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[wine.git] / dlls / d3dx9_36 / math.c
blobf018f499c43d7d5723fa5c2533148744585fb093
1 /*
2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include <float.h>
28 #include "d3dx9_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
32 struct ID3DXMatrixStackImpl
34 ID3DXMatrixStack ID3DXMatrixStack_iface;
35 LONG ref;
37 unsigned int current;
38 unsigned int stack_size;
39 D3DXMATRIX *stack;
42 static const unsigned int INITIAL_STACK_SIZE = 32;
44 /*_________________D3DXColor____________________*/
46 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
48 TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
50 pout->r = 0.5f + s * (pc->r - 0.5f);
51 pout->g = 0.5f + s * (pc->g - 0.5f);
52 pout->b = 0.5f + s * (pc->b - 0.5f);
53 pout->a = pc->a;
54 return pout;
57 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
59 FLOAT grey;
61 TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
63 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
64 pout->r = grey + s * (pc->r - grey);
65 pout->g = grey + s * (pc->g - grey);
66 pout->b = grey + s * (pc->b - grey);
67 pout->a = pc->a;
68 return pout;
71 /*_________________Misc__________________________*/
73 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
75 FLOAT a, d, g, result;
77 TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex);
79 g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f);
80 a = g + costheta;
81 d = g - costheta;
82 result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f;
83 result *= 0.5f * d * d / (a * a);
85 return result;
88 /*_________________D3DXMatrix____________________*/
90 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter,
91 const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
93 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
94 out, scaling, rotationcenter, rotation, translation);
96 D3DXMatrixIdentity(out);
98 if (rotation)
100 FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22;
102 temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z);
103 temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w);
104 temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w);
105 temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w);
106 temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z);
107 temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w);
108 temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w);
109 temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w);
110 temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y);
112 out->m[0][0] = scaling * temp00;
113 out->m[0][1] = scaling * temp01;
114 out->m[0][2] = scaling * temp02;
115 out->m[1][0] = scaling * temp10;
116 out->m[1][1] = scaling * temp11;
117 out->m[1][2] = scaling * temp12;
118 out->m[2][0] = scaling * temp20;
119 out->m[2][1] = scaling * temp21;
120 out->m[2][2] = scaling * temp22;
122 if (rotationcenter)
124 out->m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10
125 - rotationcenter->z * temp20;
126 out->m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01
127 - rotationcenter->z * temp21;
128 out->m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02
129 - rotationcenter->y * temp12;
132 else
134 out->m[0][0] = scaling;
135 out->m[1][1] = scaling;
136 out->m[2][2] = scaling;
139 if (translation)
141 out->m[3][0] += translation->x;
142 out->m[3][1] += translation->y;
143 out->m[3][2] += translation->z;
146 return out;
149 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
150 const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
152 FLOAT tmp1, tmp2, s;
154 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
155 out, scaling, rotationcenter, rotation, translation);
157 s = sinf(rotation / 2.0f);
158 tmp1 = 1.0f - 2.0f * s * s;
159 tmp2 = 2.0f * s * cosf(rotation / 2.0f);
161 D3DXMatrixIdentity(out);
162 out->m[0][0] = scaling * tmp1;
163 out->m[0][1] = scaling * tmp2;
164 out->m[1][0] = -scaling * tmp2;
165 out->m[1][1] = scaling * tmp1;
167 if (rotationcenter)
169 FLOAT x, y;
171 x = rotationcenter->x;
172 y = rotationcenter->y;
174 out->m[3][0] = y * tmp2 - x * tmp1 + x;
175 out->m[3][1] = -x * tmp2 - y * tmp1 + y;
178 if (translation)
180 out->m[3][0] += translation->x;
181 out->m[3][1] += translation->y;
184 return out;
187 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
189 D3DXMATRIX normalized;
190 D3DXVECTOR3 vec;
192 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
194 /*Compute the scaling part.*/
195 vec.x = pm->m[0][0];
196 vec.y = pm->m[0][1];
197 vec.z = pm->m[0][2];
198 poutscale->x = D3DXVec3Length(&vec);
200 vec.x = pm->m[1][0];
201 vec.y = pm->m[1][1];
202 vec.z = pm->m[1][2];
203 poutscale->y = D3DXVec3Length(&vec);
205 vec.x = pm->m[2][0];
206 vec.y = pm->m[2][1];
207 vec.z = pm->m[2][2];
208 poutscale->z = D3DXVec3Length(&vec);
210 /*Compute the translation part.*/
211 pouttranslation->x = pm->m[3][0];
212 pouttranslation->y = pm->m[3][1];
213 pouttranslation->z = pm->m[3][2];
215 /*Let's calculate the rotation now*/
216 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
218 normalized.m[0][0] = pm->m[0][0]/poutscale->x;
219 normalized.m[0][1] = pm->m[0][1]/poutscale->x;
220 normalized.m[0][2] = pm->m[0][2]/poutscale->x;
221 normalized.m[1][0] = pm->m[1][0]/poutscale->y;
222 normalized.m[1][1] = pm->m[1][1]/poutscale->y;
223 normalized.m[1][2] = pm->m[1][2]/poutscale->y;
224 normalized.m[2][0] = pm->m[2][0]/poutscale->z;
225 normalized.m[2][1] = pm->m[2][1]/poutscale->z;
226 normalized.m[2][2] = pm->m[2][2]/poutscale->z;
228 D3DXQuaternionRotationMatrix(poutrotation,&normalized);
229 return S_OK;
232 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
234 FLOAT t[3], v[4];
236 TRACE("pm %p\n", pm);
238 t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2];
239 t[1] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2];
240 t[2] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2];
241 v[0] = pm->m[1][1] * t[0] - pm->m[2][1] * t[1] + pm->m[3][1] * t[2];
242 v[1] = -pm->m[1][0] * t[0] + pm->m[2][0] * t[1] - pm->m[3][0] * t[2];
244 t[0] = pm->m[1][0] * pm->m[2][1] - pm->m[2][0] * pm->m[1][1];
245 t[1] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1];
246 t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1];
247 v[2] = pm->m[3][3] * t[0] - pm->m[2][3] * t[1] + pm->m[1][3] * t[2];
248 v[3] = -pm->m[3][2] * t[0] + pm->m[2][2] * t[1] - pm->m[1][2] * t[2];
250 return pm->m[0][0] * v[0] + pm->m[0][1] * v[1] +
251 pm->m[0][2] * v[2] + pm->m[0][3] * v[3];
254 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
256 FLOAT det, t[3], v[16];
257 UINT i, j;
259 TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm);
261 t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2];
262 t[1] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2];
263 t[2] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2];
264 v[0] = pm->m[1][1] * t[0] - pm->m[2][1] * t[1] + pm->m[3][1] * t[2];
265 v[4] = -pm->m[1][0] * t[0] + pm->m[2][0] * t[1] - pm->m[3][0] * t[2];
267 t[0] = pm->m[1][0] * pm->m[2][1] - pm->m[2][0] * pm->m[1][1];
268 t[1] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1];
269 t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1];
270 v[8] = pm->m[3][3] * t[0] - pm->m[2][3] * t[1] + pm->m[1][3] * t[2];
271 v[12] = -pm->m[3][2] * t[0] + pm->m[2][2] * t[1] - pm->m[1][2] * t[2];
273 det = pm->m[0][0] * v[0] + pm->m[0][1] * v[4] +
274 pm->m[0][2] * v[8] + pm->m[0][3] * v[12];
275 if (det == 0.0f)
276 return NULL;
277 if (pdeterminant)
278 *pdeterminant = det;
280 t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2];
281 t[1] = pm->m[0][2] * pm->m[3][3] - pm->m[0][3] * pm->m[3][2];
282 t[2] = pm->m[0][2] * pm->m[2][3] - pm->m[0][3] * pm->m[2][2];
283 v[1] = -pm->m[0][1] * t[0] + pm->m[2][1] * t[1] - pm->m[3][1] * t[2];
284 v[5] = pm->m[0][0] * t[0] - pm->m[2][0] * t[1] + pm->m[3][0] * t[2];
286 t[0] = pm->m[0][0] * pm->m[2][1] - pm->m[2][0] * pm->m[0][1];
287 t[1] = pm->m[3][0] * pm->m[0][1] - pm->m[0][0] * pm->m[3][1];
288 t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1];
289 v[9] = -pm->m[3][3] * t[0] - pm->m[2][3] * t[1]- pm->m[0][3] * t[2];
290 v[13] = pm->m[3][2] * t[0] + pm->m[2][2] * t[1] + pm->m[0][2] * t[2];
292 t[0] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2];
293 t[1] = pm->m[0][2] * pm->m[3][3] - pm->m[0][3] * pm->m[3][2];
294 t[2] = pm->m[0][2] * pm->m[1][3] - pm->m[0][3] * pm->m[1][2];
295 v[2] = pm->m[0][1] * t[0] - pm->m[1][1] * t[1] + pm->m[3][1] * t[2];
296 v[6] = -pm->m[0][0] * t[0] + pm->m[1][0] * t[1] - pm->m[3][0] * t[2];
298 t[0] = pm->m[0][0] * pm->m[1][1] - pm->m[1][0] * pm->m[0][1];
299 t[1] = pm->m[3][0] * pm->m[0][1] - pm->m[0][0] * pm->m[3][1];
300 t[2] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1];
301 v[10] = pm->m[3][3] * t[0] + pm->m[1][3] * t[1] + pm->m[0][3] * t[2];
302 v[14] = -pm->m[3][2] * t[0] - pm->m[1][2] * t[1] - pm->m[0][2] * t[2];
304 t[0] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2];
305 t[1] = pm->m[0][2] * pm->m[2][3] - pm->m[0][3] * pm->m[2][2];
306 t[2] = pm->m[0][2] * pm->m[1][3] - pm->m[0][3] * pm->m[1][2];
307 v[3] = -pm->m[0][1] * t[0] + pm->m[1][1] * t[1] - pm->m[2][1] * t[2];
308 v[7] = pm->m[0][0] * t[0] - pm->m[1][0] * t[1] + pm->m[2][0] * t[2];
310 v[11] = -pm->m[0][0] * (pm->m[1][1] * pm->m[2][3] - pm->m[1][3] * pm->m[2][1]) +
311 pm->m[1][0] * (pm->m[0][1] * pm->m[2][3] - pm->m[0][3] * pm->m[2][1]) -
312 pm->m[2][0] * (pm->m[0][1] * pm->m[1][3] - pm->m[0][3] * pm->m[1][1]);
314 v[15] = pm->m[0][0] * (pm->m[1][1] * pm->m[2][2] - pm->m[1][2] * pm->m[2][1]) -
315 pm->m[1][0] * (pm->m[0][1] * pm->m[2][2] - pm->m[0][2] * pm->m[2][1]) +
316 pm->m[2][0] * (pm->m[0][1] * pm->m[1][2] - pm->m[0][2] * pm->m[1][1]);
318 det = 1.0f / det;
320 for (i = 0; i < 4; i++)
321 for (j = 0; j < 4; j++)
322 pout->m[i][j] = v[4 * i + j] * det;
324 return pout;
327 D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
328 const D3DXVECTOR3 *up)
330 D3DXVECTOR3 right, upn, vec;
332 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
334 D3DXVec3Subtract(&vec, at, eye);
335 D3DXVec3Normalize(&vec, &vec);
336 D3DXVec3Cross(&right, up, &vec);
337 D3DXVec3Cross(&upn, &vec, &right);
338 D3DXVec3Normalize(&right, &right);
339 D3DXVec3Normalize(&upn, &upn);
340 out->m[0][0] = right.x;
341 out->m[1][0] = right.y;
342 out->m[2][0] = right.z;
343 out->m[3][0] = -D3DXVec3Dot(&right, eye);
344 out->m[0][1] = upn.x;
345 out->m[1][1] = upn.y;
346 out->m[2][1] = upn.z;
347 out->m[3][1] = -D3DXVec3Dot(&upn, eye);
348 out->m[0][2] = vec.x;
349 out->m[1][2] = vec.y;
350 out->m[2][2] = vec.z;
351 out->m[3][2] = -D3DXVec3Dot(&vec, eye);
352 out->m[0][3] = 0.0f;
353 out->m[1][3] = 0.0f;
354 out->m[2][3] = 0.0f;
355 out->m[3][3] = 1.0f;
357 return out;
360 D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
361 const D3DXVECTOR3 *up)
363 D3DXVECTOR3 right, upn, vec;
365 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
367 D3DXVec3Subtract(&vec, at, eye);
368 D3DXVec3Normalize(&vec, &vec);
369 D3DXVec3Cross(&right, up, &vec);
370 D3DXVec3Cross(&upn, &vec, &right);
371 D3DXVec3Normalize(&right, &right);
372 D3DXVec3Normalize(&upn, &upn);
373 out->m[0][0] = -right.x;
374 out->m[1][0] = -right.y;
375 out->m[2][0] = -right.z;
376 out->m[3][0] = D3DXVec3Dot(&right, eye);
377 out->m[0][1] = upn.x;
378 out->m[1][1] = upn.y;
379 out->m[2][1] = upn.z;
380 out->m[3][1] = -D3DXVec3Dot(&upn, eye);
381 out->m[0][2] = -vec.x;
382 out->m[1][2] = -vec.y;
383 out->m[2][2] = -vec.z;
384 out->m[3][2] = D3DXVec3Dot(&vec, eye);
385 out->m[0][3] = 0.0f;
386 out->m[1][3] = 0.0f;
387 out->m[2][3] = 0.0f;
