2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "d3dx9_36_private.h"
27 struct ID3DXMatrixStackImpl
29 ID3DXMatrixStack ID3DXMatrixStack_iface
;
33 unsigned int stack_size
;
37 static const unsigned int INITIAL_STACK_SIZE
= 32;
39 /*_________________D3DXColor____________________*/
41 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
43 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
45 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
46 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
47 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
52 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, const D3DXCOLOR
*pc
, FLOAT s
)
56 TRACE("pout %p, pc %p, s %f\n", pout
, pc
, s
);
58 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
59 pout
->r
= grey
+ s
* (pc
->r
- grey
);
60 pout
->g
= grey
+ s
* (pc
->g
- grey
);
61 pout
->b
= grey
+ s
* (pc
->b
- grey
);
66 /*_________________Misc__________________________*/
68 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
70 FLOAT a
, d
, g
, result
;
72 TRACE("costheta %f, refractionindex %f\n", costheta
, refractionindex
);
74 g
= sqrtf(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
77 result
= (costheta
* a
- 1.0f
) * (costheta
* a
- 1.0f
) / ((costheta
* d
+ 1.0f
) * (costheta
* d
+ 1.0f
)) + 1.0f
;
78 result
*= 0.5f
* d
* d
/ (a
* a
);
83 /*_________________D3DXMatrix____________________*/
85 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*out
, FLOAT scaling
, const D3DXVECTOR3
*rotationcenter
,
86 const D3DXQUATERNION
*rotation
, const D3DXVECTOR3
*translation
)
88 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
89 out
, scaling
, rotationcenter
, rotation
, translation
);
91 D3DXMatrixIdentity(out
);
95 FLOAT temp00
, temp01
, temp02
, temp10
, temp11
, temp12
, temp20
, temp21
, temp22
;
97 temp00
= 1.0f
- 2.0f
* (rotation
->y
* rotation
->y
+ rotation
->z
* rotation
->z
);
98 temp01
= 2.0f
* (rotation
->x
* rotation
->y
+ rotation
->z
* rotation
->w
);
99 temp02
= 2.0f
* (rotation
->x
* rotation
->z
- rotation
->y
* rotation
->w
);
100 temp10
= 2.0f
* (rotation
->x
* rotation
->y
- rotation
->z
* rotation
->w
);
101 temp11
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->z
* rotation
->z
);
102 temp12
= 2.0f
* (rotation
->y
* rotation
->z
+ rotation
->x
* rotation
->w
);
103 temp20
= 2.0f
* (rotation
->x
* rotation
->z
+ rotation
->y
* rotation
->w
);
104 temp21
= 2.0f
* (rotation
->y
* rotation
->z
- rotation
->x
* rotation
->w
);
105 temp22
= 1.0f
- 2.0f
* (rotation
->x
* rotation
->x
+ rotation
->y
* rotation
->y
);
107 out
->u
.m
[0][0] = scaling
* temp00
;
108 out
->u
.m
[0][1] = scaling
* temp01
;
109 out
->u
.m
[0][2] = scaling
* temp02
;
110 out
->u
.m
[1][0] = scaling
* temp10
;
111 out
->u
.m
[1][1] = scaling
* temp11
;
112 out
->u
.m
[1][2] = scaling
* temp12
;
113 out
->u
.m
[2][0] = scaling
* temp20
;
114 out
->u
.m
[2][1] = scaling
* temp21
;
115 out
->u
.m
[2][2] = scaling
* temp22
;
119 out
->u
.m
[3][0] = rotationcenter
->x
* (1.0f
- temp00
) - rotationcenter
->y
* temp10
120 - rotationcenter
->z
* temp20
;
121 out
->u
.m
[3][1] = rotationcenter
->y
* (1.0f
- temp11
) - rotationcenter
->x
* temp01
122 - rotationcenter
->z
* temp21
;
123 out
->u
.m
[3][2] = rotationcenter
->z
* (1.0f
- temp22
) - rotationcenter
->x
* temp02
124 - rotationcenter
->y
* temp12
;
129 out
->u
.m
[0][0] = scaling
;
130 out
->u
.m
[1][1] = scaling
;
131 out
->u
.m
[2][2] = scaling
;
136 out
->u
.m
[3][0] += translation
->x
;
137 out
->u
.m
[3][1] += translation
->y
;
138 out
->u
.m
[3][2] += translation
->z
;
144 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*out
, FLOAT scaling
,
145 const D3DXVECTOR2
*rotationcenter
, FLOAT rotation
, const D3DXVECTOR2
*translation
)
149 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
150 out
, scaling
, rotationcenter
, rotation
, translation
);
152 s
= sinf(rotation
/ 2.0f
);
153 tmp1
= 1.0f
- 2.0f
* s
* s
;
154 tmp2
= 2.0f
* s
* cosf(rotation
/ 2.0f
);
156 D3DXMatrixIdentity(out
);
157 out
->u
.m
[0][0] = scaling
* tmp1
;
158 out
->u
.m
[0][1] = scaling
* tmp2
;
159 out
->u
.m
[1][0] = -scaling
* tmp2
;
160 out
->u
.m
[1][1] = scaling
* tmp1
;
166 x
= rotationcenter
->x
;
167 y
= rotationcenter
->y
;
169 out
->u
.m
[3][0] = y
* tmp2
- x
* tmp1
+ x
;
170 out
->u
.m
[3][1] = -x
* tmp2
- y
* tmp1
+ y
;
175 out
->u
.m
[3][0] += translation
->x
;
176 out
->u
.m
[3][1] += translation
->y
;
182 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, const D3DXMATRIX
*pm
)
184 D3DXMATRIX normalized
;
187 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale
, poutrotation
, pouttranslation
, pm
);
189 /*Compute the scaling part.*/
193 poutscale
->x
=D3DXVec3Length(&vec
);
198 poutscale
->y
=D3DXVec3Length(&vec
);
203 poutscale
->z
=D3DXVec3Length(&vec
);
205 /*Compute the translation part.*/
206 pouttranslation
->x
=pm
->u
.m
[3][0];
207 pouttranslation
->y
=pm
->u
.m
[3][1];
208 pouttranslation
->z
=pm
->u
.m
[3][2];
210 /*Let's calculate the rotation now*/
211 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
213 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
214 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
215 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
216 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
217 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
218 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
219 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
220 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
221 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
223 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
227 FLOAT WINAPI
D3DXMatrixDeterminant(const D3DXMATRIX
*pm
)
