D3DXMatrixIdentity(pout
);
599 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
600 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
601 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
602 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
603 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
604 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
605 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
606 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
607 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
608 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
609 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
610 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
614 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
617 FLOAT sangle
, cangle
, cdiff
;
619 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
621 D3DXVec3Normalize(&nv
, v
);
622 sangle
= sinf(angle
);
623 cangle
= cosf(angle
);
624 cdiff
= 1.0f
- cangle
;
626 out
->u
.m
[0][0] = cdiff
* nv
.x
* nv
.x
+ cangle
;
627 out
->u
.m
[1][0] = cdiff
* nv
.x
* nv
.y
- sangle
* nv
.z
;
628 out
->u
.m
[2][0] = cdiff
* nv
.x
* nv
.z
+ sangle
* nv
.y
;
629 out
->u
.m
[3][0] = 0.0f
;
630 out
->u
.m
[0][1] = cdiff
* nv
.y
* nv
.x
+ sangle
* nv
.z
;
631 out
->u
.m
[1][1] = cdiff
* nv
.y
* nv
.y
+ cangle
;
632 out
->u
.m
[2][1] = cdiff
* nv
.y
* nv
.z
- sangle
* nv
.x
;
633 out
->u
.m
[3][1] = 0.0f
;
634 out
->u
.m
[0][2] = cdiff
* nv
.z
* nv
.x
- sangle
* nv
.y
;
635 out
->u
.m
[1][2] = cdiff
* nv
.z
* nv
.y
+ sangle
* nv
.x
;
636 out
->u
.m
[2][2] = cdiff
* nv
.z
* nv
.z
+ cangle
;
637 out
->u
.m
[3][2] = 0.0f
;
638 out
->u
.m
[0][3] = 0.0f
;
639 out
->u
.m
[1][3] = 0.0f
;
640 out
->u
.m
[2][3] = 0.0f
;
641 out
->u
.m
[3][3] = 1.0f
;
646 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, const D3DXQUATERNION
*pq
)
648 TRACE("pout %p, pq %p\n", pout
, pq
);
650 D3DXMatrixIdentity(pout
);
651 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
652 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
653 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
654 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
655 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
656 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
657 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
658 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
659 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
663 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
665 TRACE("pout %p, angle %f\n", pout
, angle
);
667 D3DXMatrixIdentity(pout
);
668 pout
->u
.m
[1][1] = cos(angle
);
669 pout
->u
.m
[2][2] = cos(angle
);
670 pout
->u
.m
[1][2] = sin(angle
);
671 pout
->u
.m
[2][1] = -sin(angle
);
675 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
677 TRACE("pout %p, angle %f\n", pout
, angle
);
679 D3DXMatrixIdentity(pout
);
680 pout
->u
.m
[0][0] = cos(angle
);
681 pout
->u
.m
[2][2] = cos(angle
);
682 pout
->u
.m
[0][2] = -sin(angle
);
683 pout
->u
.m
[2][0] = sin(angle
);
687 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
689 FLOAT sroll
, croll
, spitch
, cpitch
, syaw
, cyaw
;
691 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
695 spitch
= sinf(pitch
);
696 cpitch
= cosf(pitch
);
700 out
->u
.m
[0][0] = sroll
* spitch
* syaw
+ croll
* cyaw
;
701 out
->u
.m
[0][1] = sroll
* cpitch
;
702 out
->u
.m
[0][2] = sroll
* spitch
* cyaw
- croll
* syaw
;
703 out
->u
.m
[0][3] = 0.0f
;
704 out
->u
.m
[1][0] = croll
* spitch
* syaw
- sroll
* cyaw
;
705 out
->u
.m
[1][1] = croll
* cpitch
;
706 out
->u
.m
[1][2] = croll
* spitch
* cyaw
+ sroll
* syaw
;
707 out
->u
.m
[1][3] = 0.0f
;
708 out
->u
.m
[2][0] = cpitch
* syaw
;
709 out
->u
.m
[2][1] = -spitch
;
710 out
->u
.m
[2][2] = cpitch
* cyaw
;
711 out
->u
.m
[2][3] = 0.0f
;
712 out
->u
.m
[3][0] = 0.0f
;
713 out
->u
.m
[3][1] = 0.0f
;
714 out
->u
.m
[3][2] = 0.0f
;
715 out
->u
.m
[3][3] = 1.0f
;
720 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
722 TRACE("pout %p, angle %f\n", pout
, angle
);
724 D3DXMatrixIdentity(pout
);
725 pout
->u
.m
[0][0] = cos(angle
);
726 pout
->u
.m
[1][1] = cos(angle
);
727 pout
->u
.m
[0][1] = sin(angle
);
728 pout
->u
.m
[1][0] = -sin(angle
);
732 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
734 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout
, sx
, sy
, sz
);
736 D3DXMatrixIdentity(pout
);
737 pout
->u
.m
[0][0] = sx
;
738 pout
->u
.m
[1][1] = sy
;
739 pout
->u
.m
[2][2] = sz
;
743 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, const D3DXVECTOR4
*plight
, const D3DXPLANE
*pplane
)
748 TRACE("pout %p, plight %p, pplane %p\n", pout
, plight
, pplane
);
750 D3DXPlaneNormalize(&Nplane
, pplane
);
751 dot
= D3DXPlaneDot(&Nplane
, plight
);
752 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
753 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
754 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
755 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
756 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
757 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
758 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
759 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
760 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
761 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
762 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
763 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
764 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
765 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
766 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
767 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
771 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, const D3DXVECTOR3
*pscalingcenter
, const D3DXQUATERNION
*pscalingrotation
, const D3DXVECTOR3
*pscaling
, const D3DXVECTOR3
*protationcenter
, const D3DXQUATERNION
*protation
, const D3DXVECTOR3
*ptranslation
)
773 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
777 TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
778 pout
, pscalingcenter
, pscalingrotation
, pscaling
, protationcenter
, protation
, ptranslation
);
780 if ( !pscalingcenter
)
788 psc
.x
= pscalingcenter
->x
;
789 psc
.y
= pscalingcenter
->y
;
790 psc
.z
= pscalingcenter
->z
;
793 if ( !protationcenter
)
801 prc
.x
= protationcenter
->x
;
802 prc
.y
= protationcenter
->y
;
803 prc
.z
= protationcenter
->z
;
814 pt
.x
= ptranslation
->x
;
815 pt
.y
= ptranslation
->y
;
816 pt
.z
= ptranslation
->z
;
819 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
821 if ( !pscalingrotation
)
823 D3DXMatrixIdentity(&m2
);
824 D3DXMatrixIdentity(&m4
);
828 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
829 D3DXMatrixInverse(&m2
, NULL
, &m4
);
832 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
833 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
835 if ( !protation
) D3DXMatrixIdentity(&m6
);
836 else D3DXMatrixRotationQuaternion(&m6
, protation
);
838 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
839 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
840 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
841 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
842 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
843 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
844 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
845 D3DXMatrixMultiply(pout
, &m1
, &m7
);
849 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, const D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, const D3DXVECTOR2
*pscaling
, const D3DXVECTOR2
*protationcenter
, FLOAT rotation
, const D3DXVECTOR2
*ptranslation
)
851 D3DXQUATERNION rot
, sca_rot
;
852 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
854 TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
855 pout
, pscalingcenter
, scalingrotation
, pscaling
, protationcenter
, rotation
, ptranslation
);
857 if ( pscalingcenter
)
859 sca_center
.x
=pscalingcenter
->x
;
860 sca_center
.y
=pscalingcenter
->y
;
883 if ( protationcenter
)
885 rot_center
.x
=protationcenter
->x
;
886 rot_center
.y
=protationcenter
->y
;
898 trans
.x
=ptranslation
->x
;
899 trans
.y
=ptranslation
->y
;
909 rot
.w
=cos(rotation
/2.0f
);
912 rot
.z
=sin(rotation
/2.0f
);
914 sca_rot
.w
=cos(scalingrotation
/2.0f
);
917 sca_rot
.z
=sin(scalingrotation
/2.0f
);
919 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
924 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
926 TRACE("pout %p, x %f, y %f, z %f\n", pout
, x
, y
, z
);
928 D3DXMatrixIdentity(pout
);
935 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm
)
937 const D3DXMATRIX m
= *pm
;