388 out->m[3][3] = 1.0f;
390 return out;
393 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
395 D3DXMATRIX out;
396 int i,j;
398 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
400 for (i=0; i<4; i++)
402 for (j=0; j<4; j++)
404 out.m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
408 *pout = out;
409 return pout;
412 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
414 D3DXMATRIX temp;
415 int i, j;
417 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
419 for (i = 0; i < 4; i++)
420 for (j = 0; j < 4; j++)
421 temp.m[j][i] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
423 *pout = temp;
424 return pout;
427 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
429 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
431 D3DXMatrixIdentity(pout);
432 pout->m[0][0] = 2.0f / w;
433 pout->m[1][1] = 2.0f / h;
434 pout->m[2][2] = 1.0f / (zf - zn);
435 pout->m[3][2] = zn / (zn - zf);
436 return pout;
439 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
441 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
443 D3DXMatrixIdentity(pout);
444 pout->m[0][0] = 2.0f / (r - l);
445 pout->m[1][1] = 2.0f / (t - b);
446 pout->m[2][2] = 1.0f / (zf -zn);
447 pout->m[3][0] = -1.0f -2.0f *l / (r - l);
448 pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
449 pout->m[3][2] = zn / (zn -zf);
450 return pout;
453 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
455 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
457 D3DXMatrixIdentity(pout);
458 pout->m[0][0] = 2.0f / (r - l);
459 pout->m[1][1] = 2.0f / (t - b);
460 pout->m[2][2] = 1.0f / (zn -zf);
461 pout->m[3][0] = -1.0f -2.0f *l / (r - l);
462 pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
463 pout->m[3][2] = zn / (zn -zf);
464 return pout;
467 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
469 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
471 D3DXMatrixIdentity(pout);
472 pout->m[0][0] = 2.0f / w;
473 pout->m[1][1] = 2.0f / h;
474 pout->m[2][2] = 1.0f / (zn - zf);
475 pout->m[3][2] = zn / (zn - zf);
476 return pout;
479 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
481 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
483 D3DXMatrixIdentity(pout);
484 pout->m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
485 pout->m[1][1] = 1.0f / tanf(fovy/2.0f);
486 pout->m[2][2] = zf / (zf - zn);
487 pout->m[2][3] = 1.0f;
488 pout->m[3][2] = (zf * zn) / (zn - zf);
489 pout->m[3][3] = 0.0f;
490 return pout;
493 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
495 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
497 D3DXMatrixIdentity(pout);
498 pout->m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
499 pout->m[1][1] = 1.0f / tanf(fovy/2.0f);
500 pout->m[2][2] = zf / (zn - zf);
501 pout->m[2][3] = -1.0f;
502 pout->m[3][2] = (zf * zn) / (zn - zf);
503 pout->m[3][3] = 0.0f;
504 return pout;
507 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
509 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
511 D3DXMatrixIdentity(pout);
512 pout->m[0][0] = 2.0f * zn / w;
513 pout->m[1][1] = 2.0f * zn / h;
514 pout->m[2][2] = zf / (zf - zn);
515 pout->m[3][2] = (zn * zf) / (zn - zf);
516 pout->m[2][3] = 1.0f;
517 pout->m[3][3] = 0.0f;
518 return pout;
521 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
523 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
525 D3DXMatrixIdentity(pout);
526 pout->m[0][0] = 2.0f * zn / (r - l);
527 pout->m[1][1] = -2.0f * zn / (b - t);
528 pout->m[2][0] = -1.0f - 2.0f * l / (r - l);
529 pout->m[2][1] = 1.0f + 2.0f * t / (b - t);
530 pout->m[2][2] = - zf / (zn - zf);
531 pout->m[3][2] = (zn * zf) / (zn -zf);
532 pout->m[2][3] = 1.0f;
533 pout->m[3][3] = 0.0f;
534 return pout;
537 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
539 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
541 D3DXMatrixIdentity(pout);
542 pout->m[0][0] = 2.0f * zn / (r - l);
543 pout->m[1][1] = -2.0f * zn / (b - t);
544 pout->m[2][0] = 1.0f + 2.0f * l / (r - l);
545 pout->m[2][1] = -1.0f -2.0f * t / (b - t);
546 pout->m[2][2] = zf / (zn - zf);
547 pout->m[3][2] = (zn * zf) / (zn -zf);
548 pout->m[2][3] = -1.0f;
549 pout->m[3][3] = 0.0f;
550 return pout;
553 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
555 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
557 D3DXMatrixIdentity(pout);
558 pout->m[0][0] = 2.0f * zn / w;
559 pout->m[1][1] = 2.0f * zn / h;
560 pout->m[2][2] = zf / (zn - zf);
561 pout->m[3][2] = (zn * zf) / (zn - zf);
562 pout->m[2][3] = -1.0f;
563 pout->m[3][3] = 0.0f;
564 return pout;
567 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
569 D3DXPLANE Nplane;
571 TRACE("pout %p, pplane %p\n", pout, pplane);
573 D3DXPlaneNormalize(&Nplane, pplane);
574 D3DXMatrixIdentity(pout);
575 pout->m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
576 pout->m[0][1] = -2.0f * Nplane.a * Nplane.b;
577 pout->m[0][2] = -2.0f * Nplane.a * Nplane.c;
578 pout->m[1][0] = -2.0f * Nplane.a * Nplane.b;
579 pout->m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
580 pout->m[1][2] = -2.0f * Nplane.b * Nplane.c;
581 pout->m[2][0] = -2.0f * Nplane.c * Nplane.a;
582 pout->m[2][1] = -2.0f * Nplane.c * Nplane.b;
583 pout->m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
584 pout->m[3][0] = -2.0f * Nplane.d * Nplane.a;
585 pout->m[3][1] = -2.0f * Nplane.d * Nplane.b;
586 pout->m[3][2] = -2.0f * Nplane.d * Nplane.c;
587 return pout;
590 D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
592 D3DXVECTOR3 nv;
593 FLOAT sangle, cangle, cdiff;
595 TRACE("out %p, v %p, angle %f\n", out, v, angle);
597 D3DXVec3Normalize(&nv, v);
598 sangle = sinf(angle);
599 cangle = cosf(angle);
600 cdiff = 1.0f - cangle;
602 out->m[0][0] = cdiff * nv.x * nv.x + cangle;
603 out->m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z;
604 out->m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y;
605 out->m[3][0] = 0.0f;
606 out->m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z;
607 out->m[1][1] = cdiff * nv.y * nv.y + cangle;
608 out->m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x;
609 out->m[3][1] = 0.0f;
610 out->m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y;
611 out->m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x;
612 out->m[2][2] = cdiff * nv.z * nv.z + cangle;
613 out->m[3][2] = 0.0f;
614 out->m[0][3] = 0.0f;
615 out->m[1][3] = 0.0f;
616 out->m[2][3] = 0.0f;
617 out->m[3][3] = 1.0f;
619 return out;
622 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
624 TRACE("pout %p, pq %p\n", pout, pq);
626 D3DXMatrixIdentity(pout);
627 pout->m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
628 pout->m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
629 pout->m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
630 pout->m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
631 pout->m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
632 pout->m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
633 pout->m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
634 pout->m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
635 pout->m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
636 return pout;
639 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
641 TRACE("pout %p, angle %f\n", pout, angle);
643 D3DXMatrixIdentity(pout);
644 pout->m[1][1] = cosf(angle);
645 pout->m[2][2] = cosf(angle);
646 pout->m[1][2] = sinf(angle);
647 pout->m[2][1] = -sinf(angle);
648 return pout;
651 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
653 TRACE("pout %p, angle %f\n", pout, angle);
655 D3DXMatrixIdentity(pout);
656 pout->m[0][0] = cosf(angle);
657 pout->m[2][2] = cosf(angle);
658 pout->m[0][2] = -sinf(angle);
659 pout->m[2][0] = sinf(angle);
660 return pout;
663 D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
665 FLOAT sroll, croll, spitch, cpitch, syaw, cyaw;
667 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
669 sroll = sinf(roll);
670 croll = cosf(roll);
671 spitch = sinf(pitch);
672 cpitch = cosf(pitch);
673 syaw = sinf(yaw);
674 cyaw = cosf(yaw);
676 out->m[0][0] = sroll * spitch * syaw + croll * cyaw;
677 out->m[0][1] = sroll * cpitch;
678 out->m[0][2] = sroll * spitch * cyaw - croll * syaw;
679 out->m[0][3] = 0.0f;
680 out->m[1][0] = croll * spitch * syaw - sroll * cyaw;
681 out->m[1][1] = croll * cpitch;
682 out->m[1][2] = croll * spitch * cyaw + sroll * syaw;
683 out->m[1][3] = 0.0f;
684 out->m[2][0] = cpitch * syaw;
685 out->m[2][1] = -spitch;
686 out->m[2][2] = cpitch * cyaw;
687 out->m[2][3] = 0.0f;
688 out->m[3][0] = 0.0f;
689 out->m[3][1] = 0.0f;
690 out->m[3][2] = 0.0f;
691 out->m[3][3] = 1.0f;
693 return out;
696 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
698 TRACE("pout %p, angle %f\n", pout, angle);
700 D3DXMatrixIdentity(pout);
701 pout->m[0][0] = cosf(angle);
702 pout->m[1][1] = cosf(angle);
703 pout->m[0][1] = sinf(angle);
704 pout->m[1][0] = -sinf(angle);
705 return pout;
708 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
710 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz);
712 D3DXMatrixIdentity(pout);
713 pout->m[0][0] = sx;
714 pout->m[1][1] = sy;
715 pout->m[2][2] = sz;
716 return pout;
719 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
721 D3DXPLANE Nplane;
722 FLOAT dot;
724 TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane);
726 D3DXPlaneNormalize(&Nplane, pplane);
727 dot = D3DXPlaneDot(&Nplane, plight);
728 pout->m[0][0] = dot - Nplane.a * plight->x;
729 pout->m[0][1] = -Nplane.a * plight->y;
730 pout->m[0][2] = -Nplane.a * plight->z;
731 pout->m[0][3] = -Nplane.a * plight->w;
732 pout->m[1][0] = -Nplane.b * plight->x;
733 pout->m[1][1] = dot - Nplane.b * plight->y;
734 pout->m[1][2] = -Nplane.b * plight->z;
735 pout->m[1][3] = -Nplane.b * plight->w;
736 pout->m[2][0] = -Nplane.c * plight->x;
737 pout->m[2][1] = -Nplane.c * plight->y;
738 pout->m[2][2] = dot - Nplane.c * plight->z;
739 pout->m[2][3] = -Nplane.c * plight->w;
740 pout->m[3][0] = -Nplane.d * plight->x;
741 pout->m[3][1] = -Nplane.d * plight->y;
742 pout->m[3][2] = -Nplane.d * plight->z;
743 pout->m[3][3] = dot - Nplane.d * plight->w;
744 return pout;
747 D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center,
748 const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling,
749 const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation,
750 const D3DXVECTOR3 *translation)
752 static const D3DXVECTOR3 zero_vector;
753 D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt;
754 D3DXVECTOR3 sc, rc;
755 D3DXQUATERNION q;
757 TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p,"
758 " rotation %p, translation %p.\n",
759 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
761 if (scaling)
763 sc = scaling_center ? *scaling_center : zero_vector;
764 D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z);
765 if (scaling_rotation)
767 q.x = -scaling_rotation->x;
768 q.y = -scaling_rotation->y;
769 q.z = -scaling_rotation->z;
770 q.w = scaling_rotation->w;
771 D3DXMatrixRotationQuaternion(&msr1, &q);
772 D3DXMatrixMultiply(&m1, &m1, &msr1);
774 D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z);
775 D3DXMatrixMultiply(&m1, &m1, &ms);
776 if (scaling_rotation)
778 D3DXMatrixRotationQuaternion(&msr, scaling_rotation);
779 D3DXMatrixMultiply(&m1, &m1, &msr);
781 D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z);
782 D3DXMatrixMultiply(&m1, &m1, &msc);
784 else
786 D3DXMatrixIdentity(&m1);
789 if (rotation)
791 rc = rotation_center ? *rotation_center : zero_vector;
792 D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z);
793 D3DXMatrixMultiply(&m1, &m1, &mrc1);
794 D3DXMatrixRotationQuaternion(&mr, rotation);
