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 struct ID3DXMatrixStackImpl
40 ID3DXMatrixStack ID3DXMatrixStack_iface
;
44 unsigned int stack_size
;
48 static const unsigned int INITIAL_STACK_SIZE
= 32;
50 /*_________________D3DXColor____________________*/
52 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
54 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
56 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
57 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
58 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
63 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
67 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
69 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
70 pout
->r
= grey
+ s
* (pc
->r
- grey
);
71 pout
->g
= grey
+ s
* (pc
->g
- grey
);
72 pout
->b
= grey
+ s
* (pc
->b
- grey
);
77 /*_________________Misc__________________________*/
79 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
81 FLOAT a
, d
, g
, result
;
83 TRACE("costheta %f, refractionindex %f\n", costheta
, refractionindex
);
85 g
= sqrtf(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
88 result
= (costheta
* a
- 1.0f
) * (costheta
* a
- 1.0f
) / ((costheta
* d
+ 1.0f
) * (costheta
* d
+ 1.0f
)) + 1.0f
;
89 result
*= 0.5f
* d
* d
/ (a
* a
);
94 /*_________________D3DXMatrix____________________*/
96 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*out
, FLOAT scaling
, const D3DXVECTOR3
*rotationcenter
,
97 const D3DXQUATERNION
*rotation
, const D3DXVECTOR3
*translation
)
99 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
100 out
, scaling
, rotationcenter
, rotation
, translation
);
102 D3DXMatrixIdentity(out
);
106 FLOAT temp00
, temp01
, temp02
, temp10
, temp11
, temp12
, temp20
, temp21
, temp22
;
108 temp00
= 1.0f
- 2.0f
* (rotation
->y
* rotation
->y
+ rotation
->z
* rotation
->z
);
109 temp01
= 2.0f
* (rotation
->x
* rotation
->y
+ rotation
->z
* rotation
->w
);
110 temp02
= 2.0f
* (rotation
->x
* rotation
->z
- rotation
->y
* rotation
->w
);
111 temp10
= 2.0f
* (rotation
->x
* rotation
->y
- rotation
->z
* rotation
->w
);
112 temp11
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->z
* rotation
->z
);
113 temp12
= 2.0f
* (rotation
->y
* rotation
->z
+ rotation
->x
* rotation
->w
);
114 temp20
= 2.0f
* (rotation
->x
* rotation
->z
+ rotation
->y
* rotation
->w
);
115 temp21
= 2.0f
* (rotation
->y
* rotation
->z
- rotation
->x
* rotation
->w
);
116 temp22
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->y
* rotation
->y
);
118 out
->u
.m
[0][0] = scaling
* temp00
;
119 out
->u
.m
[0][1] = scaling
* temp01
;
120 out
->u
.m
[0][2] = scaling
* temp02
;
121 out
->u
.m
[1][0] = scaling
* temp10
;
122 out
->u
.m
[1][1] = scaling
* temp11
;
123 out
->u
.m
[1][2] = scaling
* temp12
;
124 out
->u
.m
[2][0] = scaling
* temp20
;
125 out
->u
.m
[2][1] = scaling
* temp21
;
126 out
->u
.m
[2][2] = scaling
* temp22
;
130 out
->u
.m
[3][0] = rotationcenter
->x
* (1.0f
- temp00
) - rotationcenter
->y
* temp10
131 - rotationcenter
->z
* temp20
;
132 out
->u
.m
[3][1] = rotationcenter
->y
* (1.0f
- temp11
) - rotationcenter
->x
* temp01
133 - rotationcenter
->z
* temp21
;
134 out
->u
.m
[3][2] = rotationcenter
->z
* (1.0f
- temp22
) - rotationcenter
->x
* temp02
135 - rotationcenter
->y
* temp12
;
140 out
->u
.m
[0][0] = scaling
;
141 out
->u
.m
[1][1] = scaling
;
142 out
->u
.m
[2][2] = scaling
;
147 out
->u
.m
[3][0] += translation
->x
;
148 out
->u
.m
[3][1] += translation
->y
;
149 out
->u
.m
[3][2] += translation
->z
;
155 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*out
, FLOAT scaling
,
156 const D3DXVECTOR2
*rotationcenter
, FLOAT rotation
, const D3DXVECTOR2
*translation
)
160 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
161 out
, scaling
, rotationcenter
, rotation
, translation
);
163 s
= sinf(rotation
/ 2.0f
);
164 tmp1
= 1.0f
- 2.0f
* s
* s
;
165 tmp2
= 2.0 * s
* cosf(rotation
/ 2.0f
);
167 D3DXMatrixIdentity(out
);
168 out
->u
.m
[0][0] = scaling
* tmp1
;
169 out
->u
.m
[0][1] = scaling
* tmp2
;
170 out
->u
.m
[1][0] = -scaling
* tmp2
;
171 out
->u
.m
[1][1] = scaling
* tmp1
;
177 x
= rotationcenter
->x
;
178 y
= rotationcenter
->y
;
180 out
->u
.m
[3][0] = y
* tmp2
- x
* tmp1
+ x
;
181 out
->u
.m
[3][1] = -x
* tmp2
- y
* tmp1
+ y
;
186 out
->u
.m
[3][0] += translation
->x
;
187 out
->u
.m
[3][1] += translation
->y
;
193 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, const D3DXMATRIX
*pm
)
195 D3DXMATRIX normalized
;
198 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale
, poutrotation
, pouttranslation
, pm
);
200 /*Compute the scaling part.*/
204 poutscale
->x
=D3DXVec3Length(&vec
);
209 poutscale
->y
=D3DXVec3Length(&vec
);
214 poutscale
->z
=D3DXVec3Length(&vec
);
216 /*Compute the translation part.*/
217 pouttranslation
->x
=pm
->u
.m
[3][0];
218 pouttranslation
->y
=pm
->u
.m
[3][1];
219 pouttranslation
->z
=pm
->u
.m
[3][2];
221 /*Let's calculate the rotation now*/
222 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
224 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
225 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
226 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
227 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
228 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
229 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
230 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
231 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
232 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
234 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
238 FLOAT WINAPI
D3DXMatrixDeterminant(const D3DXMATRIX
*pm
)
242 TRACE("pm %p\n", pm
);
244 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
245 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
246 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
247 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
248 v
[1] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
250 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
251 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
252 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
253 v
[2] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
254 v
[3] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
256 return pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[1] +
257 pm
->u
.m
[0][2] * v
[2] + pm
->u
.m
[0][3] * v
[3];
260 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, const D3DXMATRIX
*pm
)
262 FLOAT det
, t
[3], v
[16];
265 TRACE("pout %p, pdeterminant %p, pm %p\n", pout
, pdeterminant
, pm
);
267 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
268 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
269 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
270 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
271 v
[4] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
273 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
274 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
275 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
276 v
[8] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
277 v
[12] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
279 det
= pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[4] +
280 pm
->u
.m
[0][2] * v
[8] + pm
->u
.m
[0][3] * v
[12];
286 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
287 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
288 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
289 v
[1] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[2][1] * t
[1] - pm
->u
.m
[3][1] * t
[2];
290 v
[5] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[2][0] * t
[1] + pm
->u
.m
[3][0] * t
[2];
292 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[0][1];
293 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
294 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
295 v
[9] = -pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1]- pm
->u
.m
[0][3] * t
[2];
296 v
[13] = pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] + pm
->u
.m
[0][2] * t
[2];
298 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
299 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
300 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
301 v
[2] = pm
->u
.m
[0][1] * t
[0] - pm
->u
.m
[1][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
302 v
[6] = -pm
->u
.m
[0][0] * t
[0] + pm
->u
.m
[1][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
304 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[1][1] - pm
->u
.m
[1][0] * pm
->u
.m
[0][1];
305 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
306 t
[2] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
307 v
[10] = pm
->u
.m
[3][3] * t
[0] + pm
->u
.m
[1][3] * t
[1] + pm
->u
.m
[0][3] * t
[2];
308 v
[14] = -pm
->u
.m
[3][2] * t
[0] - pm
->u
.m
[1][2] * t
[1] - pm
->u
.m
[0][2] * t
[2];
310 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
311 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
312 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
313 v
[3] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[1][1] * t
[1] - pm
->u
.m
[2][1] * t
[2];
314 v
[7] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[1][0] * t
[1] + pm
->u
.m
[2][0] * t
[2];
316 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]) +
317 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]) -
318 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]);
320 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]) -
321 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]) +
322 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]);
326 for (i
= 0; i
< 4; i
++)
327 for (j
= 0; j
< 4; j
++)
328 pout
->u
.m
[i
][j
] = v
[4 * i
+ j
] * det
;
333 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
334 const D3DXVECTOR3
*up
)
336 D3DXVECTOR3 right
, upn
, vec
;
338 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
340 D3DXVec3Subtract(&vec
, at
, eye
);
341 D3DXVec3Normalize(&vec
, &vec
);
342 D3DXVec3Cross(&right
, up
, &vec
);
343 D3DXVec3Cross(&upn
, &vec
, &right
);
344 D3DXVec3Normalize(&right
, &right
);
345 D3DXVec3Normalize(&upn
, &upn
);
346 out
->u
.m
[0][0] = right
.x
;
347 out
->u
.m
[1][0] = right
.y
;
348 out
->u
.m
[2][0] = right
.z
;
349 out
->u
.m
[3][0] = -D3DXVec3Dot(&right
, eye
);
350 out
->u
.m
[0][1] = upn
.x
;
351 out
->u
.m
[1][1] = upn
.y
;
352 out
->u
.m
[2][1] = upn
.z
;
353 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
354 out
->u
.m
[0][2] = vec
.x
;
355 out
->u
.m
[1][2] = vec
.y
;
356 out
->u
.m
[2][2] = vec
.z
;
357 out
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, eye
);
358 out
->u
.m
[0][3] = 0.0f
;
359 out
->u
.m
[1][3] = 0.0f
;
360 out
->u
.m
[2][3] = 0.0f
;
361 out
->u
.m
[3][3] = 1.0f
;