940 TRACE("pout %p, pm %p\n", pout
, pm
);
943 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
948 /*_________________D3DXMatrixStack____________________*/
950 static const unsigned int INITIAL_STACK_SIZE
= 32;
952 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, ID3DXMatrixStack
**ppstack
)
954 struct ID3DXMatrixStackImpl
*object
;
956 TRACE("flags %#x, ppstack %p\n", flags
, ppstack
);
958 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
962 return E_OUTOFMEMORY
;
964 object
->ID3DXMatrixStack_iface
.lpVtbl
= &ID3DXMatrixStack_Vtbl
;
967 object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(*object
->stack
));
970 HeapFree(GetProcessHeap(), 0, object
);
972 return E_OUTOFMEMORY
;
976 object
->stack_size
= INITIAL_STACK_SIZE
;
977 D3DXMatrixIdentity(&object
->stack
[0]);
979 TRACE("Created matrix stack %p\n", object
);
981 *ppstack
= &object
->ID3DXMatrixStack_iface
;
985 static inline struct ID3DXMatrixStackImpl
*impl_from_ID3DXMatrixStack(ID3DXMatrixStack
*iface
)
987 return CONTAINING_RECORD(iface
, struct ID3DXMatrixStackImpl
, ID3DXMatrixStack_iface
);
990 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **out
)
992 TRACE("iface %p, riid %s, out %p.\n", iface
, debugstr_guid(riid
), out
);
994 if (IsEqualGUID(riid
, &IID_ID3DXMatrixStack
)
995 || IsEqualGUID(riid
, &IID_IUnknown
))
997 ID3DXMatrixStack_AddRef(iface
);
1002 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
1005 return E_NOINTERFACE
;
1008 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
1010 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1011 ULONG ref
= InterlockedIncrement(&This
->ref
);
1012 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
1016 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
*iface
)
1018 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1019 ULONG ref
= InterlockedDecrement(&This
->ref
);
1022 HeapFree(GetProcessHeap(), 0, This
->stack
);
1023 HeapFree(GetProcessHeap(), 0, This
);
1025 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
1029 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
1031 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1033 TRACE("iface %p\n", iface
);
1035 return &This
->stack
[This
->current
];
1038 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
1040 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1042 TRACE("iface %p\n", iface
);
1044 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
1049 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1051 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1053 TRACE("iface %p, pm %p\n", iface
, pm
);
1055 This
->stack
[This
->current
] = *pm
;
1060 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1062 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1064 TRACE("iface %p, pm %p\n", iface
, pm
);
1066 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
1071 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1073 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1075 TRACE("iface %p, pm %p\n", iface
, pm
);
1077 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
1082 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
1084 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1086 TRACE("iface %p\n", iface
);
1088 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
1089 if (!This
->current
) return D3D_OK
;
1091 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
1093 unsigned int new_size
;
1094 D3DXMATRIX
*new_stack
;
1096 new_size
= This
->stack_size
/ 2;
1097 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1100 This
->stack_size
= new_size
;
1101 This
->stack
= new_stack
;
1110 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
1112 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1114 TRACE("iface %p\n", iface
);
1116 if (This
->current
== This
->stack_size
- 1)
1118 unsigned int new_size
;
1119 D3DXMATRIX
*new_stack
;
1121 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
1123 new_size
= This
->stack_size
* 2;
1124 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1125 if (!new_stack
) return E_OUTOFMEMORY
;
1127 This
->stack_size
= new_size
;
1128 This
->stack
= new_stack
;
1132 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
1137 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1140 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1142 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1144 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1145 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1150 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1153 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1155 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1157 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1158 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1163 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1166 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1168 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1170 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1171 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1176 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1179 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1181 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1183 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1184 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1189 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1192 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1194 TRACE("iface %p,x %f, y %f, z %f\n", iface
, x
, y
, z
);
1196 D3DXMatrixScaling(&temp
, x
, y
, z
);
1197 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1202 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1205 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1207 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1209 D3DXMatrixScaling(&temp
, x
, y
, z
);
1210 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1215 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1218 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1220 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1222 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1223 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1228 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1231 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1233 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1235 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1236 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1241 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1243 ID3DXMatrixStackImpl_QueryInterface
,
1244 ID3DXMatrixStackImpl_AddRef
,
1245 ID3DXMatrixStackImpl_Release
,
1246 ID3DXMatrixStackImpl_Pop
,
1247 ID3DXMatrixStackImpl_Push
,
1248 ID3DXMatrixStackImpl_LoadIdentity
,
1249 ID3DXMatrixStackImpl_LoadMatrix
,
1250 ID3DXMatrixStackImpl_MultMatrix
,
1251 ID3DXMatrixStackImpl_MultMatrixLocal
,
1252 ID3DXMatrixStackImpl_RotateAxis
,
1253 ID3DXMatrixStackImpl_RotateAxisLocal
,
1254 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1255 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1256 ID3DXMatrixStackImpl_Scale
,
1257 ID3DXMatrixStackImpl_ScaleLocal
,
1258 ID3DXMatrixStackImpl_Translate
,
1259 ID3DXMatrixStackImpl_TranslateLocal
,
1260 ID3DXMatrixStackImpl_GetTop
1263 /*_________________D3DXPLANE________________*/
1265 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, const D3DXVECTOR3
*pvpoint
, const D3DXVECTOR3
*pvnormal
)
1267 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout
, pvpoint
, pvnormal
);
1269 pout
->a
= pvnormal
->x
;
1270 pout
->b
= pvnormal
->y
;
1271 pout
->c
= pvnormal
->z
;
1272 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1276 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
)
1278 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1280 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
1282 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1283 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1284 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1285 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1286 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1287 D3DXVec3Normalize(&Nnormal
, &normal
);
1288 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1292 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, const D3DXPLANE
*pp
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
)
1294 D3DXVECTOR3 direction
, normal
;
1297 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout
, pp
, pv1
, pv2
);
1302 direction
.x
= pv2
->x
- pv1
->x
;
1303 direction
.y
= pv2
->y
- pv1
->y
;
1304 direction
.z
= pv2
->z
- pv1
->z
;
1305 dot
= D3DXVec3Dot(&normal
, &direction