231 TRACE("pm %p\n", pm
);
233 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
234 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
235 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
236 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
237 v
[1] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
239 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
240 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
241 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
242 v
[2] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
243 v
[3] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
245 return pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[1] +
246 pm
->u
.m
[0][2] * v
[2] + pm
->u
.m
[0][3] * v
[3];
249 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, const D3DXMATRIX
*pm
)
251 FLOAT det
, t
[3], v
[16];
254 TRACE("pout %p, pdeterminant %p, pm %p\n", pout
, pdeterminant
, pm
);
256 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
257 t
[1] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
258 t
[2] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
259 v
[0] = pm
->u
.m
[1][1] * t
[0] - pm
->u
.m
[2][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
260 v
[4] = -pm
->u
.m
[1][0] * t
[0] + pm
->u
.m
[2][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
262 t
[0] = pm
->u
.m
[1][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[1][1];
263 t
[1] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
264 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
265 v
[8] = pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1] + pm
->u
.m
[1][3] * t
[2];
266 v
[12] = -pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] - pm
->u
.m
[1][2] * t
[2];
268 det
= pm
->u
.m
[0][0] * v
[0] + pm
->u
.m
[0][1] * v
[4] +
269 pm
->u
.m
[0][2] * v
[8] + pm
->u
.m
[0][3] * v
[12];
275 t
[0] = pm
->u
.m
[2][2] * pm
->u
.m
[3][3] - pm
->u
.m
[2][3] * pm
->u
.m
[3][2];
276 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
277 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
278 v
[1] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[2][1] * t
[1] - pm
->u
.m
[3][1] * t
[2];
279 v
[5] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[2][0] * t
[1] + pm
->u
.m
[3][0] * t
[2];
281 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[2][1] - pm
->u
.m
[2][0] * pm
->u
.m
[0][1];
282 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
283 t
[2] = pm
->u
.m
[2][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[2][1];
284 v
[9] = -pm
->u
.m
[3][3] * t
[0] - pm
->u
.m
[2][3] * t
[1]- pm
->u
.m
[0][3] * t
[2];
285 v
[13] = pm
->u
.m
[3][2] * t
[0] + pm
->u
.m
[2][2] * t
[1] + pm
->u
.m
[0][2] * t
[2];
287 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[3][3] - pm
->u
.m
[1][3] * pm
->u
.m
[3][2];
288 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[3][3] - pm
->u
.m
[0][3] * pm
->u
.m
[3][2];
289 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
290 v
[2] = pm
->u
.m
[0][1] * t
[0] - pm
->u
.m
[1][1] * t
[1] + pm
->u
.m
[3][1] * t
[2];
291 v
[6] = -pm
->u
.m
[0][0] * t
[0] + pm
->u
.m
[1][0] * t
[1] - pm
->u
.m
[3][0] * t
[2];
293 t
[0] = pm
->u
.m
[0][0] * pm
->u
.m
[1][1] - pm
->u
.m
[1][0] * pm
->u
.m
[0][1];
294 t
[1] = pm
->u
.m
[3][0] * pm
->u
.m
[0][1] - pm
->u
.m
[0][0] * pm
->u
.m
[3][1];
295 t
[2] = pm
->u
.m
[1][0] * pm
->u
.m
[3][1] - pm
->u
.m
[3][0] * pm
->u
.m
[1][1];
296 v
[10] = pm
->u
.m
[3][3] * t
[0] + pm
->u
.m
[1][3] * t
[1] + pm
->u
.m
[0][3] * t
[2];
297 v
[14] = -pm
->u
.m
[3][2] * t
[0] - pm
->u
.m
[1][2] * t
[1] - pm
->u
.m
[0][2] * t
[2];
299 t
[0] = pm
->u
.m
[1][2] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][2];
300 t
[1] = pm
->u
.m
[0][2] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][2];
301 t
[2] = pm
->u
.m
[0][2] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][2];
302 v
[3] = -pm
->u
.m
[0][1] * t
[0] + pm
->u
.m
[1][1] * t
[1] - pm
->u
.m
[2][1] * t
[2];
303 v
[7] = pm
->u
.m
[0][0] * t
[0] - pm
->u
.m
[1][0] * t
[1] + pm
->u
.m
[2][0] * t
[2];
305 v
[11] = -pm
->u
.m
[0][0] * (pm
->u
.m
[1][1] * pm
->u
.m
[2][3] - pm
->u
.m
[1][3] * pm
->u
.m
[2][1]) +
306 pm
->u
.m
[1][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[2][3] - pm
->u
.m
[0][3] * pm
->u
.m
[2][1]) -
307 pm
->u
.m
[2][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[1][3] - pm
->u
.m
[0][3] * pm
->u
.m
[1][1]);
309 v
[15] = pm
->u
.m
[0][0] * (pm
->u
.m
[1][1] * pm
->u
.m
[2][2] - pm
->u
.m
[1][2] * pm
->u
.m
[2][1]) -
310 pm
->u
.m
[1][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[2][2] - pm
->u
.m
[0][2] * pm
->u
.m
[2][1]) +
311 pm
->u
.m
[2][0] * (pm
->u
.m
[0][1] * pm
->u
.m
[1][2] - pm
->u
.m
[0][2] * pm
->u
.m
[1][1]);
315 for (i
= 0; i
< 4; i
++)
316 for (j
= 0; j
< 4; j
++)
317 pout
->u
.m
[i
][j
] = v
[4 * i
+ j
] * det
;
322 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
323 const D3DXVECTOR3
*up
)
325 D3DXVECTOR3 right
, upn
, vec
;
327 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
329 D3DXVec3Subtract(&vec
, at
, eye
);
330 D3DXVec3Normalize(&vec
, &vec
);
331 D3DXVec3Cross(&right
, up
, &vec
);
332 D3DXVec3Cross(&upn
, &vec
, &right
);
333 D3DXVec3Normalize(&right
, &right
);
334 D3DXVec3Normalize(&upn
, &upn
);
335 out
->u
.m
[0][0] = right
.x
;
336 out
->u
.m
[1][0] = right
.y
;
337 out
->u
.m
[2][0] = right
.z
;
338 out
->u
.m
[3][0] = -D3DXVec3Dot(&right
, eye
);
339 out
->u
.m
[0][1] = upn
.x
;
340 out
->u
.m
[1][1] = upn
.y
;
341 out
->u
.m
[2][1] = upn
.z
;
342 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
343 out
->u
.m
[0][2] = vec
.x
;
344 out
->u
.m
[1][2] = vec
.y
;
345 out
->u
.m
[2][2] = vec
.z
;
346 out
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, eye