366 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
367 const D3DXVECTOR3
*up
)
369 D3DXVECTOR3 right
, upn
, vec
;
371 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
373 D3DXVec3Subtract(&vec
, at
, eye
);
374 D3DXVec3Normalize(&vec
, &vec
);
375 D3DXVec3Cross(&right
, up
, &vec
);
376 D3DXVec3Cross(&upn
, &vec
, &right
);
377 D3DXVec3Normalize(&right
, &right
);
378 D3DXVec3Normalize(&upn
, &upn
);
379 out
->u
.m
[0][0] = -right
.x
;
380 out
->u
.m
[1][0] = -right
.y
;
381 out
->u
.m
[2][0] = -right
.z
;
382 out
->u
.m
[3][0] = D3DXVec3Dot(&right
, eye
);
383 out
->u
.m
[0][1] = upn
.x
;
384 out
->u
.m
[1][1] = upn
.y
;
385 out
->u
.m
[2][1] = upn
.z
;
386 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
387 out
->u
.m
[0][2] = -vec
.x
;
388 out
->u
.m
[1][2] = -vec
.y
;
389 out
->u
.m
[2][2] = -vec
.z
;
390 out
->u
.m
[3][2] = D3DXVec3Dot(&vec
, eye
);
391 out
->u
.m
[0][3] = 0.0f
;
392 out
->u
.m
[1][3] = 0.0f
;
393 out
->u
.m
[2][3] = 0.0f
;
394 out
->u
.m
[3][3] = 1.0f
;
399 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
404 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
410 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
];
418 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
423 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
425 for (i
= 0; i
< 4; i
++)
426 for (j
= 0; j
< 4; j
++)
427 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
];
433 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
435 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
437 D3DXMatrixIdentity(pout
);
438 pout
->u
.m
[0][0] = 2.0f
/ w
;
439 pout
->u
.m
[1][1] = 2.0f
/ h
;
440 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
441 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
445 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
447 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
449 D3DXMatrixIdentity(pout
);
450 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
451 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
452 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
453 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
454 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
455 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
459 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
461 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
463 D3DXMatrixIdentity(pout
);
464 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
465 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
466 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
467 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
468 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
469 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
473 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
475 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
477 D3DXMatrixIdentity(pout
);
478 pout
->u
.m
[0][0] = 2.0f
/ w
;
479 pout
->u
.m
[1][1] = 2.0f
/ h
;
480 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
481 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
485 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
487 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
489 D3DXMatrixIdentity(pout
);
490 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
491 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
492 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
493 pout
->u
.m
[2][3] = 1.0f
;
494 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
495 pout
->u
.m
[3][3] = 0.0f
;
499 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
501 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
503 D3DXMatrixIdentity(pout
);
504 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
505 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
506 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
507 pout
->u
.m
[2][3] = -1.0f
;
508 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
509 pout
->u
.m
[3][3] = 0.0f
;
513 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
515 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
517 D3DXMatrixIdentity(pout
);
518 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
519 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
520 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
521 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
522 pout
->u
.m
[2][3] = 1.0f
;
523 pout
->u
.m
[3][3] = 0.0f
;
527 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
529 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
531 D3DXMatrixIdentity(pout
);
532 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
533 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
534 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
535 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
536 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
537 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
538 pout
->u
.m
[2][3] = 1.0f
;
539 pout
->u
.m
[3][3] = 0.0f
;
543 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
545 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
547 D3DXMatrixIdentity(pout
);
548 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
549 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
550 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
551 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
552 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
553 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
554 pout
->u
.m
[2][3] = -1.0f
;
555 pout
->u
.m
[3][3] = 0.0f
;
559 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
561 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
563 D3DXMatrixIdentity(pout
);
564 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
565 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
566 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
567 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
568 pout
->u
.m
[2][3] = -1.0f
;
569 pout
->u
.m
[3][3] = 0.0f
;
573 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, const D3DXPLANE
*pplane
)
577 TRACE("pout %p, pplane %p\n", pout
, pplane
);
579 D3DXPlaneNormalize(&Nplane
, pplane
);
580 D3DXMatrixIdentity(pout
);
581 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
582 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
583 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
584 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
585 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
586 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
587 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
588 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
589 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
590 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
591 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
592 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
596 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
599 FLOAT sangle
, cangle
, cdiff
;
601 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
603 D3DXVec3Normalize(&nv
, v
);
604 sangle
= sinf(angle
);
605 cangle
= cosf(angle
);
606 cdiff
= 1.0f
- cangle
;
608 out
->u
.m
[0][0] = cdiff
* nv
.x
* nv
.x
+ cangle
;
609 out
->u
.m
[1][0] = cdiff
* nv
.x
* nv
.y
- sangle
* nv
.z
;
610 out
->u
.m
[2][0] = cdiff
* nv
.x
* nv
.z
+ sangle
* nv
.y
;
611 out
->u
.m
[3][0] = 0.0f
;
612 out
->u
.m
[0][1] = cdiff
* nv
.y
* nv
.x
+ sangle
* nv
.z
;
613 out
->u
.m
[1][1] = cdiff
* nv
.y
* nv
.y
+ cangle
;
614 out
->u
.m
[2][1] = cdiff
* nv
.y
* nv
.z
- sangle
* nv
.x
;
615 out
->u
.m
[3][1] = 0.0f
;
616 out
->u
.m
[0][2] = cdiff
* nv
.z
* nv
.x
- sangle
* nv
.y
;
617 out
->u
.m
[1][2] = cdiff
* nv
.z
* nv
.y
+ sangle
* nv
.x
;
618 out
->u
.m
[2][2] = cdiff
* nv
.z
* nv
.z
+ cangle
;
619 out
->u
.m
[3][2] = 0.0f
;
620 out
->u
.m
[0][3] = 0.0f
;
621 out
->u
.m
[1][3] = 0.0f
;
622 out
->u
.m
[2][3] = 0.0f
;
623 out
->u
.m
[3][3] = 1.0f
;
628 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, const D3DXQUATERNION
*pq
)
630 TRACE("pout %p, pq %p\n", pout
, pq
);
632 D3DXMatrixIdentity(pout
);
633 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
634 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
635 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
636 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
637 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
638 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
639 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
640 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
641 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
645 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
647 TRACE("pout %p, angle %f\n", pout
, angle
);
649 D3DXMatrixIdentity(pout
);
650 pout
->u
.m
[1][1] = cos(angle
);
651 pout
->u
.m
[2][2] = cos(angle
);
652 pout
->u
.m
[1][2] = sin(angle
);
653 pout
->u
.m
[2][1] = -sin(angle
);
657 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
659 TRACE("pout %p, angle %f\n", pout
, angle
);
661 D3DXMatrixIdentity(pout
);
662 pout
->u
.m
[0][0] = cos(angle
);
663 pout
->u
.m
[2][2] = cos(angle
);
664 pout
->u
.m
[0][2] = -sin(angle
);
665 pout
->u
.m
[2][0] = sin(angle
);
669 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
671 FLOAT sroll
, croll
, spitch
, cpitch
, syaw
, cyaw
;
673 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
677 spitch
= sinf(pitch
);
678 cpitch
= cosf(pitch
);
682 out
->u
.m
[0][0] = sroll
* spitch
* syaw
+ croll
* cyaw
;
683 out
->u
.m
[0][1] = sroll
* cpitch
;
684 out
->u
.m
[0][2] = sroll
* spitch
* cyaw
- croll
* syaw
;
685 out
->u
.m
[0][3] = 0.0f
;
686 out
->u
.m
[1][0] = croll
* spitch
* syaw
- sroll
* cyaw
;
687 out
->u
.m
[1][1] = croll
* cpitch
;
688 out
->u
.m
[1][2] = croll
* spitch
* cyaw
+ sroll
* syaw
;
689 out
->u
.m
[1][3] = 0.0f
;
690 out
->u
.m
[2][0] = cpitch
* syaw
;
691 out
->u
.m
[2][1] = -spitch
;
692 out
->u
.m
[2][2] = cpitch
* cyaw
;
693 out
->u
.m
[2][3] = 0.0f
;
694 out
->u
.m
[3][0] = 0.0f
;
695 out
->u
.m
[3][1] = 0.0f
;
696 out
->u
.m
[3][2] = 0.0f
;
697 out
->u
.m
[3][3] = 1.0f
;
702 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
704 TRACE("pout %p, angle %f\n", pout
, angle
);
706 D3DXMatrixIdentity(pout
);
707 pout
->u
.m
[0][0] = cos(angle
);
708 pout
->u
.m
[1][1] = cos(angle
);
709 pout
->u
.m
[0][1] = sin(angle
);
710 pout
->u
.m
[1][0] = -sin(angle
);
714 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
716 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout
, sx
, sy
, sz
);
718 D3DXMatrixIdentity(pout
);
719 pout
->u
.m
[0][0] = sx
;
720 pout
->u
.m
[1][1] = sy
;
721 pout
->u
.m
[2][2] = sz
;
725 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, const D3DXVECTOR4
*plight
, const D3DXPLANE
*pplane
)