);
1306 if ( !dot
) return NULL
;
1307 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1308 pout
->x
= pv1
->x
- temp
* direction
.x
;
1309 pout
->y
= pv1
->y
- temp
* direction
.y
;
1310 pout
->z
= pv1
->z
- temp
* direction
.z
;
1314 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*out
, const D3DXPLANE
*p
)
1318 TRACE("out %p, p %p\n", out
, p
);
1320 norm
= sqrtf(p
->a
* p
->a
+ p
->b
* p
->b
+ p
->c
* p
->c
);
1323 out
->a
= p
->a
/ norm
;
1324 out
->b
= p
->b
/ norm
;
1325 out
->c
= p
->c
/ norm
;
1326 out
->d
= p
->d
/ norm
;
1339 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, const D3DXPLANE
*pplane
, const D3DXMATRIX
*pm
)
1341 const D3DXPLANE plane
= *pplane
;
1343 TRACE("pout %p, pplane %p, pm %p\n", pout
, pplane
, pm
);
1345 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
;
1346 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
;
1347 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
;
1348 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
;
1352 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, const D3DXPLANE
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1356 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1358 for (i
= 0; i
< elements
; ++i
) {
1360 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1361 (const D3DXPLANE
*)((const char*)in
+ instride
* i
),
1367 /*_________________D3DXQUATERNION________________*/
1369 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1371 D3DXQUATERNION temp1
, temp2
;
1373 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout
, pq1
, pq2
, pq3
, f
, g
);
1375 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1379 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1383 TRACE("out %p, q %p\n", out
, q
);
1385 norm
= sqrtf(q
->x
* q
->x
+ q
->y
* q
->y
+ q
->z
* q
->z
);
1388 out
->x
= sinf(norm
) * q
->x
/ norm
;
1389 out
->y
= sinf(norm
) * q
->y
/ norm
;
1390 out
->z
= sinf(norm
) * q
->z
/ norm
;
1391 out
->w
= cosf(norm
);
1404 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq
)
1409 TRACE("pout %p, pq %p\n", pout
, pq
);
1411 norm
= D3DXQuaternionLengthSq(pq
);
1413 out
.x
= -pq
->x
/ norm
;
1414 out
.y
= -pq
->y
/ norm
;
1415 out
.z
= -pq
->z
/ norm
;
1416 out
.w
= pq
->w
/ norm
;
1422 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1426 TRACE("out %p, q %p\n", out
, q
);
1428 if ((q
->w
>= 1.0f
) || (q
->w
== -1.0f
))
1431 t
= acosf(q
->w
) / sqrtf(1.0f
- q
->w
* q
->w
);
1441 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
)
1445 TRACE("pout %p, pq1 %p, pq2 %p\n", pout
, pq1
, pq2
);
1447 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1448 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1449 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1450 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1455 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1459 TRACE("out %p, q %p\n", out
, q
);
1461 norm
= D3DXQuaternionLength(q
);
1463 out
->x
= q
->x
/ norm
;
1464 out
->y
= q
->y
/ norm
;
1465 out
->z
= q
->z
/ norm
;
1466 out
->w
= q
->w
/ norm
;
1471 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
1475 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
1477 D3DXVec3Normalize(&temp
, v
);
1479 out
->x
= sinf(angle
/ 2.0f
) * temp
.x
;
1480 out
->y
= sinf(angle
/ 2.0f
) * temp
.y
;
1481 out
->z
= sinf(angle
/ 2.0f
) * temp
.z
;
1482 out
->w
= cosf(angle
/ 2.0f
);
1487 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*out
, const D3DXMATRIX
*m
)
1491 TRACE("out %p, m %p\n", out
, m
);
1493 trace
= m
->u
.m
[0][0] + m
->u
.m
[1][1] + m
->u
.m
[2][2] + 1.0f
;
1496 s
= 2.0f
* sqrtf(trace
);
1497 out
->x
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1498 out
->y
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1499 out
->z
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1506 for (i
= 1; i
< 3; i
++)
1508 if (m
->u
.m
[i
][i
] > m
->u
.m
[maxi
][maxi
])
1515 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[0][0] - m
->u
.m
[1][1] - m
->u
.m
[2][2]);
1517 out
->y
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1518 out
->z
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1519 out
->w
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1523 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[1][1] - m
->u
.m
[0][0] - m
->u
.m
[2][2]);
1524 out
->x
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1526 out
->z
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1527 out
->w
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1531 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[2][2] - m
->u
.m
[0][0] - m
->u
.m
[1][1]);
1532 out
->x
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1533 out
->y
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1535 out
->w
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1543 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1545 FLOAT syaw
, cyaw
, spitch
, cpitch
, sroll
, croll
;
1547 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
1549 syaw
= sinf(yaw
/ 2.0f
);
1550 cyaw
= cosf(yaw
/ 2.0f
);
1551 spitch
= sinf(pitch
/ 2.0f
);
1552 cpitch
= cosf(pitch
/ 2.0f
);
1553 sroll
= sinf(roll
/ 2.0f
);
1554 croll
= cosf(roll
/ 2.0f
);
1556 out
->x
= syaw
* cpitch
* sroll
+ cyaw
* spitch
* croll
;
1557 out
->y
= syaw
* cpitch
* croll
- cyaw
* spitch
* sroll
;
1558 out
->z
= cyaw
* cpitch
* sroll
- syaw
* spitch
* croll
;
1559 out
->w
= cyaw
* cpitch
* croll
+ syaw
* spitch
* sroll
;
1564 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q1
,
1565 const D3DXQUATERNION
*q2
, FLOAT t
)
1569 TRACE("out %p, q1 %p, q2 %p, t %f\n", out
, q1
, q2
, t
);
1572 dot
= D3DXQuaternionDot(q1
, q2
);
1579 if (1.0f
- dot
> 0.001f
)
1581 FLOAT theta
= acosf(dot
);
1583 temp
= sinf(theta
* temp
) / sinf(theta
);
1584 t
= sinf(theta
* t
) / sinf(theta
);
1587 out
->x
= temp
* q1
->x
+ t
* q2
->x
;
1588 out
->y
= temp
* q1
->y
+ t
* q2
->y
;
1589 out
->z
= temp
* q1
->z
+ t
* q2
->z
;
1590 out
->w
= temp
* q1
->w
+ t
* q2
->w
;
1595 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, const D3DXQUATERNION
*pq4
, FLOAT t
)
1597 D3DXQUATERNION temp1
, temp2
;
1599 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout
, pq1
, pq2
, pq3
, pq4
, t
);
1601 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1605 static D3DXQUATERNION
add_diff(const D3DXQUATERNION
*q1
, const D3DXQUATERNION
*q2
, const FLOAT add
)
1607 D3DXQUATERNION temp
;
1609 temp
.x
= q1
->x
+ add
* q2
->x
;
1610 temp
.y
= q1
->y
+ add
* q2
->y
;
1611 temp
.z
= q1
->z
+ add
* q2
->z
;
1612 temp
.w
= q1
->w
+ add
* q2
->w
;
1617 void WINAPI
D3DXQuaternionSquadSetup(D3DXQUATERNION
*paout
, D3DXQUATERNION
*pbout
, D3DXQUATERNION
*pcout
, const D3DXQUATERNION
*pq0
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
)
1619 D3DXQUATERNION q
, temp1
, temp2
, temp3
, zero
;
1621 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout
, pbout
, pcout
, pq0
, pq1
, pq2
, pq3
);
1628 if ( D3DXQuaternionDot(pq0
, pq1
) < 0.0f
)
1629 temp2
= add_diff(&zero
, pq0
, -1.0f
);
1633 if ( D3DXQuaternionDot(pq1
, pq2
) < 0.0f
)
1634 *pcout
= add_diff(&zero
, pq2
, -1.0f
);
1638 if ( D3DXQuaternionDot(pcout
, pq3
) < 0.0f
)
1639 temp3
= add_diff(&zero
, pq3
, -1.0f
);
1643 D3DXQuaternionInverse(&temp1
, pq1
);
1644 D3DXQuaternionMultiply(&temp2
, &temp1
, &temp2
);
1645 D3DXQuaternionLn(&temp2
, &temp2
);
1646 D3DXQuaternionMultiply(&q
, &temp1
, pcout
);
1647 D3DXQuaternionLn(&q
, &q
);
1648 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1653 D3DXQuaternionExp(&temp1
, &temp1
);
1654 D3DXQuaternionMultiply(paout
, pq1
, &temp1
);
1656 D3DXQuaternionInverse(&temp1
, pcout
);
1657 D3DXQuaternionMultiply(&temp2
, &temp1
, pq1
);
1658 D3DXQuaternionLn(&temp2
, &temp2
);
1659 D3DXQuaternionMultiply(&q
, &temp1
, &temp3
);
1660 D3DXQuaternionLn(&q
, &q
);
1661 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1666 D3DXQuaternionExp(&temp1
, &temp1
);
1667 D3DXQuaternionMultiply(pbout
, pcout
, &temp1
);
1672 void WINAPI
D3DXQuaternionToAxisAngle(const D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1674 TRACE("pq %p, paxis %p, pangle %p\n", pq
, paxis
, pangle
);
1679 *pangle
= 2.0f
* acos(pq
->w
);
1682 /*_________________D3DXVec2_____________________*/
1684 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1686 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1688 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1689 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1693 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv0
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT s
)
1695 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1697 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
);
