2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #define NONAMELESSUNION
28 #include "wine/port.h"
32 #include "d3dx9_36_private.h"
34 #include "wine/debug.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
38 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
;
40 struct ID3DXMatrixStackImpl
42 ID3DXMatrixStack ID3DXMatrixStack_iface
;
46 unsigned int stack_size
;
51 /*_________________D3DXColor____________________*/
53 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
55 TRACE("(%p, %p, %f)\n", pout
, pc
, s
);
57 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
58 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
59 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
64 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
68 TRACE("(%p, %p, %f)\n", pout
, pc
, s
);
70 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
71 pout
->r
= grey
+ s
* (pc
->r
- grey
);
72 pout
->g
= grey
+ s
* (pc
->g
- grey
);
73 pout
->b
= grey
+ s
* (pc
->b
- grey
);
78 /*_________________Misc__________________________*/
80 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
82 FLOAT a
, d
, g
, result
;
84 TRACE("costheta %f, refractionindex %f\n", costheta
, refractionindex
);
86 g
= sqrtf(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
89 result
= (costheta
* a
- 1.0f
) * (costheta
* a
- 1.0f
) / ((costheta
* d
+ 1.0f
) * (costheta
* d
+ 1.0f
)) + 1.0f
;
90 result
*= 0.5f
* d
* d
/ (a
* a
);
95 /*_________________D3DXMatrix____________________*/
97 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*out
, FLOAT scaling
, const D3DXVECTOR3
*rotationcenter
,
98 const D3DXQUATERNION
*rotation
, const D3DXVECTOR3
*translation
)
100 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
101 out
, scaling
, rotationcenter
, rotation
, translation
);
103 D3DXMatrixIdentity(out
);
107 out
->u
.m
[3][0] = -rotationcenter
->x
;
108 out
->u
.m
[3][1] = -rotationcenter
->y
;
109 out
->u
.m
[3][2] = -rotationcenter
->z
;
114 FLOAT temp00
, temp01
, temp02
, temp10
, temp11
, temp12
, temp20
, temp21
, temp22
;
116 temp00
= 1.0f
- 2.0f
* (rotation
->y
* rotation
->y
+ rotation
->z
* rotation
->z
);
117 temp01
= 2.0f
* (rotation
->x
* rotation
->y
+ rotation
->z
* rotation
->w
);
118 temp02
= 2.0f
* (rotation
->x
* rotation
->z
- rotation
->y
* rotation
->w
);
119 temp10
= 2.0f
* (rotation
->x
* rotation
->y
- rotation
->z
* rotation
->w
);
120 temp11
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->z
* rotation
->z
);
121 temp12
= 2.0f
* (rotation
->y
* rotation
->z
+ rotation
->x
* rotation
->w
);
122 temp20
= 2.0f
* (rotation
->x
* rotation
->z
+ rotation
->y
* rotation
->w
);
123 temp21
= 2.0f
* (rotation
->y
* rotation
->z
- rotation
->x
* rotation
->w
);
124 temp22
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->y
* rotation
->y
);
126 out
->u
.m
[0][0] = scaling
* temp00
;
127 out
->u
.m
[0][1] = scaling
* temp01
;
128 out
->u
.m
[0][2] = scaling
* temp02
;
129 out
->u
.m
[1][0] = scaling
* temp10
;
130 out
->u
.m
[1][1] = scaling
* temp11
;
131 out
->u
.m
[1][2] = scaling
* temp12
;
132 out
->u
.m
[2][0] = scaling
* temp20
;
133 out
->u
.m
[2][1] = scaling
* temp21
;
134 out
->u
.m
[2][2] = scaling
* temp22
;
144 out
->u
.m
[3][0] = x
* temp00
+ y
* temp10
+ z
* temp20
;
145 out
->u
.m
[3][1] = x
* temp01
+ y
* temp11
+ z
* temp21
;
146 out
->u
.m
[3][2] = x
* temp02
+ y
* temp12
+ z
* temp22
;
151 out
->u
.m
[0][0] = scaling
;
152 out
->u
.m
[1][1] = scaling
;
153 out
->u
.m
[2][2] = scaling
;
158 out
->u
.m
[3][0] += rotationcenter
->x
;
159 out
->u
.m
[3][1] += rotationcenter
->y
;
160 out
->u
.m
[3][2] += rotationcenter
->z
;
165 out
->u
.m
[3][0] += translation
->x
;
166 out
->u
.m
[3][1] += translation
->y
;
167 out
->u
.m
[3][2] += translation
->z
;
173 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*out
, FLOAT scaling
,
174 const D3DXVECTOR2
*rotationcenter
, FLOAT rotation
, const D3DXVECTOR2
*translation
)
178 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
179 out
, scaling
, rotationcenter
, rotation
, translation
);
181 s
= sinf(rotation
/ 2.0f
);
182 tmp1
= 1.0f
- 2.0f
* s
* s
;
183 tmp2
= 2.0 * s
* cosf(rotation
/ 2.0f
);
185 D3DXMatrixIdentity(out
);
186 out
->u
.m
[0][0] = scaling
* tmp1
;
187 out
->u
.m
[0][1] = scaling
* tmp2
;
188 out
->u
.m
[1][0] = -scaling
* tmp2
;
189 out
->u
.m
[1][1] = scaling
* tmp1
;
195 x
= rotationcenter
->x
;
196 y
= rotationcenter
->y
;
198 out
->u
.m
[3][0] = y
* tmp2
- x
* tmp1
+ x
;
199 out
->u
.m
[3][1] = -x
* tmp2
- y
* tmp1
+ y
;
204 out
->u
.m
[3][0] += translation
->x
;
205 out
->u
.m
[3][1] += translation
->y
;
211 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, CONST D3DXMATRIX
*pm
)
213 D3DXMATRIX normalized
;
216 TRACE("(%p, %p, %p, %p)\n", poutscale
, poutrotation
, pouttranslation
, pm
);
218 /*Compute the scaling part.*/
222 poutscale
->x
=D3DXVec3Length(&vec
);
227 poutscale
->y
=D3DXVec3Length(&vec
);
232 poutscale
->z
=D3DXVec3Length(&vec
);
234 /*Compute the translation part.*/
235 pouttranslation
->x
=pm
->u
.m
[3][0];
236 pouttranslation
->y
=pm
->u
.m
[3][1];
237 pouttranslation
->z
=pm
->u
.m
[3][2];
239 /*Let's calculate the rotation now*/
240 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
242 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
243 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
244 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
245 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
246 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
247 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
248 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
249 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
250 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
252 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
256 FLOAT WINAPI
D3DXMatrixDeterminant(CONST D3DXMATRIX
*pm
)
258 D3DXVECTOR4 minor
, v1
, v2
, v3
;
263 v1
.x
= pm
->u
.m
[0][0]; v1
.y
= pm
->u
.m
[1][0]; v1
.z
= pm
->u
.m
[2][0]; v1
.w
= pm
->u
.m
[3][0];
264 v2
.x
= pm
->u
.m
[0][1]; v2
.y
= pm
->u
.m
[1][1]; v2
.z
= pm
->u
.m
[2][1]; v2
.w
= pm
->u
.m
[3][1];
265 v3
.x
= pm
->u
.m
[0][2]; v3
.y
= pm
->u
.m
[1][2]; v3
.z
= pm
->u
.m
[2][2]; v3
.w
= pm
->u
.m
[3][2];
266 D3DXVec4Cross(&minor
, &v1
, &v2
, &v3
);
267 det
= - (pm
->u
.m
[0][3] * minor
.x
+ pm
->u
.m
[1][3] * minor
.y
+ pm
->u
.m
[2][3] * minor
.z
+ pm
->u
.m
[3][3] * minor
.w
);
271 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, CONST D3DXMATRIX
*pm
)
275 D3DXVECTOR4 v
, vec
[3];
278 TRACE("(%p, %p, %p)\n", pout
, pdeterminant
, pm
);
280 det
= D3DXMatrixDeterminant(pm
);
281 if ( !det
) return NULL
;
282 if ( pdeterminant
) *pdeterminant
= det
;
290 if ( j
> i
) a
= a
-1;
291 vec
[a
].x
= pm
->u
.m
[j
][0];
292 vec
[a
].y
= pm
->u
.m
[j
][1];
293 vec
[a
].z
= pm
->u
.m
[j
][2];
294 vec
[a
].w
= pm
->u
.m
[j
][3];
297 D3DXVec4Cross(&v
, &vec
[0], &vec
[1], &vec
[2]);
298 out
.u
.m
[0][i
] = pow(-1.0f
, i
) * v
.x
/ det
;
299 out
.u
.m
[1][i
] = pow(-1.0f
, i
) * v
.y
/ det
;
300 out
.u
.m
[2][i
] = pow(-1.0f
, i
) * v
.z
/ det
;
301 out
.u
.m
[3][i
] = pow(-1.0f
, i
) * v
.w
/ det
;
308 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
310 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
312 TRACE("(%p, %p, %p, %p)\n", pout
, peye
, pat
, pup
);
314 D3DXVec3Subtract(&vec2
, pat
, peye
);
315 D3DXVec3Normalize(&vec
, &vec2
);
316 D3DXVec3Cross(&right
, pup
, &vec
);
317 D3DXVec3Cross(&up
, &vec
, &right
);
318 D3DXVec3Normalize(&rightn
, &right
);
319 D3DXVec3Normalize(&upn
, &up
);
320 pout
->u
.m
[0][0] = rightn
.x
;
321 pout
->u
.m
[1][0] = rightn
.y
;
322 pout
->u
.m
[2][0] = rightn
.z
;
323 pout
->u
.m
[3][0] = -D3DXVec3Dot(&rightn
,peye
);
324 pout
->u
.m
[0][1] = upn
.x
;
325 pout
->u
.m
[1][1] = upn
.y
;
326 pout
->u
.m
[2][1] = upn
.z
;
327 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
328 pout
->u
.m
[0][2] = vec
.x
;
329 pout
->u
.m
[1][2] = vec
.y
;
330 pout
->u
.m
[2][2] = vec
.z
;
331 pout
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, peye
);
332 pout
->u
.m
[0][3] = 0.0f
;
333 pout
->u
.m
[1][3] = 0.0f
;
334 pout
->u
.m
[2][3] = 0.0f
;
335 pout
->u
.m
[3][3] = 1.0f
;
339 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
341 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
343 TRACE("(%p, %p, %p, %p)\n", pout
, peye
, pat
, pup
);
345 D3DXVec3Subtract(&vec2
, pat
, peye
);
346 D3DXVec3Normalize(&vec
, &vec2
);
347 D3DXVec3Cross(&right
, pup
, &vec
);
348 D3DXVec3Cross(&up
, &vec
, &right
);
349 D3DXVec3Normalize(&rightn
, &right
);
350 D3DXVec3Normalize(&upn
, &up
);
351 pout
->u
.m
[0][0] = -rightn
.x
;
352 pout
->u
.m
[1][0] = -rightn
.y
;
353 pout
->u
.m
[2][0] = -rightn
.z
;
354 pout
->u
.m
[3][0] = D3DXVec3Dot(&rightn
,peye
);
355 pout
->u
.m
[0][1] = upn
.x
;
356 pout
->u
.m
[1][1] = upn
.y
;
357 pout
->u
.m
[2][1] = upn
.z
;
358 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
359 pout
->u
.m
[0][2] = -vec
.x
;
360 pout
->u
.m
[1][2] = -vec
.y
;
361 pout
->u
.m
[2][2] = -vec
.z
;
362 pout
->u
.m
[3][2] = D3DXVec3Dot(&vec
, peye
);
363 pout
->u
.m
[0][3] = 0.0f
;
364 pout
->u
.m
[1][3] = 0.0f
;
365 pout
->u
.m
[2][3] = 0.0f
;
366 pout
->u
.m
[3][3] = 1.0f
;
370 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
375 TRACE("(%p, %p, %p)\n", pout
, pm1
, pm2
);
381 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
];
389 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
391 TRACE("%p, %p, %p)\n", pout
, pm1
, pm2
);
393 D3DXMatrixMultiply(pout
, pm1
, pm2
);
394 D3DXMatrixTranspose(pout
, pout
);
398 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
400 TRACE("(%p, %f, %f, %f, %f)\n", pout
, w
, h