730 TRACE("pout %p, plight %p, pplane %p\n", pout
, plight
, pplane
);
732 D3DXPlaneNormalize(&Nplane
, pplane
);
733 dot
= D3DXPlaneDot(&Nplane
, plight
);
734 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
735 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
736 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
737 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
738 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
739 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
740 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
741 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
742 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
743 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
744 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
745 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
746 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
747 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
748 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
749 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
753 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, const D3DXVECTOR3
*pscalingcenter
, const D3DXQUATERNION
*pscalingrotation
, const D3DXVECTOR3
*pscaling
, const D3DXVECTOR3
*protationcenter
, const D3DXQUATERNION
*protation
, const D3DXVECTOR3
*ptranslation
)
755 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
759 TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
760 pout
, pscalingcenter
, pscalingrotation
, pscaling
, protationcenter
, protation
, ptranslation
);
762 if ( !pscalingcenter
)
770 psc
.x
= pscalingcenter
->x
;
771 psc
.y
= pscalingcenter
->y
;
772 psc
.z
= pscalingcenter
->z
;
775 if ( !protationcenter
)
783 prc
.x
= protationcenter
->x
;
784 prc
.y
= protationcenter
->y
;
785 prc
.z
= protationcenter
->z
;
796 pt
.x
= ptranslation
->x
;
797 pt
.y
= ptranslation
->y
;
798 pt
.z
= ptranslation
->z
;
801 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
803 if ( !pscalingrotation
)
805 D3DXMatrixIdentity(&m2
);
806 D3DXMatrixIdentity(&m4
);
810 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
811 D3DXMatrixInverse(&m2
, NULL
, &m4
);
814 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
815 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
817 if ( !protation
) D3DXMatrixIdentity(&m6
);
818 else D3DXMatrixRotationQuaternion(&m6
, protation
);
820 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
821 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
822 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
823 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
824 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
825 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
826 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
827 D3DXMatrixMultiply(pout
, &m1
, &m7
);
831 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, const D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, const D3DXVECTOR2
*pscaling
, const D3DXVECTOR2
*protationcenter
, FLOAT rotation
, const D3DXVECTOR2
*ptranslation
)
833 D3DXQUATERNION rot
, sca_rot
;
834 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
836 TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
837 pout
, pscalingcenter
, scalingrotation
, pscaling
, protationcenter
, rotation
, ptranslation
);
839 if ( pscalingcenter
)
841 sca_center
.x
=pscalingcenter
->x
;
842 sca_center
.y
=pscalingcenter
->y
;
865 if ( protationcenter
)
867 rot_center
.x
=protationcenter
->x
;
868 rot_center
.y
=protationcenter
->y
;
880 trans
.x
=ptranslation
->x
;
881 trans
.y
=ptranslation
->y
;
891 rot
.w
=cos(rotation
/2.0f
);
894 rot
.z
=sin(rotation
/2.0f
);
896 sca_rot
.w
=cos(scalingrotation
/2.0f
);
899 sca_rot
.z
=sin(scalingrotation
/2.0f
);
901 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
906 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
908 TRACE("pout %p, x %f, y %f, z %f\n", pout
, x
, y
, z
);
910 D3DXMatrixIdentity(pout
);
917 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm
)
919 const D3DXMATRIX m
= *pm
;
922 TRACE("pout %p, pm %p\n", pout
, pm
);
925 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
930 /*_________________D3DXMatrixStack____________________*/
933 static inline struct ID3DXMatrixStackImpl
*impl_from_ID3DXMatrixStack(ID3DXMatrixStack
*iface
)
935 return CONTAINING_RECORD(iface
, struct ID3DXMatrixStackImpl
, ID3DXMatrixStack_iface
);
938 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **out
)
940 TRACE("iface %p, riid %s, out %p.\n", iface
, debugstr_guid(riid
), out
);
942 if (IsEqualGUID(riid
, &IID_ID3DXMatrixStack
)
943 || IsEqualGUID(riid
, &IID_IUnknown
))
945 ID3DXMatrixStack_AddRef(iface
);
950 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
953 return E_NOINTERFACE
;
956 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
958 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
959 ULONG ref
= InterlockedIncrement(&This
->ref
);
960 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
964 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
*iface
)
966 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
967 ULONG ref
= InterlockedDecrement(&This
->ref
);
970 HeapFree(GetProcessHeap(), 0, This
->stack
);
971 HeapFree(GetProcessHeap(), 0, This
);
973 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
977 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
979 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
981 TRACE("iface %p\n", iface
);
983 return &This
->stack
[This
->current
];
986 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
988 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
990 TRACE("iface %p\n", iface
);
992 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
997 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
999 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1001 TRACE("iface %p, pm %p\n", iface
, pm
);
1003 This
->stack
[This
->current
] = *pm
;
1008 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1010 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1012 TRACE("iface %p, pm %p\n", iface
, pm
);
1014 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
1019 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1021 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1023 TRACE("iface %p, pm %p\n", iface
, pm
);
1025 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
1030 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
1032 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1034 TRACE("iface %p\n", iface
);
1036 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
1037 if (!This
->current
) return D3D_OK
;
1039 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
1041 unsigned int new_size
;
1042 D3DXMATRIX
*new_stack
;
1044 new_size
= This
->stack_size
/ 2;
1045 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1048 This
->stack_size
= new_size
;
1049 This
->stack
= new_stack
;
1058 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
1060 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1062 TRACE("iface %p\n", iface
);
1064 if (This
->current
== This
->stack_size
- 1)
1066 unsigned int new_size
;
1067 D3DXMATRIX
*new_stack
;
1069 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
1071 new_size
= This
->stack_size
* 2;
1072 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1073 if (!new_stack
) return E_OUTOFMEMORY
;
1075 This
->stack_size
= new_size
;
1076 This
->stack
= new_stack
;
1080 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
1085 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1088 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1090 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1092 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1093 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1098 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1101 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1103 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1105 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1106 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1111 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1114 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1116 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1118 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1119 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1124 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1127 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1129 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1131 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1132 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1137 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1140 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1142 TRACE("iface %p,x %f, y %f, z %f\n", iface
, x
, y
, z
);
1144 D3DXMatrixScaling(&temp
, x
, y
, z
);
1145 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1150 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1153 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1155 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1157 D3DXMatrixScaling(&temp
, x
, y
, z
);
1158 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1163 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(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 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1171 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1176 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(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 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1184 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1189 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1191 ID3DXMatrixStackImpl_QueryInterface
,
1192 ID3DXMatrixStackImpl_AddRef
,
1193 ID3DXMatrixStackImpl_Release
,
1194 ID3DXMatrixStackImpl_Pop
,
1195 ID3DXMatrixStackImpl_Push
,
1196 ID3DXMatrixStackImpl_LoadIdentity
,
1197 ID3DXMatrixStackImpl_LoadMatrix
,
1198 ID3DXMatrixStackImpl_MultMatrix
,
1199 ID3DXMatrixStackImpl_MultMatrixLocal
,
1200 ID3DXMatrixStackImpl_RotateAxis
,
1201 ID3DXMatrixStackImpl_RotateAxisLocal
,
1202 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1203 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1204 ID3DXMatrixStackImpl_Scale
,
1205 ID3DXMatrixStackImpl_ScaleLocal
,
1206 ID3DXMatrixStackImpl_Translate
,
1207 ID3DXMatrixStackImpl_TranslateLocal
,
1208 ID3DXMatrixStackImpl_GetTop
1211 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, ID3DXMatrixStack
**stack
)
1213 struct ID3DXMatrixStackImpl
*object
;
1215 TRACE("flags %#x, stack %p.\n", flags
, stack
);
1217 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
1220 return E_OUTOFMEMORY
;
1222 object
->ID3DXMatrixStack_iface
.lpVtbl