1698 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
);
1702 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pt1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pt2
, FLOAT s
)
1704 FLOAT h1
, h2
, h3
, h4
;
1706 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1708 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1709 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1710 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1711 h4
= s
* s
* s
- s
* s
;
1713 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1714 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1718 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
)
1722 TRACE("pout %p, pv %p\n", pout
, pv
);
1724 norm
= D3DXVec2Length(pv
);
1732 pout
->x
= pv
->x
/ norm
;
1733 pout
->y
= pv
->y
/ norm
;
1739 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1741 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1743 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1744 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1745 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1746 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1750 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1754 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1756 for (i
= 0; i
< elements
; ++i
) {
1758 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1759 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1765 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1770 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1773 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1775 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1776 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1781 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1785 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1787 for (i
= 0; i
< elements
; ++i
) {
1788 D3DXVec2TransformCoord(
1789 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1790 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1796 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1798 const D3DXVECTOR2 v
= *pv
;
1800 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1802 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1803 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1807 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
*in
, UINT instride
, const D3DXMATRIX
*matrix
, UINT elements
)
1811 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1813 for (i
= 0; i
< elements
; ++i
) {
1814 D3DXVec2TransformNormal(
1815 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1816 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1822 /*_________________D3DXVec3_____________________*/
1824 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1826 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1828 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1829 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1830 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1834 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv0
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT s
)
1836 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1838 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
);
1839 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
);
1840 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
);
1844 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pt1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pt2
, FLOAT s
)
1846 FLOAT h1
, h2
, h3
, h4
;
1848 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1850 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1851 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1852 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1853 h4
= s
* s
* s
- s
* s
;
1855 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1856 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1857 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1861 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
)
1865 TRACE("pout %p, pv %p\n", pout
, pv
);
1867 norm
= D3DXVec3Length(pv
);
1876 pout
->x
= pv
->x
/ norm
;
1877 pout
->y
= pv
->y
/ norm
;
1878 pout
->z
= pv
->z
/ norm
;
1884 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1888 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1890 D3DXMatrixIdentity(&m
);
1891 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1892 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1893 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1895 D3DXVec3TransformCoord(pout
, pv
, &m
);
1899 pout
->x
= pviewport
->X
+ ( 1.0f
+ pout
->x
) * pviewport
->Width
/ 2.0f
;
1900 pout
->y
= pviewport
->Y
+ ( 1.0f
- pout
->y
) * pviewport
->Height
/ 2.0f
;
1901 pout
->z
= pviewport
->MinZ
+ pout
->z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1906 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
)
1910 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1911 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
1913 for (i
= 0; i
< elements
; ++i
) {
1915 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1916 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1917 viewport
, projection
, view
, world
);
1922 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1924 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1926 pout
->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];
1927 pout
->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];
1928 pout
->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];
1929 pout
->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];
1933 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1937 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1939 for (i
= 0; i
< elements
; ++i
) {
1941 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1942 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1948 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1953 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1955 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];
1957 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
;
1958 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
;
1959 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
;
1966 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1970 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1972 for (i
= 0; i
< elements
; ++i
) {
1973 D3DXVec3TransformCoord(
1974 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1975 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1981 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1983 const D3DXVECTOR3 v
= *pv
;
1985 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1987 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1988 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1989 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1994 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1998 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
2000 for (i
= 0; i
< elements
; ++i
) {
2001 D3DXVec3TransformNormal(
2002 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
2003 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
2009 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
2013 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
2015 D3DXMatrixIdentity(&m
);
2016 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
2017 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
2018 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
2019 D3DXMatrixInverse(&m
, NULL
, &m
);
2024 pout
->x
= 2.0f
* ( pout
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
2025 pout
->y
= 1.0f
- 2.0f
* ( pout
->y
- pviewport
->Y
) / pviewport
->Height
;
2026 pout
->z
= ( pout
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
2028 D3DXVec3TransformCoord(pout
, pout
, &m
);
2032 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
)
2036 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
2037 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
2039 for (i
= 0; i
< elements
; ++i
) {
2041 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
2042 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
2043 viewport
, projection
, view
, world
);
2048 /*_________________D3DXVec4_____________________*/
2050 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
2052 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
2054 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
2055 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
2056 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
2057 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
2061 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv0