);
347 out
->u
.m
[0][3] = 0.0f
;
348 out
->u
.m
[1][3] = 0.0f
;
349 out
->u
.m
[2][3] = 0.0f
;
350 out
->u
.m
[3][3] = 1.0f
;
355 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*out
, const D3DXVECTOR3
*eye
, const D3DXVECTOR3
*at
,
356 const D3DXVECTOR3
*up
)
358 D3DXVECTOR3 right
, upn
, vec
;
360 TRACE("out %p, eye %p, at %p, up %p\n", out
, eye
, at
, up
);
362 D3DXVec3Subtract(&vec
, at
, eye
);
363 D3DXVec3Normalize(&vec
, &vec
);
364 D3DXVec3Cross(&right
, up
, &vec
);
365 D3DXVec3Cross(&upn
, &vec
, &right
);
366 D3DXVec3Normalize(&right
, &right
);
367 D3DXVec3Normalize(&upn
, &upn
);
368 out
->u
.m
[0][0] = -right
.x
;
369 out
->u
.m
[1][0] = -right
.y
;
370 out
->u
.m
[2][0] = -right
.z
;
371 out
->u
.m
[3][0] = D3DXVec3Dot(&right
, eye
);
372 out
->u
.m
[0][1] = upn
.x
;
373 out
->u
.m
[1][1] = upn
.y
;
374 out
->u
.m
[2][1] = upn
.z
;
375 out
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, eye
);
376 out
->u
.m
[0][2] = -vec
.x
;
377 out
->u
.m
[1][2] = -vec
.y
;
378 out
->u
.m
[2][2] = -vec
.z
;
379 out
->u
.m
[3][2] = D3DXVec3Dot(&vec
, eye
);
380 out
->u
.m
[0][3] = 0.0f
;
381 out
->u
.m
[1][3] = 0.0f
;
382 out
->u
.m
[2][3] = 0.0f
;
383 out
->u
.m
[3][3] = 1.0f
;
388 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
393 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
399 out
.u
.m
[i
][j
] = pm1
->u
.m
[i
][0] * pm2
->u
.m
[0][j
] + pm1
->u
.m
[i
][1] * pm2
->u
.m
[1][j
] + pm1
->u
.m
[i
][2] * pm2
->u
.m
[2][j
] + pm1
->u
.m
[i
][3] * pm2
->u
.m
[3][j
];
407 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm1
, const D3DXMATRIX
*pm2
)
412 TRACE("pout %p, pm1 %p, pm2 %p\n", pout
, pm1
, pm2
);
414 for (i
= 0; i
< 4; i
++)
415 for (j
= 0; j
< 4; j
++)
416 temp
.u
.m
[j
][i
] = pm1
->u
.m
[i
][0] * pm2
->u
.m
[0][j
] + pm1
->u
.m
[i
][1] * pm2
->u
.m
[1][j
] + pm1
->u
.m
[i
][2] * pm2
->u
.m
[2][j
] + pm1
->u
.m
[i
][3] * pm2
->u
.m
[3][j
];
422 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
424 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
426 D3DXMatrixIdentity(pout
);
427 pout
->u
.m
[0][0] = 2.0f
/ w
;
428 pout
->u
.m
[1][1] = 2.0f
/ h
;
429 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
430 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
434 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
436 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
438 D3DXMatrixIdentity(pout
);
439 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
440 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
441 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
442 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
443 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
444 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
448 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
450 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
452 D3DXMatrixIdentity(pout
);
453 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
454 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
455 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
456 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
457 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
458 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
462 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
464 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
466 D3DXMatrixIdentity(pout
);
467 pout
->u
.m
[0][0] = 2.0f
/ w
;
468 pout
->u
.m
[1][1] = 2.0f
/ h
;
469 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
470 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
474 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
476 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
478 D3DXMatrixIdentity(pout
);
479 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tanf(fovy
/2.0f
));
480 pout
->u
.m
[1][1] = 1.0f
/ tanf(fovy
/2.0f
);
481 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
482 pout
->u
.m
[2][3] = 1.0f
;
483 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
484 pout
->u
.m
[3][3] = 0.0f
;
488 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
490 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout
, fovy
, aspect
, zn
, zf
);
492 D3DXMatrixIdentity(pout
);
493 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tanf(fovy
/2.0f
));
494 pout
->u
.m
[1][1] = 1.0f
/ tanf(fovy
/2.0f
);
495 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
496 pout
->u
.m
[2][3] = -1.0f
;
497 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
498 pout
->u
.m
[3][3] = 0.0f
;
502 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
504 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
506 D3DXMatrixIdentity(pout
);
507 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
508 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
509 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
510 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
511 pout
->u
.m
[2][3] = 1.0f
;
512 pout
->u
.m
[3][3] = 0.0f
;
516 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
518 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
520 D3DXMatrixIdentity(pout
);
521 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
522 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
523 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
524 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
525 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
526 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
527 pout
->u
.m
[2][3] = 1.0f
;
528 pout
->u
.m
[3][3] = 0.0f
;
532 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
534 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout
, l
, r
, b
, t
, zn
, zf
);
536 D3DXMatrixIdentity(pout