795 D3DXMatrixMultiply(&m1, &m1, &mr);
796 D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z);
797 D3DXMatrixMultiply(&m1, &m1, &mrc);
800 if (translation)
802 D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z);
803 D3DXMatrixMultiply(out, &m1, &mt);
805 else
807 *out = m1;
810 return out;
813 static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
815 if (!v2)
816 return;
818 v3->x = v2->x;
819 v3->y = v2->y;
820 v3->z = 0.0f;
823 D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center,
824 float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center,
825 float rotation, const D3DXVECTOR2 *translation)
827 D3DXVECTOR3 r_c, s, s_c, t;
828 D3DXQUATERNION r, s_r;
830 TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, "
831 "rotation %.8e, translation %p.\n",
832 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
834 vec3_from_vec2(&s_c, scaling_center);
835 vec3_from_vec2(&s, scaling);
836 if (scaling)
837 s.z = 1.0f;
838 vec3_from_vec2(&r_c, rotation_center);
839 vec3_from_vec2(&t, translation);
841 if (rotation)
843 r.w = cosf(rotation / 2.0f);
844 r.x = 0.0f;
845 r.y = 0.0f;
846 r.z = sinf(rotation / 2.0f);
849 if (scaling_rotation)
851 s_r.w = cosf(scaling_rotation / 2.0f);
852 s_r.x = 0.0f;
853 s_r.y = 0.0f;
854 s_r.z = sinf(scaling_rotation / 2.0f);
857 return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL,
858 scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL,
859 rotation ? &r : NULL, translation ? &t : NULL);
862 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
864 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z);
866 D3DXMatrixIdentity(pout);
867 pout->m[3][0] = x;
868 pout->m[3][1] = y;
869 pout->m[3][2] = z;
870 return pout;
873 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *out, const D3DXMATRIX *in)
875 unsigned int i, j;
876 D3DXMATRIX m;
878 TRACE("out %p, in %p.\n", out, in);
880 m = *in;
882 for (i = 0; i < 4; ++i)
883 for (j = 0; j < 4; ++j) out->m[i][j] = m.m[j][i];
885 return out;
888 /*_________________D3DXMatrixStack____________________*/
891 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
893 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
896 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
898 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
900 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
901 || IsEqualGUID(riid, &IID_IUnknown))
903 ID3DXMatrixStack_AddRef(iface);
904 *out = iface;
905 return S_OK;
908 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
910 *out = NULL;
911 return E_NOINTERFACE;
914 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
916 struct ID3DXMatrixStackImpl *stack = impl_from_ID3DXMatrixStack(iface);
917 ULONG refcount = InterlockedIncrement(&stack->ref);
919 TRACE("%p increasing refcount to %lu.\n", iface, refcount);
920 return refcount;
923 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface)
925 struct ID3DXMatrixStackImpl *stack = impl_from_ID3DXMatrixStack(iface);
926 ULONG refcount = InterlockedDecrement(&stack->ref);
928 TRACE("%p decreasing refcount to %lu.\n", iface, refcount);
929 if (!refcount)
931 free(stack->stack);
932 free(stack);
934 return refcount;
937 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
939 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
941 TRACE("iface %p\n", iface);
943 return &This->stack[This->current];
946 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
948 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
950 TRACE("iface %p\n", iface);
952 D3DXMatrixIdentity(&This->stack[This->current]);
954 return D3D_OK;
957 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
959 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
961 TRACE("iface %p, pm %p\n", iface, pm);
963 This->stack[This->current] = *pm;
965 return D3D_OK;
968 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
970 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
972 TRACE("iface %p, pm %p\n", iface, pm);
974 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
976 return D3D_OK;
979 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
981 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
983 TRACE("iface %p, pm %p\n", iface, pm);
985 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
987 return D3D_OK;
990 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
992 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
994 TRACE("iface %p\n", iface);
996 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
997 if (!This->current) return D3D_OK;
999 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
1001 unsigned int new_size;
1002 D3DXMATRIX *new_stack;
1004 new_size = This->stack_size / 2;
1005 new_stack = realloc(This->stack, new_size * sizeof(*new_stack));
1006 if (new_stack)
1008 This->stack_size = new_size;
1009 This->stack = new_stack;
1013 --This->current;
1015 return D3D_OK;
1018 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
1020 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1022 TRACE("iface %p\n", iface);
1024 if (This->current == This->stack_size - 1)
1026 unsigned int new_size;
1027 D3DXMATRIX *new_stack;
1029 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
1031 new_size = This->stack_size * 2;
1032 new_stack = realloc(This->stack, new_size * sizeof(*new_stack));
1033 if (!new_stack) return E_OUTOFMEMORY;
1035 This->stack_size = new_size;
1036 This->stack = new_stack;
1039 ++This->current;
1040 This->stack[This->current] = This->stack[This->current - 1];
1042 return D3D_OK;
1045 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
1047 D3DXMATRIX temp;
1048 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1050 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1052 D3DXMatrixRotationAxis(&temp, pv, angle);
1053 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1055 return D3D_OK;
1058 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
1060 D3DXMATRIX temp;
1061 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1063 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1065 D3DXMatrixRotationAxis(&temp, pv, angle);
1066 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1068 return D3D_OK;
1071 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1073 D3DXMATRIX temp;
1074 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1076 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1078 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
1079 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1081 return D3D_OK;
1084 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1086 D3DXMATRIX temp;
1087 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1089 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1091 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
1092 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1094 return D3D_OK;
1097 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1099 D3DXMATRIX temp;
1100 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1102 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
1104 D3DXMatrixScaling(&temp, x, y, z);
1105 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1107 return D3D_OK;
1110 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1112 D3DXMATRIX temp;
1113 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1115 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1117 D3DXMatrixScaling(&temp, x, y, z);
1118 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1120 return D3D_OK;
1123 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1125 D3DXMATRIX temp;
1126 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1128 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1130 D3DXMatrixTranslation(&temp, x, y, z);
1131 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1133 return D3D_OK;
1136 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1138 D3DXMATRIX temp;
1139 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1141 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1143 D3DXMatrixTranslation(&temp, x, y, z);
1144 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
1146 return D3D_OK;
1149 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
1151 ID3DXMatrixStackImpl_QueryInterface,
1152 ID3DXMatrixStackImpl_AddRef,
1153 ID3DXMatrixStackImpl_Release,
1154 ID3DXMatrixStackImpl_Pop,
1155 ID3DXMatrixStackImpl_Push,
1156 ID3DXMatrixStackImpl_LoadIdentity,
1157 ID3DXMatrixStackImpl_LoadMatrix,
1158 ID3DXMatrixStackImpl_MultMatrix,
1159 ID3DXMatrixStackImpl_MultMatrixLocal,
1160 ID3DXMatrixStackImpl_RotateAxis,
1161 ID3DXMatrixStackImpl_RotateAxisLocal,
1162 ID3DXMatrixStackImpl_RotateYawPitchRoll,
1163 ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
1164 ID3DXMatrixStackImpl_Scale,
1165 ID3DXMatrixStackImpl_ScaleLocal,
1166 ID3DXMatrixStackImpl_Translate,
1167 ID3DXMatrixStackImpl_TranslateLocal,
1168 ID3DXMatrixStackImpl_GetTop
1171 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack)
1173 struct ID3DXMatrixStackImpl *object;
1175 TRACE("flags %#lx, stack %p.\n", flags, stack);
1177 if (!(object = calloc(1, sizeof(*object))))
1179 *stack = NULL;
1180 return E_OUTOFMEMORY;
1182 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
1183 object->ref = 1;
1185 if (!(object->stack = malloc(INITIAL_STACK_SIZE * sizeof(*object->stack))))
1187 free(object);
1188 *stack = NULL;
1189 return E_OUTOFMEMORY;
1192 object->current = 0;
1193 object->stack_size = INITIAL_STACK_SIZE;
1194 D3DXMatrixIdentity(&object->stack[0]);
1196 TRACE("Created matrix stack %p.\n", object);
1198 *stack = &object->ID3DXMatrixStack_iface;
1199 return D3D_OK;
1202 /*_________________D3DXPLANE________________*/
1204 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
1206 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
1208 pout->a = pvnormal->x;
1209 pout->b = pvnormal->y;
1210 pout->c = pvnormal->z;
1211 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
1212 return pout;
1215 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
1217 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
1219 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
1221 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
1222 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
1223 D3DXVec3Subtract(&edge1, pv2, pv1);
1224 D3DXVec3Subtract(&edge2, pv3, pv1);
1225 D3DXVec3Cross(&normal, &edge1, &edge2);
1226 D3DXVec3Normalize(&Nnormal, &normal);
1227 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
1228 return pout;
1231 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1233 D3DXVECTOR3 direction, normal;
1234 FLOAT dot, temp;
1236 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
1238 normal.x = pp->a;
1239 normal.y = pp->b;
1240 normal.z = pp->c;
1241 direction.x = pv2->x - pv1->x;
1242 direction.y = pv2->y - pv1->y;
1243 direction.z = pv2->z - pv1->z;
1244 dot = D3DXVec3Dot(&normal, &direction);
1245 if ( !dot ) return NULL;
1246 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
1247 pout->x = pv1->x - temp * direction.x;
1248 pout->y = pv1->y - temp * direction.y;
1249 pout->z = pv1->z - temp * direction.z;
1250 return pout;
1253 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
1255 FLOAT norm;
1257 TRACE("out %p, p %p\n", out, p);
1259 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
1260 if (norm)
1262 out->a = p->a / norm;
1263 out->b = p->b / norm;
1264 out->c = p->c / norm;
1265 out->d = p->d / norm;
1267 else
1269 out->a = 0.0f;
1270 out->b = 0.0f;
1271 out->c = 0.0f;
1272 out->d = 0.0f;
1275 return out;
1278 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
1280 const D3DXPLANE plane = *pplane;