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT s
)
2063 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
2065 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
);
2066 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
);
2067 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
);
2068 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
);
2072 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
)
2076 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
2078 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
);
2079 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
));
2080 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
);
2081 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
));
2086 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pt1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pt2
, FLOAT s
)
2088 FLOAT h1
, h2
, h3
, h4
;
2090 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
2092 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
2093 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
2094 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
2095 h4
= s
* s
* s
- s
* s
;
2097 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
2098 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
2099 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
2100 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
2104 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
)
2108 TRACE("pout %p, pv %p\n", pout
, pv
);
2110 norm
= D3DXVec4Length(pv
);
2112 pout
->x
= pv
->x
/ norm
;
2113 pout
->y
= pv
->y
/ norm
;
2114 pout
->z
= pv
->z
/ norm
;
2115 pout
->w
= pv
->w
/ norm
;
2120 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
, const D3DXMATRIX
*pm
)
2124 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
2126 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
;
2127 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
;
2128 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
;
2129 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
;
2134 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR4
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
2138 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
2140 for (i
= 0; i
< elements
; ++i
) {
2142 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
2143 (const D3DXVECTOR4
*)((const char*)in
+ instride
* i
),
2149 unsigned short float_32_to_16(const float in
)
2151 int exp
= 0, origexp
;
2152 float tmp
= fabs(in
);
2153 int sign
= (copysignf(1, in
) < 0);
2154 unsigned int mantissa
;
2157 /* Deal with special numbers */
2158 if (isinf(in
)) return (sign
? 0xffff : 0x7fff);
2159 if (isnan(in
)) return (sign
? 0xffff : 0x7fff);
2160 if (in
== 0.0f
) return (sign
? 0x8000 : 0x0000);
2162 if (tmp
< powf(2, 10))
2168 } while (tmp
< powf(2, 10));
2170 else if (tmp
>= powf(2, 11))
2176 } while (tmp
>= powf(2, 11));
2179 exp
+= 10; /* Normalize the mantissa */
2180 exp
+= 15; /* Exponent is encoded with excess 15 */
2184 mantissa
= (unsigned int) tmp
;
2185 if ((tmp
- mantissa
== 0.5f
&& mantissa
% 2 == 1) || /* round half to even */
2186 (tmp
- mantissa
> 0.5f
))
2188 mantissa
++; /* round to nearest, away from zero */
2190 if (mantissa
== 2048)
2199 ret
= 0x7fff; /* INF */
2203 unsigned int rounding
= 0;
2205 /* Denormalized half float */
2207 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2209 return (sign
? 0x8000 : 0x0000);
2213 /* the 13 extra bits from single precision are used for rounding */
2214 mantissa
= (unsigned int)(tmp
* powf(2, 13));
2215 mantissa
>>= 1 - exp
; /* denormalize */
2217 mantissa
-= ~(mantissa
>> 13) & 1; /* round half to even */
2218 /* remove 13 least significant bits to get half float precision */
2220 rounding
= mantissa
& 1;
2223 ret
= mantissa
+ rounding
;
2227 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
2230 ret
|= ((sign
? 1 : 0) << 15); /* Add the sign */
2234 D3DXFLOAT16
*WINAPI
D3DXFloat32To16Array(D3DXFLOAT16
*pout
, const FLOAT
*pin
, UINT n
)
2238 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2240 for (i
= 0; i
< n
; ++i
)
2242 pout
[i
].value
= float_32_to_16(pin
[i
]);
2248 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2249 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2250 static inline float float_16_to_32(const unsigned short in
)
2252 const unsigned short s
= (in
& 0x8000);
2253 const unsigned short e
= (in
& 0x7C00) >> 10;
2254 const unsigned short m
= in
& 0x3FF;
2255 const float sgn
= (s
? -1.0f
: 1.0f
);
2259 if (m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
2260 else return sgn
* powf(2, -14.0f
) * (m
/ 1024.0f
);
2264 return sgn
* powf(2, e
- 15.0f
) * (1.0f
+ (m
/ 1024.0f
));
2268 FLOAT
*WINAPI
D3DXFloat16To32Array(FLOAT
*pout
, const D3DXFLOAT16
*pin
, UINT n
)
2272 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2274 for (i
= 0; i
< n
; ++i
)
2276 pout
[i
] = float_16_to_32(pin
[i
].value
);
2282 /*_________________D3DXSH________________*/
2284 FLOAT
* WINAPI
D3DXSHAdd(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2288 TRACE("out %p, order %u, a %p, b %p\n", out
, order
, a
, b
);
2290 for (i
= 0; i
< order
* order
; i
++)
2291 out
[i
] = a
[i
] + b
[i
];
2296 FLOAT WINAPI
D3DXSHDot(UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2301 TRACE("order %u, a %p, b %p\n", order
, a
, b
);
2304 for (i
= 1; i
< order
* order
; i
++)
2310 static void weightedcapintegrale(FLOAT
*out
, FLOAT order
, FLOAT angle
)
2314 coeff
[0] = cosf(angle
);
2316 out
[0] = 2.0f
* D3DX_PI
* (1.0f
- coeff
[0]);
2317 out
[1] = D3DX_PI
* sinf(angle
) * sinf(angle
);
2321 out
[2] = coeff
[0] * out
[1];
2325 coeff
[1] = coeff
[0] * coeff
[0];
2326 coeff
[2] = coeff
[1] * coeff
[1];
2328 out
[3] = D3DX_PI
* (-1.25f
* coeff
[2] + 1.5f
* coeff
[1] - 0.25f
);
2332 out
[4] = -0.25f
* D3DX_PI
* coeff
[0] * (7.0f
* coeff
[2] - 10.0f
* coeff
[1] + 3.0f
);
2336 out
[5] = D3DX_PI
* (-2.625f
* coeff
[2] * coeff
[1] + 4.375f
* coeff
[2] - 1.875f
* coeff
[1] + 0.125f
);
2339 HRESULT WINAPI
D3DXSHEvalConeLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2340 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2342 FLOAT cap
[6], clamped_angle
, norm
, scale
, temp
;
2345 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2346 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2349 return D3DXSHEvalDirectionalLight(order
, dir
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2351 clamped_angle
= (radius
> D3DX_PI
/ 2.0f
) ? (D3DX_PI
/ 2.0f
) : radius
;
2352 norm
= sinf(clamped_angle
) * sinf(clamped_angle
);
2354 if (order
> D3DXSH_MAXORDER
)
2356 WARN("Order clamped at D3DXSH_MAXORDER\n");
2357 order
= D3DXSH_MAXORDER
;
2360 weightedcapintegrale(cap
, order
, radius
);
2361 D3DXSHEvalDirection(rout
, order
, dir
);
2363 for (i
= 0; i
< order
; i
++)
2365 scale
= cap
[i
] / norm
;
2367 for (j
= 0; j
< 2 * i
+ 1; j
++)
2370 temp
= rout
[index
] * scale
;
2372 rout
[index
] = temp
* Rintensity
;
2374 gout
[index
] = temp
* Gintensity
;
2376 bout
[index
] = temp
* Bintensity
;
2383 FLOAT
* WINAPI
D3DXSHEvalDirection(FLOAT
*out
, UINT order
, const D3DXVECTOR3
*dir
)
2385 const FLOAT dirxx
= dir
->x
* dir
->x
;
2386 const FLOAT dirxy
= dir
->x
* dir
->y
;
2387 const FLOAT dirxz
= dir
->x
* dir
->z
;
2388 const FLOAT diryy
= dir
->y
* dir
->y
;
2389 const FLOAT diryz
= dir
->y
* dir
->z
;
2390 const FLOAT dirzz
= dir
->z
* dir
->z
;
2391 const FLOAT dirxxxx
= dirxx
* dirxx
;
2392 const FLOAT diryyyy
= diryy
* diryy
;
2393 const FLOAT dirzzzz
= dirzz
* dirzz
;
2394 const FLOAT dirxyxy
= dirxy
* dirxy
;
2396 TRACE("out %p, order %u, dir %p\n", out
, order
, dir
);
2398 if ((order
< D3DXSH_MINORDER
) || (order
> D3DXSH_MAXORDER
))
2401 out
[0] = 0.5f
/ sqrtf(D3DX_PI
);
2402 out
[1] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->y
;
2403 out
[2] = 0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->z
;
2404 out
[3] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->x
;
2408 out
[4] = 0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxy
;
2409 out
[5] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * diryz
;
2410 out
[6] = 0.25f
/ sqrtf(D3DX_PI
/ 5.0f
) * (3.0f
* dirzz
- 1.0f
);
2411 out
[7] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxz
;
2412 out
[8] = 0.25f
/ sqrtf(D3DX_PI
/ 15.0f
) * (dirxx
- diryy
);
2416 out
[9] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (3.0f
* dirxx
- diryy
);
2417 out
[10] = sqrtf(105.0f
/ D3DX_PI
) / 2.0f
* dirxy
* dir
->z
;
2418 out
[11] = -sqrtf(42.0 / D3DX_PI
) / 8.0f
* dir
->y
* (-1.0f
+ 5.0f
* dirzz
);
2419 out
[12] = sqrtf(7.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (5.0f
* dirzz
- 3.0f
);
2420 out
[13] = sqrtf(42.0 / D3DX_PI
) / 8.0f
* dir
->x