);
537 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
538 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
539 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
540 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
541 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
542 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
543 pout
->u
.m
[2][3] = -1.0f
;
544 pout
->u
.m
[3][3] = 0.0f
;
548 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
550 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout
, w
, h
, zn
, zf
);
552 D3DXMatrixIdentity(pout
);
553 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
554 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
555 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
556 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
557 pout
->u
.m
[2][3] = -1.0f
;
558 pout
->u
.m
[3][3] = 0.0f
;
562 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, const D3DXPLANE
*pplane
)
566 TRACE("pout %p, pplane %p\n", pout
, pplane
);
568 D3DXPlaneNormalize(&Nplane
, pplane
);
569 D3DXMatrixIdentity(pout
);
570 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
571 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
572 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
573 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
574 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
575 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
576 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
577 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
578 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
579 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
580 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
581 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
585 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
588 FLOAT sangle
, cangle
, cdiff
;
590 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
592 D3DXVec3Normalize(&nv
, v
);
593 sangle
= sinf(angle
);
594 cangle
= cosf(angle
);
595 cdiff
= 1.0f
- cangle
;
597 out
->u
.m
[0][0] = cdiff
* nv
.x
* nv
.x
+ cangle
;
598 out
->u
.m
[1][0] = cdiff
* nv
.x
* nv
.y
- sangle
* nv
.z
;
599 out
->u
.m
[2][0] = cdiff
* nv
.x
* nv
.z
+ sangle
* nv
.y
;
600 out
->u
.m
[3][0] = 0.0f
;
601 out
->u
.m
[0][1] = cdiff
* nv
.y
* nv
.x
+ sangle
* nv
.z
;
602 out
->u
.m
[1][1] = cdiff
* nv
.y
* nv
.y
+ cangle
;
603 out
->u
.m
[2][1] = cdiff
* nv
.y
* nv
.z
- sangle
* nv
.x
;
604 out
->u
.m
[3][1] = 0.0f
;
605 out
->u
.m
[0][2] = cdiff
* nv
.z
* nv
.x
- sangle
* nv
.y
;
606 out
->u
.m
[1][2] = cdiff
* nv
.z
* nv
.y
+ sangle
* nv
.x
;
607 out
->u
.m
[2][2] = cdiff
* nv
.z
* nv
.z
+ cangle
;
608 out
->u
.m
[3][2] = 0.0f
;
609 out
->u
.m
[0][3] = 0.0f
;
610 out
->u
.m
[1][3] = 0.0f
;
611 out
->u
.m
[2][3] = 0.0f
;
612 out
->u
.m
[3][3] = 1.0f
;
617 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, const D3DXQUATERNION
*pq
)
619 TRACE("pout %p, pq %p\n", pout
, pq
);
621 D3DXMatrixIdentity(pout
);
622 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
623 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
624 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
625 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
626 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
627 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
628 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
629 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
630 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
634 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
636 TRACE("pout %p, angle %f\n", pout
, angle
);
638 D3DXMatrixIdentity(pout
);
639 pout
->u
.m
[1][1] = cosf(angle
);
640 pout
->u
.m
[2][2] = cosf(angle
);
641 pout
->u
.m
[1][2] = sinf(angle
);
642 pout
->u
.m
[2][1] = -sinf(angle
);
646 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
648 TRACE("pout %p, angle %f\n", pout
, angle
);
650 D3DXMatrixIdentity(pout
);
651 pout
->u
.m
[0][0] = cosf(angle
);
652 pout
->u
.m
[2][2] = cosf(angle
);
653 pout
->u
.m
[0][2] = -sinf(angle
);
654 pout
->u
.m
[2][0] = sinf(angle
);
658 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
660 FLOAT sroll
, croll
, spitch
, cpitch
, syaw
, cyaw
;
662 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
666 spitch
= sinf(pitch
);
667 cpitch
= cosf(pitch
);
671 out
->u
.m
[0][0] = sroll
* spitch
* syaw
+ croll
* cyaw
;
672 out
->u
.m
[0][1] = sroll
* cpitch
;
673 out
->u
.m
[0][2] = sroll
* spitch
* cyaw
- croll
* syaw
;
674 out
->u
.m
[0][3] = 0.0f
;
675 out
->u
.m
[1][0] = croll
* spitch
* syaw
- sroll
* cyaw
;
676 out
->u
.m
[1][1] = croll
* cpitch
;
677 out
->u
.m
[1][2] = croll
* spitch
* cyaw
+ sroll
* syaw
;
678 out
->u
.m
[1][3] = 0.0f
;
679 out
->u
.m
[2][0] = cpitch
* syaw
;
680 out
->u
.m
[2][1] = -spitch
;
681 out
->u
.m
[2][2] = cpitch
* cyaw
;
682 out
->u
.m
[2][3] = 0.0f
;
683 out
->u
.m
[3][0] = 0.0f
;
684 out
->u
.m
[3][1] = 0.0f
;
685 out
->u
.m
[3][2] = 0.0f
;
686 out
->u
.m
[3][3] = 1.0f
;
691 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
693 TRACE("pout %p, angle %f\n", pout
, angle
);
695 D3DXMatrixIdentity(pout
);
696 pout
->u
.m
[0][0] = cosf(angle
);
697 pout
->u
.m
[1][1] = cosf(angle
);
698 pout
->u
.m
[0][1] = sinf(angle
);
699 pout
->u
.m
[1][0] = -sinf(angle
);
703 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
705 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout
, sx
, sy
, sz
);
707 D3DXMatrixIdentity(pout
);
708 pout
->u
.m
[0][0] = sx
;
709 pout
->u
.m
[1][1] = sy
;
710 pout
->u
.m
[2][2] = sz
;
714 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, const D3DXVECTOR4
*plight
, const D3DXPLANE
*pplane
)
719 TRACE("pout %p, plight %p, pplane %p\n", pout