= &ID3DXMatrixStack_Vtbl
;
1225 if (!(object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(*object
->stack
))))
1227 HeapFree(GetProcessHeap(), 0, object
);
1229 return E_OUTOFMEMORY
;
1232 object
->current
= 0;
1233 object
->stack_size
= INITIAL_STACK_SIZE
;
1234 D3DXMatrixIdentity(&object
->stack
[0]);
1236 TRACE("Created matrix stack %p.\n", object
);
1238 *stack
= &object
->ID3DXMatrixStack_iface
;
1242 /*_________________D3DXPLANE________________*/
1244 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, const D3DXVECTOR3
*pvpoint
, const D3DXVECTOR3
*pvnormal
)
1246 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout
, pvpoint
, pvnormal
);
1248 pout
->a
= pvnormal
->x
;
1249 pout
->b
= pvnormal
->y
;
1250 pout
->c
= pvnormal
->z
;
1251 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1255 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
)
1257 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1259 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
1261 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1262 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1263 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1264 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1265 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1266 D3DXVec3Normalize(&Nnormal
, &normal
);
1267 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1271 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, const D3DXPLANE
*pp
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
)
1273 D3DXVECTOR3 direction
, normal
;
1276 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout
, pp
, pv1
, pv2
);
1281 direction
.x
= pv2
->x
- pv1
->x
;
1282 direction
.y
= pv2
->y
- pv1
->y
;
1283 direction
.z
= pv2
->z
- pv1
->z
;
1284 dot
= D3DXVec3Dot(&normal
, &direction
);
1285 if ( !dot
) return NULL
;
1286 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1287 pout
->x
= pv1
->x
- temp
* direction
.x
;
1288 pout
->y
= pv1
->y
- temp
* direction
.y
;
1289 pout
->z
= pv1
->z
- temp
* direction
.z
;
1293 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*out
, const D3DXPLANE
*p
)
1297 TRACE("out %p, p %p\n", out
, p
);
1299 norm
= sqrtf(p
->a
* p
->a
+ p
->b
* p
->b
+ p
->c
* p
->c
);
1302 out
->a
= p
->a
/ norm
;
1303 out
->b
= p
->b
/ norm
;
1304 out
->c
= p
->c
/ norm
;
1305 out
->d
= p
->d
/ norm
;
1318 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, const D3DXPLANE
*pplane
, const D3DXMATRIX
*pm
)
1320 const D3DXPLANE plane
= *pplane
;
1322 TRACE("pout %p, pplane %p, pm %p\n", pout
, pplane
, pm
);
1324 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
;
1325 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
;
1326 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
;
1327 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
;
1331 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, const D3DXPLANE
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1335 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1337 for (i
= 0; i
< elements
; ++i
) {
1339 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1340 (const D3DXPLANE
*)((const char*)in
+ instride
* i
),
1346 /*_________________D3DXQUATERNION________________*/
1348 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1350 D3DXQUATERNION temp1
, temp2
;
1352 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout
, pq1
, pq2
, pq3
, f
, g
);
1354 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1358 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1362 TRACE("out %p, q %p\n", out
, q
);
1364 norm
= sqrtf(q
->x
* q
->x
+ q
->y
* q
->y
+ q
->z
* q
->z
);
1367 out
->x
= sinf(norm
) * q
->x
/ norm
;
1368 out
->y
= sinf(norm
) * q
->y
/ norm
;
1369 out
->z
= sinf(norm
) * q
->z
/ norm
;
1370 out
->w
= cosf(norm
);
1383 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq
)
1388 TRACE("pout %p, pq %p\n", pout
, pq
);
1390 norm
= D3DXQuaternionLengthSq(pq
);
1392 out
.x
= -pq
->x
/ norm
;
1393 out
.y
= -pq
->y
/ norm
;
1394 out
.z
= -pq
->z
/ norm
;
1395 out
.w
= pq
->w
/ norm
;
1401 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1405 TRACE("out %p, q %p\n", out
, q
);
1407 if ((q
->w
>= 1.0f
) || (q
->w
== -1.0f
))
1410 t
= acosf(q
->w
) / sqrtf(1.0f
- q
->w
* q
->w
);
1420 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
)
1424 TRACE("pout %p, pq1 %p, pq2 %p\n", pout
, pq1
, pq2
);
1426 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1427 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1428 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1429 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1434 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1438 TRACE("out %p, q %p\n", out
, q
);
1440 norm
= D3DXQuaternionLength(q
);
1442 out
->x
= q
->x
/ norm
;
1443 out
->y
= q
->y
/ norm
;
1444 out
->z
= q
->z
/ norm
;
1445 out
->w
= q
->w
/ norm
;
1450 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
1454 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
1456 D3DXVec3Normalize(&temp
, v
);
1458 out
->x
= sinf(angle
/ 2.0f
) * temp
.x
;
1459 out
->y
= sinf(angle
/ 2.0f
) * temp
.y
;
1460 out
->z
= sinf(angle
/ 2.0f
) * temp
.z
;
1461 out
->w
= cosf(angle
/ 2.0f
);
1466 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*out
, const D3DXMATRIX
*m
)
1470 TRACE("out %p, m %p\n", out
, m
);
1472 trace
= m
->u
.m
[0][0] + m
->u
.m
[1][1] + m
->u
.m
[2][2] + 1.0f
;
1475 s
= 2.0f
* sqrtf(trace
);
1476 out
->x
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1477 out
->y
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1478 out
->z
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1485 for (i
= 1; i
< 3; i
++)
1487 if (m
->u
.m
[i
][i
] > m
->u
.m
[maxi
][maxi
])
1494 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[0][0] - m
->u
.m
[1][1] - m
->u
.m
[2][2]);
1496 out
->y
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1497 out
->z
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1498 out
->w
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1502 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[1][1] - m
->u
.m
[0][0] - m
->u
.m
[2][2]);
1503 out
->x
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1505 out
->z
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1506 out
->w
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1510 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[2][2] - m
->u
.m
[0][0] - m
->u
.m
[1][1]);
1511 out
->x
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1512 out
->y
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1514 out
->w
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1522 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1524 FLOAT syaw
, cyaw
, spitch
, cpitch
, sroll
, croll
;
1526 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
1528 syaw
= sinf(yaw
/ 2.0f
);
1529 cyaw
= cosf(yaw
/ 2.0f
);
1530 spitch
= sinf(pitch
/ 2.0f
);
1531 cpitch
= cosf(pitch
/ 2.0f
);
1532 sroll
= sinf(roll
/ 2.0f
);
1533 croll
= cosf(roll
/ 2.0f
);
1535 out
->x
= syaw
* cpitch
* sroll
+ cyaw
* spitch
* croll
;
1536 out
->y
= syaw
* cpitch
* croll
- cyaw
* spitch
* sroll
;
1537 out
->z
= cyaw
* cpitch
* sroll
- syaw
* spitch
* croll
;
1538 out
->w
= cyaw
* cpitch
* croll
+ syaw
* spitch
* sroll
;
1543 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q1
,
1544 const D3DXQUATERNION
*q2
, FLOAT t
)
1548 TRACE("out %p, q1 %p, q2 %p, t %f\n", out
, q1
, q2
, t
);
1551 dot
= D3DXQuaternionDot(q1
, q2
);
1558 if (1.0f
- dot
> 0.001f
)
1560 FLOAT theta
= acosf(dot
);
1562 temp
= sinf(theta
* temp
) / sinf(theta
);
1563 t
= sinf(theta
* t
) / sinf(theta
);
1566 out
->x
= temp
* q1
->x
+ t
* q2
->x
;
1567 out
->y
= temp
* q1
->y
+ t
* q2
->y
;
1568 out
->z
= temp
* q1
->z
+ t
* q2
->z
;
1569 out
->w
= temp
* q1
->w
+ t
* q2
->w
;
1574 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, const D3DXQUATERNION
*pq4
, FLOAT t
)
1576 D3DXQUATERNION temp1
, temp2
;
1578 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout
, pq1
, pq2
, pq3
, pq4
, t
);
1580 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1584 static D3DXQUATERNION
add_diff(const D3DXQUATERNION
*q1
, const D3DXQUATERNION
*q2
, const FLOAT add
)
1586 D3DXQUATERNION temp
;
1588 temp
.x
= q1
->x
+ add
* q2
->x
;
1589 temp
.y
= q1
->y
+ add
* q2
->y
;
1590 temp
.z
= q1
->z
+ add
* q2
->z
;
1591 temp
.w
= q1
->w
+ add
* q2
->w
;
1596 void WINAPI
D3DXQuaternionSquadSetup(D3DXQUATERNION
*paout
, D3DXQUATERNION
*pbout
, D3DXQUATERNION
*pcout
, const D3DXQUATERNION
*pq0
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
)
1598 D3DXQUATERNION q
, temp1
, temp2
, temp3
, zero
;
1600 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout
, pbout
, pcout
, pq0
, pq1
, pq2
, pq3
);
1607 if ( D3DXQuaternionDot(pq0
, pq1
) < 0.0f
)
1608 temp2
= add_diff(&zero
, pq0
, -1.0f
);
1612 if ( D3DXQuaternionDot(pq1
, pq2
) < 0.0f
)
1613 *pcout
= add_diff(&zero
, pq2
, -1.0f
);
1617 if ( D3DXQuaternionDot(pcout
, pq3
) < 0.0f
)
1618 temp3
= add_diff(&zero
, pq3
, -1.0f
);
1622 D3DXQuaternionInverse(&temp1
, pq1
);
1623 D3DXQuaternionMultiply(&temp2
, &temp1
, &temp2
);
1624 D3DXQuaternionLn(&temp2
, &temp2
);
1625 D3DXQuaternionMultiply(&q
, &temp1
, pcout
);
1626 D3DXQuaternionLn(&q
, &q
);
1627 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1632 D3DXQuaternionExp(&temp1
, &temp1
);
1633 D3DXQuaternionMultiply(paout
, pq1
, &temp1
);
1635 D3DXQuaternionInverse(&temp1
, pcout
);
1636 D3DXQuaternionMultiply(&temp2
, &temp1
, pq1
);
1637 D3DXQuaternionLn(&temp2
, &temp2
);
1638 D3DXQuaternionMultiply(&q
, &temp1
, &temp3
);
1639 D3DXQuaternionLn(&q
, &q
);
1640 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1645 D3DXQuaternionExp(&temp1
, &temp1
);
1646 D3DXQuaternionMultiply(pbout
, pcout
, &temp1
);
1651 void WINAPI
D3DXQuaternionToAxisAngle(const D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1653 TRACE("pq %p, paxis %p, pangle %p\n", pq
, paxis
, pangle
);
1658 *pangle
= 2.0f
* acos(pq
->w
);
1661 /*_________________D3DXVec2_____________________*/
1663 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1665 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1667 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1668 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1672 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv0
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT s
)
1674 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1676 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
);
1677 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
);
1681 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pt1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pt2
, FLOAT s
)
1683 FLOAT h1
, h2
, h3
, h4
;