* (1.0f
- 5.0f
* dirzz
);
2421 out
[14] = sqrtf(105.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (dirxx
- diryy
);
2422 out
[15] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
);
2426 out
[16] = 0.75f
* sqrtf(35.0f
/ D3DX_PI
) * dirxy
* (dirxx
- diryy
);
2427 out
[17] = 3.0f
* dir
->z
* out
[9];
2428 out
[18] = 0.75f
* sqrtf(5.0f
/ D3DX_PI
) * dirxy
* (7.0f
* dirzz
- 1.0f
);
2429 out
[19] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * diryz
* (3.0f
- 7.0f
* dirzz
);
2430 out
[20] = 3.0f
/ (16.0f
* sqrtf(D3DX_PI
)) * (35.0f
* dirzzzz
- 30.f
* dirzz
+ 3.0f
);
2431 out
[21] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * dirxz
* (3.0f
- 7.0f
* dirzz
);
2432 out
[22] = 0.375f
* sqrtf(5.0f
/ D3DX_PI
) * (dirxx
- diryy
) * (7.0f
* dirzz
- 1.0f
);
2433 out
[23] = 3.0 * dir
->z
* out
[15];
2434 out
[24] = 3.0f
/ 16.0f
* sqrtf(35.0f
/ D3DX_PI
) * (dirxxxx
- 6.0f
* dirxyxy
+ diryyyy
);
2438 out
[25] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->y
* (5.0f
* dirxxxx
- 10.0f
* dirxyxy
+ diryyyy
);
2439 out
[26] = 0.75f
* sqrtf(385.0f
/ D3DX_PI
) * dirxy
* dir
->z
* (dirxx
- diryy
);
2440 out
[27] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->y
* (3.0f
* dirxx
- diryy
) * (1.0f
- 9.0f
* dirzz
);
2441 out
[28] = sqrtf(1155.0f
/ D3DX_PI
) / 4.0f
* dirxy
* dir
->z
* (3.0f
* dirzz
- 1.0f
);
2442 out
[29] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->y
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2443 out
[30] = sqrtf(11.0f
/ D3DX_PI
) / 16.0f
* dir
->z
* (63.0f
* dirzzzz
- 70.0f
* dirzz
+ 15.0f
);
2444 out
[31] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->x
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2445 out
[32] = sqrtf(1155.0f
/ D3DX_PI
) / 8.0f
* dir
->z
* (dirxx
- diryy
) * (3.0f
* dirzz
- 1.0f
);
2446 out
[33] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
) * (1.0f
- 9.0f
* dirzz
);
2447 out
[34] = 3.0f
/ 16.0f
* sqrtf(385.0f
/ D3DX_PI
) * dir
->z
* (dirxxxx
- 6.0 * dirxyxy
+ diryyyy
);
2448 out
[35] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->x
* (dirxxxx
- 10.0f
* dirxyxy
+ 5.0f
* diryyyy
);
2453 HRESULT WINAPI
D3DXSHEvalDirectionalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*Rout
, FLOAT
*Gout
, FLOAT
*Bout
)
2458 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
);
2467 D3DXSHEvalDirection(Rout
, order
, dir
);
2468 for (j
= 0; j
< order
* order
; j
++)
2472 Rout
[j
] = Rintensity
* temp
;
2474 Gout
[j
] = Gintensity
* temp
;
2476 Bout
[j
] = Bintensity
* temp
;
2482 HRESULT WINAPI
D3DXSHEvalHemisphereLight(UINT order
, const D3DXVECTOR3
*dir
, D3DXCOLOR top
, D3DXCOLOR bottom
,
2483 FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2485 FLOAT a
[2], temp
[4];
2488 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order
, dir
, rout
, gout
, bout
);
2490 D3DXSHEvalDirection(temp
, 2, dir
);
2492 a
[0] = (top
.r
+ bottom
.r
) * 3.0f
* D3DX_PI
;
2493 a
[1] = (top
.r
- bottom
.r
) * D3DX_PI
;
2494 for (i
= 0; i
< order
; i
++)
2495 for (j
= 0; j
< 2 * i
+ 1; j
++)
2497 rout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2499 rout
[i
* i
+ j
] = 0.0f
;
2503 a
[0] = (top
.g
+ bottom
.g
) * 3.0f
* D3DX_PI
;
2504 a
[1] = (top
.g
- bottom
.g
) * D3DX_PI
;
2505 for (i
= 0; i
< order
; i
++)
2506 for (j
= 0; j
< 2 * i
+ 1; j
++)
2508 gout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2510 gout
[i
* i
+ j
] = 0.0f
;
2515 a
[0] = (top
.b
+ bottom
.b
) * 3.0f
* D3DX_PI
;
2516 a
[1] = (top
.b
- bottom
.b
) * D3DX_PI
;
2517 for (i
= 0; i
< order
; i
++)
2518 for (j
= 0; j
< 2 * i
+ 1; j
++)
2520 bout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2522 bout
[i
* i
+ j
] = 0.0f
;
2528 HRESULT WINAPI
D3DXSHEvalSphericalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2529 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2532 FLOAT cap
[6], clamped_angle
, dist
, temp
;
2535 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2536 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2538 if (order
> D3DXSH_MAXORDER
)
2540 WARN("Order clamped at D3DXSH_MAXORDER\n");
2541 order
= D3DXSH_MAXORDER
;
2547 dist
= D3DXVec3Length(dir
);
2548 clamped_angle
= (dist
<= radius
) ? D3DX_PI
/ 2.0f
: asinf(radius
/ dist
);
2550 weightedcapintegrale(cap
, order
, clamped_angle
);
2551 D3DXVec3Normalize(&normal
, dir
);
2552 D3DXSHEvalDirection(rout
, order
, &normal
);
2554 for (i
= 0; i
< order
; i
++)
2555 for (j
= 0; j
< 2 * i
+ 1; j
++)
2558 temp
= rout
[index
] * cap
[i
];
2560 rout
[index
] = temp
* Rintensity
;
2562 gout
[index
] = temp
* Gintensity
;
2564 bout
[index
] = temp
* Bintensity
;
2570 FLOAT
* WINAPI
D3DXSHMultiply2(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2574 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2576 ta
= 0.28209479f
* a
[0];
2577 tb
= 0.28209479f
* b
[0];
2579 out
[0] = 0.28209479f
* D3DXSHDot(2, a
, b
);
2580 out
[1] = ta
* b
[1] + tb
* a
[1];
2581 out
[2] = ta
* b
[2] + tb
* a
[2];
2582 out
[3] = ta
* b
[3] + tb
* a
[3];
2587 FLOAT
* WINAPI
D3DXSHMultiply3(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2591 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2593 out
[0] = 0.28209479f
* a
[0] * b
[0];
2595 ta
= 0.28209479f
* a
[0] - 0.12615662f
* a
[6] - 0.21850968f
* a
[8];
2596 tb
= 0.28209479f
* b
[0] - 0.12615662f
* b
[6] - 0.21850968f
* b
[8];
2597 out
[1] = ta
* b
[1] + tb
* a
[1];
2599 out
[0] += 0.28209479f
* t
;
2600 out
[6] = -0.12615662f
* t
;
2601 out
[8] = -0.21850968f
* t
;
2603 ta
= 0.21850968f
* a
[5];
2604 tb
= 0.21850968f
* b
[5];
2605 out
[1] += ta
* b
[2] + tb
* a
[2];
2606 out
[2] = ta
* b
[1] + tb
* a
[1];
2607 t
= a
[1] * b
[2] +a
[2] * b
[1];
2608 out
[5] = 0.21850968f
* t
;
2610 ta
= 0.21850968f
* a
[4];
2611 tb
= 0.21850968f
* b
[4];
2612 out
[1] += ta
* b
[3] + tb
* a
[3];
2613 out
[3] = ta
* b
[1] + tb
* a
[1];
2614 t
= a
[1] * b
[3] + a
[3] * b
[1];
2615 out
[4] = 0.21850968f
* t
;
2617 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2618 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2619 out
[2] += ta
* b
[2] + tb
* a
[2];
2621 out
[0] += 0.28209480f
* t
;
2622 out
[6] += 0.25231326f
* t
;
2624 ta
= 0.21850969f
* a
[7];
2625 tb
= 0.21850969f
* b
[7];
2626 out
[2] += ta
* b
[3] + tb
* a
[3];
2627 out
[3] += ta
* b
[2] + tb
* a
[2];
2628 t
= a
[2] * b
[3] + a
[3] * b
[2];
2629 out
[7] = 0.21850969f
* t
;
2631 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2632 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2633 out
[3] += ta
* b
[3] + tb
* a
[3];
2635 out
[0] += 0.28209479f
* t
;
2636 out
[6] -= 0.12615663f
* t
;
2637 out
[8] += 0.21850969f
* t
;
2639 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2640 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2641 out
[4] += ta
* b
[4] + tb
* a
[4];
2643 out
[0] += 0.28209479f
* t
;
2644 out
[6] -= 0.18022375f
* t
;
2646 ta
= 0.15607835f
* a
[7];
2647 tb
= 0.15607835f
* b
[7];
2648 out
[4] += ta
* b
[5] + tb
* a
[5];
2649 out
[5] += ta
* b
[4] + tb
* a
[4];
2650 t
= a
[4] * b
[5] + a
[5] * b
[4];
2651 out
[7] += 0.15607834f
* t
;
2653 ta
= 0.28209479f
* a
[0] + 0.09011186 * a
[6] - 0.15607835f
* a
[8];
2654 tb
= 0.28209479f
* b
[0] + 0.09011186 * b
[6] - 0.15607835f
* b
[8];
2655 out
[5] += ta
* b
[5] + tb
* a
[5];
2657 out
[0] += 0.28209479f
* t
;
2658 out
[6] += 0.09011186f
* t
;
2659 out
[8] -= 0.15607835f
* t
;
2661 ta
= 0.28209480f
* a
[0];
2662 tb
= 0.28209480f
* b
[0];
2663 out
[6] += ta
* b
[6] + tb
* a
[6];
2665 out
[0] += 0.28209480f
* t
;
2666 out
[6] += 0.18022376f
* t
;
2668 ta
= 0.28209479f
* a
[0] + 0.09011186 * a
[6] + 0.15607835f
* a
[8];
2669 tb
= 0.28209479f
* b
[0] + 0.09011186 * b
[6] + 0.15607835f
* b
[8];
2670 out
[7] += ta
* b
[7] + tb
* a
[7];
2672 out
[0] += 0.28209479f
* t
;
2673 out
[6] += 0.09011186f
* t
;
2674 out
[8] += 0.15607835f
* t
;
2676 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2677 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2678 out
[8] += ta
* b
[8] + tb
* a
[8];
2680 out
[0] += 0.28209479f
* t
;
2681 out
[6] -= 0.18022375f
* t
;
2686 FLOAT
* WINAPI
D3DXSHMultiply4(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2690 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2692 out
[0] = 0.28209479f
* a
[0] * b
[0];
2694 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] - 0.21850969f
* a
[8];
2695 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] - 0.21850969f
* b
[8];
2696 out
[1] = ta
* b
[1] + tb
* a
[1];
2698 out
[0] += 0.28209479f
* t
;
2699 out
[6] = -0.12615663f
* t
;
2700 out
[8] = -0.21850969f
* t
;
2702 ta
= 0.21850969f
* a
[3] - 0.05839917f
* a
[13] - 0.22617901f
* a
[15];
2703 tb
= 0.21850969f
* b
[3] - 0.05839917f
* b
[13] - 0.22617901f
* b
[15];
2704 out
[1] += ta
* b