, plight
, pplane
);
721 D3DXPlaneNormalize(&Nplane
, pplane
);
722 dot
= D3DXPlaneDot(&Nplane
, plight
);
723 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
724 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
725 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
726 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
727 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
728 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
729 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
730 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
731 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
732 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
733 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
734 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
735 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
736 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
737 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
738 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
742 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, const D3DXVECTOR3
*pscalingcenter
, const D3DXQUATERNION
*pscalingrotation
, const D3DXVECTOR3
*pscaling
, const D3DXVECTOR3
*protationcenter
, const D3DXQUATERNION
*protation
, const D3DXVECTOR3
*ptranslation
)
744 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
748 TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
749 pout
, pscalingcenter
, pscalingrotation
, pscaling
, protationcenter
, protation
, ptranslation
);
751 if ( !pscalingcenter
)
759 psc
.x
= pscalingcenter
->x
;
760 psc
.y
= pscalingcenter
->y
;
761 psc
.z
= pscalingcenter
->z
;
764 if ( !protationcenter
)
772 prc
.x
= protationcenter
->x
;
773 prc
.y
= protationcenter
->y
;
774 prc
.z
= protationcenter
->z
;
785 pt
.x
= ptranslation
->x
;
786 pt
.y
= ptranslation
->y
;
787 pt
.z
= ptranslation
->z
;
790 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
792 if ( !pscalingrotation
)
794 D3DXMatrixIdentity(&m2
);
795 D3DXMatrixIdentity(&m4
);
799 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
800 D3DXMatrixInverse(&m2
, NULL
, &m4
);
803 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
804 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
806 if ( !protation
) D3DXMatrixIdentity(&m6
);
807 else D3DXMatrixRotationQuaternion(&m6
, protation
);
809 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
810 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
811 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
812 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
813 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
814 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
815 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
816 D3DXMatrixMultiply(pout
, &m1
, &m7
);
820 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, const D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, const D3DXVECTOR2
*pscaling
, const D3DXVECTOR2
*protationcenter
, FLOAT rotation
, const D3DXVECTOR2
*ptranslation
)
822 D3DXQUATERNION rot
, sca_rot
;
823 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
825 TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
826 pout
, pscalingcenter
, scalingrotation
, pscaling
, protationcenter
, rotation
, ptranslation
);
828 if ( pscalingcenter
)
830 sca_center
.x
=pscalingcenter
->x
;
831 sca_center
.y
=pscalingcenter
->y
;
854 if ( protationcenter
)
856 rot_center
.x
=protationcenter
->x
;
857 rot_center
.y
=protationcenter
->y
;
869 trans
.x
=ptranslation
->x
;
870 trans
.y
=ptranslation
->y
;
880 rot
.w
=cosf(rotation
/2.0f
);
883 rot
.z
=sinf(rotation
/2.0f
);
885 sca_rot
.w
=cosf(scalingrotation
/2.0f
);
888 sca_rot
.z
=sinf(scalingrotation
/2.0f
);
890 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
895 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
897 TRACE("pout %p, x %f, y %f, z %f\n", pout
, x
, y
, z
);
899 D3DXMatrixIdentity(pout
);
906 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, const D3DXMATRIX
*pm
)
908 const D3DXMATRIX m
= *pm
;
911 TRACE("pout %p, pm %p\n", pout
, pm
);
914 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
919 /*_________________D3DXMatrixStack____________________*/
922 static inline struct ID3DXMatrixStackImpl
*impl_from_ID3DXMatrixStack(ID3DXMatrixStack
*iface
)
924 return CONTAINING_RECORD(iface
, struct ID3DXMatrixStackImpl
, ID3DXMatrixStack_iface
);
927 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **out
)
929 TRACE("iface %p, riid %s, out %p.\n", iface
, debugstr_guid(riid
), out
);
931 if (IsEqualGUID(riid
, &IID_ID3DXMatrixStack
)
932 || IsEqualGUID(riid
, &IID_IUnknown
))
934 ID3DXMatrixStack_AddRef(iface
);
939 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
942 return E_NOINTERFACE
;
945 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
947 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
948 ULONG ref
= InterlockedIncrement(&This
->ref
);
949 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
953 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
*iface
)
955 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
956 ULONG ref
= InterlockedDecrement(&This
->ref
);
959 HeapFree(GetProcessHeap(), 0, This
->stack
);
960 HeapFree(GetProcessHeap(), 0, This
);
962 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
966 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
968 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
970 TRACE("iface %p\n", iface
);
972 return &This
->stack
[This
->current
];
975 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
977 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
979 TRACE("iface %p\n", iface
);
981 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