, zn
, zf
);
402 D3DXMatrixIdentity(pout
);
403 pout
->u
.m
[0][0] = 2.0f
/ w
;
404 pout
->u
.m
[1][1] = 2.0f
/ h
;
405 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
406 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
410 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
412 TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout
, l
, r
, b
, t
, zn
, zf
);
414 D3DXMatrixIdentity(pout
);
415 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
416 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
417 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
418 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
419 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
420 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
424 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
426 TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout
, l
, r
, b
, t
, zn
, zf
);
428 D3DXMatrixIdentity(pout
);
429 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
430 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
431 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
432 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
433 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
434 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
438 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
440 TRACE("(%p, %f, %f, %f, %f)\n", pout
, w
, h
, zn
, zf
);
442 D3DXMatrixIdentity(pout
);
443 pout
->u
.m
[0][0] = 2.0f
/ w
;
444 pout
->u
.m
[1][1] = 2.0f
/ h
;
445 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
446 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
450 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
452 TRACE("(%p, %f, %f, %f, %f)\n", pout
, fovy
, aspect
, zn
, zf
);
454 D3DXMatrixIdentity(pout
);
455 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
456 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
457 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
458 pout
->u
.m
[2][3] = 1.0f
;
459 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
460 pout
->u
.m
[3][3] = 0.0f
;
464 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
466 TRACE("(%p, %f, %f, %f, %f)\n", pout
, fovy
, aspect
, zn
, zf
);
468 D3DXMatrixIdentity(pout
);
469 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
470 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
471 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
472 pout
->u
.m
[2][3] = -1.0f
;
473 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
474 pout
->u
.m
[3][3] = 0.0f
;
478 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
480 TRACE("(%p, %f, %f, %f, %f)\n", pout
, w
, h
, zn
, zf
);
482 D3DXMatrixIdentity(pout
);
483 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
484 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
485 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
486 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
487 pout
->u
.m
[2][3] = 1.0f
;
488 pout
->u
.m
[3][3] = 0.0f
;
492 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
494 TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout
, l
, r
, b
, t
, zn
, zf
);
496 D3DXMatrixIdentity(pout
);
497 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
498 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
499 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
500 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
501 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
502 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
503 pout
->u
.m
[2][3] = 1.0f
;
504 pout
->u
.m
[3][3] = 0.0f
;
508 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
510 TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout
, l
, r
, b
, t
, zn
, zf
);
512 D3DXMatrixIdentity(pout
);
513 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
514 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
515 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
516 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
517 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
518 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
519 pout
->u
.m
[2][3] = -1.0f
;
520 pout
->u
.m
[3][3] = 0.0f
;
524 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
526 TRACE("(%p, %f, %f, %f, %f)\n", pout
, w
, h
, zn
, zf
);
528 D3DXMatrixIdentity(pout
);
529 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
530 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
531 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
532 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
533 pout
->u
.m
[2][3] = -1.0f
;
534 pout
->u
.m
[3][3] = 0.0f
;
538 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, CONST D3DXPLANE
*pplane
)
542 TRACE("(%p, %p)\n", pout
, pplane
);
544 D3DXPlaneNormalize(&Nplane
, pplane
);
545 D3DXMatrixIdentity(pout
);
546 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
547 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
548 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
549 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
550 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
551 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
552 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
553 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
554 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
555 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
556 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
557 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
561 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
564 FLOAT sangle
, cangle
, cdiff
;
566 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
568 D3DXVec3Normalize(&nv
, v
);
569 sangle
= sinf(angle
);
570 cangle
= cosf(angle
);
571 cdiff
= 1.0f
- cangle
;
573 out
->u
.m
[0][0] = cdiff
* nv
.x
* nv
.x
+ cangle
;
574 out
->u
.m
[1][0] = cdiff
* nv
.x
* nv
.y
- sangle
* nv
.z
;
575 out
->u
.m
[2][0] = cdiff
* nv
.x
* nv
.z
+ sangle
* nv
.y
;
576 out
->u
.m
[3][0] = 0.0f
;
577 out
->u
.m
[0][1] = cdiff
* nv
.y
* nv
.x
+ sangle
* nv
.z
;
578 out
->u
.m
[1][1] = cdiff
* nv
.y
* nv
.y
+ cangle
;
579 out
->u
.m
[2][1] = cdiff
* nv
.y
* nv
.z
- sangle
* nv
.x
;
580 out
->u
.m
[3][1] = 0.0f
;
581 out
->u
.m
[0][2] = cdiff
* nv
.z
* nv
.x
- sangle
* nv
.y
;
582 out
->u
.m
[1][2] = cdiff
* nv
.z
* nv
.y
+ sangle
* nv
.x
;
583 out
->u
.m
[2][2] = cdiff
* nv
.z
* nv
.z
+ cangle
;
584 out
->u
.m
[3][2] = 0.0f
;
585 out
->u
.m
[0][3] = 0.0f
;
586 out
->u
.m
[1][3] = 0.0f
;
587 out
->u
.m
[2][3] = 0.0f
;
588 out
->u
.m
[3][3] = 1.0f
;
593 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, CONST D3DXQUATERNION
*pq
)
595 TRACE("(%p, %p)\n", pout
, pq
);
597 D3DXMatrixIdentity(pout
);
598 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
599 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
600 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
601 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
602 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
603 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
604 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
605 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
606 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
610 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
612 TRACE("(%p, %f)\n", pout
, angle
);
614 D3DXMatrixIdentity(pout
);
615 pout
->u
.m
[1][1] = cos(angle
);
616 pout
->u
.m
[2][2] = cos(angle
);
617 pout
->u
.m
[1][2] = sin(angle
);
618 pout
->u
.m
[2][1] = -sin(angle
);
622 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
624 TRACE("(%p, %f)\n", pout
, angle
);
626 D3DXMatrixIdentity(pout
);
627 pout
->u
.m
[0][0] = cos(angle
);
628 pout
->u
.m
[2][2] = cos(angle
);
629 pout
->u
.m
[0][2] = -sin(angle
);
630 pout
->u
.m
[2][0] = sin(angle
);
634 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
638 TRACE("(%p, %f, %f, %f)\n", pout
, yaw
, pitch
, roll
);
640 D3DXMatrixIdentity(pout
);
641 D3DXMatrixRotationZ(&m
, roll
);
642 D3DXMatrixMultiply(pout
, pout
, &m
);
643 D3DXMatrixRotationX(&m
, pitch
);
644 D3DXMatrixMultiply(pout
, pout
, &m
);
645 D3DXMatrixRotationY(&m
, yaw
);
646 D3DXMatrixMultiply(pout
, pout
, &m
);
650 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
652 TRACE("(%p, %f)\n", pout
, angle
);
654 D3DXMatrixIdentity(pout
);
655 pout
->u
.m
[0][0] = cos(angle
);
656 pout
->u
.m
[1][1] = cos(angle
);
657 pout
->u
.m
[0][1] = sin(angle
);
658 pout
->u
.m
[1][0] = -sin(angle
);
662 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
664 TRACE("(%p, %f, %f, %f)\n", pout
, sx
, sy
, sz
);
666 D3DXMatrixIdentity(pout
);
667 pout
->u
.m
[0][0] = sx
;
668 pout
->u
.m
[1][1] = sy
;
669 pout
->u
.m
[2][2] = sz
;
673 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, CONST D3DXVECTOR4
*plight
, CONST D3DXPLANE
*pplane
)
678 TRACE("(%p, %p, %p)\n", pout
, plight
, pplane
);
680 D3DXPlaneNormalize(&Nplane
, pplane
);
681 dot
= D3DXPlaneDot(&Nplane
, plight
);
682 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
683 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
684 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
685 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
686 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
687 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
688 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
689 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
690 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
691 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
692 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
693 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