1685 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1687 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1688 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1689 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1690 h4
= s
* s
* s
- s
* s
;
1692 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1693 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1697 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
)
1701 TRACE("pout %p, pv %p\n", pout
, pv
);
1703 norm
= D3DXVec2Length(pv
);
1711 pout
->x
= pv
->x
/ norm
;
1712 pout
->y
= pv
->y
/ norm
;
1718 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1720 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1722 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1723 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1724 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1725 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1729 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1733 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1735 for (i
= 0; i
< elements
; ++i
) {
1737 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1738 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1744 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1749 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1752 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1754 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1755 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1760 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1764 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1766 for (i
= 0; i
< elements
; ++i
) {
1767 D3DXVec2TransformCoord(
1768 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1769 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1775 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1777 const D3DXVECTOR2 v
= *pv
;
1779 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1781 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1782 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1786 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
*in
, UINT instride
, const D3DXMATRIX
*matrix
, UINT elements
)
1790 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1792 for (i
= 0; i
< elements
; ++i
) {
1793 D3DXVec2TransformNormal(
1794 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1795 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1801 /*_________________D3DXVec3_____________________*/
1803 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1805 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1807 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1808 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1809 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1813 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv0
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT s
)
1815 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1817 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
);
1818 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
);
1819 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
);
1823 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pt1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pt2
, FLOAT s
)
1825 FLOAT h1
, h2
, h3
, h4
;
1827 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1829 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1830 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1831 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1832 h4
= s
* s
* s
- s
* s
;
1834 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1835 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1836 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1840 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
)
1844 TRACE("pout %p, pv %p\n", pout
, pv
);
1846 norm
= D3DXVec3Length(pv
);
1855 pout
->x
= pv
->x
/ norm
;
1856 pout
->y
= pv
->y
/ norm
;
1857 pout
->z
= pv
->z
/ norm
;
1863 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1867 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1869 D3DXMatrixIdentity(&m
);
1870 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1871 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1872 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1874 D3DXVec3TransformCoord(pout
, pv
, &m
);
1878 pout
->x
= pviewport
->X
+ ( 1.0f
+ pout
->x
) * pviewport
->Width
/ 2.0f
;
1879 pout
->y
= pviewport
->Y
+ ( 1.0f
- pout
->y
) * pviewport
->Height
/ 2.0f
;
1880 pout
->z
= pviewport
->MinZ
+ pout
->z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1885 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
)
1889 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1890 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
1892 for (i
= 0; i
< elements
; ++i
) {
1894 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1895 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1896 viewport
, projection
, view
, world
);
1901 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1903 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1905 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];
1906 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];
1907 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];
1908 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];
1912 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1916 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1918 for (i
= 0; i
< elements
; ++i
) {
1920 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1921 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1927 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1932 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1934 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];
1936 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
;
1937 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
;
1938 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
;
1945 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1949 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1951 for (i
= 0; i
< elements
; ++i
) {
1952 D3DXVec3TransformCoord(
1953 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1954 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1960 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1962 const D3DXVECTOR3 v
= *pv
;
1964 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1966 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1967 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1968 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1973 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1977 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1979 for (i
= 0; i
< elements
; ++i
) {
1980 D3DXVec3TransformNormal(
1981 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1982 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1988 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1992 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1994 D3DXMatrixIdentity(&m
);
1995 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1996 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1997 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1998 D3DXMatrixInverse(&m
, NULL
, &m
);
2003 pout
->x
= 2.0f
* ( pout
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
2004 pout
->y
= 1.0f
- 2.0f
* ( pout
->y
- pviewport
->Y
) / pviewport
->Height
;
2005 pout
->z
= ( pout
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
2007 D3DXVec3TransformCoord(pout
, pout
, &m
);
2011 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
)
2015 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
2016 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
2018 for (i
= 0; i
< elements
; ++i
) {
2020 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
2021 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
2022 viewport
, projection
, view
, world
);
2027 /*_________________D3DXVec4_____________________*/
2029 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
2031 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
2033 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
2034 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
2035 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
2036 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
2040 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv0
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT s
)
2042 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
2044 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
);
2045 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
);
2046 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
);
2047 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
);
2051 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
)
2055 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
2057 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
);
2058 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
));
2059 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
);
2060 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
));
2065 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pt1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pt2
, FLOAT s
)
2067 FLOAT h1
, h2
, h3
, h4
;
2069 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
2071 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
2072 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
2073 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
2074 h4
= s
* s
* s
- s
* s
;
2076 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
2077 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
2078 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
2079 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
2083 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
)
2087 TRACE("pout %p, pv %p\n", pout
, pv
);
2089 norm
= D3DXVec4Length(pv
);
2091 pout
->x
= pv
->x
/ norm
;
2092 pout
->y
= pv
->y
/ norm
;
2093 pout
->z
= pv
->z
/ norm
;
2094 pout
->w
= pv
->w
/ norm
;
2099 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
, const D3DXMATRIX
*pm
)
2103 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
2105 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
;
2106 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
;
2107 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
;
2108 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
;
2113 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR4
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
2117 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
2119 for (i
= 0; i
< elements
; ++i
) {
2121 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
2122 (const D3DXVECTOR4
*)((const char*)in
+ instride
* i
),
2128 unsigned short float_32_to_16(const float in