1282 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
1284 pout->a = pm->m[0][0] * plane.a + pm->m[1][0] * plane.b + pm->m[2][0] * plane.c + pm->m[3][0] * plane.d;
1285 pout->b = pm->m[0][1] * plane.a + pm->m[1][1] * plane.b + pm->m[2][1] * plane.c + pm->m[3][1] * plane.d;
1286 pout->c = pm->m[0][2] * plane.a + pm->m[1][2] * plane.b + pm->m[2][2] * plane.c + pm->m[3][2] * plane.d;
1287 pout->d = pm->m[0][3] * plane.a + pm->m[1][3] * plane.b + pm->m[2][3] * plane.c + pm->m[3][3] * plane.d;
1288 return pout;
1291 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1293 UINT i;
1295 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1297 for (i = 0; i < elements; ++i) {
1298 D3DXPlaneTransform(
1299 (D3DXPLANE*)((char*)out + outstride * i),
1300 (const D3DXPLANE*)((const char*)in + instride * i),
1301 matrix);
1303 return out;
1306 /*_________________D3DXQUATERNION________________*/
1308 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
1310 D3DXQUATERNION temp1, temp2;
1312 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
1314 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
1315 return pout;
1318 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1320 FLOAT norm;
1322 TRACE("out %p, q %p\n", out, q);
1324 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
1325 if (norm)
1327 out->x = sinf(norm) * q->x / norm;
1328 out->y = sinf(norm) * q->y / norm;
1329 out->z = sinf(norm) * q->z / norm;
1330 out->w = cosf(norm);
1332 else
1334 out->x = 0.0f;
1335 out->y = 0.0f;
1336 out->z = 0.0f;
1337 out->w = 1.0f;
1340 return out;
1343 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
1345 FLOAT norm;
1347 TRACE("pout %p, pq %p\n", pout, pq);
1349 norm = D3DXQuaternionLengthSq(pq);
1351 pout->x = -pq->x / norm;
1352 pout->y = -pq->y / norm;
1353 pout->z = -pq->z / norm;
1354 pout->w = pq->w / norm;
1355 return pout;
1358 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1360 FLOAT t;
1362 TRACE("out %p, q %p\n", out, q);
1364 if ((q->w >= 1.0f) || (q->w == -1.0f))
1365 t = 1.0f;
1366 else
1367 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
1369 out->x = t * q->x;
1370 out->y = t * q->y;
1371 out->z = t * q->z;
1372 out->w = 0.0f;
1374 return out;
1377 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
1379 D3DXQUATERNION out;
1381 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
1383 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1384 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1385 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1386 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1387 *pout = out;
1388 return pout;
1391 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1393 FLOAT norm;
1395 TRACE("out %p, q %p\n", out, q);
1397 norm = D3DXQuaternionLength(q);
1399 out->x = q->x / norm;
1400 out->y = q->y / norm;
1401 out->z = q->z / norm;
1402 out->w = q->w / norm;
1404 return out;
1407 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
1409 D3DXVECTOR3 temp;
1411 TRACE("out %p, v %p, angle %f\n", out, v, angle);
1413 D3DXVec3Normalize(&temp, v);
1415 out->x = sinf(angle / 2.0f) * temp.x;
1416 out->y = sinf(angle / 2.0f) * temp.y;
1417 out->z = sinf(angle / 2.0f) * temp.z;
1418 out->w = cosf(angle / 2.0f);
1420 return out;
1423 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
1425 FLOAT s, trace;
1427 TRACE("out %p, m %p\n", out, m);
1429 trace = m->m[0][0] + m->m[1][1] + m->m[2][2] + 1.0f;
1430 if (trace > 1.0f)
1432 s = 2.0f * sqrtf(trace);
1433 out->x = (m->m[1][2] - m->m[2][1]) / s;
1434 out->y = (m->m[2][0] - m->m[0][2]) / s;
1435 out->z = (m->m[0][1] - m->m[1][0]) / s;
1436 out->w = 0.25f * s;
1438 else
1440 int i, maxi = 0;
1442 for (i = 1; i < 3; i++)
1444 if (m->m[i][i] > m->m[maxi][maxi])
1445 maxi = i;
1448 switch (maxi)
1450 case 0:
1451 s = 2.0f * sqrtf(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]);
1452 out->x = 0.25f * s;
1453 out->y = (m->m[0][1] + m->m[1][0]) / s;
1454 out->z = (m->m[0][2] + m->m[2][0]) / s;
1455 out->w = (m->m[1][2] - m->m[2][1]) / s;
1456 break;
1458 case 1:
1459 s = 2.0f * sqrtf(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]);
1460 out->x = (m->m[0][1] + m->m[1][0]) / s;
1461 out->y = 0.25f * s;
1462 out->z = (m->m[1][2] + m->m[2][1]) / s;
1463 out->w = (m->m[2][0] - m->m[0][2]) / s;
1464 break;
1466 case 2:
1467 s = 2.0f * sqrtf(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]);
1468 out->x = (m->m[0][2] + m->m[2][0]) / s;
1469 out->y = (m->m[1][2] + m->m[2][1]) / s;
1470 out->z = 0.25f * s;
1471 out->w = (m->m[0][1] - m->m[1][0]) / s;
1472 break;
1476 return out;
1479 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
1481 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
1483 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
1485 syaw = sinf(yaw / 2.0f);
1486 cyaw = cosf(yaw / 2.0f);
1487 spitch = sinf(pitch / 2.0f);
1488 cpitch = cosf(pitch / 2.0f);
1489 sroll = sinf(roll / 2.0f);
1490 croll = cosf(roll / 2.0f);
1492 out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
1493 out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
1494 out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
1495 out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
1497 return out;
1500 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
1501 const D3DXQUATERNION *q2, FLOAT t)
1503 FLOAT dot, temp;
1505 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
1507 temp = 1.0f - t;
1508 dot = D3DXQuaternionDot(q1, q2);
1509 if (dot < 0.0f)
1511 t = -t;
1512 dot = -dot;
1515 if (1.0f - dot > 0.001f)
1517 FLOAT theta = acosf(dot);
1519 temp = sinf(theta * temp) / sinf(theta);
1520 t = sinf(theta * t) / sinf(theta);
1523 out->x = temp * q1->x + t * q2->x;
1524 out->y = temp * q1->y + t * q2->y;
1525 out->z = temp * q1->z + t * q2->z;
1526 out->w = temp * q1->w + t * q2->w;
1528 return out;
1531 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
1533 D3DXQUATERNION temp1, temp2;
1535 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
1537 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1538 return pout;
1541 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
1543 D3DXQUATERNION temp;
1545 temp.x = q1->x + add * q2->x;
1546 temp.y = q1->y + add * q2->y;
1547 temp.z = q1->z + add * q2->z;
1548 temp.w = q1->w + add * q2->w;
1550 return temp;
1553 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
1555 D3DXQUATERNION q, temp1, temp2, temp3, zero;
1556 D3DXQUATERNION aout, cout;
1558 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
1560 zero.x = 0.0f;
1561 zero.y = 0.0f;
1562 zero.z = 0.0f;
1563 zero.w = 0.0f;
1565 if (D3DXQuaternionDot(pq0, pq1) < 0.0f)
1566 temp2 = add_diff(&zero, pq0, -1.0f);
1567 else
1568 temp2 = *pq0;
1570 if (D3DXQuaternionDot(pq1, pq2) < 0.0f)
1571 cout = add_diff(&zero, pq2, -1.0f);
1572 else
1573 cout = *pq2;
1575 if (D3DXQuaternionDot(&cout, pq3) < 0.0f)
1576 temp3 = add_diff(&zero, pq3, -1.0f);
1577 else
1578 temp3 = *pq3;
1580 D3DXQuaternionInverse(&temp1, pq1);
1581 D3DXQuaternionMultiply(&temp2, &temp1, &temp2);
1582 D3DXQuaternionLn(&temp2, &temp2);
1583 D3DXQuaternionMultiply(&q, &temp1, &cout);
1584 D3DXQuaternionLn(&q, &q);
1585 temp1 = add_diff(&temp2, &q, 1.0f);
1586 temp1.x *= -0.25f;
1587 temp1.y *= -0.25f;
1588 temp1.z *= -0.25f;
1589 temp1.w *= -0.25f;
1590 D3DXQuaternionExp(&temp1, &temp1);
1591 D3DXQuaternionMultiply(&aout, pq1, &temp1);
1593 D3DXQuaternionInverse(&temp1, &cout);
1594 D3DXQuaternionMultiply(&temp2, &temp1, pq1);
1595 D3DXQuaternionLn(&temp2, &temp2);
1596 D3DXQuaternionMultiply(&q, &temp1, &temp3);
1597 D3DXQuaternionLn(&q, &q);
1598 temp1 = add_diff(&temp2, &q, 1.0f);
1599 temp1.x *= -0.25f;
1600 temp1.y *= -0.25f;
1601 temp1.z *= -0.25f;
1602 temp1.w *= -0.25f;
1603 D3DXQuaternionExp(&temp1, &temp1);
1604 D3DXQuaternionMultiply(pbout, &cout, &temp1);
1605 *paout = aout;
1606 *pcout = cout;
1609 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1611 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
1613 if (paxis)
1615 paxis->x = pq->x;
1616 paxis->y = pq->y;
1617 paxis->z = pq->z;
1619 if (pangle)
1620 *pangle = 2.0f * acosf(pq->w);
1623 /*_________________D3DXVec2_____________________*/
1625 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1627 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1629 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1630 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1631 return pout;
1634 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
1636 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1638 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);
1639 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);
1640 return pout;
1643 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
1645 FLOAT h1, h2, h3, h4;
1647 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1649 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1650 h2 = s * s * s - 2.0f * s * s + s;
1651 h3 = -2.0f * s * s * s + 3.0f * s * s;
1652 h4 = s * s * s - s * s;
1654 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1655 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1656 return pout;
1659 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
1661 FLOAT norm;
1663 TRACE("pout %p, pv %p\n", pout, pv);
1665 norm = D3DXVec2Length(pv);
1666 if ( !norm )
1668 pout->x = 0.0f;
1669 pout->y = 0.0f;
1671 else
1673 pout->x = pv->x / norm;
1674 pout->y = pv->y / norm;
1677 return pout;
1680 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1682 D3DXVECTOR4 out;
1684 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1686 out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0];
1687 out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1];
1688 out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[3][2];
1689 out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
1690 *pout = out;
1691 return pout;
1694 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1696 UINT i;
1698 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1700 for (i = 0; i < elements; ++i) {
1701 D3DXVec2Transform(
1702 (D3DXVECTOR4*)((char*)out + outstride * i),
1703 (const D3DXVECTOR2*)((const char*)in + instride * i),
1704 matrix);
1706 return out;
1709 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1711 D3DXVECTOR2 v;
1712 FLOAT norm;
1714 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1716 v = *pv;
1717 norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
1719 pout->x = (pm->m[0][0] * v.x + pm->m[1][0] * v.y + pm->m[3][0]) / norm;
1720 pout->y = (pm->m[0][1] * v.x + pm->m[1][1] * v.y + pm->m[3][1]) / norm;
1722 return pout;
1725 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1727 UINT i;
1729 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1731 for (i = 0; i < elements; ++i) {
1732 D3DXVec2TransformCoord(
1733 (D3DXVECTOR2*)((char*)out + outstride * i),
1734 (const D3DXVECTOR2*)((const char*)in + instride * i),
1735 matrix);
1737 return out;
1740 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1742 const D3DXVECTOR2 v = *pv;
1744 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1746 pout->x = pm->m[0][0] * v.x + pm->m[1][0] * v.y;
1747 pout->y = pm->m[0][1] * v.x + pm->m[1][1] * v.y;
1748 return pout;
1751 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
1753 UINT i;
1755 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1757 for (i = 0; i < elements; ++i) {
1758 D3DXVec2TransformNormal(
1759 (D3DXVECTOR2*)((char*)out + outstride * i),
1760 (const D3DXVECTOR2*)((const char*)in + instride * i),
1761 matrix);
1763 return out;
1766 /*_________________D3DXVec3_____________________*/