694 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
695 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
696 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
697 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
701 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pscalingcenter
, CONST D3DXQUATERNION
*pscalingrotation
, CONST D3DXVECTOR3
*pscaling
, CONST D3DXVECTOR3
*protationcenter
, CONST D3DXQUATERNION
*protation
, CONST D3DXVECTOR3
*ptranslation
)
703 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
707 TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", pout
, pscalingcenter
, pscalingrotation
, pscaling
, protationcenter
, protation
, ptranslation
);
709 if ( !pscalingcenter
)
717 psc
.x
= pscalingcenter
->x
;
718 psc
.y
= pscalingcenter
->y
;
719 psc
.z
= pscalingcenter
->z
;
722 if ( !protationcenter
)
730 prc
.x
= protationcenter
->x
;
731 prc
.y
= protationcenter
->y
;
732 prc
.z
= protationcenter
->z
;
743 pt
.x
= ptranslation
->x
;
744 pt
.y
= ptranslation
->y
;
745 pt
.z
= ptranslation
->z
;
748 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
750 if ( !pscalingrotation
)
752 D3DXMatrixIdentity(&m2
);
753 D3DXMatrixIdentity(&m4
);
757 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
758 D3DXMatrixInverse(&m2
, NULL
, &m4
);
761 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
762 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
764 if ( !protation
) D3DXMatrixIdentity(&m6
);
765 else D3DXMatrixRotationQuaternion(&m6
, protation
);
767 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
768 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
769 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
770 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
771 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
772 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
773 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
774 D3DXMatrixMultiply(pout
, &m1
, &m7
);
778 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, CONST D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, CONST D3DXVECTOR2
*pscaling
, CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
, CONST D3DXVECTOR2
*ptranslation
)
780 D3DXQUATERNION rot
, sca_rot
;
781 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
783 TRACE("(%p, %p, %f, %p, %p, %f, %p)\n", pout
, pscalingcenter
, scalingrotation
, pscaling
, protationcenter
, rotation
, ptranslation
);
785 if ( pscalingcenter
)
787 sca_center
.x
=pscalingcenter
->x
;
788 sca_center
.y
=pscalingcenter
->y
;
811 if ( protationcenter
)
813 rot_center
.x
=protationcenter
->x
;
814 rot_center
.y
=protationcenter
->y
;
826 trans
.x
=ptranslation
->x
;
827 trans
.y
=ptranslation
->y
;
837 rot
.w
=cos(rotation
/2.0f
);
840 rot
.z
=sin(rotation
/2.0f
);
842 sca_rot
.w
=cos(scalingrotation
/2.0f
);
845 sca_rot
.z
=sin(scalingrotation
/2.0f
);
847 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
852 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
854 TRACE("(%p, %f, %f, %f)\n", pout
, x
, y
, z
);
856 D3DXMatrixIdentity(pout
);
863 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm
)
865 CONST D3DXMATRIX m
= *pm
;
868 TRACE("(%p, %p)\n", pout
, pm
);
871 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
876 /*_________________D3DXMatrixStack____________________*/
878 static const unsigned int INITIAL_STACK_SIZE
= 32;
880 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, LPD3DXMATRIXSTACK
*ppstack
)
882 struct ID3DXMatrixStackImpl
*object
;
884 TRACE("flags %#x, ppstack %p\n", flags
, ppstack
);
886 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
890 return E_OUTOFMEMORY
;
892 object
->ID3DXMatrixStack_iface
.lpVtbl
= &ID3DXMatrixStack_Vtbl
;
895 object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(*object
->stack
));
898 HeapFree(GetProcessHeap(), 0, object
);
900 return E_OUTOFMEMORY
;
904 object
->stack_size
= INITIAL_STACK_SIZE
;
905 D3DXMatrixIdentity(&object
->stack
[0]);
907 TRACE("Created matrix stack %p\n", object
);
909 *ppstack
= &object
->ID3DXMatrixStack_iface
;
913 static inline struct ID3DXMatrixStackImpl
*impl_from_ID3DXMatrixStack(ID3DXMatrixStack
*iface
)
915 return CONTAINING_RECORD(iface
, struct ID3DXMatrixStackImpl
, ID3DXMatrixStack_iface
);
918 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **out
)
920 TRACE("iface %p, riid %s, out %p.\n", iface
, debugstr_guid(riid
), out
);
922 if (IsEqualGUID(riid
, &IID_ID3DXMatrixStack
)
923 || IsEqualGUID(riid
, &IID_IUnknown
))
925 ID3DXMatrixStack_AddRef(iface
);
930 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
933 return E_NOINTERFACE
;
936 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
938 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
939 ULONG ref
= InterlockedIncrement(&This
->ref
);
940 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
944 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
*iface
)
946 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
947 ULONG ref
= InterlockedDecrement(&This
->ref
);
950 HeapFree(GetProcessHeap(), 0, This
->stack
);
951 HeapFree(GetProcessHeap(), 0, This
);
953 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
957 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
959 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
961 TRACE("iface %p\n", iface
);
963 return &This
->stack
[This
->current
];
966 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
968 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
970 TRACE("iface %p\n", iface
);
972 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
977 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
979 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
981 TRACE("iface %p\n", iface
);
983 This
->stack
[This
->current
] = *pm
;
988 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
990 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
992 TRACE("iface %p\n", iface
);
994 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
999 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
1001 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1003 TRACE("iface %p\n", iface
);
1005 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
1010 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
1012 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1014 TRACE("iface %p\n", iface
);
1016 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
1017 if (!This
->current
) return D3D_OK
;
1019 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
1021 unsigned int new_size
;
1022 D3DXMATRIX
*new_stack
;
1024 new_size
= This
->stack_size
/ 2;
1025 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1028 This
->stack_size
= new_size
;
1029 This
->stack
= new_stack
;
1038 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
1040 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1042 TRACE("iface %p\n", iface
);
1044 if (This
->current
== This
->stack_size
- 1)
1046 unsigned int new_size
;
1047 D3DXMATRIX
*new_stack
;
1049 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
1051 new_size
= This
->stack_size
* 2;
1052 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1053 if (!new_stack
) return E_OUTOFMEMORY
;
1055 This
->stack_size
= new_size
;
1056 This
->stack
= new_stack
;
1060 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
1065 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
1068 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1070 TRACE("iface %p\n", iface
);
1072 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1073 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1078 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
1081 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1083 TRACE("iface %p\n", iface
);
1085 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1086 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1091 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1094 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1096 TRACE("iface %p\n", iface
);
1098 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1099 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1104 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1107 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1109 TRACE("iface %p\n", iface
);
1111 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1112 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1117 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1120 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1122 TRACE("iface %p\n", iface
);
1124 D3DXMatrixScaling(&temp
, x
, y
, z
);
1125 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1130 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1133 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1135 TRACE("iface %p\n", iface
);
1137 D3DXMatrixScaling(&temp
, x
, y
, z
);
1138 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1143 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1146 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1148 TRACE("iface %p\n", iface
);
1150 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1151 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1156 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1159 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1161 TRACE("iface %p\n", iface
);
1163 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1164 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1169 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1171 ID3DXMatrixStackImpl_QueryInterface
,
1172 ID3DXMatrixStackImpl_AddRef
,
1173 ID3DXMatrixStackImpl_Release
,
1174 ID3DXMatrixStackImpl_Pop
,
1175 ID3DXMatrixStackImpl_Push
,