)
2130 int exp
= 0, origexp
;
2131 float tmp
= fabs(in
);
2132 int sign
= (copysignf(1, in
) < 0);
2133 unsigned int mantissa
;
2136 /* Deal with special numbers */
2137 if (isinf(in
)) return (sign
? 0xffff : 0x7fff);
2138 if (isnan(in
)) return (sign
? 0xffff : 0x7fff);
2139 if (in
== 0.0f
) return (sign
? 0x8000 : 0x0000);
2141 if (tmp
< powf(2, 10))
2147 } while (tmp
< powf(2, 10));
2149 else if (tmp
>= powf(2, 11))
2155 } while (tmp
>= powf(2, 11));
2158 exp
+= 10; /* Normalize the mantissa */
2159 exp
+= 15; /* Exponent is encoded with excess 15 */
2163 mantissa
= (unsigned int) tmp
;
2164 if ((tmp
- mantissa
== 0.5f
&& mantissa
% 2 == 1) || /* round half to even */
2165 (tmp
- mantissa
> 0.5f
))
2167 mantissa
++; /* round to nearest, away from zero */
2169 if (mantissa
== 2048)
2178 ret
= 0x7fff; /* INF */
2182 unsigned int rounding
= 0;
2184 /* Denormalized half float */
2186 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2188 return (sign
? 0x8000 : 0x0000);
2192 /* the 13 extra bits from single precision are used for rounding */
2193 mantissa
= (unsigned int)(tmp
* powf(2, 13));
2194 mantissa
>>= 1 - exp
; /* denormalize */
2196 mantissa
-= ~(mantissa
>> 13) & 1; /* round half to even */
2197 /* remove 13 least significant bits to get half float precision */
2199 rounding
= mantissa
& 1;
2202 ret
= mantissa
+ rounding
;
2206 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
2209 ret
|= ((sign
? 1 : 0) << 15); /* Add the sign */
2213 D3DXFLOAT16
*WINAPI
D3DXFloat32To16Array(D3DXFLOAT16
*pout
, const FLOAT
*pin
, UINT n
)
2217 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2219 for (i
= 0; i
< n
; ++i
)
2221 pout
[i
].value
= float_32_to_16(pin
[i
]);
2227 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2228 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2229 static inline float float_16_to_32(const unsigned short in
)
2231 const unsigned short s
= (in
& 0x8000);
2232 const unsigned short e
= (in
& 0x7C00) >> 10;
2233 const unsigned short m
= in
& 0x3FF;
2234 const float sgn
= (s
? -1.0f
: 1.0f
);
2238 if (m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
2239 else return sgn
* powf(2, -14.0f
) * (m
/ 1024.0f
);
2243 return sgn
* powf(2, e
- 15.0f
) * (1.0f
+ (m
/ 1024.0f
));
2247 FLOAT
*WINAPI
D3DXFloat16To32Array(FLOAT
*pout
, const D3DXFLOAT16
*pin
, UINT n
)
2251 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2253 for (i
= 0; i
< n
; ++i
)
2255 pout
[i
] = float_16_to_32(pin
[i
].value
);
2261 /*_________________D3DXSH________________*/
2263 FLOAT
* WINAPI
D3DXSHAdd(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2267 TRACE("out %p, order %u, a %p, b %p\n", out
, order
, a
, b
);
2269 for (i
= 0; i
< order
* order
; i
++)
2270 out
[i
] = a
[i
] + b
[i
];
2275 FLOAT WINAPI
D3DXSHDot(UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2280 TRACE("order %u, a %p, b %p\n", order
, a
, b
);
2283 for (i
= 1; i
< order
* order
; i
++)
2289 static void weightedcapintegrale(FLOAT
*out
, FLOAT order
, FLOAT angle
)
2293 coeff
[0] = cosf(angle
);
2295 out
[0] = 2.0f
* D3DX_PI
* (1.0f
- coeff
[0]);
2296 out
[1] = D3DX_PI
* sinf(angle
) * sinf(angle
);
2300 out
[2] = coeff
[0] * out
[1];
2304 coeff
[1] = coeff
[0] * coeff
[0];
2305 coeff
[2] = coeff
[1] * coeff
[1];
2307 out
[3] = D3DX_PI
* (-1.25f
* coeff
[2] + 1.5f
* coeff
[1] - 0.25f
);
2311 out
[4] = -0.25f
* D3DX_PI
* coeff
[0] * (7.0f
* coeff
[2] - 10.0f
* coeff
[1] + 3.0f
);
2315 out
[5] = D3DX_PI
* (-2.625f
* coeff
[2] * coeff
[1] + 4.375f
* coeff
[2] - 1.875f
* coeff
[1] + 0.125f
);
2318 HRESULT WINAPI
D3DXSHEvalConeLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2319 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2321 FLOAT cap
[6], clamped_angle
, norm
, scale
, temp
;
2324 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2325 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2328 return D3DXSHEvalDirectionalLight(order
, dir
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2330 clamped_angle
= (radius
> D3DX_PI
/ 2.0f
) ? (D3DX_PI
/ 2.0f
) : radius
;
2331 norm
= sinf(clamped_angle
) * sinf(clamped_angle
);
2333 if (order
> D3DXSH_MAXORDER
)
2335 WARN("Order clamped at D3DXSH_MAXORDER\n");
2336 order
= D3DXSH_MAXORDER
;
2339 weightedcapintegrale(cap
, order
, radius
);
2340 D3DXSHEvalDirection(rout
, order
, dir
);
2342 for (i
= 0; i
< order
; i
++)
2344 scale
= cap
[i
] / norm
;
2346 for (j
= 0; j
< 2 * i
+ 1; j
++)
2349 temp
= rout
[index
] * scale
;
2351 rout
[index
] = temp
* Rintensity
;
2353 gout
[index
] = temp
* Gintensity
;
2355 bout
[index
] = temp
* Bintensity
;
2362 FLOAT
* WINAPI
D3DXSHEvalDirection(FLOAT
*out
, UINT order
, const D3DXVECTOR3
*dir
)
2364 const FLOAT dirxx
= dir
->x
* dir
->x
;
2365 const FLOAT dirxy
= dir
->x
* dir
->y
;
2366 const FLOAT dirxz
= dir
->x
* dir
->z
;
2367 const FLOAT diryy
= dir
->y
* dir
->y
;
2368 const FLOAT diryz
= dir
->y
* dir
->z
;
2369 const FLOAT dirzz
= dir
->z
* dir
->z
;
2370 const FLOAT dirxxxx
= dirxx
* dirxx
;
2371 const FLOAT diryyyy
= diryy
* diryy
;
2372 const FLOAT dirzzzz
= dirzz
* dirzz
;
2373 const FLOAT dirxyxy
= dirxy
* dirxy
;
2375 TRACE("out %p, order %u, dir %p\n", out
, order
, dir
);
2377 if ((order
< D3DXSH_MINORDER
) || (order
> D3DXSH_MAXORDER
))
2380 out
[0] = 0.5f
/ sqrtf(D3DX_PI
);
2381 out
[1] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->y
;
2382 out
[2] = 0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->z
;
2383 out
[3] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->x
;
2387 out
[4] = 0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxy
;
2388 out
[5] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * diryz
;
2389 out
[6] = 0.25f
/ sqrtf(D3DX_PI
/ 5.0f
) * (3.0f
* dirzz
- 1.0f
);
2390 out
[7] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxz
;
2391 out
[8] = 0.25f
/ sqrtf(D3DX_PI
/ 15.0f
) * (dirxx
- diryy
);
2395 out
[9] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (3.0f
* dirxx
- diryy
);
2396 out
[10] = sqrtf(105.0f
/ D3DX_PI
) / 2.0f
* dirxy
* dir
->z
;
2397 out
[11] = -sqrtf(42.0 / D3DX_PI
) / 8.0f
* dir
->y
* (-1.0f
+ 5.0f
* dirzz
);
2398 out
[12] = sqrtf(7.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (5.0f
* dirzz
- 3.0f
);
2399 out
[13] = sqrtf(42.0 / D3DX_PI
) / 8.0f
* dir
->x
* (1.0f
- 5.0f
* dirzz
);
2400 out
[14] = sqrtf(105.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (dirxx
- diryy
);
2401 out
[15] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
);
2405 out
[16] = 0.75f
* sqrtf(35.0f
/ D3DX_PI
) * dirxy
* (dirxx
- diryy
);
2406 out
[17] = 3.0f
* dir
->z
* out
[9];
2407 out
[18] = 0.75f
* sqrtf(5.0f
/ D3DX_PI
) * dirxy
* (7.0f
* dirzz
- 1.0f
);
2408 out
[19] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * diryz
* (3.0f
- 7.0f
* dirzz
);
2409 out
[20] = 3.0f
/ (16.0f
* sqrtf(D3DX_PI
)) * (35.0f
* dirzzzz
- 30.f
* dirzz
+ 3.0f
);
2410 out
[21] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * dirxz
* (3.0f
- 7.0f
* dirzz
);
2411 out
[22] = 0.375f
* sqrtf(5.0f
/ D3DX_PI
) * (dirxx
- diryy
) * (7.0f
* dirzz
- 1.0f
);
2412 out
[23] = 3.0 * dir
->z
* out
[15];
2413 out
[24] = 3.0f
/ 16.0f
* sqrtf(35.0f
/ D3DX_PI
) * (dirxxxx
- 6.0f
* dirxyxy
+ diryyyy
);
2417 out
[25] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->y
* (5.0f
* dirxxxx
- 10.0f
* dirxyxy
+ diryyyy
);
2418 out
[26] = 0.75f
* sqrtf(385.0f
/ D3DX_PI
) * dirxy
* dir
->z
* (dirxx
- diryy
);
2419 out
[27] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->y
* (3.0f
* dirxx
- diryy
) * (1.0f
- 9.0f
* dirzz
);
2420 out
[28] = sqrtf(1155.0f
/ D3DX_PI
) / 4.0f
* dirxy
* dir
->z
* (3.0f
* dirzz
- 1.0f
);
2421 out
[29] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->y
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2422 out
[30] = sqrtf(11.0f
/ D3DX_PI
) / 16.0f
* dir
->z
* (63.0f
* dirzzzz
- 70.0f
* dirzz
+ 15.0f
);
2423 out
[31] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->x
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2424 out
[32] = sqrtf(1155.0f
/ D3DX_PI
) / 8.0f
* dir
->z
* (dirxx
- diryy
) * (3.0f
* dirzz
- 1.0f
);
2425 out
[33] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
) * (1.0f
- 9.0f
* dirzz
);
2426 out
[34] = 3.0f
/ 16.0f
* sqrtf(385.0f
/ D3DX_PI
) * dir
->z
* (dirxxxx
- 6.0 * dirxyxy
+ diryyyy
);
2427 out
[35] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->x
* (dirxxxx
- 10.0f
* dirxyxy
+ 5.0f
* diryyyy
);
2432 HRESULT WINAPI
D3DXSHEvalDirectionalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*Rout
, FLOAT
*Gout
, FLOAT
*Bout
)
2437 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
);
2446 D3DXSHEvalDirection(Rout
, order
, dir
);
2447 for (j
= 0; j
< order
* order
; j
++)
2451 Rout
[j
] = Rintensity
* temp
;
2453 Gout
[j
] = Gintensity
* temp
;
2455 Bout
[j
] = Bintensity
* temp
;
2461 HRESULT WINAPI
D3DXSHEvalHemisphereLight(UINT order
, const D3DXVECTOR3
*dir
, D3DXCOLOR top
, D3DXCOLOR bottom
,
2462 FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2464 FLOAT a
[2], temp
[4];
2467 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order
, dir
, rout
, gout
, bout
);
2469 D3DXSHEvalDirection(temp
, 2, dir
);
2471 a
[0] = (top
.r
+ bottom
.r
) * 3.0f
* D3DX_PI
;
2472 a
[1] = (top
.r
- bottom
.r
) * D3DX_PI
;
2473 for (i
= 0; i
< order
; i
++)
2474 for (j
= 0; j
< 2 * i
+ 1; j
++)
2476 rout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2478 rout
[i
* i
+ j
] = 0.0f
;
2482 a
[0] = (top
.g
+ bottom
.g
) * 3.0f
* D3DX_PI
;
2483 a
[1] = (top
.g
- bottom
.g
) * D3DX_PI
;
2484 for (i
= 0; i
< order
; i
++)
2485 for (j
= 0; j
< 2 * i
+ 1; j
++)
2487 gout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2489 gout
[i
* i
+ j
] = 0.0f
;
2494 a
[0] = (top
.b
+ bottom
.b
) * 3.0f
* D3DX_PI
;
2495 a
[1] = (top
.b
- bottom
.b
) * D3DX_PI
;
2496 for (i
= 0; i
< order
; i
++)
2497 for (j
= 0; j
< 2 * i
+ 1; j
++)
2499 bout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2501 bout
[i
* i
+ j
] = 0.0f
;
2507 HRESULT WINAPI
D3DXSHEvalSphericalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2508 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2511 FLOAT cap
[6], clamped_angle
, dist
, temp
;
2514 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2515 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2517 if (order
> D3DXSH_MAXORDER
)
2519 WARN("Order clamped at D3DXSH_MAXORDER\n");
2520 order
= D3DXSH_MAXORDER
;
2526 dist
= D3DXVec3Length(dir
);
2527 clamped_angle
= (dist
<= radius
) ? D3DX_PI
/ 2.0f
: asinf(radius
/ dist
);
2529 weightedcapintegrale(cap
, order
, clamped_angle
);
2530 D3DXVec3Normalize(&normal
, dir
);
2531 D3DXSHEvalDirection(rout
, order
, &normal
);
2533 for (i
= 0; i
< order
; i
++)
2534 for (j
= 0; j
< 2 * i
+ 1; j
++)
2537 temp
= rout
[index
] * cap
[i
];
2539 rout
[index
] = temp
* Rintensity