1768 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1770 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1772 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1773 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1774 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1775 return pout;
1778 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
1780 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1782 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);
1783 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);
1784 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);
1785 return pout;
1788 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
1790 FLOAT h1, h2, h3, h4;
1792 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1794 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1795 h2 = s * s * s - 2.0f * s * s + s;
1796 h3 = -2.0f * s * s * s + 3.0f * s * s;
1797 h4 = s * s * s - s * s;
1799 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1800 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1801 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1802 return pout;
1805 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
1807 FLOAT norm;
1809 TRACE("pout %p, pv %p\n", pout, pv);
1811 norm = D3DXVec3Length(pv);
1812 if ( !norm )
1814 pout->x = 0.0f;
1815 pout->y = 0.0f;
1816 pout->z = 0.0f;
1818 else
1820 pout->x = pv->x / norm;
1821 pout->y = pv->y / norm;
1822 pout->z = pv->z / norm;
1825 return pout;
1828 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
1830 D3DXMATRIX m;
1832 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
1834 D3DXMatrixIdentity(&m);
1835 if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
1836 if (pview) D3DXMatrixMultiply(&m, &m, pview);
1837 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
1839 D3DXVec3TransformCoord(pout, pv, &m);
1841 if (pviewport)
1843 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f;
1844 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f;
1845 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ );
1847 return pout;
1850 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)
1852 UINT i;
1854 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1855 out, outstride, in, instride, viewport, projection, view, world, elements);
1857 for (i = 0; i < elements; ++i) {
1858 D3DXVec3Project(
1859 (D3DXVECTOR3*)((char*)out + outstride * i),
1860 (const D3DXVECTOR3*)((const char*)in + instride * i),
1861 viewport, projection, view, world);
1863 return out;
1866 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1868 D3DXVECTOR4 out;
1870 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1872 out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0];
1873 out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1];
1874 out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2];
1875 out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3];
1876 *pout = out;
1877 return pout;
1880 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1882 UINT i;
1884 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1886 for (i = 0; i < elements; ++i) {
1887 D3DXVec3Transform(
1888 (D3DXVECTOR4*)((char*)out + outstride * i),
1889 (const D3DXVECTOR3*)((const char*)in + instride * i),
1890 matrix);
1892 return out;
1895 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1897 D3DXVECTOR3 out;
1898 FLOAT norm;
1900 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1902 norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3];
1904 out.x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm;
1905 out.y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm;
1906 out.z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm;
1908 *pout = out;
1910 return pout;
1913 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1915 UINT i;
1917 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1919 for (i = 0; i < elements; ++i) {
1920 D3DXVec3TransformCoord(
1921 (D3DXVECTOR3*)((char*)out + outstride * i),
1922 (const D3DXVECTOR3*)((const char*)in + instride * i),
1923 matrix);
1925 return out;
1928 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1930 const D3DXVECTOR3 v = *pv;
1932 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1934 pout->x = pm->m[0][0] * v.x + pm->m[1][0] * v.y + pm->m[2][0] * v.z;
1935 pout->y = pm->m[0][1] * v.x + pm->m[1][1] * v.y + pm->m[2][1] * v.z;
1936 pout->z = pm->m[0][2] * v.x + pm->m[1][2] * v.y + pm->m[2][2] * v.z;
1937 return pout;
1941 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1943 UINT i;
1945 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1947 for (i = 0; i < elements; ++i) {
1948 D3DXVec3TransformNormal(
1949 (D3DXVECTOR3*)((char*)out + outstride * i),
1950 (const D3DXVECTOR3*)((const char*)in + instride * i),
1951 matrix);
1953 return out;
1956 D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v,
1957 const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view,
1958 const D3DXMATRIX *world)
1960 D3DXMATRIX m;
1962 TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n",
1963 out, v, viewport, projection, view, world);
1965 D3DXMatrixIdentity(&m);
1966 if (world)
1967 D3DXMatrixMultiply(&m, &m, world);
1968 if (view)
1969 D3DXMatrixMultiply(&m, &m, view);
1970 if (projection)
1971 D3DXMatrixMultiply(&m, &m, projection);
1972 D3DXMatrixInverse(&m, NULL, &m);
1974 *out = *v;
1975 if (viewport)
1977 out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f;
1978 out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height;
1979 out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ);
1981 D3DXVec3TransformCoord(out, out, &m);
1982 return out;
1985 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)
1987 UINT i;
1989 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1990 out, outstride, in, instride, viewport, projection, view, world, elements);
1992 for (i = 0; i < elements; ++i) {
1993 D3DXVec3Unproject(
1994 (D3DXVECTOR3*)((char*)out + outstride * i),
1995 (const D3DXVECTOR3*)((const char*)in + instride * i),
1996 viewport, projection, view, world);
1998 return out;
2001 /*_________________D3DXVec4_____________________*/
2003 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
2005 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
2007 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
2008 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
2009 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
2010 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
2011 return pout;
2014 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
2016 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
2018 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);
2019 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);
2020 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);
2021 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);
2022 return pout;
2025 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
2027 D3DXVECTOR4 out;
2029 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
2031 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);
2032 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));
2033 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);
2034 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));
2035 *pout = out;
2036 return pout;
2039 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
2041 FLOAT h1, h2, h3, h4;
2043 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
2045 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
2046 h2 = s * s * s - 2.0f * s * s + s;
2047 h3 = -2.0f * s * s * s + 3.0f * s * s;
2048 h4 = s * s * s - s * s;
2050 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
2051 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
2052 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
2053 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
2054 return pout;
2057 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
2059 FLOAT norm;
2061 TRACE("pout %p, pv %p\n", pout, pv);
2063 norm = D3DXVec4Length(pv);
2065 pout->x = pv->x / norm;
2066 pout->y = pv->y / norm;
2067 pout->z = pv->z / norm;
2068 pout->w = pv->w / norm;
2070 return pout;
2073 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
2075 D3DXVECTOR4 out;
2077 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
2079 out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w;
2080 out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w;
2081 out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w;
2082 out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w;
2083 *pout = out;
2084 return pout;
2087 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
2089 UINT i;
2091 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
2093 for (i = 0; i < elements; ++i) {
2094 D3DXVec4Transform(
2095 (D3DXVECTOR4*)((char*)out + outstride * i),
2096 (const D3DXVECTOR4*)((const char*)in + instride * i),
2097 matrix);
2099 return out;
2102 unsigned short float_32_to_16(const float in)
2104 int exp = 0, origexp;
2105 float tmp = fabsf(in);
2106 int sign = (copysignf(1, in) < 0);
2107 unsigned int mantissa;
2108 unsigned short ret;
2110 /* Deal with special numbers */
2111 if (isinf(in)) return (sign ? 0xffff : 0x7fff);
2112 if (isnan(in)) return (sign ? 0xffff : 0x7fff);
2113 if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
2115 if (tmp < (float)(1u << 10))
2119 tmp *= 2.0f;
2120 exp--;
2121 } while (tmp < (float)(1u << 10));
2123 else if (tmp >= (float)(1u << 11))
2127 tmp /= 2.0f;
2128 exp++;
2129 } while (tmp >= (float)(1u << 11));
2132 exp += 10; /* Normalize the mantissa */
2133 exp += 15; /* Exponent is encoded with excess 15 */
2135 origexp = exp;
2137 mantissa = (unsigned int) tmp;
2138 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
2139 (tmp - mantissa > 0.5f))
2141 mantissa++; /* round to nearest, away from zero */
2143 if (mantissa == 2048)
2145 mantissa = 1024;
2146 exp++;
2149 if (exp > 31)
2151 /* too big */
2152 ret = 0x7fff; /* INF */
2154 else if (exp <= 0)
2156 unsigned int rounding = 0;
2158 /* Denormalized half float */
2160 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2161 if (exp < -11)
2162 return (sign ? 0x8000 : 0x0000);
2164 exp = origexp;
2166 /* the 13 extra bits from single precision are used for rounding */
2167 mantissa = (unsigned int)(tmp * (1u << 13));
2168 mantissa >>= 1 - exp; /* denormalize */
2170 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
2171 /* remove 13 least significant bits to get half float precision */
2172 mantissa >>= 12;
2173 rounding = mantissa & 1;
2174 mantissa >>= 1;
2176 ret = mantissa + rounding;
2178 else
2180 ret = (exp << 10) | (mantissa & 0x3ff);
2183 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
2184 return ret;
2187 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
2189 unsigned int i;
2191 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2193 for (i = 0; i < n; ++i)
2195 pout[i].value = float_32_to_16(pin[i]);
2198 return pout;
2201 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2202 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2203 float float_16_to_32(const unsigned short in)
2205 const unsigned short s = (in & 0x8000);
2206 const unsigned short e = (in & 0x7C00) >> 10;
2207 const unsigned short m = in & 0x3FF;
2208 const float sgn = (s ? -1.0f : 1.0f);
2210 if (e == 0)
2212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
2213 else return sgn * powf(2, -14.0f) * (m / 1024.0f);
2215 else
2217 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
2221 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
2223 unsigned int i;
2225 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2227 for (i = 0; i < n; ++i)