1176 ID3DXMatrixStackImpl_LoadIdentity
,
1177 ID3DXMatrixStackImpl_LoadMatrix
,
1178 ID3DXMatrixStackImpl_MultMatrix
,
1179 ID3DXMatrixStackImpl_MultMatrixLocal
,
1180 ID3DXMatrixStackImpl_RotateAxis
,
1181 ID3DXMatrixStackImpl_RotateAxisLocal
,
1182 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1183 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1184 ID3DXMatrixStackImpl_Scale
,
1185 ID3DXMatrixStackImpl_ScaleLocal
,
1186 ID3DXMatrixStackImpl_Translate
,
1187 ID3DXMatrixStackImpl_TranslateLocal
,
1188 ID3DXMatrixStackImpl_GetTop
1191 /*_________________D3DXPLANE________________*/
1193 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pvpoint
, CONST D3DXVECTOR3
*pvnormal
)
1195 TRACE("(%p, %p, %p)\n", pout
, pvpoint
, pvnormal
);
1197 pout
->a
= pvnormal
->x
;
1198 pout
->b
= pvnormal
->y
;
1199 pout
->c
= pvnormal
->z
;
1200 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1204 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
)
1206 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1208 TRACE("(%p, %p, %p, %p)\n", pout
, pv1
, pv2
, pv3
);
1210 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1211 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1212 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1213 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1214 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1215 D3DXVec3Normalize(&Nnormal
, &normal
);
1216 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1220 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, CONST D3DXPLANE
*pp
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
)
1222 D3DXVECTOR3 direction
, normal
;
1225 TRACE("(%p, %p, %p, %p)\n", pout
, pp
, pv1
, pv2
);
1230 direction
.x
= pv2
->x
- pv1
->x
;
1231 direction
.y
= pv2
->y
- pv1
->y
;
1232 direction
.z
= pv2
->z
- pv1
->z
;
1233 dot
= D3DXVec3Dot(&normal
, &direction
);
1234 if ( !dot
) return NULL
;
1235 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1236 pout
->x
= pv1
->x
- temp
* direction
.x
;
1237 pout
->y
= pv1
->y
- temp
* direction
.y
;
1238 pout
->z
= pv1
->z
- temp
* direction
.z
;
1242 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*out
, const D3DXPLANE
*p
)
1246 TRACE("out %p, p %p\n", out
, p
);
1248 norm
= sqrtf(p
->a
* p
->a
+ p
->b
* p
->b
+ p
->c
* p
->c
);
1251 out
->a
= p
->a
/ norm
;
1252 out
->b
= p
->b
/ norm
;
1253 out
->c
= p
->c
/ norm
;
1254 out
->d
= p
->d
/ norm
;
1267 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, CONST D3DXPLANE
*pplane
, CONST D3DXMATRIX
*pm
)
1269 CONST D3DXPLANE plane
= *pplane
;
1271 TRACE("(%p, %p, %p)\n", pout
, pplane
, pm
);
1273 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
;
1274 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
;
1275 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
;
1276 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
;
1280 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, CONST D3DXPLANE
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1284 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1286 for (i
= 0; i
< elements
; ++i
) {
1288 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1289 (CONST D3DXPLANE
*)((const char*)in
+ instride
* i
),
1295 /*_________________D3DXQUATERNION________________*/
1297 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1299 D3DXQUATERNION temp1
, temp2
;
1301 TRACE("(%p, %p, %p, %p, %f, %f)\n", pout
, pq1
, pq2
, pq3
, f
, g
);
1303 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1307 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1311 TRACE("out %p, q %p\n", out
, q
);
1313 norm
= sqrtf(q
->x
* q
->x
+ q
->y
* q
->y
+ q
->z
* q
->z
);
1316 out
->x
= sinf(norm
) * q
->x
/ norm
;
1317 out
->y
= sinf(norm
) * q
->y
/ norm
;
1318 out
->z
= sinf(norm
) * q
->z
/ norm
;
1319 out
->w
= cosf(norm
);
1332 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1337 TRACE("(%p, %p)\n", pout
, pq
);
1339 norm
= D3DXQuaternionLengthSq(pq
);
1341 out
.x
= -pq
->x
/ norm
;
1342 out
.y
= -pq
->y
/ norm
;
1343 out
.z
= -pq
->z
/ norm
;
1344 out
.w
= pq
->w
/ norm
;
1350 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1354 TRACE("out %p, q %p\n", out
, q
);
1356 if ((q
->w
>= 1.0f
) || (q
->w
== -1.0f
))
1359 t
= acosf(q
->w
) / sqrtf(1.0f
- q
->w
* q
->w
);
1369 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
)
1373 TRACE("(%p, %p, %p)\n", pout
, pq1
, pq2
);
1375 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1376 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1377 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1378 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1383 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1387 TRACE("out %p, q %p\n", out
, q
);
1389 norm
= D3DXQuaternionLength(q
);
1391 out
->x
= q
->x
/ norm
;
1392 out
->y
= q
->y
/ norm
;
1393 out
->z
= q
->z
/ norm
;
1394 out
->w
= q
->w
/ norm
;
1399 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
1403 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
1405 D3DXVec3Normalize(&temp
, v
);
1407 out
->x
= sinf(angle
/ 2.0f
) * temp
.x
;
1408 out
->y
= sinf(angle
/ 2.0f
) * temp
.y
;
1409 out
->z
= sinf(angle
/ 2.0f
) * temp
.z
;
1410 out
->w
= cosf(angle
/ 2.0f
);
1415 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*out
, const D3DXMATRIX
*m
)
1419 TRACE("out %p, m %p\n", out
, m
);
1421 trace
= m
->u
.m
[0][0] + m
->u
.m
[1][1] + m
->u
.m
[2][2] + 1.0f
;
1424 s
= 2.0f
* sqrtf(trace
);
1425 out
->x
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1426 out
->y
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1427 out
->z
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1434 for (i
= 1; i
< 3; i
++)
1436 if (m
->u
.m
[i
][i
] > m
->u
.m
[maxi
][maxi
])
1443 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[0][0] - m
->u
.m
[1][1] - m
->u
.m
[2][2]);
1445 out
->y
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1446 out
->z
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1447 out
->w
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1451 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[1][1] - m
->u
.m
[0][0] - m
->u
.m
[2][2]);
1452 out
->x
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1454 out
->z
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1455 out
->w
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1459 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[2][2] - m
->u
.m
[0][0] - m
->u
.m
[1][1]);
1460 out
->x
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1461 out
->y
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1463 out
->w
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1471 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1473 FLOAT syaw
, cyaw
, spitch
, cpitch
, sroll
, croll
;
1475 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
1477 syaw
= sinf(yaw
/ 2.0f
);
1478 cyaw
= cosf(yaw
/ 2.0f
);
1479 spitch
= sinf(pitch
/ 2.0f
);
1480 cpitch
= cosf(pitch
/ 2.0f
);
1481 sroll
= sinf(roll
/ 2.0f
);
1482 croll
= cosf(roll
/ 2.0f
);
1484 out
->x
= syaw
* cpitch
* sroll
+ cyaw
* spitch
* croll
;
1485 out
->y
= syaw
* cpitch
* croll
- cyaw
* spitch
* sroll
;
1486 out
->z
= cyaw
* cpitch
* sroll
- syaw
* spitch
* croll
;
1487 out
->w
= cyaw
* cpitch
* croll
+ syaw
* spitch
* sroll
;
1492 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q1
,
1493 const D3DXQUATERNION
*q2
, FLOAT t
)
1497 TRACE("out %p, q1 %p, q2 %p, t %f\n", out
, q1
, q2
, t
);
1500 dot
= D3DXQuaternionDot(q1
, q2
);
1507 if (1.0f
- dot
> 0.001f
)
1509 FLOAT theta
= acosf(dot
);
1511 temp
= sinf(theta
* temp
) / sinf(theta
);
1512 t
= sinf(theta
* t
) / sinf(theta
);
1515 out
->x
= temp
* q1
->x
+ t
* q2
->x
;
1516 out
->y
= temp
* q1
->y
+ t
* q2
->y
;
1517 out
->z
= temp
* q1
->z
+ t
* q2
->z
;
1518 out
->w
= temp
* q1
->w
+ t
* q2
->w
;
1523 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, CONST D3DXQUATERNION
*pq4
, FLOAT t
)
1525 D3DXQUATERNION temp1
, temp2
;
1527 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pq1
, pq2
, pq3
, pq4
, t
);
1529 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1533 static D3DXQUATERNION
add_diff(CONST D3DXQUATERNION
*q1
, CONST D3DXQUATERNION
*q2
, CONST FLOAT add
)
1535 D3DXQUATERNION temp
;
1537 temp
.x
= q1
->x
+ add
* q2
->x
;
1538 temp
.y
= q1
->y
+ add
* q2
->y
;
1539 temp
.z
= q1
->z
+ add
* q2
->z
;
1540 temp
.w
= q1
->w
+ add
* q2
->w
;
1545 void WINAPI
D3DXQuaternionSquadSetup(D3DXQUATERNION
*paout
, D3DXQUATERNION
*pbout
, D3DXQUATERNION
*pcout
, CONST D3DXQUATERNION
*pq0
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
)
1547 D3DXQUATERNION q
, temp1
, temp2
, temp3
, zero
;
1549 TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", paout
, pbout
, pcout
, pq0
, pq1
, pq2
, pq3
);
1556 if ( D3DXQuaternionDot(pq0
, pq1
) < 0.0f
)
1557 temp2
= add_diff(&zero
, pq0
, -1.0f
);
1561 if ( D3DXQuaternionDot(pq1
, pq2
) < 0.0f
)
1562 *pcout
= add_diff(&zero
, pq2
, -1.0f
);
1566 if ( D3DXQuaternionDot(pcout
, pq3
) < 0.0f
)
1567 temp3
= add_diff(&zero
, pq3
, -1.0f
);
1571 D3DXQuaternionInverse(&temp1
, pq1
);
1572 D3DXQuaternionMultiply(&temp2
, &temp1
, &temp2
);
1573 D3DXQuaternionLn(&temp2
, &temp2
);
1574 D3DXQuaternionMultiply(&q
, &temp1
, pcout
);
1575 D3DXQuaternionLn(&q
, &q
);
1576 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1581 D3DXQuaternionExp(&temp1
, &temp1
);
1582 D3DXQuaternionMultiply(paout
, pq1
, &temp1
);
1584 D3DXQuaternionInverse(&temp1
, pcout
);
1585 D3DXQuaternionMultiply(&temp2
, &temp1
, pq1
);
1586 D3DXQuaternionLn(&temp2
, &temp2
);
1587 D3DXQuaternionMultiply(&q
, &temp1
, &temp3
);
1588 D3DXQuaternionLn(&q
, &q
);
1589 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1594 D3DXQuaternionExp(&temp1