;
2541 gout
[index
] = temp
* Gintensity
;
2543 bout
[index
] = temp
* Bintensity
;
2549 FLOAT
* WINAPI
D3DXSHMultiply2(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2553 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2555 ta
= 0.28209479f
* a
[0];
2556 tb
= 0.28209479f
* b
[0];
2558 out
[0] = 0.28209479f
* D3DXSHDot(2, a
, b
);
2559 out
[1] = ta
* b
[1] + tb
* a
[1];
2560 out
[2] = ta
* b
[2] + tb
* a
[2];
2561 out
[3] = ta
* b
[3] + tb
* a
[3];
2566 FLOAT
* WINAPI
D3DXSHMultiply3(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2570 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2572 out
[0] = 0.28209479f
* a
[0] * b
[0];
2574 ta
= 0.28209479f
* a
[0] - 0.12615662f
* a
[6] - 0.21850968f
* a
[8];
2575 tb
= 0.28209479f
* b
[0] - 0.12615662f
* b
[6] - 0.21850968f
* b
[8];
2576 out
[1] = ta
* b
[1] + tb
* a
[1];
2578 out
[0] += 0.28209479f
* t
;
2579 out
[6] = -0.12615662f
* t
;
2580 out
[8] = -0.21850968f
* t
;
2582 ta
= 0.21850968f
* a
[5];
2583 tb
= 0.21850968f
* b
[5];
2584 out
[1] += ta
* b
[2] + tb
* a
[2];
2585 out
[2] = ta
* b
[1] + tb
* a
[1];
2586 t
= a
[1] * b
[2] +a
[2] * b
[1];
2587 out
[5] = 0.21850968f
* t
;
2589 ta
= 0.21850968f
* a
[4];
2590 tb
= 0.21850968f
* b
[4];
2591 out
[1] += ta
* b
[3] + tb
* a
[3];
2592 out
[3] = ta
* b
[1] + tb
* a
[1];
2593 t
= a
[1] * b
[3] + a
[3] * b
[1];
2594 out
[4] = 0.21850968f
* t
;
2596 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2597 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2598 out
[2] += ta
* b
[2] + tb
* a
[2];
2600 out
[0] += 0.28209480f
* t
;
2601 out
[6] += 0.25231326f
* t
;
2603 ta
= 0.21850969f
* a
[7];
2604 tb
= 0.21850969f
* b
[7];
2605 out
[2] += ta
* b
[3] + tb
* a
[3];
2606 out
[3] += ta
* b
[2] + tb
* a
[2];
2607 t
= a
[2] * b
[3] + a
[3] * b
[2];
2608 out
[7] = 0.21850969f
* t
;
2610 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2611 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2612 out
[3] += ta
* b
[3] + tb
* a
[3];
2614 out
[0] += 0.28209479f
* t
;
2615 out
[6] -= 0.12615663f
* t
;
2616 out
[8] += 0.21850969f
* t
;
2618 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2619 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2620 out
[4] += ta
* b
[4] + tb
* a
[4];
2622 out
[0] += 0.28209479f
* t
;
2623 out
[6] -= 0.18022375f
* t
;
2625 ta
= 0.15607835f
* a
[7];
2626 tb
= 0.15607835f
* b
[7];
2627 out
[4] += ta
* b
[5] + tb
* a
[5];
2628 out
[5] += ta
* b
[4] + tb
* a
[4];
2629 t
= a
[4] * b
[5] + a
[5] * b
[4];
2630 out
[7] += 0.15607834f
* t
;
2632 ta
= 0.28209479f
* a
[0] + 0.09011186 * a
[6] - 0.15607835f
* a
[8];
2633 tb
= 0.28209479f
* b
[0] + 0.09011186 * b
[6] - 0.15607835f
* b
[8];
2634 out
[5] += ta
* b
[5] + tb
* a
[5];
2636 out
[0] += 0.28209479f
* t
;
2637 out
[6] += 0.09011186f
* t
;
2638 out
[8] -= 0.15607835f
* t
;
2640 ta
= 0.28209480f
* a
[0];
2641 tb
= 0.28209480f
* b
[0];
2642 out
[6] += ta
* b
[6] + tb
* a
[6];
2644 out
[0] += 0.28209480f
* t
;
2645 out
[6] += 0.18022376f
* t
;
2647 ta
= 0.28209479f
* a
[0] + 0.09011186 * a
[6] + 0.15607835f
* a
[8];
2648 tb
= 0.28209479f
* b
[0] + 0.09011186 * b
[6] + 0.15607835f
* b
[8];
2649 out
[7] += ta
* b
[7] + tb
* a
[7];
2651 out
[0] += 0.28209479f
* t
;
2652 out
[6] += 0.09011186f
* t
;
2653 out
[8] += 0.15607835f
* t
;
2655 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2656 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2657 out
[8] += ta
* b
[8] + tb
* a
[8];
2659 out
[0] += 0.28209479f
* t
;
2660 out
[6] -= 0.18022375f
* t
;
2665 FLOAT
* WINAPI
D3DXSHMultiply4(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2669 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2671 out
[0] = 0.28209479f
* a
[0] * b
[0];
2673 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] - 0.21850969f
* a
[8];
2674 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] - 0.21850969f
* b
[8];
2675 out
[1] = ta
* b
[1] + tb
* a
[1];
2677 out
[0] += 0.28209479f
* t
;
2678 out
[6] = -0.12615663f
* t
;
2679 out
[8] = -0.21850969f
* t
;
2681 ta
= 0.21850969f
* a
[3] - 0.05839917f
* a
[13] - 0.22617901f
* a
[15];
2682 tb
= 0.21850969f
* b
[3] - 0.05839917f
* b
[13] - 0.22617901f
* b
[15];
2683 out
[1] += ta
* b
[4] + tb
* a
[4];
2684 out
[4] = ta
* b
[1] + tb
* a
[1];
2685 t
= a
[1] * b
[4] + a
[4] * b
[1];
2686 out
[3] = 0.21850969f
* t
;
2687 out
[13] = -0.05839917f
* t
;
2688 out
[15] = -0.22617901f
* t
;
2690 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] - 0.18467439f
* a
[14];
2691 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] - 0.18467439f
* b
[14];
2692 out
[1] += ta
* b
[5] + tb
* a
[5];
2693 out
[5] = ta
* b
[1] + tb
* a
[1];
2694 t
= a
[1] * b
[5] + a
[5] * b
[1];
2695 out
[2] = 0.21850969f
* t
;
2696 out
[12] = -0.14304817f
* t
;
2697 out
[14] = -0.18467439f
* t
;
2699 ta
= 0.20230066f
* a
[11];
2700 tb
= 0.20230066f
* b
[11];
2701 out
[1] += ta
* b
[6] + tb
* a
[6];
2702 out
[6] += ta
* b
[1] + tb
* a
[1];
2703 t
= a
[1] * b
[6] + a
[6] * b
[1];
2704 out
[11] = 0.20230066f
* t
;
2706 ta
= 0.22617901f
* a
[9] + 0.05839917f
* a
[11];
2707 tb
= 0.22617901f
* b
[9] + 0.05839917f
* b
[11];
2708 out
[1] += ta
* b
[8] + tb
* a
[8];
2709 out
[8] += ta
* b
[1] + tb
* a
[1];
2710 t
= a
[1] * b
[8] + a
[8] * b
[1];
2711 out
[9] = 0.22617901f
* t
;
2712 out
[11] += 0.05839917f
* t
;
2714 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2715 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2716 out
[2] += ta
* b
[2] + tb
* a
[2];
2718 out
[0] += 0.28209480f
* t
;
2719 out
[6] += 0.25231326f
* t
;
2721 ta
= 0.24776671f
* a
[12];
2722 tb
= 0.24776671f
* b
[12];
2723 out
[2] += ta
* b
[6] + tb
* a
[6];
2724 out
[6] += ta
* b
[2] + tb
* a
[2];
2725 t
= a
[2] * b
[6] + a
[6] * b
[2];
2726 out
[12] += 0.24776671f
* t
;
2728 ta
= 0.28209480f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2729 tb
= 0.28209480f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2730 out
[3] += ta
* b
[3] + tb
* a
[3];
2732 out
[0] += 0.28209480f
* t
;
2733 out
[6] -= 0.12615663f
* t
;
2734 out
[8] += 0.21850969f
* t
;
2736 ta
= 0.20230066f
* a
[13];
2737 tb
= 0.20230066f
* b
[13];
2738 out
[3] += ta
* b
[6] + tb
* a
[6];
2739 out
[6] += ta
* b
[3] + tb
* a
[3];
2740 t
= a
[3] * b
[6] + a
[6] * b
[3];
2741 out
[13] += 0.20230066f
* t
;
2743 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] + 0.18467439f
* a
[14];
2744 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] + 0.18467439f
* b
[14];
2745 out
[3] += ta
* b
[7] + tb
* a
[7];
2746 out
[7] = ta
* b
[3] + tb
* a
[3];
2747 t
= a
[3] * b
[7] + a
[7] * b
[3];
2748 out
[2] += 0.21850969f
* t
;
2749 out
[12] -= 0.14304817f
* t
;
2750 out
[14] += 0.18467439f
* t
;
2752 ta
= -0.05839917f
* a
[13] + 0.22617901f
* a
[15];
2753 tb
= -0.05839917f
* b
[13] + 0.22617901f
* b
[15];
2754 out
[3] += ta
* b
[8] + tb
* a
[8];
2755 out
[8] += ta
* b
[3] + tb
* a
[3];
2756 t
= a
[3] * b
[8] + a
[8] * b
[3];
2757 out
[13] -= 0.05839917f
* t
;
2758 out
[15] += 0.22617901f
* t
;
2760 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2761 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2762 out
[4] += ta
* b
[4] + tb
* a
[4];
2764 out
[0] += 0.28209479f
* t
;
2765 out
[6] -= 0.18022375f
* t
;
2767 ta
= 0.15607835f
* a
[7];
2768 tb
= 0.15607835f
* b
[7];
2769 out
[4] += ta
* b
[5] + tb
* a
[5];
2770 out
[5] += ta
* b
[4] + tb
* a
[4];
2771 t
= a
[4] * b
[5] + a
[5] * b
[4];
2772 out
[7] += 0.15607835f
* t
;
2774 ta
= 0.22617901f
* a
[3] - 0.09403160f
* a
[13];
2775 tb
= 0.22617901f
* b
[3] - 0.09403160f
* b
[13];
2776 out
[4] += ta
* b
[9] + tb
* a
[9];
2777 out
[9] += ta
* b
[4] + tb
* a
[4];
2778 t
= a
[4] * b
[9] + a
[9] * b
[4];
2779 out
[3] += 0.22617901f
* t
;
2780 out
[13] -= 0.09403160f
* t
;
2782 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2783 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2784 out
[4] += ta
* b
[10] + tb
* a
[10];
2785 out
[10] = ta
* b
[4] + tb
* a
[4];
2786 t
= a
[4] * b
[10] + a
[10] * b
[4];
2787 out
[2] += 0.18467439f
* t
;
2788 out
[12] -= 0.18806319f
* t
;
2790 ta
= -0.05839917f
* a
[3] + 0.14567312f
* a
[13] + 0.09403160f
* a
[15];
2791 tb
= -0.05839917f
* b
[3] + 0.14567312f
* b
[13] + 0.09403160f
* b
[15];
2792 out
[4] += ta
* b
[11] + tb
* a
[11];
2793 out
[11] += ta
* b
[4] + tb
* a
[4];
2794 t
= a
[4] * b
[11] + a
[11] * b
[4];
2795 out
[3] -= 0.05839917f
* t
;
2796 out
[13] += 0.14567312f
* t
;
2797 out
[15] += 0.09403160f
* t
;
2799 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2800 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2801 out
[5] += ta
* b
[5] + tb
* a
[5];
2803 out
[0] += 0.28209479f
* t
;
2804 out
[6] += 0.09011186f
* t
;
2805 out
[8] -= 0.15607835f
* t
;
2807 ta
= 0.14867701f
* a
[14];
2808 tb
= 0.14867701f
* b
[14];
2809 out
[5] += ta
* b
[9] + tb
* a
[9];
2810 out
[9] += ta
* b
[5] + tb
* a
[5];
2811 t
= a
[5] * b
[9] + a
[9] * b
[5];
2812 out
[14] += 0.14867701f
* t
;
2814 ta
= 0.18467439f
* a
[3] + 0.11516472f
* a
[13] - 0.14867701f
* a
[15];
2815 tb
= 0.18467439f
* b
[3] + 0.11516472f
* b
[13] - 0.14867701f
* b
[15];
2816 out
[5] += ta
* b
[10] + tb
* a
[10];
2817 out
[10] += ta
* b
[5] + tb
* a
[5];
2818 t
= a
[5] * b
[10] + a
[10] * b
[5];
2819 out
[3] += 0.18467439f
* t
;
2820 out
[13] += 0.11516472f
* t
;
2821 out
[15] -= 0.14867701f
* t
;
2823 ta
= 0.23359668f
* a
[2] + 0.05947080f
* a
[12] - 0.11516472f
* a
[14];
2824 tb
= 0.23359668f
* b
[2] + 0.05947080f
* b
[12] - 0.11516472f
* b
[14];
2825 out
[5] += ta
* b
[11] + tb
* a
[11];
2826 out
[11] += ta
* b
[5] + tb
* a
[5];
2827 t
= a
[5] * b
[11] + a
[11] * b
[5];
2828 out
[2] += 0.23359668f
* t
;
2829 out
[12] += 0.05947080f
* t
;
2830 out
[14] -= 0.11516472f
* t
;
2832 ta
= 0.28209479f
* a
[0];
2833 tb
= 0.28209479f
* b
[0];
2834 out
[6] += ta
* b
[6] + tb
* a
[6];
2836 out
[0] += 0.28209479f
* t
;
2837 out
[6] += 0.18022376f
* t
;
2839 ta
= 0.09011186f
* a
[6] + 0.28209479f
* a
[0] + 0.15607835f
* a
[8];
2840 tb
= 0.09011186f
* b
[6] + 0.28209479f
* b
[0] + 0.15607835f
* b
[8];
2841 out
[7] += ta
* b
[7] + tb
* a
[7];
2843 out
[6] += 0.09011186f
* t
;
2844 out
[0] += 0.28209479f
* t
;
2845 out
[8] += 0.15607835f
* t
;
2847 ta
= 0.14867701f
* a
[9] + 0.18467439f
* a
[1] + 0.11516472f
* a
[11];
2848 tb
= 0.14867701f
* b
[9] + 0.18467439f
* b
[1] + 0.11516472f
* b
[11];
2849 out
[7] += ta
* b
[10] + tb
* a
[10];
2850 out
[10] += ta
* b
[7] + tb
* a
[7];
2851 t
= a
[7] * b
[10] + a
[10] * b
[7];
2852 out
[9] += 0.14867701f
* t
;
2853 out
[1] += 0.18467439f
* t
;
2854 out
[11] += 0.11516472f
* t
;
2856 ta
= 0.05947080f
* a
[12] + 0.23359668f
* a
[2] + 0.11516472f
* a
[14];
2857 tb
= 0.05947080f
* b
[12] + 0.23359668f
* b
[2] + 0.11516472f
* b
[14];
2858 out
[7] += ta
* b
[13] + tb
* a
[13];
2859 out
[13] += ta
* b
[7]+ tb
* a
[7];
2860 t
= a
[7] * b
[13] + a
[13] * b
[7];
2861 out