2229 pout[i] = float_16_to_32(pin[i].value);
2232 return pout;
2235 /*_________________D3DXSH________________*/
2237 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
2239 UINT i;
2241 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
2243 for (i = 0; i < order * order; i++)
2244 out[i] = a[i] + b[i];
2246 return out;
2249 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
2251 FLOAT s;
2252 UINT i;
2254 TRACE("order %u, a %p, b %p\n", order, a, b);
2256 s = a[0] * b[0];
2257 for (i = 1; i < order * order; i++)
2258 s += a[i] * b[i];
2260 return s;
2263 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle)
2265 FLOAT coeff[3];
2267 coeff[0] = cosf(angle);
2269 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]);
2270 out[1] = D3DX_PI * sinf(angle) * sinf(angle);
2271 if (order <= 2)
2272 return;
2274 out[2] = coeff[0] * out[1];
2275 if (order == 3)
2276 return;
2278 coeff[1] = coeff[0] * coeff[0];
2279 coeff[2] = coeff[1] * coeff[1];
2281 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f);
2282 if (order == 4)
2283 return;
2285 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f);
2286 if (order == 5)
2287 return;
2289 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f);
2292 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
2293 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
2295 FLOAT cap[6], clamped_angle, norm, scale, temp;
2296 UINT i, index, j;
2298 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2299 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2301 if (radius <= 0.0f)
2302 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2304 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius;
2305 norm = sinf(clamped_angle) * sinf(clamped_angle);
2307 if (order > D3DXSH_MAXORDER)
2309 WARN("Order clamped at D3DXSH_MAXORDER\n");
2310 order = D3DXSH_MAXORDER;
2313 weightedcapintegrale(cap, order, radius);
2314 D3DXSHEvalDirection(rout, order, dir);
2316 for (i = 0; i < order; i++)
2318 scale = cap[i] / norm;
2320 for (j = 0; j < 2 * i + 1; j++)
2322 index = i * i + j;
2323 temp = rout[index] * scale;
2325 rout[index] = temp * Rintensity;
2326 if (gout)
2327 gout[index] = temp * Gintensity;
2328 if (bout)
2329 bout[index] = temp * Bintensity;
2333 return D3D_OK;
2336 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
2338 const FLOAT dirxx = dir->x * dir->x;
2339 const FLOAT dirxy = dir->x * dir->y;
2340 const FLOAT dirxz = dir->x * dir->z;
2341 const FLOAT diryy = dir->y * dir->y;
2342 const FLOAT diryz = dir->y * dir->z;
2343 const FLOAT dirzz = dir->z * dir->z;
2344 const FLOAT dirxxxx = dirxx * dirxx;
2345 const FLOAT diryyyy = diryy * diryy;
2346 const FLOAT dirzzzz = dirzz * dirzz;
2347 const FLOAT dirxyxy = dirxy * dirxy;
2349 TRACE("out %p, order %u, dir %p\n", out, order, dir);
2351 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER))
2352 return out;
2354 out[0] = 0.5f / sqrtf(D3DX_PI);
2355 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y;
2356 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z;
2357 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x;
2358 if (order == 2)
2359 return out;
2361 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy;
2362 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz;
2363 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f);
2364 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz;
2365 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy);
2366 if (order == 3)
2367 return out;
2369 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy);
2370 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z;
2371 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz);
2372 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f);
2373 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz);
2374 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy);
2375 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy);
2376 if (order == 4)
2377 return out;
2379 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy);
2380 out[17] = 3.0f * dir->z * out[9];
2381 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f);
2382 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz);
2383 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f);
2384 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz);
2385 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f);
2386 out[23] = 3.0f * dir->z * out[15];
2387 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2388 if (order == 5)
2389 return out;
2391 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy);
2392 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy);
2393 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz);
2394 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f);
2395 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2396 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f);
2397 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2398 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f);
2399 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz);
2400 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2401 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy);
2403 return out;
2406 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
2408 FLOAT s, temp;
2409 UINT j;
2411 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);
2413 s = 0.75f;
2414 if ( order > 2 )
2415 s += 5.0f / 16.0f;
2416 if ( order > 4 )
2417 s -= 3.0f / 32.0f;
2418 s /= D3DX_PI;
2420 D3DXSHEvalDirection(Rout, order, dir);
2421 for (j = 0; j < order * order; j++)
2423 temp = Rout[j] / s;
2425 Rout[j] = Rintensity * temp;
2426 if ( Gout )
2427 Gout[j] = Gintensity * temp;
2428 if ( Bout )
2429 Bout[j] = Bintensity * temp;
2432 return D3D_OK;
2435 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom,
2436 FLOAT *rout, FLOAT *gout, FLOAT *bout)
2438 FLOAT a[2], temp[4];
2439 UINT i, j;
2441 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout);
2443 D3DXSHEvalDirection(temp, 2, dir);
2445 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI;
2446 a[1] = (top.r - bottom.r) * D3DX_PI;
2447 for (i = 0; i < order; i++)
2448 for (j = 0; j < 2 * i + 1; j++)
2449 if (i < 2)
2450 rout[i * i + j] = temp[i * i + j] * a[i];
2451 else
2452 rout[i * i + j] = 0.0f;
2454 if (gout)
2456 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI;
2457 a[1] = (top.g - bottom.g) * D3DX_PI;
2458 for (i = 0; i < order; i++)
2459 for (j = 0; j < 2 * i + 1; j++)
2460 if (i < 2)
2461 gout[i * i + j] = temp[i * i + j] * a[i];
2462 else
2463 gout[i * i + j] = 0.0f;
2466 if (bout)
2468 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI;
2469 a[1] = (top.b - bottom.b) * D3DX_PI;
2470 for (i = 0; i < order; i++)
2471 for (j = 0; j < 2 * i + 1; j++)
2472 if (i < 2)
2473 bout[i * i + j] = temp[i * i + j] * a[i];
2474 else
2475 bout[i * i + j] = 0.0f;
2478 return D3D_OK;
2481 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
2482 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
2484 D3DXVECTOR3 normal;
2485 FLOAT cap[6], clamped_angle, dist, temp;
2486 UINT i, index, j;
2488 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2489 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2491 if (order > D3DXSH_MAXORDER)
2493 WARN("Order clamped at D3DXSH_MAXORDER\n");
2494 order = D3DXSH_MAXORDER;
2497 if (radius < 0.0f)
2498 radius = -radius;
2500 dist = D3DXVec3Length(dir);
2501 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist);
2503 weightedcapintegrale(cap, order, clamped_angle);
2504 D3DXVec3Normalize(&normal, dir);
2505 D3DXSHEvalDirection(rout, order, &normal);
2507 for (i = 0; i < order; i++)
2508 for (j = 0; j < 2 * i + 1; j++)
2510 index = i * i + j;
2511 temp = rout[index] * cap[i];
2513 rout[index] = temp * Rintensity;
2514 if (gout)
2515 gout[index] = temp * Gintensity;
2516 if (bout)
2517 bout[index] = temp * Bintensity;
2520 return D3D_OK;
2523 FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b)
2525 FLOAT ta, tb;
2527 TRACE("out %p, a %p, b %p\n", out, a, b);
2529 ta = 0.28209479f * a[0];
2530 tb = 0.28209479f * b[0];
2532 out[0] = 0.28209479f * D3DXSHDot(2, a, b);
2533 out[1] = ta * b[1] + tb * a[1];
2534 out[2] = ta * b[2] + tb * a[2];
2535 out[3] = ta * b[3] + tb * a[3];
2537 return out;
2540 FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
2542 FLOAT t, ta, tb;
2544 TRACE("out %p, a %p, b %p\n", out, a, b);
2546 out[0] = 0.28209479f * a[0] * b[0];
2548 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
2549 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
2550 out[1] = ta * b[1] + tb * a[1];
2551 t = a[1] * b[1];
2552 out[0] += 0.28209479f * t;
2553 out[6] = -0.12615663f * t;
2554 out[8] = -0.21850969f * t;
2556 ta = 0.21850969f * a[5];
2557 tb = 0.21850969f * b[5];
2558 out[1] += ta * b[2] + tb * a[2];
2559 out[2] = ta * b[1] + tb * a[1];
2560 t = a[1] * b[2] +a[2] * b[1];
2561 out[5] = 0.21850969f * t;
2563 ta = 0.21850969f * a[4];
2564 tb = 0.21850969f * b[4];
2565 out[1] += ta * b[3] + tb * a[3];
2566 out[3] = ta * b[1] + tb * a[1];
2567 t = a[1] * b[3] + a[3] * b[1];
2568 out[4] = 0.21850969f * t;
2570 ta = 0.28209480f * a[0] + 0.25231326f * a[6];
2571 tb = 0.28209480f * b[0] + 0.25231326f * b[6];
2572 out[2] += ta * b[2] + tb * a[2];
2573 t = a[2] * b[2];
2574 out[0] += 0.28209480f * t;
2575 out[6] += 0.25231326f * t;
2577 ta = 0.21850969f * a[7];
2578 tb = 0.21850969f * b[7];
2579 out[2] += ta * b[3] + tb * a[3];
2580 out[3] += ta * b[2] + tb * a[2];
2581 t = a[2] * b[3] + a[3] * b[2];
2582 out[7] = 0.21850969f * t;
2584 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
2585 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
2586 out[3] += ta * b[3] + tb * a[3];
2587 t = a[3] * b[3];
2588 out[0] += 0.28209479f * t;
2589 out[6] -= 0.12615663f * t;
2590 out[8] += 0.21850969f * t;
2592 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2593 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2594 out[4] += ta * b[4] + tb * a[4];
2595 t = a[4] * b[4];
2596 out[0] += 0.28209479f * t;
2597 out[6] -= 0.18022375f * t;
2599 ta = 0.15607835f * a[7];
2600 tb = 0.15607835f * b[7];
2601 out[4] += ta * b[5] + tb * a[5];
2602 out[5] += ta * b[4] + tb * a[4];
2603 t = a[4] * b[5] + a[5] * b[4];
2604 out[7] += 0.15607835f * t;
2606 ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8];
2607 tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8];
2608 out[5] += ta * b[5] + tb * a[5];
2609 t = a[5] * b[5];
2610 out[0] += 0.28209479f * t;
2611 out[6] += 0.09011188f * t;
2612 out[8] -= 0.15607835f * t;
2614 ta = 0.28209480f * a[0];
2615 tb = 0.28209480f * b[0];
2616 out[6] += ta * b[6] + tb * a[6];
2617 t = a[6] * b[6];
2618 out[0] += 0.28209480f * t;
2619 out[6] += 0.18022376f * t;
2621 ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8];
2622 tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8];
2623 out[7] += ta * b[7] + tb * a[7];
2624 t = a[7] * b[7];
2625 out[0] += 0.28209479f * t;
2626 out[6] += 0.09011188f * t;
2627 out[8] += 0.15607835f * t;
2629 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2630 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2631 out[8] += ta * b[8] + tb * a[8];
2632 t = a[8] * b[8];
2633 out[0] += 0.28209479f * t;
2634 out[6] -= 0.18022375f * t;
2636 return out;
2639 FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
2641 FLOAT ta, tb, t;
2643 TRACE("out %p, a %p, b %p\n", out, a, b);
2645 out[0] = 0.28209479f * a[0] * b[0];
2647 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
2648 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
2649 out[1] = ta * b[1] + tb * a[1];