986 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
988 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
990 TRACE("iface %p, pm %p\n", iface
, pm
);
992 This
->stack
[This
->current
] = *pm
;
997 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
999 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1001 TRACE("iface %p, pm %p\n", iface
, pm
);
1003 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
1008 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, const D3DXMATRIX
*pm
)
1010 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1012 TRACE("iface %p, pm %p\n", iface
, pm
);
1014 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
1019 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
1021 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1023 TRACE("iface %p\n", iface
);
1025 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
1026 if (!This
->current
) return D3D_OK
;
1028 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
1030 unsigned int new_size
;
1031 D3DXMATRIX
*new_stack
;
1033 new_size
= This
->stack_size
/ 2;
1034 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1037 This
->stack_size
= new_size
;
1038 This
->stack
= new_stack
;
1047 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
1049 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1051 TRACE("iface %p\n", iface
);
1053 if (This
->current
== This
->stack_size
- 1)
1055 unsigned int new_size
;
1056 D3DXMATRIX
*new_stack
;
1058 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
1060 new_size
= This
->stack_size
* 2;
1061 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(*new_stack
));
1062 if (!new_stack
) return E_OUTOFMEMORY
;
1064 This
->stack_size
= new_size
;
1065 This
->stack
= new_stack
;
1069 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
1074 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1077 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1079 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1081 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1082 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1087 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, const D3DXVECTOR3
*pv
, FLOAT angle
)
1090 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1092 TRACE("iface %p, pv %p, angle %f\n", iface
, pv
, angle
);
1094 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
1095 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1100 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1103 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1105 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1107 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1108 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1113 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1116 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1118 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1120 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
1121 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1126 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1129 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1131 TRACE("iface %p,x %f, y %f, z %f\n", iface
, x
, y
, z
);
1133 D3DXMatrixScaling(&temp
, x
, y
, z
);
1134 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1139 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1142 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1144 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1146 D3DXMatrixScaling(&temp
, x
, y
, z
);
1147 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1152 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1155 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1157 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1159 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1160 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1165 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1168 struct ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1170 TRACE("iface %p, x %f, y %f, z %f\n", iface
, x
, y
, z
);
1172 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1173 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1178 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1180 ID3DXMatrixStackImpl_QueryInterface
,
1181 ID3DXMatrixStackImpl_AddRef
,
1182 ID3DXMatrixStackImpl_Release
,
1183 ID3DXMatrixStackImpl_Pop
,
1184 ID3DXMatrixStackImpl_Push
,
1185 ID3DXMatrixStackImpl_LoadIdentity
,
1186 ID3DXMatrixStackImpl_LoadMatrix
,
1187 ID3DXMatrixStackImpl_MultMatrix
,
1188 ID3DXMatrixStackImpl_MultMatrixLocal
,
1189 ID3DXMatrixStackImpl_RotateAxis
,
1190 ID3DXMatrixStackImpl_RotateAxisLocal
,
1191 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1192 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1193 ID3DXMatrixStackImpl_Scale
,
1194 ID3DXMatrixStackImpl_ScaleLocal
,
1195 ID3DXMatrixStackImpl_Translate
,
1196 ID3DXMatrixStackImpl_TranslateLocal
,
1197 ID3DXMatrixStackImpl_GetTop
1200 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, ID3DXMatrixStack
**stack
)
1202 struct ID3DXMatrixStackImpl
*object
;
1204 TRACE("flags %#x, stack %p.\n", flags
, stack
);
1206 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
1209 return E_OUTOFMEMORY
;
1211 object
->ID3DXMatrixStack_iface
.lpVtbl
= &ID3DXMatrixStack_Vtbl
;
1214 if (!(object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(*object
->stack
))))
1216 HeapFree(GetProcessHeap(), 0, object
);
1218 return E_OUTOFMEMORY
;
1221 object
->current
= 0;
1222 object
->stack_size
= INITIAL_STACK_SIZE
;
1223 D3DXMatrixIdentity(&object
->stack
[0]);
1225 TRACE("Created matrix stack %p.\n", object
);
1227 *stack
= &object
->ID3DXMatrixStack_iface
;