[12] += 0.05947080f
* t
;
2862 out
[2] += 0.23359668f
* t
;
2863 out
[14] += 0.11516472f
* t
;
2865 ta
= 0.14867701f
* a
[15];
2866 tb
= 0.14867701f
* b
[15];
2867 out
[7] += ta
* b
[14] + tb
* a
[14];
2868 out
[14] += ta
* b
[7] + tb
* a
[7];
2869 t
= a
[7] * b
[14] + a
[14] * b
[7];
2870 out
[15] += 0.14867701f
* t
;
2872 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2873 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2874 out
[8] += ta
* b
[8] + tb
* a
[8];
2876 out
[0] += 0.28209479f
* t
;
2877 out
[6] -= 0.18022375f
* t
;
2879 ta
= -0.09403160f
* a
[11];
2880 tb
= -0.09403160f
* b
[11];
2881 out
[8] += ta
* b
[9] + tb
* a
[9];
2882 out
[9] += ta
* b
[8] + tb
* a
[8];
2883 t
= a
[8] * b
[9] + a
[9] * b
[8];
2884 out
[11] -= 0.09403160f
* t
;
2886 ta
= -0.09403160f
* a
[15];
2887 tb
= -0.09403160f
* b
[15];
2888 out
[8] += ta
* b
[13] + tb
* a
[13];
2889 out
[13] += ta
* b
[8] + tb
* a
[8];
2890 t
= a
[8] * b
[13] + a
[13] * b
[8];
2891 out
[15] -= 0.09403160f
* t
;
2893 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2894 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2895 out
[8] += ta
* b
[14] + tb
* a
[14];
2896 out
[14] += ta
* b
[8] + tb
* a
[8];
2897 t
= a
[8] * b
[14] + a
[14] * b
[8];
2898 out
[2] += 0.18467439f
* t
;
2899 out
[12] -= 0.18806319f
* t
;
2901 ta
= -0.21026104f
* a
[6] + 0.28209479f
* a
[0];
2902 tb
= -0.21026104f
* b
[6] + 0.28209479f
* b
[0];
2903 out
[9] += ta
* b
[9] + tb
* a
[9];
2905 out
[6] -= 0.21026104f
* t
;
2906 out
[0] += 0.28209479f
* t
;
2908 ta
= 0.28209479f
* a
[0];
2909 tb
= 0.28209479f
* b
[0];
2910 out
[10] += ta
* b
[10] + tb
* a
[10];
2912 out
[0] += 0.28209479f
* t
;
2914 ta
= 0.28209479f
* a
[0] + 0.12615663f
* a
[6] - 0.14567312f
* a
[8];
2915 tb
= 0.28209479f
* b
[0] + 0.12615663f
* b
[6] - 0.14567312f
* b
[8];
2916 out
[11] += ta
* b
[11] + tb
* a
[11];
2918 out
[0] += 0.28209479f
* t
;
2919 out
[6] += 0.12615663f
* t
;
2920 out
[8] -= 0.14567312f
* t
;
2922 ta
= 0.28209479f
* a
[0] + 0.16820885f
* a
[6];
2923 tb
= 0.28209479f
* b
[0] + 0.16820885f
* b
[6];
2924 out
[12] += ta
* b
[12] + tb
* a
[12];
2926 out
[0] += 0.28209479f
* t
;
2927 out
[6] += 0.16820885f
* t
;
2929 ta
=0.28209479f
* a
[0] + 0.14567312f
* a
[8] + 0.12615663f
* a
[6];
2930 tb
=0.28209479f
* b
[0] + 0.14567312f
* b
[8] + 0.12615663f
* b
[6];
2931 out
[13] += ta
* b
[13] + tb
* a
[13];
2933 out
[0] += 0.28209479f
* t
;
2934 out
[8] += 0.14567312f
* t
;
2935 out
[6] += 0.12615663f
* t
;
2937 ta
= 0.28209479f
* a
[0];
2938 tb
= 0.28209479f
* b
[0];
2939 out
[14] += ta
* b
[14] + tb
* a
[14];
2941 out
[0] += 0.28209479f
* t
;
2943 ta
= 0.28209479f
* a
[0] - 0.21026104f
* a
[6];
2944 tb
= 0.28209479f
* b
[0] - 0.21026104f
* b
[6];
2945 out
[15] += ta
* b
[15] + tb
* a
[15];
2947 out
[0] += 0.28209479f
* t
;
2948 out
[6] -= 0.21026104f
* t
;
2953 static void rotate_X(FLOAT
*out
, UINT order
, FLOAT a
, FLOAT
*in
)
2958 out
[2] = -a
* in
[1];
2963 out
[6] = -0.5f
* in
[6] - 0.8660253882f
* in
[8];
2964 out
[7] = -a
* in
[4];
2965 out
[8] = -0.8660253882f
* in
[6] + 0.5f
* in
[8];
2966 out
[9] = -a
* 0.7905694842f
* in
[12] + a
* 0.6123724580f
* in
[14];
2969 out
[11] = -a
* 0.6123724580f
* in
[12] - a
* 0.7905694842f
* in
[14];
2970 out
[12] = a
* 0.7905694842f
* in
[9] + a
* 0.6123724580f
* in
[11];
2971 out
[13] = -0.25f
* in
[13] - 0.9682458639f
* in
[15];
2972 out
[14] = -a
* 0.6123724580f
* in
[9] + a
* 0.7905694842f
* in
[11];
2973 out
[15] = -0.9682458639f
* in
[13] + 0.25f
* in
[15];
2977 out
[16] = -a
* 0.9354143739f
* in
[21] + a
* 0.3535533845f
* in
[23];
2978 out
[17] = -0.75f
* in
[17] + 0.6614378095f
* in
[19];
2979 out
[18] = -a
* 0.3535533845f
* in
[21] - a
* 0.9354143739f
* in
[23];
2980 out
[19] = 0.6614378095f
* in
[17] + 0.75f
* in
[19];
2981 out
[20] = 0.375f
* in
[20] + 0.5590170026f
* in
[22] + 0.7395099998f
* in
[24];
2982 out
[21] = a
* 0.9354143739f
* in
[16] + a
* 0.3535533845f
* in
[18];
2983 out
[22] = 0.5590170026f
* in
[20] + 0.5f
* in
[22] - 0.6614378691f
* in
[24];
2984 out
[23] = -a
* 0.3535533845f
* in
[16] + a
* 0.9354143739f
* in
[18];
2985 out
[24] = 0.7395099998f
* in
[20] - 0.6614378691f
* in
[22] + 0.125f
* in
[24];
2989 out
[25] = a
* 0.7015607357f
* in
[30] - a
* 0.6846531630f
* in
[32] + a
* 0.1976423711f
* in
[34];
2990 out
[26] = -0.5f
* in
[26] + 0.8660253882f
* in
[28];
2991 out
[27] = a
* 0.5229125023f
* in
[30] + a
* 0.3061861992f
* in
[32] - a
* 0.7954951525 * in
[34];
2992 out
[28] = 0.8660253882f
* in
[26] + 0.5f
* in
[28];
2993 out
[29] = a
* 0.4841229022f
* in
[30] + a
* 0.6614378691f
* in
[32] + a
* 0.5728219748f
* in
[34];
2994 out
[30] = -a
* 0.7015607357f
* in
[25] - a
* 0.5229125023f
* in
[27] - a
* 0.4841229022f
* in
[29];
2995 out
[31] = 0.125f
* in
[31] + 0.4050463140f
* in
[33] + 0.9057110548f
* in
[35];
2996 out
[32] = a
* 0.6846531630f
* in
[25] - a
* 0.3061861992f
* in
[27] - a
* 0.6614378691f
* in
[29];
2997 out
[33] = 0.4050463140f
* in
[31] + 0.8125f
* in
[33] - 0.4192627370f
* in
[35];
2998 out
[34] = -a
* 0.1976423711f
* in
[25] + a
* 0.7954951525f
* in
[27] - a
* 0.5728219748f
* in
[29];
2999 out
[35] = 0.9057110548f
* in
[31] - 0.4192627370f
* in
[33] + 0.0624999329f
* in
[35];
3002 FLOAT
* WINAPI
D3DXSHRotate(FLOAT
*out
, UINT order
, const D3DXMATRIX
*matrix
, const FLOAT
*in
)
3004 FLOAT alpha
, beta
, gamma
, sinb
, temp
[36], temp1
[36];
3006 TRACE("out %p, order %u, matrix %p, in %p\n", out
, order
, matrix
, in
);
3010 if ((order
> D3DXSH_MAXORDER
) || (order
< D3DXSH_MINORDER
))
3015 out
[1] = matrix
->u
.m
[1][1] * in
[1] - matrix
->u
.m
[2][1] * in
[2] + matrix
->u
.m
[0][1] * in
[3];
3016 out
[2] = -matrix
->u
.m
[1][2] * in
[1] + matrix
->u
.m
[2][2] * in
[2] - matrix
->u
.m
[0][2] * in
[3];
3017 out
[3] = matrix
->u
.m
[1][0] * in
[1] - matrix
->u
.m
[2][0] * in
[2] + matrix
->u
.m
[0][0] * in
[3];
3022 matrix
->u
.m
[1][0] * matrix
->u
.m
[0][0], matrix
->u
.m
[1][1] * matrix
->u
.m
[0][1],
3023 matrix
->u
.m
[1][1] * matrix
->u
.m
[2][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[2][0],
3024 matrix
->u
.m
[2][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[2][1] * matrix
->u
.m
[2][1],
3025 matrix
->u
.m
[0][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[0][1] * matrix
->u
.m
[2][1],
3026 matrix
->u
.m
[0][1] * matrix
->u
.m
[0][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[1][0],
3027 matrix
->u
.m
[1][1] * matrix
->u
.m
[1][1], matrix
->u
.m
[0][0] * matrix
->u
.m
[0][0], };
3029 out
[4] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][0] + matrix
->u
.m
[0][1] * matrix
->u
.m
[1][0]) * in
[4];
3030 out
[4] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][1] + matrix
->u
.m
[1][1] * matrix
->u
.m
[2][0]) * in
[5];
3031 out
[4] += 1.7320508076f
* matrix
->u
.m
[2][0] * matrix
->u
.m
[2][1] * in
[6];
3032 out
[4] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[2][0] + matrix
->u
.m
[0][0] * matrix
->u
.m
[2][1]) * in
[7];
3033 out
[4] += (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][1] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][1]) * in
[8];
3035 out
[5] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][1]) * in
[5];
3036 out
[5] -= (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][1]) * in
[4];
3037 out
[5] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][1] * in
[6];
3038 out
[5] += (matrix
->u
.m
[0][2] * matrix
->u
.m
[2][1] + matrix
->u
.m
[0][1] * matrix
->u
.m
[2][2]) * in
[7];
3039 out
[5] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][1] * matrix
->u
.m
[1][2]) * in
[8];
3041 out
[6] = (matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2] - 0.5f
* (coeff
[4] + coeff
[5])) * in
[6];
3042 out
[6] -= (0.5773502692f
* (coeff
[0] + coeff
[1]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[0][2]) * in
[4];
3043 out
[6] += (0.5773502692f
* (coeff
[2] + coeff
[3]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[2][2]) * in
[5];
3044 out
[6] += (0.5773502692f
* (coeff
[6] + coeff
[7]) - 1.1547005384f
* matrix
->u
.m
[0][2] * matrix
->u
.m
[2][2]) * in
[7];
3045 out
[6] += (0.2886751347f
* (coeff
[9] - coeff
[8] + coeff
[10] - coeff
[11]) - 0.5773502692f
*
3046 (matrix
->u
.m
[1][2] * matrix
->u
.m
[1][2] - matrix
->u
.m
[0][2] * matrix
->u
.m
[0][2])) * in
[8];
3048 out
[7] = (matrix
->u
.m
[0][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[0][2] * matrix
->u
.m
[2][0]) * in
[7];
3049 out
[7] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][0]) * in
[4];
3050 out
[7] += (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][0]) * in
[5];
3051 out
[7] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][0] * in
[6];
3052 out
[7] -= (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][2]) * in
[8];
3054 out
[8] = 0.5f
* (coeff
[11] - coeff
[8] - coeff
[9] + coeff
[10]) * in
[8];
3055 out
[8] += (coeff
[0] - coeff
[1]) * in
[4];
3056 out
[8] += (coeff
[2] - coeff
[3]) * in
[5];
3057 out
[8] += 0.86602540f
* (coeff
[4] - coeff
[5]) * in
[6];
3058 out
[8] += (coeff
[7] - coeff
[6]) * in
[7];
3064 if (fabsf(matrix
->u
.m
[2][2]) != 1.0f
)
3066 sinb
= sqrtf(1.0f
- matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2]);
3067 alpha
= atan2f(matrix
->u
.m
[2][1] / sinb
, matrix
->u
.m
[2][0] / sinb
);
3068 beta
= atan2f(sinb
, matrix
->u
.m
[2][2]);
3069 gamma
= atan2f(matrix
->u
.m
[1][2] / sinb
, -matrix
->u
.m
[0][2] / sinb
);
3073 alpha
= atan2f(matrix
->u
.m
[0][1], matrix
->u
.m
[0][0]);
3078 D3DXSHRotateZ(temp
, order
, gamma
, in
);
3079 rotate_X(temp1
, order
, 1.0f
, temp
);
3080 D3DXSHRotateZ(temp
, order
, beta
, temp1
);
3081 rotate_X(temp1
, order
, -1.0f
, temp
);
3082 D3DXSHRotateZ(out
, order
, alpha
, temp1
);
3087 FLOAT
* WINAPI
D3DXSHRotateZ(FLOAT
*out
, UINT order
, FLOAT angle
, const FLOAT
*in
)
3092 TRACE("out %p, order %u, angle %f, in %p\n", out
, order
, angle
, in
);
3094 order
= min(max(order
, D3DXSH_MINORDER
), D3DXSH_MAXORDER
);
3098 for (i
= 1; i
< order
; i
++)
3102 c
[i
- 1] = cosf(i
* angle
);
3103 s
[i
- 1] = sinf(i
* angle
);
3106 out
[sum
- i
] = c
[i
- 1] * in
[sum
- i
];
3107 out
[sum
- i
] += s
[i
- 1] * in
[sum
+ i
];
3108 for (j
= i
- 1; j
> 0; j
--)
3110 out
[sum
- j
] = 0.0f
;
3111 out
[sum
- j
] = c
[j
- 1] * in
[sum
- j
];
3112 out
[sum
- j
] += s
[j
- 1] * in
[sum
+ j
];
3120 for (j
= 1; j
< i
; j
++)
3122 out
[sum
+ j
] = 0.0f
;
3123 out
[sum
+ j
] = -s
[j
- 1] * in
[sum
- j
];
3124 out
[sum
+ j
] += c
[j
- 1] * in
[sum
+ j
];
3126 out
[sum
+ i
] = -s
[i
- 1] * in
[sum
- i
];
3127 out
[sum
+ i
] += c
[i
- 1] * in
[sum
+ i
];
3133 FLOAT
* WINAPI
D3DXSHScale(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT scale
)
3137 TRACE("out %p, order %u, a %p, scale %f\n", out
, order
, a
, scale
);
3139 for (i
= 0; i
< order
* order
; i
++)
3140 out
[i
] = a
[i
] * scale
;