, &temp1
);
1595 D3DXQuaternionMultiply(pbout
, pcout
, &temp1
);
1600 void WINAPI
D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1602 TRACE("(%p, %p, %p)\n", pq
, paxis
, pangle
);
1607 *pangle
= 2.0f
* acos(pq
->w
);
1610 /*_________________D3DXVec2_____________________*/
1612 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1614 TRACE("(%p, %p, %p, %p, %f, %f)\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1616 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1617 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1621 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv0
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT s
)
1623 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1625 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
);
1626 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
);
1630 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pt1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pt2
, FLOAT s
)
1632 FLOAT h1
, h2
, h3
, h4
;
1634 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1636 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1637 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1638 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1639 h4
= s
* s
* s
- s
* s
;
1641 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1642 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1646 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
)
1650 TRACE("(%p, %p)\n", pout
, pv
);
1652 norm
= D3DXVec2Length(pv
);
1660 pout
->x
= pv
->x
/ norm
;
1661 pout
->y
= pv
->y
/ norm
;
1667 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1669 TRACE("(%p, %p, %p)\n", pout
, pv
, pm
);
1671 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1672 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1673 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1674 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1678 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1682 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1684 for (i
= 0; i
< elements
; ++i
) {
1686 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1687 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1693 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1698 TRACE("(%p, %p, %p)\n", pout
, pv
, pm
);
1701 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1703 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1704 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1709 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1713 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1715 for (i
= 0; i
< elements
; ++i
) {
1716 D3DXVec2TransformCoord(
1717 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1718 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1724 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1726 CONST D3DXVECTOR2 v
= *pv
;
1727 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1728 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1732 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
*in
, UINT instride
, CONST D3DXMATRIX
*matrix
, UINT elements
)
1736 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1738 for (i
= 0; i
< elements
; ++i
) {
1739 D3DXVec2TransformNormal(
1740 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1741 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1747 /*_________________D3DXVec3_____________________*/
1749 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1751 TRACE("(%p, %p, %p, %p, %f, %f)\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1753 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1754 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1755 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1759 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv0
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT s
)
1761 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1763 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
);
1764 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
);
1765 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
);
1769 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pt1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pt2
, FLOAT s
)
1771 FLOAT h1
, h2
, h3
, h4
;
1773 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1775 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1776 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1777 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1778 h4
= s
* s
* s
- s
* s
;
1780 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1781 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1782 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1786 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
)
1790 TRACE("(%p, %p)\n", pout
, pv
);
1792 norm
= D3DXVec3Length(pv
);
1801 pout
->x
= pv
->x
/ norm
;
1802 pout
->y
= pv
->y
/ norm
;
1803 pout
->z
= pv
->z
/ norm
;
1809 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT9
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1814 TRACE("(%p, %p, %p, %p, %p, %p)\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1816 D3DXMatrixMultiply(&m
, pworld
, pview
);
1817 D3DXMatrixMultiply(&m
, &m
, pprojection
);
1818 D3DXVec3TransformCoord(&out
, pv
, &m
);
1819 out
.x
= pviewport
->X
+ ( 1.0f
+ out
.x
) * pviewport
->Width
/ 2.0f
;
1820 out
.y
= pviewport
->Y
+ ( 1.0f
- out
.y
) * pviewport
->Height
/ 2.0f
;
1821 out
.z
= pviewport
->MinZ
+ out
.z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1826 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
)
1830 TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %u)\n", out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
1832 for (i
= 0; i
< elements
; ++i
) {
1834 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1835 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1836 viewport
, projection
, view
, world
);
1841 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1843 TRACE("(%p, %p, %p)\n", pout
, pv
, pm
);
1845 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];
1846 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];
1847 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];
1848 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];
1852 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1856 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1858 for (i
= 0; i
< elements
; ++i
) {
1860 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1861 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1867 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1872 TRACE("(%p, %p, %p)\n", pout
, pv
, pm
);
1874 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];
1876 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
;
1877 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
;
1878 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
;
1885 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1889 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1891 for (i
= 0; i
< elements
; ++i
) {
1892 D3DXVec3TransformCoord(
1893 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1894 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1900 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1902 CONST D3DXVECTOR3 v
= *pv
;
1904 TRACE("(%p, %p, %p)\n", pout
, pv
, pm
);
1906 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1907 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1908 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1913 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1917 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
1919 for (i
= 0; i
< elements
; ++i
) {
1920 D3DXVec3TransformNormal(
1921 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1922 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1928 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT9
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1933 TRACE("(%p, %p, %p, %p, %p, %p)\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1936 D3DXMatrixMultiply(&m
, pworld
, pview
);
1937 D3DXMatrixMultiply(&m
, &m
, pprojection
);
1939 D3DXMatrixMultiply(&m
, pview
, pprojection
);
1941 D3DXMatrixInverse(&m
, NULL
, &m
);
1942 out
.x
= 2.0f
* ( pv
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
1943 out
.y
= 1.0f
- 2.0f
* ( pv
->y
- pviewport
->Y
) / pviewport
->Height
;
1944 out
.z
= ( pv
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
1945 D3DXVec3TransformCoord(&out
, &out
, &m
);
1950 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
)
1954 TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %u)\n", out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
1956 for (i
= 0; i
< elements
; ++i
) {
1958 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1959 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1960 viewport
, projection
, view
, world
);
1965 /*_________________D3DXVec4_____________________*/
1967 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
1969 TRACE("(%p, %p, %p, %p, %f, %f)\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1971 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1972 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1973 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1974 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
1978 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv0
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT s
)
1980 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1982 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
);
1983 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
);
1984 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