2650 t = a[1] * b[1];
2651 out[0] += 0.28209479f * t;
2652 out[6] = -0.12615663f * t;
2653 out[8] = -0.21850969f * t;
2655 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15];
2656 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15];
2657 out[1] += ta * b[4] + tb * a[4];
2658 out[4] = ta * b[1] + tb * a[1];
2659 t = a[1] * b[4] + a[4] * b[1];
2660 out[3] = 0.21850969f * t;
2661 out[13] = -0.05839917f * t;
2662 out[15] = -0.22617901f * t;
2664 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14];
2665 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14];
2666 out[1] += ta * b[5] + tb * a[5];
2667 out[5] = ta * b[1] + tb * a[1];
2668 t = a[1] * b[5] + a[5] * b[1];
2669 out[2] = 0.21850969f * t;
2670 out[12] = -0.14304817f * t;
2671 out[14] = -0.18467439f * t;
2673 ta = 0.20230066f * a[11];
2674 tb = 0.20230066f * b[11];
2675 out[1] += ta * b[6] + tb * a[6];
2676 out[6] += ta * b[1] + tb * a[1];
2677 t = a[1] * b[6] + a[6] * b[1];
2678 out[11] = 0.20230066f * t;
2680 ta = 0.22617901f * a[9] + 0.05839917f * a[11];
2681 tb = 0.22617901f * b[9] + 0.05839917f * b[11];
2682 out[1] += ta * b[8] + tb * a[8];
2683 out[8] += ta * b[1] + tb * a[1];
2684 t = a[1] * b[8] + a[8] * b[1];
2685 out[9] = 0.22617901f * t;
2686 out[11] += 0.05839917f * t;
2688 ta = 0.28209480f * a[0] + 0.25231326f * a[6];
2689 tb = 0.28209480f * b[0] + 0.25231326f * b[6];
2690 out[2] += ta * b[2] + tb * a[2];
2691 t = a[2] * b[2];
2692 out[0] += 0.28209480f * t;
2693 out[6] += 0.25231326f * t;
2695 ta = 0.24776671f * a[12];
2696 tb = 0.24776671f * b[12];
2697 out[2] += ta * b[6] + tb * a[6];
2698 out[6] += ta * b[2] + tb * a[2];
2699 t = a[2] * b[6] + a[6] * b[2];
2700 out[12] += 0.24776671f * t;
2702 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
2703 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
2704 out[3] += ta * b[3] + tb * a[3];
2705 t = a[3] * b[3];
2706 out[0] += 0.28209480f * t;
2707 out[6] -= 0.12615663f * t;
2708 out[8] += 0.21850969f * t;
2710 ta = 0.20230066f * a[13];
2711 tb = 0.20230066f * b[13];
2712 out[3] += ta * b[6] + tb * a[6];
2713 out[6] += ta * b[3] + tb * a[3];
2714 t = a[3] * b[6] + a[6] * b[3];
2715 out[13] += 0.20230066f * t;
2717 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14];
2718 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14];
2719 out[3] += ta * b[7] + tb * a[7];
2720 out[7] = ta * b[3] + tb * a[3];
2721 t = a[3] * b[7] + a[7] * b[3];
2722 out[2] += 0.21850969f * t;
2723 out[12] -= 0.14304817f * t;
2724 out[14] += 0.18467439f * t;
2726 ta = -0.05839917f * a[13] + 0.22617901f * a[15];
2727 tb = -0.05839917f * b[13] + 0.22617901f * b[15];
2728 out[3] += ta * b[8] + tb * a[8];
2729 out[8] += ta * b[3] + tb * a[3];
2730 t = a[3] * b[8] + a[8] * b[3];
2731 out[13] -= 0.05839917f * t;
2732 out[15] += 0.22617901f * t;
2734 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2735 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2736 out[4] += ta * b[4] + tb * a[4];
2737 t = a[4] * b[4];
2738 out[0] += 0.28209479f * t;
2739 out[6] -= 0.18022375f * t;
2741 ta = 0.15607835f * a[7];
2742 tb = 0.15607835f * b[7];
2743 out[4] += ta * b[5] + tb * a[5];
2744 out[5] += ta * b[4] + tb * a[4];
2745 t = a[4] * b[5] + a[5] * b[4];
2746 out[7] += 0.15607835f * t;
2748 ta = 0.22617901f * a[3] - 0.09403160f * a[13];
2749 tb = 0.22617901f * b[3] - 0.09403160f * b[13];
2750 out[4] += ta * b[9] + tb * a[9];
2751 out[9] += ta * b[4] + tb * a[4];
2752 t = a[4] * b[9] + a[9] * b[4];
2753 out[3] += 0.22617901f * t;
2754 out[13] -= 0.09403160f * t;
2756 ta = 0.18467439f * a[2] - 0.18806319f * a[12];
2757 tb = 0.18467439f * b[2] - 0.18806319f * b[12];
2758 out[4] += ta * b[10] + tb * a [10];
2759 out[10] = ta * b[4] + tb * a[4];
2760 t = a[4] * b[10] + a[10] * b[4];
2761 out[2] += 0.18467439f * t;
2762 out[12] -= 0.18806319f * t;
2764 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15];
2765 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15];
2766 out[4] += ta * b[11] + tb * a[11];
2767 out[11] += ta * b[4] + tb * a[4];
2768 t = a[4] * b[11] + a[11] * b[4];
2769 out[3] -= 0.05839917f * t;
2770 out[13] += 0.14567312f * t;
2771 out[15] += 0.09403160f * t;
2773 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8];
2774 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8];
2775 out[5] += ta * b[5] + tb * a[5];
2776 t = a[5] * b[5];
2777 out[0] += 0.28209479f * t;
2778 out[6] += 0.09011186f * t;
2779 out[8] -= 0.15607835f * t;
2781 ta = 0.14867701f * a[14];
2782 tb = 0.14867701f * b[14];
2783 out[5] += ta * b[9] + tb * a[9];
2784 out[9] += ta * b[5] + tb * a[5];
2785 t = a[5] * b[9] + a[9] * b[5];
2786 out[14] += 0.14867701f * t;
2788 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15];
2789 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15];
2790 out[5] += ta * b[10] + tb * a[10];
2791 out[10] += ta * b[5] + tb * a[5];
2792 t = a[5] * b[10] + a[10] * b[5];
2793 out[3] += 0.18467439f * t;
2794 out[13] += 0.11516472f * t;
2795 out[15] -= 0.14867701f * t;
2797 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14];
2798 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14];
2799 out[5] += ta * b[11] + tb * a[11];
2800 out[11] += ta * b[5] + tb * a[5];
2801 t = a[5] * b[11] + a[11] * b[5];
2802 out[2] += 0.23359668f * t;
2803 out[12] += 0.05947080f * t;
2804 out[14] -= 0.11516472f * t;
2806 ta = 0.28209479f * a[0];
2807 tb = 0.28209479f * b[0];
2808 out[6] += ta * b[6] + tb * a[6];
2809 t = a[6] * b[6];
2810 out[0] += 0.28209479f * t;
2811 out[6] += 0.18022376f * t;
2813 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8];
2814 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8];
2815 out[7] += ta * b[7] + tb * a[7];
2816 t = a[7] * b[7];
2817 out[6] += 0.09011186f * t;
2818 out[0] += 0.28209479f * t;
2819 out[8] += 0.15607835f * t;
2821 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11];
2822 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11];
2823 out[7] += ta * b[10] + tb * a[10];
2824 out[10] += ta * b[7] + tb * a[7];
2825 t = a[7] * b[10] + a[10] * b[7];
2826 out[9] += 0.14867701f * t;
2827 out[1] += 0.18467439f * t;
2828 out[11] += 0.11516472f * t;
2830 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14];
2831 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14];
2832 out[7] += ta * b[13] + tb * a[13];
2833 out[13] += ta * b[7]+ tb * a[7];
2834 t = a[7] * b[13] + a[13] * b[7];
2835 out[12] += 0.05947080f * t;
2836 out[2] += 0.23359668f * t;
2837 out[14] += 0.11516472f * t;
2839 ta = 0.14867701f * a[15];
2840 tb = 0.14867701f * b[15];
2841 out[7] += ta * b[14] + tb * a[14];
2842 out[14] += ta * b[7] + tb * a[7];
2843 t = a[7] * b[14] + a[14] * b[7];
2844 out[15] += 0.14867701f * t;
2846 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2847 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2848 out[8] += ta * b[8] + tb * a[8];
2849 t = a[8] * b[8];
2850 out[0] += 0.28209479f * t;
2851 out[6] -= 0.18022375f * t;
2853 ta = -0.09403160f * a[11];
2854 tb = -0.09403160f * b[11];
2855 out[8] += ta * b[9] + tb * a[9];
2856 out[9] += ta * b[8] + tb * a[8];
2857 t = a[8] * b[9] + a[9] * b[8];
2858 out[11] -= 0.09403160f * t;
2860 ta = -0.09403160f * a[15];
2861 tb = -0.09403160f * b[15];
2862 out[8] += ta * b[13] + tb * a[13];
2863 out[13] += ta * b[8] + tb * a[8];
2864 t = a[8] * b[13] + a[13] * b[8];
2865 out[15] -= 0.09403160f * t;
2867 ta = 0.18467439f * a[2] - 0.18806319f * a[12];
2868 tb = 0.18467439f * b[2] - 0.18806319f * b[12];
2869 out[8] += ta * b[14] + tb * a[14];
2870 out[14] += ta * b[8] + tb * a[8];
2871 t = a[8] * b[14] + a[14] * b[8];
2872 out[2] += 0.18467439f * t;
2873 out[12] -= 0.18806319f * t;
2875 ta = -0.21026104f * a[6] + 0.28209479f * a[0];
2876 tb = -0.21026104f * b[6] + 0.28209479f * b[0];
2877 out[9] += ta * b[9] + tb * a[9];
2878 t = a[9] * b[9];
2879 out[6] -= 0.21026104f * t;
2880 out[0] += 0.28209479f * t;
2882 ta = 0.28209479f * a[0];
2883 tb = 0.28209479f * b[0];
2884 out[10] += ta * b[10] + tb * a[10];
2885 t = a[10] * b[10];
2886 out[0] += 0.28209479f * t;
2888 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8];
2889 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8];
2890 out[11] += ta * b[11] + tb * a[11];
2891 t = a[11] * b[11];
2892 out[0] += 0.28209479f * t;
2893 out[6] += 0.12615663f * t;
2894 out[8] -= 0.14567312f * t;
2896 ta = 0.28209479f * a[0] + 0.16820885f * a[6];
2897 tb = 0.28209479f * b[0] + 0.16820885f * b[6];
2898 out[12] += ta * b[12] + tb * a[12];
2899 t = a[12] * b[12];
2900 out[0] += 0.28209479f * t;
2901 out[6] += 0.16820885f * t;
2903 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6];
2904 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6];
2905 out[13] += ta * b[13] + tb * a[13];
2906 t = a[13] * b[13];
2907 out[0] += 0.28209479f * t;
2908 out[8] += 0.14567312f * t;
2909 out[6] += 0.12615663f * t;
2911 ta = 0.28209479f * a[0];
2912 tb = 0.28209479f * b[0];
2913 out[14] += ta * b[14] + tb * a[14];
2914 t = a[14] * b[14];
2915 out[0] += 0.28209479f * t;
2917 ta = 0.28209479f * a[0] - 0.21026104f * a[6];
2918 tb = 0.28209479f * b[0] - 0.21026104f * b[6];
2919 out[15] += ta * b[15] + tb * a[15];
2920 t = a[15] * b[15];
2921 out[0] += 0.28209479f * t;
2922 out[6] -= 0.21026104f * t;
2924 return out;
2927 static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
2929 out[0] = in[0];
2931 out[1] = a * in[2];
2932 out[2] = -a * in[1];
2933 out[3] = in[3];
2935 out[4] = a * in[7];
2936 out[5] = -in[5];
2937 out[6] = -0.5f * in[6] - 0.8660253882f * in[8];
2938 out[7] = -a * in[4];
2939 out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
2940 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
2942 out[10] = -in[10];
2943 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
2944 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11];
2945 out[13] = -0.25f * in[13] - 0.9682458639f * in[15];
2946 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11];
2947 out[15] = -0.9682458639f * in[13] + 0.25f * in[15];
2948 if (order == 4)
2949 return;
2951 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23];
2952 out[17] = -0.75f * in[17] + 0.6614378095f * in[19];
2953 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23];
2954 out[19] = 0.6614378095f * in[17] + 0.75f * in[19];
2955 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24];
2956 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18];
2957 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24];
2958 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18];
2959 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24];
2960 if (order == 5)
2961 return;
2963 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34];
2964 out[26] = -0.5f * in[26] + 0.8660253882f * in[28];
2965 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34];
2966 out[28] = 0.8660253882f * in[26] + 0.5f * in[28];
2967 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34];
2968 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29];
2969 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35];
2970 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29];
2971 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
2972 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
2973 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
2976 static void set_vec3(D3DXVECTOR3 *v, float x, float y, float z)
2978 v->x = x;
2979 v->y = y;
2980 v->z = z;
2984 * The following implementation of D3DXSHProjectCubeMap is based on the
2985 * SHProjectCubeMap() implementation from Microsoft's DirectXMath library,
2986 * covered under the following copyright:
2988 * Copyright (c) Microsoft Corporation.