1231 /*_________________D3DXPLANE________________*/
1233 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, const D3DXVECTOR3
*pvpoint
, const D3DXVECTOR3
*pvnormal
)
1235 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout
, pvpoint
, pvnormal
);
1237 pout
->a
= pvnormal
->x
;
1238 pout
->b
= pvnormal
->y
;
1239 pout
->c
= pvnormal
->z
;
1240 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1244 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
)
1246 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1248 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
1250 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1251 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1252 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1253 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1254 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1255 D3DXVec3Normalize(&Nnormal
, &normal
);
1256 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1260 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, const D3DXPLANE
*pp
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
)
1262 D3DXVECTOR3 direction
, normal
;
1265 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout
, pp
, pv1
, pv2
);
1270 direction
.x
= pv2
->x
- pv1
->x
;
1271 direction
.y
= pv2
->y
- pv1
->y
;
1272 direction
.z
= pv2
->z
- pv1
->z
;
1273 dot
= D3DXVec3Dot(&normal
, &direction
);
1274 if ( !dot
) return NULL
;
1275 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1276 pout
->x
= pv1
->x
- temp
* direction
.x
;
1277 pout
->y
= pv1
->y
- temp
* direction
.y
;
1278 pout
->z
= pv1
->z
- temp
* direction
.z
;
1282 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*out
, const D3DXPLANE
*p
)
1286 TRACE("out %p, p %p\n", out
, p
);
1288 norm
= sqrtf(p
->a
* p
->a
+ p
->b
* p
->b
+ p
->c
* p
->c
);
1291 out
->a
= p
->a
/ norm
;
1292 out
->b
= p
->b
/ norm
;
1293 out
->c
= p
->c
/ norm
;
1294 out
->d
= p
->d
/ norm
;
1307 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, const D3DXPLANE
*pplane
, const D3DXMATRIX
*pm
)
1309 const D3DXPLANE plane
= *pplane
;
1311 TRACE("pout %p, pplane %p, pm %p\n", pout
, pplane
, pm
);
1313 pout
->a
= pm
->u
.m
[0][0] * plane
.a
+ pm
->u
.m
[1][0] * plane
.b
+ pm
->u
.m
[2][0] * plane
.c
+ pm
->u
.m
[3][0] * plane
.d
;
1314 pout
->b
= pm
->u
.m
[0][1] * plane
.a
+ pm
->u
.m
[1][1] * plane
.b
+ pm
->u
.m
[2][1] * plane
.c
+ pm
->u
.m
[3][1] * plane
.d
;
1315 pout
->c
= pm
->u
.m
[0][2] * plane
.a
+ pm
->u
.m
[1][2] * plane
.b
+ pm
->u
.m
[2][2] * plane
.c
+ pm
->u
.m
[3][2] * plane
.d
;
1316 pout
->d
= pm
->u
.m
[0][3] * plane
.a
+ pm
->u
.m
[1][3] * plane
.b
+ pm
->u
.m
[2][3] * plane
.c
+ pm
->u
.m
[3][3] * plane
.d
;
1320 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, const D3DXPLANE
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1324 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1326 for (i
= 0; i
< elements
; ++i
) {
1328 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1329 (const D3DXPLANE
*)((const char*)in
+ instride
* i
),
1335 /*_________________D3DXQUATERNION________________*/
1337 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1339 D3DXQUATERNION temp1
, temp2
;
1341 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout
, pq1
, pq2
, pq3
, f
, g
);
1343 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1347 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1351 TRACE("out %p, q %p\n", out
, q
);
1353 norm
= sqrtf(q
->x
* q
->x
+ q
->y
* q
->y
+ q
->z
* q
->z
);
1356 out
->x
= sinf(norm
) * q
->x
/ norm
;
1357 out
->y
= sinf(norm
) * q
->y
/ norm
;
1358 out
->z
= sinf(norm
) * q
->z
/ norm
;
1359 out
->w
= cosf(norm
);
1372 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq
)
1377 TRACE("pout %p, pq %p\n", pout
, pq
);
1379 norm
= D3DXQuaternionLengthSq(pq
);
1381 out
.x
= -pq
->x
/ norm
;
1382 out
.y
= -pq
->y
/ norm
;
1383 out
.z
= -pq
->z
/ norm
;
1384 out
.w
= pq
->w
/ norm
;
1390 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1394 TRACE("out %p, q %p\n", out
, q
);
1396 if ((q
->w
>= 1.0f
) || (q
->w
== -1.0f
))
1399 t
= acosf(q
->w
) / sqrtf(1.0f
- q
->w
* q
->w
);
1409 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
)
1413 TRACE("pout %p, pq1 %p, pq2 %p\n", pout
, pq1
, pq2
);
1415 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1416 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1417 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1418 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1423 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q
)
1427 TRACE("out %p, q %p\n", out
, q
);
1429 norm
= D3DXQuaternionLength(q
);
1431 out
->x
= q
->x
/ norm
;
1432 out
->y
= q
->y
/ norm
;
1433 out
->z
= q
->z
/ norm
;
1434 out
->w
= q
->w
/ norm
;
1439 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*out
, const D3DXVECTOR3
*v
, FLOAT angle
)
1443 TRACE("out %p, v %p, angle %f\n", out
, v
, angle
);
1445 D3DXVec3Normalize(&temp
, v
);
1447 out
->x
= sinf(angle
/ 2.0f
) * temp
.x
;
1448 out
->y
= sinf(angle
/ 2.0f
) * temp
.y
;
1449 out
->z
= sinf(angle
/ 2.0f
) * temp
.z
;
1450 out
->w
= cosf(angle
/ 2.0f
);
1455 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*out
, const D3DXMATRIX
*m
)
1459 TRACE("out %p, m %p\n", out
, m
);
1461 trace
= m
->u
.m
[0][0] + m
->u
.m
[1][1] + m
->u
.m
[2][2] + 1.0f
;
1464 s
= 2.0f
* sqrtf(trace
);
1465 out
->x
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1466 out
->y
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1467 out
->z
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1474 for (i
= 1; i
< 3; i
++)
1476 if (m
->u
.m
[i
][i
] > m
->u
.m
[maxi
][maxi
])
1483 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[0][0] - m
->u