);
1985 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
);
1989 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
)
1993 TRACE("(%p, %p, %p, %p)\n", pout
, pv1
, pv2
, pv3
);
1995 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
);
1996 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
));
1997 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
);
1998 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
));
2003 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pt1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pt2
, FLOAT s
)
2005 FLOAT h1
, h2
, h3
, h4
;
2007 TRACE("(%p, %p, %p, %p, %p, %f)\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
2009 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
2010 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
2011 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
2012 h4
= s
* s
* s
- s
* s
;
2014 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
2015 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
2016 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
2017 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
2021 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
)
2025 TRACE("(%p, %p)\n", pout
, pv
);
2027 norm
= D3DXVec4Length(pv
);
2029 pout
->x
= pv
->x
/ norm
;
2030 pout
->y
= pv
->y
/ norm
;
2031 pout
->z
= pv
->z
/ norm
;
2032 pout
->w
= pv
->w
/ norm
;
2037 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
, CONST D3DXMATRIX
*pm
)
2041 TRACE("(%p, %p, %p)\n", pout
, pv
, pm
);
2043 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
;
2044 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
;
2045 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
;
2046 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
;
2051 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR4
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
2055 TRACE("(%p, %u, %p, %u, %p, %u)\n", out
, outstride
, in
, instride
, matrix
, elements
);
2057 for (i
= 0; i
< elements
; ++i
) {
2059 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
2060 (CONST D3DXVECTOR4
*)((const char*)in
+ instride
* i
),
2066 static inline unsigned short float_32_to_16(const float in
)
2068 int exp
= 0, origexp
;
2069 float tmp
= fabs(in
);
2070 int sign
= (copysignf(1, in
) < 0);
2071 unsigned int mantissa
;
2074 /* Deal with special numbers */
2075 if (isinf(in
)) return (sign
? 0xffff : 0x7fff);
2076 if (isnan(in
)) return (sign
? 0xffff : 0x7fff);
2077 if (in
== 0.0f
) return (sign
? 0x8000 : 0x0000);
2079 if (tmp
< powf(2, 10))
2085 } while (tmp
< powf(2, 10));
2087 else if (tmp
>= powf(2, 11))
2093 } while (tmp
>= powf(2, 11));
2096 exp
+= 10; /* Normalize the mantissa */
2097 exp
+= 15; /* Exponent is encoded with excess 15 */
2101 mantissa
= (unsigned int) tmp
;
2102 if ((tmp
- mantissa
== 0.5f
&& mantissa
% 2 == 1) || /* round half to even */
2103 (tmp
- mantissa
> 0.5f
))
2105 mantissa
++; /* round to nearest, away from zero */
2107 if (mantissa
== 2048)
2116 ret
= 0x7fff; /* INF */
2120 unsigned int rounding
= 0;
2122 /* Denormalized half float */
2124 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2126 return (sign
? 0x8000 : 0x0000);
2130 /* the 13 extra bits from single precision are used for rounding */
2131 mantissa
= (unsigned int)(tmp
* powf(2, 13));
2132 mantissa
>>= 1 - exp
; /* denormalize */
2134 mantissa
-= ~(mantissa
>> 13) & 1; /* round half to even */
2135 /* remove 13 least significant bits to get half float precision */
2137 rounding
= mantissa
& 1;
2140 ret
= mantissa
+ rounding
;
2144 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
2147 ret
|= ((sign
? 1 : 0) << 15); /* Add the sign */
2151 D3DXFLOAT16
*WINAPI
D3DXFloat32To16Array(D3DXFLOAT16
*pout
, CONST FLOAT
*pin
, UINT n
)
2155 TRACE("(%p, %p, %u)\n", pout
, pin
, n
);
2157 for (i
= 0; i
< n
; ++i
)
2159 pout
[i
].value
= float_32_to_16(pin
[i
]);
2165 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2166 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2167 static inline float float_16_to_32(const unsigned short in
)
2169 const unsigned short s
= (in
& 0x8000);
2170 const unsigned short e
= (in
& 0x7C00) >> 10;
2171 const unsigned short m
= in
& 0x3FF;
2172 const float sgn
= (s
? -1.0f
: 1.0f
);
2176 if (m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
2177 else return sgn
* powf(2, -14.0f
) * (m
/ 1024.0f
);
2181 return sgn
* powf(2, e
- 15.0f
) * (1.0f
+ (m
/ 1024.0f
));
2185 FLOAT
*WINAPI
D3DXFloat16To32Array(FLOAT
*pout
, CONST D3DXFLOAT16
*pin
, UINT n
)
2189 TRACE("(%p, %p, %u)\n", pout
, pin
, n
);
2191 for (i
= 0; i
< n
; ++i
)
2193 pout
[i
] = float_16_to_32(pin
[i
].value
);
2199 /*_________________D3DXSH________________*/
2201 FLOAT
* WINAPI
D3DXSHAdd(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2205 TRACE("out %p, order %u, a %p, b %p\n", out
, order
, a
, b
);
2207 for (i
= 0; i
< order
* order
; i
++)
2208 out
[i
] = a
[i
] + b
[i
];
2213 FLOAT WINAPI
D3DXSHDot(UINT order
, CONST FLOAT
*a
, CONST FLOAT
*b
)
2218 TRACE("order %u, a %p, b %p\n", order
, a
, b
);
2221 for (i
= 1; i
< order
* order
; i
++)
2227 FLOAT
* WINAPI
D3DXSHEvalDirection(FLOAT
*out
, UINT order
, CONST D3DXVECTOR3
*dir
)
2230 TRACE("(%p, %u, %p)\n", out
, order
, dir
);
2232 if ( (order
< D3DXSH_MINORDER
) || (order
> D3DXSH_MAXORDER
) )
2235 out
[0] = 0.5f
/ sqrt(D3DX_PI
);
2236 out
[1] = -0.5f
/ sqrt(D3DX_PI
/ 3.0f
) * dir
->y
;
2237 out
[2] = 0.5f
/ sqrt(D3DX_PI
/ 3.0f
) * dir
->z
;
2238 out
[3] = -0.5f
/ sqrt(D3DX_PI
/ 3.0f
) * dir
->x
;
2242 out
[4] = 0.5f
/ sqrt(D3DX_PI
/ 15.0f
) * dir
->x
* dir
->y
;
2243 out
[5] = -0.5f
/ sqrt(D3DX_PI
/ 15.0f
) * dir
->y
* dir
->z
;
2244 out
[6] = 0.25f
/ sqrt(D3DX_PI
/ 5.0f
) * ( 3.0f
* dir
->z
* dir
->z
- 1.0f
);
2245 out
[7] = -0.5f
/ sqrt(D3DX_PI
/ 15.0f
) * dir
->x
* dir
->z
;
2246 out
[8] = 0.25f
/ sqrt(D3DX_PI
/ 15.0f
) * ( dir
->x
* dir
->x
- dir
->y
* dir
->y
);
2250 out
[9] = -sqrt(70.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (3.0f
* dir
->x
* dir
->x
- dir
->y
* dir
->y
);
2251 out
[10] = sqrt(105.0f
/ D3DX_PI
) / 2.0f
* dir
->x
* dir
->y
* dir
->z
;
2252 out
[11] = -sqrt(42.0 / D3DX_PI
) / 8.0f
* dir
->y
* ( -1.0f
+ 5.0f
* dir
->z
* dir
->z
);
2253 out
[12] = sqrt(7.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* ( 5.0f
* dir
->z
* dir
->z
- 3.0f
);
2254 out
[13] = sqrt(42.0 / D3DX_PI
) / 8.0f
* dir
->x
* ( 1.0f
- 5.0f
* dir
->z
* dir
->z
);
2255 out
[14] = sqrt(105.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* ( dir
->x
* dir
->x
- dir
->y
* dir
->y
);
2256 out
[15] = -sqrt(70.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* ( dir
->x
* dir
->x
- 3.0f
* dir
->y
* dir
->y
);
2260 out
[16] = 0.75f
* sqrt(35.0f
/ D3DX_PI
) * dir
->x
* dir
->y
* (dir
->x
* dir
->x
- dir
->y
* dir
->y
);
2261 out
[17] = 3.0f
* dir
->z
* out
[9];
2262 out
[18] = 0.75f
* sqrt(5.0f
/ D3DX_PI
) * dir
->x
* dir
->y
* ( 7.0f
* dir
->z
* dir
->z
- 1.0f
);
2263 out
[19] = 0.375f
* sqrt(10.0f
/ D3DX_PI
) * dir
->y
* dir
->z
* ( 3.0f
- 7.0f
* dir
->z
* dir
->z
);
2264 out
[20] = 3.0f
/ ( 16.0f
* sqrt(D3DX_PI
) ) * ( 35.0f
* dir
->z
* dir
->z
* dir
->z
* dir
->z
- 30.f
* dir
->z
* dir
->z
+ 3.0f
);
2265 out
[21] = 0.375f
* sqrt(10.0f
/ D3DX_PI
) * dir
->x
* dir
->z
* ( 3.0f
- 7.0f
* dir
->z
* dir
->z
);
2266 out
[22] = 0.375f
* sqrt(5.0f
/ D3DX_PI
) * ( dir
->x
* dir
->x
- dir
->y
* dir
->y
) * ( 7.0f
* dir
->z
* dir
->z
- 1.0f
);
2267 out
[23] = 3.0 * dir
->z
* out
[15];
2268 out
[24] = 3.0f
/ 16.0f
* sqrt(35.0f
/ D3DX_PI
) * ( dir
->x
* dir
->x
* dir
->x
* dir
->x
- 6.0f
* dir
->x
* dir
->x
* dir
->y
* dir
->y
+ dir
->y
* dir
->y
* dir
->y
* dir
->y
);
2272 out
[25] = -3.0f
/ 32.0f
* sqrt(154.0f
/ D3DX_PI
) * dir
->y
* ( 5.0f
* dir
->x
* dir
->x
* dir
->x
* dir
->x
- 10.0f
* dir
->x
* dir
->x
* dir
->y
* dir
->y
+ dir
->y
* dir
->y
* dir
->y
* dir
->y
);
2273 out
[26] = 0.75f
* sqrt(385.0f
/ D3DX_PI
) * dir
->x
* dir
->y
* dir
->z
* ( dir
->x
* dir
->x
- dir
->y
* dir
->y
);
2274 out
[27] = sqrt(770.0f
/ D3DX_PI
) / 32.0f
* dir
->y
* ( 3.0f
* dir
->x
* dir
->x
- dir
->y
* dir
->y
) * ( 1.0f
- 9.0f
* dir
->z
* dir
->z
);
2275 out
[28] = sqrt(1155.0f
/ D3DX_PI
) / 4.0f
* dir
->x
* dir
->y
* dir
->z
* ( 3.0f
* dir
->z
* dir
->z
- 1.0f
);
2276 out
[29] = sqrt(165.0f
/ D3DX_PI
) / 16.0f
* dir
->y
* ( 14.0f
* dir
->z
* dir
->z
- 21.0f
* dir
->z
* dir
->z
* dir
->z
* dir
->z
- 1.0f
);
2277 out
[30] = sqrt(11.0f
/ D3DX_PI
) / 16.0f
* dir
->z
* ( 63.0f
* dir
->z
* dir
->z
* dir
->z
* dir
->z
- 70.0f
* dir
->z
* dir
->z
+ 15.0f
);
2278 out
[31] = sqrt(165.0f
/ D3DX_PI
) / 16.0f
* dir
->x
* ( 14.0f
* dir
->z
* dir
->z
- 21.0f
* dir
->z
* dir
->z
* dir
->z
* dir
->z
- 1.0f
);
2279 out
[32] = sqrt(1155.0f
/ D3DX_PI
) / 8.0f
* dir
->z
* ( dir
->x
* dir
->x
- dir
->y
* dir
->y
) * ( 3.0f
* dir
->z
* dir
->z
- 1.0f
);
2280 out
[33] = sqrt(770.0f
/ D3DX_PI
) / 32.0f
* dir
->x
* ( dir
->x
* dir
->x
- 3.0f
* dir
->y
* dir
->y
) * ( 1.0f
- 9.0f
* dir
->z
* dir
->z
);
2281 out
[34] = 3.0f
/ 16.0f
* sqrt(385.0f
/ D3DX_PI
) * dir
->z
* ( dir
->x
* dir
->x
* dir
->x
* dir
->x
- 6.0 * dir
->x
* dir
->x
* dir
->y
* dir
->y
+ dir
->y
* dir
->y
* dir
->y
* dir
->y
);
2282 out
[35] = -3.0f
/ 32.0f
* sqrt(154.0f
/ D3DX_PI
) * dir
->x
* ( dir
->x
* dir
->x
* dir
->x
* dir
->x
- 10.0f
* dir
->x
* dir
->x
* dir
->y
* dir
->y
+ 5.0f
* dir
->y
* dir
->y
* dir
->y
* dir
->y
);
2287 HRESULT WINAPI
D3DXSHEvalDirectionalLight(UINT order
, CONST D3DXVECTOR3
*dir
, FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*Rout
, FLOAT
*Gout
, FLOAT
*Bout
)
2292 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
);
2301 D3DXSHEvalDirection(Rout
, order
, dir
);