2989 * Licensed under the MIT License.
2991 HRESULT WINAPI D3DXSHProjectCubeMap(unsigned int order, IDirect3DCubeTexture9 *texture, float *red, float *green, float *blue)
2993 const unsigned int order_square = order * order;
2994 const struct pixel_format_desc *format;
2995 unsigned int x, y, i, face;
2996 float B, S, proj_normal;
2997 D3DSURFACE_DESC desc;
2998 float Wt = 0.0f;
2999 float *temp;
3000 HRESULT hr;
3002 TRACE("order %u, texture %p, red %p, green %p, blue %p.\n", order, texture, red, green, blue);
3004 if (!texture || !red || order < D3DXSH_MINORDER || order > D3DXSH_MAXORDER)
3005 return D3DERR_INVALIDCALL;
3007 memset(red, 0, order_square * sizeof(float));
3008 if (green)
3009 memset(green, 0, order_square * sizeof(float));
3010 if (blue)
3011 memset(blue, 0, order_square * sizeof(float));
3013 if (FAILED(hr = IDirect3DCubeTexture9_GetLevelDesc(texture, 0, &desc)))
3015 ERR("Failed to get level desc, hr %#lx.\n", hr);
3016 return hr;
3019 format = get_format_info(desc.Format);
3020 if (format->type != FORMAT_ARGB && format->type != FORMAT_ARGBF16 && format->type != FORMAT_ARGBF)
3022 FIXME("Unsupported texture format %#x.\n", desc.Format);
3023 return D3DERR_INVALIDCALL;
3026 if (!(temp = malloc(order_square * sizeof(*temp))))
3027 return E_OUTOFMEMORY;
3029 B = -1.0f + 1.0f / desc.Width;
3030 if (desc.Width > 1)
3031 S = 2.0f * (1.0f - 1.0f / desc.Width) / (desc.Width - 1.0f);
3032 else
3033 S = 0.0f;
3035 for (face = 0; face < 6; ++face)
3037 D3DLOCKED_RECT map_desc;
3039 if (FAILED(hr = IDirect3DCubeTexture9_LockRect(texture, face, 0, &map_desc, NULL, D3DLOCK_READONLY)))
3041 ERR("Failed to map texture, hr %#lx.\n", hr);
3042 free(temp);
3043 return hr;
3046 for (y = 0; y < desc.Height; ++y)
3048 const BYTE *row = (const BYTE *)map_desc.pBits + y * map_desc.Pitch;
3050 for (x = 0; x < desc.Width; ++x)
3052 float diff_solid, x_3d, y_3d;
3053 const float u = x * S + B;
3054 const float v = y * S + B;
3055 struct vec4 colour;
3056 D3DXVECTOR3 dir;
3058 x_3d = (x * 2.0f + 1.0f) / desc.Width - 1.0f;
3059 y_3d = (y * 2.0f + 1.0f) / desc.Width - 1.0f;
3061 switch (face)
3063 case D3DCUBEMAP_FACE_POSITIVE_X:
3064 set_vec3(&dir, 1.0f, -y_3d, -x_3d);
3065 break;
3067 case D3DCUBEMAP_FACE_NEGATIVE_X:
3068 set_vec3(&dir, -1.0f, -y_3d, x_3d);
3069 break;
3071 case D3DCUBEMAP_FACE_POSITIVE_Y:
3072 set_vec3(&dir, x_3d, 1.0f, y_3d);
3073 break;
3075 case D3DCUBEMAP_FACE_NEGATIVE_Y:
3076 set_vec3(&dir, x_3d, -1.0f, -y_3d);
3077 break;
3079 case D3DCUBEMAP_FACE_POSITIVE_Z:
3080 set_vec3(&dir, x_3d, -y_3d, 1.0f);
3081 break;
3083 case D3DCUBEMAP_FACE_NEGATIVE_Z:
3084 set_vec3(&dir, -x_3d, -y_3d, -1.0f);
3085 break;
3088 /* This is more complex than powf(..., 1.5f), but also happens
3089 * to be slightly more accurate, and slightly faster as well. */
3090 diff_solid = 4.0f / ((1.0f + u * u + v * v) * sqrtf(1.0f + u * u + v * v));
3091 Wt += diff_solid;
3093 D3DXVec3Normalize(&dir, &dir);
3094 D3DXSHEvalDirection(temp, order, &dir);
3096 format_to_vec4(format, &row[x * format->block_byte_count], &colour);
3098 for (i = 0; i < order_square; ++i)
3100 red[i] += temp[i] * colour.x * diff_solid;
3101 if (green)
3102 green[i] += temp[i] * colour.y * diff_solid;
3103 if (blue)
3104 blue[i] += temp[i] * colour.z * diff_solid;
3109 IDirect3DCubeTexture9_UnlockRect(texture, face, 0);
3112 proj_normal = (4.0f * M_PI) / Wt;
3113 D3DXSHScale(red, order, red, proj_normal);
3114 if (green)
3115 D3DXSHScale(green, order, green, proj_normal);
3116 if (blue)
3117 D3DXSHScale(blue, order, blue, proj_normal);
3119 free(temp);
3120 return D3D_OK;
3123 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
3125 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
3127 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in);
3129 out[0] = in[0];
3131 if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER))
3132 return out;
3134 if (order <= 3)
3136 out[1] = matrix->m[1][1] * in[1] - matrix->m[2][1] * in[2] + matrix->m[0][1] * in[3];
3137 out[2] = -matrix->m[1][2] * in[1] + matrix->m[2][2] * in[2] - matrix->m[0][2] * in[3];
3138 out[3] = matrix->m[1][0] * in[1] - matrix->m[2][0] * in[2] + matrix->m[0][0] * in[3];
3140 if (order == 3)
3142 float coeff[] =
3144 matrix->m[1][0] * matrix->m[0][0], matrix->m[1][1] * matrix->m[0][1],
3145 matrix->m[1][1] * matrix->m[2][1], matrix->m[1][0] * matrix->m[2][0],
3146 matrix->m[2][0] * matrix->m[2][0], matrix->m[2][1] * matrix->m[2][1],
3147 matrix->m[0][0] * matrix->m[2][0], matrix->m[0][1] * matrix->m[2][1],
3148 matrix->m[0][1] * matrix->m[0][1], matrix->m[1][0] * matrix->m[1][0],
3149 matrix->m[1][1] * matrix->m[1][1], matrix->m[0][0] * matrix->m[0][0],
3152 out[4] = (matrix->m[1][1] * matrix->m[0][0] + matrix->m[0][1] * matrix->m[1][0]) * in[4];
3153 out[4] -= (matrix->m[1][0] * matrix->m[2][1] + matrix->m[1][1] * matrix->m[2][0]) * in[5];
3154 out[4] += 1.7320508076f * matrix->m[2][0] * matrix->m[2][1] * in[6];
3155 out[4] -= (matrix->m[0][1] * matrix->m[2][0] + matrix->m[0][0] * matrix->m[2][1]) * in[7];
3156 out[4] += (matrix->m[0][0] * matrix->m[0][1] - matrix->m[1][0] * matrix->m[1][1]) * in[8];
3158 out[5] = (matrix->m[1][1] * matrix->m[2][2] + matrix->m[1][2] * matrix->m[2][1]) * in[5];
3159 out[5] -= (matrix->m[1][1] * matrix->m[0][2] + matrix->m[1][2] * matrix->m[0][1]) * in[4];
3160 out[5] -= 1.7320508076f * matrix->m[2][2] * matrix->m[2][1] * in[6];
3161 out[5] += (matrix->m[0][2] * matrix->m[2][1] + matrix->m[0][1] * matrix->m[2][2]) * in[7];
3162 out[5] -= (matrix->m[0][1] * matrix->m[0][2] - matrix->m[1][1] * matrix->m[1][2]) * in[8];
3164 out[6] = (matrix->m[2][2] * matrix->m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6];
3165 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->m[1][2] * matrix->m[0][2]) * in[4];
3166 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->m[1][2] * matrix->m[2][2]) * in[5];
3167 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->m[0][2] * matrix->m[2][2]) * in[7];
3168 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f *
3169 (matrix->m[1][2] * matrix->m[1][2] - matrix->m[0][2] * matrix->m[0][2])) * in[8];
3171 out[7] = (matrix->m[0][0] * matrix->m[2][2] + matrix->m[0][2] * matrix->m[2][0]) * in[7];
3172 out[7] -= (matrix->m[1][0] * matrix->m[0][2] + matrix->m[1][2] * matrix->m[0][0]) * in[4];
3173 out[7] += (matrix->m[1][0] * matrix->m[2][2] + matrix->m[1][2] * matrix->m[2][0]) * in[5];
3174 out[7] -= 1.7320508076f * matrix->m[2][2] * matrix->m[2][0] * in[6];
3175 out[7] -= (matrix->m[0][0] * matrix->m[0][2] - matrix->m[1][0] * matrix->m[1][2]) * in[8];
3177 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8];
3178 out[8] += (coeff[0] - coeff[1]) * in[4];
3179 out[8] += (coeff[2] - coeff[3]) * in[5];
3180 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6];
3181 out[8] += (coeff[7] - coeff[6]) * in[7];
3184 return out;
3187 if (fabsf(matrix->m[2][2]) != 1.0f)
3189 sinb = sqrtf(1.0f - matrix->m[2][2] * matrix->m[2][2]);
3190 alpha = atan2f(matrix->m[2][1] / sinb, matrix->m[2][0] / sinb);
3191 beta = atan2f(sinb, matrix->m[2][2]);
3192 gamma = atan2f(matrix->m[1][2] / sinb, -matrix->m[0][2] / sinb);
3194 else
3196 alpha = atan2f(matrix->m[0][1], matrix->m[0][0]);
3197 beta = 0.0f;
3198 gamma = 0.0f;
3201 D3DXSHRotateZ(temp, order, gamma, in);
3202 rotate_X(temp1, order, 1.0f, temp);
3203 D3DXSHRotateZ(temp, order, beta, temp1);
3204 rotate_X(temp1, order, -1.0f, temp);
3205 D3DXSHRotateZ(out, order, alpha, temp1);
3207 return out;
3210 FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
3212 UINT i, sum = 0;
3213 FLOAT c[5], s[5];
3215 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
3217 order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER);
3219 out[0] = in[0];
3221 for (i = 1; i < order; i++)
3223 UINT j;
3225 c[i - 1] = cosf(i * angle);
3226 s[i - 1] = sinf(i * angle);
3227 sum += i * 2;
3229 out[sum - i] = c[i - 1] * in[sum - i];
3230 out[sum - i] += s[i - 1] * in[sum + i];
3231 for (j = i - 1; j > 0; j--)
3233 out[sum - j] = 0.0f;
3234 out[sum - j] = c[j - 1] * in[sum - j];
3235 out[sum - j] += s[j - 1] * in[sum + j];
3238 if (in == out)
3239 out[sum] = 0.0f;
3240 else
3241 out[sum] = in[sum];
3243 for (j = 1; j < i; j++)
3245 out[sum + j] = 0.0f;
3246 out[sum + j] = -s[j - 1] * in[sum - j];
3247 out[sum + j] += c[j - 1] * in[sum + j];
3249 out[sum + i] = -s[i - 1] * in[sum - i];
3250 out[sum + i] += c[i - 1] * in[sum + i];
3253 return out;
3256 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
3258 UINT i;
3260 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale);
3262 for (i = 0; i < order * order; i++)
3263 out[i] = a[i] * scale;
3265 return out;