[4] + tb
* a
[4];
2705 out
[4] = ta
* b
[1] + tb
* a
[1];
2706 t
= a
[1] * b
[4] + a
[4] * b
[1];
2707 out
[3] = 0.21850969f
* t
;
2708 out
[13] = -0.05839917f
* t
;
2709 out
[15] = -0.22617901f
* t
;
2711 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] - 0.18467439f
* a
[14];
2712 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] - 0.18467439f
* b
[14];
2713 out
[1] += ta
* b
[5] + tb
* a
[5];
2714 out
[5] = ta
* b
[1] + tb
* a
[1];
2715 t
= a
[1] * b
[5] + a
[5] * b
[1];
2716 out
[2] = 0.21850969f
* t
;
2717 out
[12] = -0.14304817f
* t
;
2718 out
[14] = -0.18467439f
* t
;
2720 ta
= 0.20230066f
* a
[11];
2721 tb
= 0.20230066f
* b
[11];
2722 out
[1] += ta
* b
[6] + tb
* a
[6];
2723 out
[6] += ta
* b
[1] + tb
* a
[1];
2724 t
= a
[1] * b
[6] + a
[6] * b
[1];
2725 out
[11] = 0.20230066f
* t
;
2727 ta
= 0.22617901f
* a
[9] + 0.05839917f
* a
[11];
2728 tb
= 0.22617901f
* b
[9] + 0.05839917f
* b
[11];
2729 out
[1] += ta
* b
[8] + tb
* a
[8];
2730 out
[8] += ta
* b
[1] + tb
* a
[1];
2731 t
= a
[1] * b
[8] + a
[8] * b
[1];
2732 out
[9] = 0.22617901f
* t
;
2733 out
[11] += 0.05839917f
* t
;
2735 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2736 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2737 out
[2] += ta
* b
[2] + tb
* a
[2];
2739 out
[0] += 0.28209480f
* t
;
2740 out
[6] += 0.25231326f
* t
;
2742 ta
= 0.24776671f
* a
[12];
2743 tb
= 0.24776671f
* b
[12];
2744 out
[2] += ta
* b
[6] + tb
* a
[6];
2745 out
[6] += ta
* b
[2] + tb
* a
[2];
2746 t
= a
[2] * b
[6] + a
[6] * b
[2];
2747 out
[12] += 0.24776671f
* t
;
2749 ta
= 0.28209480f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2750 tb
= 0.28209480f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2751 out
[3] += ta
* b
[3] + tb
* a
[3];
2753 out
[0] += 0.28209480f
* t
;
2754 out
[6] -= 0.12615663f
* t
;
2755 out
[8] += 0.21850969f
* t
;
2757 ta
= 0.20230066f
* a
[13];
2758 tb
= 0.20230066f
* b
[13];
2759 out
[3] += ta
* b
[6] + tb
* a
[6];
2760 out
[6] += ta
* b
[3] + tb
* a
[3];
2761 t
= a
[3] * b
[6] + a
[6] * b
[3];
2762 out
[13] += 0.20230066f
* t
;
2764 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] + 0.18467439f
* a
[14];
2765 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] + 0.18467439f
* b
[14];
2766 out
[3] += ta
* b
[7] + tb
* a
[7];
2767 out
[7] = ta
* b
[3] + tb
* a
[3];
2768 t
= a
[3] * b
[7] + a
[7] * b
[3];
2769 out
[2] += 0.21850969f
* t
;
2770 out
[12] -= 0.14304817f
* t
;
2771 out
[14] += 0.18467439f
* t
;
2773 ta
= -0.05839917f
* a
[13] + 0.22617901f
* a
[15];
2774 tb
= -0.05839917f
* b
[13] + 0.22617901f
* b
[15];
2775 out
[3] += ta
* b
[8] + tb
* a
[8];
2776 out
[8] += ta
* b
[3] + tb
* a
[3];
2777 t
= a
[3] * b
[8] + a
[8] * b
[3];
2778 out
[13] -= 0.05839917f
* t
;
2779 out
[15] += 0.22617901f
* t
;
2781 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2782 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2783 out
[4] += ta
* b
[4] + tb
* a
[4];
2785 out
[0] += 0.28209479f
* t
;
2786 out
[6] -= 0.18022375f
* t
;
2788 ta
= 0.15607835f
* a
[7];
2789 tb
= 0.15607835f
* b
[7];
2790 out
[4] += ta
* b
[5] + tb
* a
[5];
2791 out
[5] += ta
* b
[4] + tb
* a
[4];
2792 t
= a
[4] * b
[5] + a
[5] * b
[4];
2793 out
[7] += 0.15607835f
* t
;
2795 ta
= 0.22617901f
* a
[3] - 0.09403160f
* a
[13];
2796 tb
= 0.22617901f
* b
[3] - 0.09403160f
* b
[13];
2797 out
[4] += ta
* b
[9] + tb
* a
[9];
2798 out
[9] += ta
* b
[4] + tb
* a
[4];
2799 t
= a
[4] * b
[9] + a
[9] * b
[4];
2800 out
[3] += 0.22617901f
* t
;
2801 out
[13] -= 0.09403160f
* t
;
2803 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2804 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2805 out
[4] += ta
* b
[10] + tb
* a
[10];
2806 out
[10] = ta
* b
[4] + tb
* a
[4];
2807 t
= a
[4] * b
[10] + a
[10] * b
[4];
2808 out
[2] += 0.18467439f
* t
;
2809 out
[12] -= 0.18806319f
* t
;
2811 ta
= -0.05839917f
* a
[3] + 0.14567312f
* a
[13] + 0.09403160f
* a
[15];
2812 tb
= -0.05839917f
* b
[3] + 0.14567312f
* b
[13] + 0.09403160f
* b
[15];
2813 out
[4] += ta
* b
[11] + tb
* a
[11];
2814 out
[11] += ta
* b
[4] + tb
* a
[4];
2815 t
= a
[4] * b
[11] + a
[11] * b
[4];
2816 out
[3] -= 0.05839917f
* t
;
2817 out
[13] += 0.14567312f
* t
;
2818 out
[15] += 0.09403160f
* t
;
2820 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2821 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2822 out
[5] += ta
* b
[5] + tb
* a
[5];
2824 out
[0] += 0.28209479f
* t
;
2825 out
[6] += 0.09011186f
* t
;
2826 out
[8] -= 0.15607835f
* t
;
2828 ta
= 0.14867701f
* a
[14];
2829 tb
= 0.14867701f
* b
[14];
2830 out
[5] += ta
* b
[9] + tb
* a
[9];
2831 out
[9] += ta
* b
[5] + tb
* a
[5];
2832 t
= a
[5] * b
[9] + a
[9] * b
[5];
2833 out
[14] += 0.14867701f
* t
;
2835 ta
= 0.18467439f
* a
[3] + 0.11516472f
* a
[13] - 0.14867701f
* a
[15];
2836 tb
= 0.18467439f
* b
[3] + 0.11516472f
* b
[13] - 0.14867701f
* b
[15];
2837 out
[5] += ta
* b
[10] + tb
* a
[10];
2838 out
[10] += ta
* b
[5] + tb
* a
[5];
2839 t
= a
[5] * b
[10] + a
[10] * b
[5];
2840 out
[3] += 0.18467439f
* t
;
2841 out
[13] += 0.11516472f
* t
;
2842 out
[15] -= 0.14867701f
* t
;
2844 ta
= 0.23359668f
* a
[2] + 0.05947080f
* a
[12] - 0.11516472f
* a
[14];
2845 tb
= 0.23359668f
* b
[2] + 0.05947080f
* b
[12] - 0.11516472f
* b
[14];
2846 out
[5] += ta
* b
[11] + tb
* a
[11];
2847 out
[11] += ta
* b
[5] + tb
* a
[5];
2848 t
= a
[5] * b
[11] + a
[11] * b
[5];
2849 out
[2] += 0.23359668f
* t
;
2850 out
[12] += 0.05947080f
* t
;
2851 out
[14] -= 0.11516472f
* t
;
2853 ta
= 0.28209479f
* a
[0];
2854 tb
= 0.28209479f
* b
[0];
2855 out
[6] += ta
* b
[6] + tb
* a
[6];
2857 out
[0] += 0.28209479f
* t
;
2858 out
[6] += 0.18022376f
* t
;
2860 ta
= 0.09011186f
* a
[6] + 0.28209479f
* a
[0] + 0.15607835f
* a
[8];
2861 tb
= 0.09011186f
* b
[6] + 0.28209479f
* b
[0] + 0.15607835f
* b
[8];
2862 out
[7] += ta
* b
[7] + tb
* a
[7];
2864 out
[6] += 0.09011186f
* t
;
2865 out
[0] += 0.28209479f
* t
;
2866 out
[8] += 0.15607835f
* t
;
2868 ta
= 0.14867701f
* a
[9] + 0.18467439f
* a
[1] + 0.11516472f
* a
[11];
2869 tb
= 0.14867701f
* b
[9] + 0.18467439f
* b
[1] + 0.11516472f
* b
[11];
2870 out
[7] += ta
* b
[10] + tb
* a
[10];
2871 out
[10] += ta
* b
[7] + tb
* a
[7];
2872 t
= a
[7] * b
[10] + a
[10] * b
[7];
2873 out
[9] += 0.14867701f
* t
;
2874 out
[1] += 0.18467439f
* t
;
2875 out
[11] += 0.11516472f
* t
;
2877 ta
= 0.05947080f
* a
[12] + 0.23359668f
* a
[2] + 0.11516472f
* a
[14];
2878 tb
= 0.05947080f
* b
[12] + 0.23359668f
* b
[2] + 0.11516472f
* b
[14];
2879 out
[7] += ta
* b
[13] + tb
* a
[13];
2880 out
[13] += ta
* b
[7]+ tb
* a
[7];
2881 t
= a
[7] * b
[13] + a
[13] * b
[7];
2882 out
[12] += 0.05947080f
* t
;
2883 out
[2] += 0.23359668f
* t
;
2884 out
[14] += 0.11516472f
* t
;
2886 ta
= 0.14867701f
* a
[15];
2887 tb
= 0.14867701f
* b
[15];
2888 out
[7] += ta
* b
[14] + tb
* a
[14];
2889 out
[14] += ta
* b
[7] + tb
* a
[7];
2890 t
= a
[7] * b
[14] + a
[14] * b
[7];
2891 out
[15] += 0.14867701f
* t
;
2893 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2894 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2895 out
[8] += ta
* b
[8] + tb
* a
[8];
2897 out
[0] += 0.28209479f
* t
;
2898 out
[6] -= 0.18022375f
* t
;
2900 ta
= -0.09403160f
* a
[11];
2901 tb
= -0.09403160f
* b
[11];
2902 out
[8] += ta
* b
[9] + tb
* a
[9];
2903 out
[9] += ta
* b
[8] + tb
* a
[8];
2904 t
= a
[8] * b
[9] + a
[9] * b
[8];
2905 out
[11] -= 0.09403160f
* t
;
2907 ta
= -0.09403160f
* a
[15];
2908 tb
= -0.09403160f
* b
[15];
2909 out
[8] += ta
* b
[13] + tb
* a
[13];
2910 out
[13] += ta
* b
[8] + tb
* a
[8];
2911 t
= a
[8] * b
[13] + a
[13] * b
[8];
2912 out
[15] -= 0.09403160f
* t
;
2914 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2915 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2916 out
[8] += ta
* b
[14] + tb
* a
[14];
2917 out
[14] += ta
* b
[8] + tb
* a
[8];
2918 t
= a
[8] * b
[14] + a
[14] * b
[8];
2919 out
[2] += 0.18467439f
* t
;
2920 out
[12] -= 0.18806319f
* t
;
2922 ta
= -0.21026104f
* a
[6] + 0.28209479f
* a
[0];
2923 tb
= -0.21026104f
* b
[6] + 0.28209479f
* b
[0];
2924 out
[9] += ta
* b
[9] + tb
* a
[9];
2926 out
[6] -= 0.21026104f
* t
;
2927 out
[0] += 0.28209479f
* t
;
2929 ta
= 0.28209479f
* a
[0];
2930 tb
= 0.28209479f
* b
[0];
2931 out
[10] += ta
* b
[10] + tb
* a
[10];
2933 out
[0] += 0.28209479f
* t
;
2935 ta
= 0.28209479f
* a
[0] + 0.12615663f
* a
[6] - 0.14567312f
* a
[8];
2936 tb
= 0.28209479f
* b
[0] + 0.12615663f
* b
[6] - 0.14567312f
* b
[8];
2937 out
[11] += ta
* b
[11] + tb
* a
[11];
2939 out
[0] += 0.28209479f
* t
;
2940 out
[6] += 0.12615663f
* t
;
2941 out
[8] -= 0.14567312f
* t
;
2943 ta
= 0.28209479f
* a
[0] + 0.16820885f
* a
[6];
2944 tb
= 0.28209479f
* b
[0] + 0.16820885f
* b
[6];
2945 out
[12] += ta