2302 for (j
= 0; j
< order
* order
; j
++)
2306 Rout
[j
] = Rintensity
* temp
;
2308 Gout
[j
] = Gintensity
* temp
;
2310 Bout
[j
] = Bintensity
* temp
;
2316 FLOAT
* WINAPI
D3DXSHMultiply2(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2320 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2322 ta
= 0.28209479f
* a
[0];
2323 tb
= 0.28209479f
* b
[0];
2325 out
[0] = 0.28209479f
* D3DXSHDot(2, a
, b
);
2326 out
[1] = ta
* b
[1] + tb
* a
[1];
2327 out
[2] = ta
* b
[2] + tb
* a
[2];
2328 out
[3] = ta
* b
[3] + tb
* a
[3];
2333 FLOAT
* WINAPI
D3DXSHMultiply3(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2337 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2339 out
[0] = 0.28209479f
* a
[0] * b
[0];
2341 ta
= 0.28209479f
* a
[0] - 0.12615662f
* a
[6] - 0.21850968f
* a
[8];
2342 tb
= 0.28209479f
* b
[0] - 0.12615662f
* b
[6] - 0.21850968f
* b
[8];
2343 out
[1] = ta
* b
[1] + tb
* a
[1];
2345 out
[0] += 0.28209479f
* t
;
2346 out
[6] = -0.12615662f
* t
;
2347 out
[8] = -0.21850968f
* t
;
2349 ta
= 0.21850968f
* a
[5];
2350 tb
= 0.21850968f
* b
[5];
2351 out
[1] += ta
* b
[2] + tb
* a
[2];
2352 out
[2] = ta
* b
[1] + tb
* a
[1];
2353 t
= a
[1] * b
[2] +a
[2] * b
[1];
2354 out
[5] = 0.21850968f
* t
;
2356 ta
= 0.21850968f
* a
[4];
2357 tb
= 0.21850968f
* b
[4];
2358 out
[1] += ta
* b
[3] + tb
* a
[3];
2359 out
[3] = ta
* b
[1] + tb
* a
[1];
2360 t
= a
[1] * b
[3] + a
[3] * b
[1];
2361 out
[4] = 0.21850968f
* t
;
2363 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2364 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2365 out
[2] += ta
* b
[2] + tb
* a
[2];
2367 out
[0] += 0.28209480f
* t
;
2368 out
[6] += 0.25231326f
* t
;
2370 ta
= 0.21850969f
* a
[7];
2371 tb
= 0.21850969f
* b
[7];
2372 out
[2] += ta
* b
[3] + tb
* a
[3];
2373 out
[3] += ta
* b
[2] + tb
* a
[2];
2374 t
= a
[2] * b
[3] + a
[3] * b
[2];
2375 out
[7] = 0.21850969f
* t
;
2377 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2378 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2379 out
[3] += ta
* b
[3] + tb
* a
[3];
2381 out
[0] += 0.28209479f
* t
;
2382 out
[6] -= 0.12615663f
* t
;
2383 out
[8] += 0.21850969f
* t
;
2385 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2386 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2387 out
[4] += ta
* b
[4] + tb
* a
[4];
2389 out
[0] += 0.28209479f
* t
;
2390 out
[6] -= 0.18022375f
* t
;
2392 ta
= 0.15607835f
* a
[7];
2393 tb
= 0.15607835f
* b
[7];
2394 out
[4] += ta
* b
[5] + tb
* a
[5];
2395 out
[5] += ta
* b
[4] + tb
* a
[4];
2396 t
= a
[4] * b
[5] + a
[5] * b
[4];
2397 out
[7] += 0.15607834f
* t
;
2399 ta
= 0.28209479f
* a
[0] + 0.09011186 * a
[6] - 0.15607835f
* a
[8];
2400 tb
= 0.28209479f
* b
[0] + 0.09011186 * b
[6] - 0.15607835f
* b
[8];
2401 out
[5] += ta
* b
[5] + tb
* a
[5];
2403 out
[0] += 0.28209479f
* t
;
2404 out
[6] += 0.09011186f
* t
;
2405 out
[8] -= 0.15607835f
* t
;
2407 ta
= 0.28209480f
* a
[0];
2408 tb
= 0.28209480f
* b
[0];
2409 out
[6] += ta
* b
[6] + tb
* a
[6];
2411 out
[0] += 0.28209480f
* t
;
2412 out
[6] += 0.18022376f
* t
;
2414 ta
= 0.28209479f
* a
[0] + 0.09011186 * a
[6] + 0.15607835f
* a
[8];
2415 tb
= 0.28209479f
* b
[0] + 0.09011186 * b
[6] + 0.15607835f
* b
[8];
2416 out
[7] += ta
* b
[7] + tb
* a
[7];
2418 out
[0] += 0.28209479f
* t
;
2419 out
[6] += 0.09011186f
* t
;
2420 out
[8] += 0.15607835f
* t
;
2422 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2423 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2424 out
[8] += ta
* b
[8] + tb
* a
[8];
2426 out
[0] += 0.28209479f
* t
;
2427 out
[6] -= 0.18022375f
* t
;
2432 FLOAT
* WINAPI
D3DXSHMultiply4(FLOAT
*out
, CONST FLOAT
*a
, CONST FLOAT
*b
)
2436 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2438 out
[0] = 0.28209479f
* a
[0] * b
[0];
2440 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] - 0.21850969f
* a
[8];
2441 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] - 0.21850969f
* b
[8];
2442 out
[1] = ta
* b
[1] + tb
* a
[1];
2444 out
[0] += 0.28209479f
* t
;
2445 out
[6] = -0.12615663f
* t
;
2446 out
[8] = -0.21850969f
* t
;
2448 ta
= 0.21850969f
* a
[3] - 0.05839917f
* a
[13] - 0.22617901f
* a
[15];
2449 tb
= 0.21850969f
* b
[3] - 0.05839917f
* b
[13] - 0.22617901f
* b
[15];
2450 out
[1] += ta
* b
[4] + tb
* a
[4];
2451 out
[4] = ta
* b
[1] + tb
* a
[1];
2452 t
= a
[1] * b
[4] + a
[4] * b
[1];
2453 out
[3] = 0.21850969f
* t
;
2454 out
[13] = -0.05839917f
* t
;
2455 out
[15] = -0.22617901f
* t
;
2457 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] - 0.18467439f
* a
[14];
2458 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] - 0.18467439f
* b
[14];
2459 out
[1] += ta
* b
[5] + tb
* a
[5];
2460 out
[5] = ta
* b
[1] + tb
* a
[1];
2461 t
= a
[1] * b
[5] + a
[5] * b
[1];
2462 out
[2] = 0.21850969f
* t
;
2463 out
[12] = -0.14304817f
* t
;
2464 out
[14] = -0.18467439f
* t
;
2466 ta
= 0.20230066f
* a
[11];
2467 tb
= 0.20230066f
* b
[11];
2468 out
[1] += ta
* b
[6] + tb
* a
[6];
2469 out
[6] += ta
* b
[1] + tb
* a
[1];
2470 t
= a
[1] * b
[6] + a
[6] * b
[1];
2471 out
[11] = 0.20230066f
* t
;
2473 ta
= 0.22617901f
* a
[9] + 0.05839917f
* a
[11];
2474 tb
= 0.22617901f
* b
[9] + 0.05839917f
* b
[11];
2475 out
[1] += ta
* b
[8] + tb
* a
[8];
2476 out
[8] += ta
* b
[1] + tb
* a
[1];
2477 t
= a
[1] * b
[8] + a
[8] * b
[1];
2478 out
[9] = 0.22617901f
* t
;
2479 out
[11] += 0.05839917f
* t
;
2481 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2482 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2483 out
[2] += ta
* b
[2] + tb
* a
[2];
2485 out
[0] += 0.28209480f
* t
;
2486 out
[6] += 0.25231326f
* t
;
2488 ta
= 0.24776671f
* a
[12];
2489 tb
= 0.24776671f
* b
[12];
2490 out
[2] += ta
* b
[6] + tb
* a
[6];
2491 out
[6] += ta
* b
[2] + tb
* a
[2];
2492 t
= a
[2] * b
[6] + a
[6] * b
[2];
2493 out
[12] += 0.24776671f
* t
;
2495 ta
= 0.28209480f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2496 tb
= 0.28209480f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2497 out
[3] += ta
* b
[3] + tb
* a
[3];
2499 out
[0] += 0.28209480f
* t
;
2500 out
[6] -= 0.12615663f
* t
;
2501 out
[8] += 0.21850969f
* t
;
2503 ta
= 0.20230066f
* a
[13];
2504 tb
= 0.20230066f
* b
[13];
2505 out
[3] += ta
* b
[6] + tb
* a
[6];
2506 out
[6] += ta
* b
[3] + tb
* a
[3];
2507 t
= a
[3] * b
[6] + a
[6] * b
[3];
2508 out
[13] += 0.20230066f
* t
;
2510 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] + 0.18467439f
* a
[14];
2511 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] + 0.18467439f
* b
[14];
2512 out
[3] += ta
* b
[7] + tb
* a
[7];
2513 out
[7] = ta
* b
[3] + tb
* a
[3];
2514 t
= a
[3] * b
[7] + a
[7] * b
[3];
2515 out
[2] += 0.21850969f
* t
;
2516 out
[12] -= 0.14304817f
* t
;
2517 out
[14] += 0.18467439f
* t
;
2519 ta
= -0.05839917f
* a
[13] + 0.22617901f
* a
[15];
2520 tb
= -0.05839917f
* b
[13] + 0.22617901f
* b
[15];
2521 out
[3] += ta
* b
[8] + tb
* a
[8];
2522 out
[8] += ta
* b
[3] + tb
* a
[3];
2523 t
= a
[3] * b
[8] + a
[8] * b
[3];
2524 out
[13] -= 0.05839917f
* t
;
2525 out
[15] += 0.22617901f
* t
;
2527 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2528 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2529 out
[4] += ta
* b
[4] + tb
* a
[4];
2531 out
[0] += 0.28209479f
* t
;
2532 out
[6] -= 0.18022375f
* t
;
2534 ta
= 0.15607835f
* a
[7];
2535 tb
= 0.15607835f
* b
[7];
2536 out
[4] += ta
* b
[5] + tb
* a
[5];
2537 out
[5] += ta
* b
[4] + tb
* a
[4];
2538 t
= a
[4] * b
[5] + a
[5] * b
[4];
2539 out
[7] += 0.15607835f
* t
;
2541 ta
= 0.22617901f
* a
[3] - 0.09403160f
* a
[13];
2542 tb
= 0.22617901f
* b
[3] - 0.09403160f
* b
[13];
2543 out
[4] += ta
* b
[9] + tb
* a
[9];
2544 out
[9] += ta
* b
[4] + tb
* a
[4];
2545 t
= a
[4] * b
[9] + a
[9] * b
[4];
2546 out
[3] += 0.22617901f
* t
;
2547 out
[13] -= 0.09403160f
* t
;
2549 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2550 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2551 out
[4] += ta
* b
[10] + tb
* a
[10];
2552 out
[10] = ta
* b
[4] + tb
* a
[4];
2553 t
= a
[4] * b
[10] + a
[10] * b
[4];
2554 out
[2] += 0.18467439f
* t
;
2555 out
[12] -= 0.18806319f
* t
;
2557 ta
= -0.05839917f
* a
[3] + 0.14567312f
* a
[13] + 0.09403160f
* a
[15];
2558 tb
= -0.05839917f
* b
[3] + 0.14567312f
* b
[13] + 0.09403160f
* b
[15];
2559 out
[4] += ta
* b
[11] + tb
* a
[11];
2560 out
[11] += ta
* b
[4] + tb
* a
[4];
2561 t
= a
[4] * b
[11] + a
[11] * b
[4];
2562 out
[3] -= 0.05839917f
* t
;
2563 out
[13] += 0.14567312f
* t
;
2564 out
[15] += 0.09403160f
* t
;
2566 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2567 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2568 out
[5] += ta
* b
[5] + tb
* a
[5];
2570 out
[0] += 0.28209479f
* t
;
2571 out
[6] += 0.09011186f
* t
;
2572 out
[8] -= 0.15607835f
* t
;
2574 ta
= 0.14867701f
* a
[14];
2575 tb
= 0.14867701f
* b
[14];
2576 out
[5] += ta
* b
[9] + tb
* a
[9];
2577 out
[9] += ta
* b
[5] + tb
* a
[5];
2578 t
= a
[5] * b
[9] + a
[9] * b
[5];
2579 out
[14] += 0.14867701f
* t
;
2581 ta
= 0.18467439f
* a
[3] + 0.11516472f
* a
[13] - 0.14867701f
* a
[15];
2582 tb
= 0.18467439f
* b
[3] + 0.11516472f
* b
[13] - 0.14867701f
* b
[15];
2583 out
[5] += ta
* b
[10] + tb
* a
[10];
2584 out
[10] += ta
* b
[5] + tb
* a
[5];
2585 t
= a
[5] * b
[10] + a
[10] * b
[5];
2586 out
[3] += 0.18467439f
* t
;
2587 out
[13] += 0.11516472f
* t
;
2588 out
[15] -= 0.14867701f
* t
;
2590 ta
= 0.23359668f
* a
[2] + 0.05947080f
* a
[12] - 0.11516472f
* a
[14];
2591 tb
= 0.23359668f
* b
[2] + 0.05947080f
* b
[12] - 0.11516472f
* b
[14];
2592 out
[5] += ta
* b
[11] + tb
* a
[11];
2593 out
[11] += ta
* b
[5] + tb
* a
[5];
2594 t
= a
[5] * b
[11] + a
[11] * b
[5];
2595 out
[2] += 0.23359668f
* t
;
2596 out
[12] += 0.05947080f
* t
;
2597 out
[14] -= 0.11516472f
* t
;
2599 ta
= 0.28209479f
* a
[0];
2600 tb
= 0.28209479f
* b
[0];
2601 out
[6] += ta
* b
[6] + tb
* a
[6];
2603 out
[0] += 0.28209479f
* t
;
2604 out
[6] += 0.18022376f
* t
;
2606 ta
= 0.09011186f
* a
[6] + 0.28209479f
* a
[0] + 0.15607835f
* a
[8];
2607 tb
= 0.09011186f
* b
[6] + 0.28209479f
* b
[0] + 0.15607835f
* b
[8];
2608 out
[7] += ta
* b
[7] + tb
* a
[7];
2610 out
[6] += 0.09011186f
* t
;
2611 out
[0] += 0.28209479f
* t
;
2612 out
[8] += 0.15607835f
* t
;
2614 ta
= 0.14867701f
* a
[9] + 0.18467439f
* a
[1] + 0.11516472f
* a
[11];
2615 tb
= 0.14867701f
* b
[9] + 0.18467439f
* b
[1] + 0.11516472f
* b
[11];
2616 out
[7] += ta
* b
[10] + tb
* a
[10];
2617 out
[10] += ta
* b
[7] + tb
* a
[7];
2618 t
= a
[7] * b
[10] + a
[10] * b
[7];
2619 out
[9] += 0.14867701f
* t
;
2620 out
[1] += 0.18467439f
* t
;
2621 out
[11] += 0.11516472f
* t
;
2623 ta
= 0.05947080f
* a
[12] + 0.23359668f
* a
[2] + 0.11516472f
* a
[14];
2624 tb
= 0.05947080f
* b
[12] + 0.23359668f
* b
[2] + 0.11516472f
* b
[14];
2625 out
[7] += ta
* b
[13] + tb
* a
[13];
2626 out
[13] += ta
* b
[7]+ tb
* a
[7];
2627 t
= a
[7] * b
[13] + a
[13] * b
[7];
2628 out
[12] += 0.05947080f
* t
;
2629 out
[2] += 0.23359668f
* t
;
2630 out
[14] += 0.11516472f
* t
;
2632 ta
= 0.14867701f
* a
[15];
2633 tb
= 0.14867701f
* b
[15];
2634 out
[7] += ta
* b
[14] + tb
* a
[14];
2635 out
[14] += ta
* b
[7] + tb
* a
[7];
2636 t
= a
[7] * b
[14] + a
[14] * b
[7];
2637 out
[15] += 0.14867701f
* t
;
2639 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2640 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2641 out
[8] += ta
* b
[8] + tb
* a
[8];
2643 out
[0] += 0.28209479f
* t
;
2644 out
[6] -= 0.18022375f
* t
;
2646 ta
= -0.09403160f
* a
[11];
2647 tb
= -0.09403160f
* b
[11];
2648 out
[8] += ta
* b
[9] + tb
* a
[9];
2649 out
[9] += ta
* b
[8] + tb
* a
[8];
2650 t
= a
[8] * b
[9] + a
[9] * b
[8];
2651 out
[11] -= 0.09403160f
* t
;
2653 ta
= -0.09403160f
* a
[15];
2654 tb
= -0.09403160f
* b
[15];
2655 out
[8] += ta
* b
[13] + tb
* a
[13];
2656 out
[13] += ta
* b
[8] + tb
* a
[8];
2657 t
= a
[8] * b
[13] + a
[13] * b
[8];
2658 out
[15] -= 0.09403160f
* t
;
2660 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2661 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2662 out
[8] += ta
* b
[14] + tb
* a
[14];
2663 out
[14] += ta
* b
[8] + tb
* a
[8];
2664 t
= a
[8] * b
[14] + a
[14] * b
[8];
2665 out
[2] += 0.18467439f
* t
;
2666 out
[12] -= 0.18806319f
* t
;
2668 ta
= -0.21026104f
* a
[6] + 0.28209479f
* a
[0];
2669 tb
= -0.21026104f
* b
[6] + 0.28209479f
* b
[0];
2670 out
[9] += ta
* b
[9] + tb
* a
[9];
2672 out
[6] -= 0.21026104f
* t
;
2673 out
[0] += 0.28209479f
* t
;
2675 ta
= 0.28209479f
* a
[0];
2676 tb
= 0.28209479f
* b
[0];
2677 out
[10] += ta
* b
[10] + tb
* a
[10];
2679 out
[0] += 0.28209479f
* t
;
2681 ta
= 0.28209479f
* a
[0] + 0.12615663f
* a
[6] - 0.14567312f
* a
[8];
2682 tb
= 0.28209479f
* b
[0] + 0.12615663f
* b
[6] - 0.14567312f
* b
[8];
2683 out
[11] += ta
* b
[11] + tb
* a
[11];
2685 out
[0] += 0.28209479f
* t
;
2686 out
[6] += 0.12615663f
* t
;
2687 out
[8] -= 0.14567312f
* t
;
2689 ta
= 0.28209479f
* a
[0] + 0.16820885f
* a
[6];
2690 tb
= 0.28209479f
* b
[0] + 0.16820885f
* b
[6];
2691 out
[12] += ta
* b
[12] + tb
* a
[12];
2693 out
[0] += 0.28209479f
* t
;
2694 out
[6] += 0.16820885f
* t
;
2696 ta
=0.28209479f
* a
[0] + 0.14567312f
* a
[8] + 0.12615663f
* a
[6];
2697 tb
=0.28209479f
* b
[0] + 0.14567312f
* b
[8] + 0.12615663f
* b
[6];
2698 out
[13] += ta
* b
[13] + tb
* a
[13];
2700 out
[0] += 0.28209479f
* t
;
2701 out
[8] += 0.14567312f
* t
;
2702 out
[6] += 0.12615663f
* t
;
2704 ta
= 0.28209479f
* a
[0];
2705 tb
= 0.28209479f
* b
[0];
2706 out
[14] += ta
* b
[14] + tb
* a
[14];
2708 out
[0] += 0.28209479f
* t
;
2710 ta
= 0.28209479f
* a
[0] - 0.21026104f
* a
[6];
2711 tb
= 0.28209479f
* b
[0] - 0.21026104f
* b
[6];
2712 out
[15] += ta
* b
[15] + tb
* a
[15];
2714 out
[0] += 0.28209479f
* t
;
2715 out
[6] -= 0.21026104f
* t
;
2720 static void rotate_X(FLOAT
*out
, UINT order
, FLOAT a
, FLOAT
*in
)
2727 out
[2] = -a
* in
[1];
2734 out
[6] = -0.5f
* in
[6] - 0.8660253882f
* in
[8];
2735 out
[7] = -a
* in
[4];
2736 out
[8] = -0.8660253882f
* in
[6] + 0.5f
* in
[8];
2737 out
[9] = -a
* 0.7905694842f
* in
[12] + a
* 0.6123724580f
* in
[14];
2742 out
[11] = -a
* 0.6123724580f
* in
[12] - a
* 0.7905694842f
* in
[14];
2743 out
[12] = a
* 0.7905694842f
* in
[9] + a
* 0.6123724580f
* in
[11];
2744 out
[13] = -0.25f
* in
[13] - 0.9682458639f
* in
[15];
2745 out
[14] = -a
* 0.6123724580f
* in
[9] + a
* 0.7905694842f
* in
[11];
2746 out
[15] = -0.9682458639f
* in
[13] + 0.25f
* in
[15];
2750 out
[16] = -a
* 0.9354143739f
* in
[21] + a
* 0.3535533845f
* in
[23];
2751 out
[17] = -0.75f
* in
[17] + 0.6614378095f
* in
[19];
2752 out
[18] = -a
* 0.3535533845f
* in
[21] - a
* 0.9354143739f
* in
[23];
2753 out
[19] = 0.6614378095f
* in
[17] + 0.75f
* in
[19];
2754 out
[20] = 0.375f
* in
[20] + 0.5590170026f
* in
[22] + 0.7395099998f
* in
[24];
2755 out
[21] = a
* 0.9354143739f
* in
[16] + a
* 0.3535533845f
* in
[18];
2756 out
[22] = 0.5590170026f
* in
[20] + 0.5f
* in
[22] - 0.6614378691f
* in
[24];
2757 out
[23] = -a
* 0.3535533845f
* in
[16] + a
* 0.9354143739f
* in
[18];
2758 out
[24] = 0.7395099998f
* in
[20] - 0.6614378691f
* in
[22] + 0.125f
* in
[24];
2762 out
[25] = a
* 0.7015607357f
* in
[30] - a
* 0.6846531630f
* in
[32] + a
* 0.1976423711f
* in
[34];
2763 out
[26] = -0.5f
* in
[26] + 0.8660253882f
* in
[28];
2764 out
[27] = a
* 0.5229125023f
* in
[30] + a
* 0.3061861992f
* in
[32] - a
* 0.7954951525 * in
[34];
2765 out
[28] = 0.8660253882f
* in
[26] + 0.5f
* in
[28];
2766 out
[29] = a
* 0.4841229022f
* in
[30] + a
* 0.6614378691f
* in
[32] + a
* 0.5728219748f
* in
[34];
2767 out
[30] = -a
* 0.7015607357f
* in
[25] - a
* 0.5229125023f
* in
[27] - a
* 0.4841229022f
* in
[29];
2768 out
[31] = 0.125f
* in
[31] + 0.4050463140f
* in
[33] + 0.9057110548f
* in
[35];
2769 out
[32] = a
* 0.6846531630f
* in
[25] - a
* 0.3061861992f
* in
[27] - a
* 0.6614378691f
* in
[29];
2770 out
[33] = 0.4050463140f
* in
[31] + 0.8125f
* in
[33] - 0.4192627370f
* in
[35];
2771 out
[34] = -a
* 0.1976423711f
* in
[25] + a
* 0.7954951525f
* in
[27] - a
* 0.5728219748f
* in
[29];
2772 out
[35] = 0.9057110548f
* in
[31] - 0.4192627370f
* in
[33] + 0.0624999329f
* in
[35];
2776 FLOAT
* WINAPI
D3DXSHRotate(FLOAT
*out
, UINT order
, CONST D3DXMATRIX
*matrix
, CONST FLOAT
*in
)
2778 FLOAT alpha
, beta
, gamma
, sinb
, temp
[36];
2780 TRACE("out %p, order %u, matrix %p, in %p\n", out
, order
, matrix
, in
);
2784 if ( ( order
> D3DXSH_MAXORDER
) || ( order
< D3DXSH_MINORDER
) )
2787 /* TODO: Implement handy computations for order <= 3. They are faster than the general algorithm. */
2789 WARN("Using general algorithm for order = %u\n", order
);
2791 if ( fabsf( matrix
->u
.m
[2][2] ) != 1.0f
)
2793 sinb
= sqrtf( 1.0f
- matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2] );
2794 alpha
= atan2f(matrix
->u
.m
[2][1] / sinb
, matrix
->u
.m
[2][0] / sinb
);
2795 beta
= atan2f( sinb
, matrix
->u
.m
[2][2] );
2796 gamma
= atan2f( matrix
->u
.m
[1][2] / sinb
, -matrix
->u
.m
[0][2] / sinb
);
2800 alpha
= atan2f( matrix
->u
.m
[0][1], matrix
->u
.m
[0][0] );
2805 D3DXSHRotateZ(out
, order
, gamma
, in
);
2806 rotate_X(temp
, order
, 1.0f
, out
);
2807 D3DXSHRotateZ(out
, order
, beta
, temp
);
2808 rotate_X(temp
, order
, -1.0f
, out
);
2809 D3DXSHRotateZ(out
, order
, alpha
, temp
);
2814 FLOAT
* WINAPI
D3DXSHRotateZ(FLOAT
*out
, UINT order
, FLOAT angle
, CONST FLOAT
*in
)
2816 FLOAT c1a
, c2a
, c3a
, c4a
, c5a
, s1a
, s2a
, s3a
, s4a
, s5a
;
2818 TRACE("out %p, order %u, angle %f, in %p\n", out
, order
, angle
, in
);
2823 out
[1] = c1a
* in
[1] + s1a
* in
[3];
2825 out
[3] = c1a
* in
[3] - s1a
* in
[1];
2826 if (order
<= D3DXSH_MINORDER
)
2829 c2a
= cosf(2.0f
* angle
);
2830 s2a
= sinf(2.0f
* angle
);
2831 out
[4] = c2a
* in
[4] + s2a
* in
[8];
2832 out
[5] = c1a
* in
[5] + s1a
* in
[7];
2834 out
[7] = c1a
* in
[7] - s1a
* in
[5];
2835 out
[8] = c2a
* in
[8] - s2a
* in
[4];
2839 c3a
= cosf(3.0f
* angle
);
2840 s3a
= sinf(3.0f
* angle
);
2841 out
[9] = c3a
* in
[9] + s3a
* in
[15];
2842 out
[10] = c2a
* in
[10] + s2a
* in
[14];
2843 out
[11] = c1a
* in
[11] + s1a
* in
[13];
2845 out
[13] = c1a
* in
[13] - s1a
* in
[11];
2846 out
[14] = c2a
* in
[14] - s2a
* in
[10];
2847 out
[15] = c3a
* in
[15] - s3a
* in
[9];
2851 c4a
= cosf(4.0f
* angle
);
2852 s4a
= sinf(4.0f
* angle
);
2853 out
[16] = c4a
* in
[16] + s4a
* in
[24];
2854 out
[17] = c3a
* in
[17] + s3a
* in
[23];
2855 out
[18] = c2a
* in
[18] + s2a
* in
[22];
2856 out
[19] = c1a
* in
[19] + s1a
* in
[21];
2858 out
[21] = c1a
* in
[21] - s1a
* in
[19];
2859 out
[22] = c2a
* in
[22] - s2a
* in
[18];
2860 out
[23] = c3a
* in
[23] - s3a
* in
[17];
2861 out
[24] = c4a
* in
[24] - s4a
* in
[16];
2865 c5a
= cosf(5.0f
* angle
);
2866 s5a
= sinf(5.0f
* angle
);
2867 out
[25] = c5a
* in
[25] + s5a
* in
[35];
2868 out
[26] = c4a
* in
[26] + s4a
* in
[34];
2869 out
[27] = c3a
* in
[27] + s3a
* in
[33];
2870 out
[28] = c2a
* in
[28] + s2a
* in
[32];
2871 out
[29] = c1a
* in
[29] + s1a
* in
[31];
2873 out
[31] = c1a
* in
[31] - s1a
* in
[29];
2874 out
[32] = c2a
* in
[32] - s2a
* in
[28];
2875 out
[33] = c3a
* in
[33] - s3a
* in
[27];
2876 out
[34] = c4a
* in
[34] - s4a
* in
[26];
2877 out
[35] = c5a
* in
[35] - s5a
* in
[25];
2882 FLOAT
* WINAPI
D3DXSHScale(FLOAT
*out
, UINT order
, CONST FLOAT
*a
, CONST FLOAT scale
)
2886 TRACE("out %p, order %u, a %p, scale %f\n", out
, order
, a
, scale
);
2888 for (i
= 0; i
< order
* order
; i
++)
2889 out
[i
] = a
[i
] * scale
;