* b
[12] + tb
* a
[12];
2947 out
[0] += 0.28209479f
* t
;
2948 out
[6] += 0.16820885f
* t
;
2950 ta
=0.28209479f
* a
[0] + 0.14567312f
* a
[8] + 0.12615663f
* a
[6];
2951 tb
=0.28209479f
* b
[0] + 0.14567312f
* b
[8] + 0.12615663f
* b
[6];
2952 out
[13] += ta
* b
[13] + tb
* a
[13];
2954 out
[0] += 0.28209479f
* t
;
2955 out
[8] += 0.14567312f
* t
;
2956 out
[6] += 0.12615663f
* t
;
2958 ta
= 0.28209479f
* a
[0];
2959 tb
= 0.28209479f
* b
[0];
2960 out
[14] += ta
* b
[14] + tb
* a
[14];
2962 out
[0] += 0.28209479f
* t
;
2964 ta
= 0.28209479f
* a
[0] - 0.21026104f
* a
[6];
2965 tb
= 0.28209479f
* b
[0] - 0.21026104f
* b
[6];
2966 out
[15] += ta
* b
[15] + tb
* a
[15];
2968 out
[0] += 0.28209479f
* t
;
2969 out
[6] -= 0.21026104f
* t
;
2974 static void rotate_X(FLOAT
*out
, UINT order
, FLOAT a
, FLOAT
*in
)
2979 out
[2] = -a
* in
[1];
2984 out
[6] = -0.5f
* in
[6] - 0.8660253882f
* in
[8];
2985 out
[7] = -a
* in
[4];
2986 out
[8] = -0.8660253882f
* in
[6] + 0.5f
* in
[8];
2987 out
[9] = -a
* 0.7905694842f
* in
[12] + a
* 0.6123724580f
* in
[14];
2990 out
[11] = -a
* 0.6123724580f
* in
[12] - a
* 0.7905694842f
* in
[14];
2991 out
[12] = a
* 0.7905694842f
* in
[9] + a
* 0.6123724580f
* in
[11];
2992 out
[13] = -0.25f
* in
[13] - 0.9682458639f
* in
[15];
2993 out
[14] = -a
* 0.6123724580f
* in
[9] + a
* 0.7905694842f
* in
[11];
2994 out
[15] = -0.9682458639f
* in
[13] + 0.25f
* in
[15];
2998 out
[16] = -a
* 0.9354143739f
* in
[21] + a
* 0.3535533845f
* in
[23];
2999 out
[17] = -0.75f
* in
[17] + 0.6614378095f
* in
[19];
3000 out
[18] = -a
* 0.3535533845f
* in
[21] - a
* 0.9354143739f
* in
[23];
3001 out
[19] = 0.6614378095f
* in
[17] + 0.75f
* in
[19];
3002 out
[20] = 0.375f
* in
[20] + 0.5590170026f
* in
[22] + 0.7395099998f
* in
[24];
3003 out
[21] = a
* 0.9354143739f
* in
[16] + a
* 0.3535533845f
* in
[18];
3004 out
[22] = 0.5590170026f
* in
[20] + 0.5f
* in
[22] - 0.6614378691f
* in
[24];
3005 out
[23] = -a
* 0.3535533845f
* in
[16] + a
* 0.9354143739f
* in
[18];
3006 out
[24] = 0.7395099998f
* in
[20] - 0.6614378691f
* in
[22] + 0.125f
* in
[24];
3010 out
[25] = a
* 0.7015607357f
* in
[30] - a
* 0.6846531630f
* in
[32] + a
* 0.1976423711f
* in
[34];
3011 out
[26] = -0.5f
* in
[26] + 0.8660253882f
* in
[28];
3012 out
[27] = a
* 0.5229125023f
* in
[30] + a
* 0.3061861992f
* in
[32] - a
* 0.7954951525 * in
[34];
3013 out
[28] = 0.8660253882f
* in
[26] + 0.5f
* in
[28];
3014 out
[29] = a
* 0.4841229022f
* in
[30] + a
* 0.6614378691f
* in
[32] + a
* 0.5728219748f
* in
[34];
3015 out
[30] = -a
* 0.7015607357f
* in
[25] - a
* 0.5229125023f
* in
[27] - a
* 0.4841229022f
* in
[29];
3016 out
[31] = 0.125f
* in
[31] + 0.4050463140f
* in
[33] + 0.9057110548f
* in
[35];
3017 out
[32] = a
* 0.6846531630f
* in
[25] - a
* 0.3061861992f
* in
[27] - a
* 0.6614378691f
* in
[29];
3018 out
[33] = 0.4050463140f
* in
[31] + 0.8125f
* in
[33] - 0.4192627370f
* in
[35];
3019 out
[34] = -a
* 0.1976423711f
* in
[25] + a
* 0.7954951525f
* in
[27] - a
* 0.5728219748f
* in
[29];
3020 out
[35] = 0.9057110548f
* in
[31] - 0.4192627370f
* in
[33] + 0.0624999329f
* in
[35];
3023 FLOAT
* WINAPI
D3DXSHRotate(FLOAT
*out
, UINT order
, const D3DXMATRIX
*matrix
, const FLOAT
*in
)
3025 FLOAT alpha
, beta
, gamma
, sinb
, temp
[36], temp1
[36];
3027 TRACE("out %p, order %u, matrix %p, in %p\n", out
, order
, matrix
, in
);
3031 if ((order
> D3DXSH_MAXORDER
) || (order
< D3DXSH_MINORDER
))
3036 out
[1] = matrix
->u
.m
[1][1] * in
[1] - matrix
->u
.m
[2][1] * in
[2] + matrix
->u
.m
[0][1] * in
[3];
3037 out
[2] = -matrix
->u
.m
[1][2] * in
[1] + matrix
->u
.m
[2][2] * in
[2] - matrix
->u
.m
[0][2] * in
[3];
3038 out
[3] = matrix
->u
.m
[1][0] * in
[1] - matrix
->u
.m
[2][0] * in
[2] + matrix
->u
.m
[0][0] * in
[3];
3043 matrix
->u
.m
[1][0] * matrix
->u
.m
[0][0], matrix
->u
.m
[1][1] * matrix
->u
.m
[0][1],
3044 matrix
->u
.m
[1][1] * matrix
->u
.m
[2][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[2][0],
3045 matrix
->u
.m
[2][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[2][1] * matrix
->u
.m
[2][1],
3046 matrix
->u
.m
[0][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[0][1] * matrix
->u
.m
[2][1],
3047 matrix
->u
.m
[0][1] * matrix
->u
.m
[0][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[1][0],
3048 matrix
->u
.m
[1][1] * matrix
->u
.m
[1][1], matrix
->u
.m
[0][0] * matrix
->u
.m
[0][0], };
3050 out
[4] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][0] + matrix
->u
.m
[0][1] * matrix
->u
.m
[1][0]) * in
[4];
3051 out
[4] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][1] + matrix
->u
.m
[1][1] * matrix
->u
.m
[2][0]) * in
[5];
3052 out
[4] += 1.7320508076f
* matrix
->u
.m
[2][0] * matrix
->u
.m
[2][1] * in
[6];
3053 out
[4] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[2][0] + matrix
->u
.m
[0][0] * matrix
->u
.m
[2][1]) * in
[7];
3054 out
[4] += (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][1] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][1]) * in
[8];
3056 out
[5] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][1]) * in
[5];
3057 out
[5] -= (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][1]) * in
[4];
3058 out
[5] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][1] * in
[6];
3059 out
[5] += (matrix
->u
.m
[0][2] * matrix
->u
.m
[2][1] + matrix
->u
.m
[0][1] * matrix
->u
.m
[2][2]) * in
[7];
3060 out
[5] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][1] * matrix
->u
.m
[1][2]) * in
[8];
3062 out
[6] = (matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2] - 0.5f
* (coeff
[4] + coeff
[5])) * in
[6];
3063 out
[6] -= (0.5773502692f
* (coeff
[0] + coeff
[1]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[0][2]) * in
[4];
3064 out
[6] += (0.5773502692f
* (coeff
[2] + coeff
[3]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[2][2]) * in
[5];
3065 out
[6] += (0.5773502692f
* (coeff
[6] + coeff
[7]) - 1.1547005384f
* matrix
->u
.m
[0][2] * matrix
->u
.m
[2][2]) * in
[7];
3066 out
[6] += (0.2886751347f
* (coeff
[9] - coeff
[8] + coeff
[10] - coeff
[11]) - 0.5773502692f
*
3067 (matrix
->u
.m
[1][2] * matrix
->u
.m
[1][2] - matrix
->u
.m
[0][2] * matrix
->u
.m
[0][2])) * in
[8];
3069 out
[7] = (matrix
->u
.m
[0][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[0][2] * matrix
->u
.m
[2][0]) * in
[7];
3070 out
[7] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][0]) * in
[4];
3071 out
[7] += (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][0]) * in
[5];
3072 out
[7] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][0] * in
[6];
3073 out
[7] -= (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][2]) * in
[8];
3075 out
[8] = 0.5f
* (coeff
[11] - coeff
[8] - coeff
[9] + coeff
[10]) * in
[8];
3076 out
[8] += (coeff
[0] - coeff
[1]) * in
[4];
3077 out
[8] += (coeff
[2] - coeff
[3]) * in
[5];
3078 out
[8] += 0.86602540f
* (coeff
[4] - coeff
[5]) * in
[6];
3079 out
[8] += (coeff
[7] - coeff
[6]) * in
[7];
3085 if (fabsf(matrix
->u
.m
[2][2]) != 1.0f
)
3087 sinb
= sqrtf(1.0f
- matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2]);
3088 alpha
= atan2f(matrix
->u
.m
[2][1] / sinb
, matrix
->u
.m
[2][0] / sinb
);
3089 beta
= atan2f(sinb
, matrix
->u
.m
[2][2]);
3090 gamma
= atan2f(matrix
->u
.m
[1][2] / sinb
, -matrix
->u
.m
[0][2] / sinb
);
3094 alpha
= atan2f(matrix
->u
.m
[0][1], matrix
->u
.m
[0][0]);
3099 D3DXSHRotateZ(temp
, order
, gamma
, in
);
3100 rotate_X(temp1
, order
, 1.0f
, temp
);
3101 D3DXSHRotateZ(temp
, order
, beta
, temp1
);
3102 rotate_X(temp1
, order
, -1.0f
, temp
);
3103 D3DXSHRotateZ(out
, order
, alpha
, temp1
);
3108 FLOAT
* WINAPI
D3DXSHRotateZ(FLOAT
*out
, UINT order
, FLOAT angle
, const FLOAT
*in
)
3113 TRACE("out %p, order %u, angle %f, in %p\n", out
, order
, angle
, in
);
3115 order
= min(max(order
, D3DXSH_MINORDER
), D3DXSH_MAXORDER
);
3119 for (i
= 1; i
< order
; i
++)
3123 c
[i
- 1] = cosf(i
* angle
);
3124 s
[i
- 1] = sinf(i
* angle
);
3127 out
[sum
- i
] = c
[i
- 1] * in
[sum
- i
];
3128 out
[sum
- i
] += s
[i
- 1] * in
[sum
+ i
];
3129 for (j
= i
- 1; j
> 0; j
--)
3131 out
[sum
- j
] = 0.0f
;
3132 out
[sum
- j
] = c
[j
- 1] * in
[sum
- j
];
3133 out
[sum
- j
] += s
[j
- 1] * in
[sum
+ j
];
3141 for (j
= 1; j
< i
; j
++)
3143 out
[sum
+ j
] = 0.0f
;
3144 out
[sum
+ j
] = -s
[j
- 1] * in
[sum
- j
];
3145 out
[sum
+ j
] += c
[j
- 1] * in
[sum
+ j
];
3147 out
[sum
+ i
] = -s
[i
- 1] * in
[sum
- i
];
3148 out
[sum
+ i
] += c
[i
- 1] * in
[sum
+ i
];
3154 FLOAT
* WINAPI
D3DXSHScale(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT scale
)
3158 TRACE("out %p, order %u, a %p, scale %f\n", out
, order
, a
, scale
);
3160 for (i
= 0; i
< order
* order
; i
++)
3161 out
[i
] = a
[i
] * scale
;