.m
[1][1] - m
->u
.m
[2][2]);
1485 out
->y
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1486 out
->z
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1487 out
->w
= (m
->u
.m
[1][2] - m
->u
.m
[2][1]) / s
;
1491 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[1][1] - m
->u
.m
[0][0] - m
->u
.m
[2][2]);
1492 out
->x
= (m
->u
.m
[0][1] + m
->u
.m
[1][0]) / s
;
1494 out
->z
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1495 out
->w
= (m
->u
.m
[2][0] - m
->u
.m
[0][2]) / s
;
1499 s
= 2.0f
* sqrtf(1.0f
+ m
->u
.m
[2][2] - m
->u
.m
[0][0] - m
->u
.m
[1][1]);
1500 out
->x
= (m
->u
.m
[0][2] + m
->u
.m
[2][0]) / s
;
1501 out
->y
= (m
->u
.m
[1][2] + m
->u
.m
[2][1]) / s
;
1503 out
->w
= (m
->u
.m
[0][1] - m
->u
.m
[1][0]) / s
;
1511 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*out
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1513 FLOAT syaw
, cyaw
, spitch
, cpitch
, sroll
, croll
;
1515 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out
, yaw
, pitch
, roll
);
1517 syaw
= sinf(yaw
/ 2.0f
);
1518 cyaw
= cosf(yaw
/ 2.0f
);
1519 spitch
= sinf(pitch
/ 2.0f
);
1520 cpitch
= cosf(pitch
/ 2.0f
);
1521 sroll
= sinf(roll
/ 2.0f
);
1522 croll
= cosf(roll
/ 2.0f
);
1524 out
->x
= syaw
* cpitch
* sroll
+ cyaw
* spitch
* croll
;
1525 out
->y
= syaw
* cpitch
* croll
- cyaw
* spitch
* sroll
;
1526 out
->z
= cyaw
* cpitch
* sroll
- syaw
* spitch
* croll
;
1527 out
->w
= cyaw
* cpitch
* croll
+ syaw
* spitch
* sroll
;
1532 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*out
, const D3DXQUATERNION
*q1
,
1533 const D3DXQUATERNION
*q2
, FLOAT t
)
1537 TRACE("out %p, q1 %p, q2 %p, t %f\n", out
, q1
, q2
, t
);
1540 dot
= D3DXQuaternionDot(q1
, q2
);
1547 if (1.0f
- dot
> 0.001f
)
1549 FLOAT theta
= acosf(dot
);
1551 temp
= sinf(theta
* temp
) / sinf(theta
);
1552 t
= sinf(theta
* t
) / sinf(theta
);
1555 out
->x
= temp
* q1
->x
+ t
* q2
->x
;
1556 out
->y
= temp
* q1
->y
+ t
* q2
->y
;
1557 out
->z
= temp
* q1
->z
+ t
* q2
->z
;
1558 out
->w
= temp
* q1
->w
+ t
* q2
->w
;
1563 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
, const D3DXQUATERNION
*pq4
, FLOAT t
)
1565 D3DXQUATERNION temp1
, temp2
;
1567 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout
, pq1
, pq2
, pq3
, pq4
, t
);
1569 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1573 static D3DXQUATERNION
add_diff(const D3DXQUATERNION
*q1
, const D3DXQUATERNION
*q2
, const FLOAT add
)
1575 D3DXQUATERNION temp
;
1577 temp
.x
= q1
->x
+ add
* q2
->x
;
1578 temp
.y
= q1
->y
+ add
* q2
->y
;
1579 temp
.z
= q1
->z
+ add
* q2
->z
;
1580 temp
.w
= q1
->w
+ add
* q2
->w
;
1585 void WINAPI
D3DXQuaternionSquadSetup(D3DXQUATERNION
*paout
, D3DXQUATERNION
*pbout
, D3DXQUATERNION
*pcout
, const D3DXQUATERNION
*pq0
, const D3DXQUATERNION
*pq1
, const D3DXQUATERNION
*pq2
, const D3DXQUATERNION
*pq3
)
1587 D3DXQUATERNION q
, temp1
, temp2
, temp3
, zero
;
1589 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout
, pbout
, pcout
, pq0
, pq1
, pq2
, pq3
);
1596 if ( D3DXQuaternionDot(pq0
, pq1
) < 0.0f
)
1597 temp2
= add_diff(&zero
, pq0
, -1.0f
);
1601 if ( D3DXQuaternionDot(pq1
, pq2
) < 0.0f
)
1602 *pcout
= add_diff(&zero
, pq2
, -1.0f
);
1606 if ( D3DXQuaternionDot(pcout
, pq3
) < 0.0f
)
1607 temp3
= add_diff(&zero
, pq3
, -1.0f
);
1611 D3DXQuaternionInverse(&temp1
, pq1
);
1612 D3DXQuaternionMultiply(&temp2
, &temp1
, &temp2
);
1613 D3DXQuaternionLn(&temp2
, &temp2
);
1614 D3DXQuaternionMultiply(&q
, &temp1
, pcout
);
1615 D3DXQuaternionLn(&q
, &q
);
1616 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1621 D3DXQuaternionExp(&temp1
, &temp1
);
1622 D3DXQuaternionMultiply(paout
, pq1
, &temp1
);
1624 D3DXQuaternionInverse(&temp1
, pcout
);
1625 D3DXQuaternionMultiply(&temp2
, &temp1
, pq1
);
1626 D3DXQuaternionLn(&temp2
, &temp2
);
1627 D3DXQuaternionMultiply(&q
, &temp1
, &temp3
);
1628 D3DXQuaternionLn(&q
, &q
);
1629 temp1
= add_diff(&temp2
, &q
, 1.0f
);
1634 D3DXQuaternionExp(&temp1
, &temp1
);
1635 D3DXQuaternionMultiply(pbout
, pcout
, &temp1
);
1640 void WINAPI
D3DXQuaternionToAxisAngle(const D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1642 TRACE("pq %p, paxis %p, pangle %p\n", pq
, paxis
, pangle
);
1647 *pangle
= 2.0f
* acosf(pq
->w
);
1650 /*_________________D3DXVec2_____________________*/
1652 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1654 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1656 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1657 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1661 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv0
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pv3
, FLOAT s
)
1663 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1665 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
);
1666 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
);
1670 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv1
, const D3DXVECTOR2
*pt1
, const D3DXVECTOR2
*pv2
, const D3DXVECTOR2
*pt2
, FLOAT s
)
1672 FLOAT h1
, h2
, h3
, h4
;
1674 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1676 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1677 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1678 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1679 h4
= s
* s
* s
- s
* s
;
1681 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1682 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1686 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
)
1690 TRACE("pout %p, pv %p\n", pout
, pv
);
1692 norm
= D3DXVec2Length(pv
);
1700 pout
->x
= pv
->x
/ norm
;
1701 pout
->y
= pv
->y
/ norm
;
1707 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1709 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1711 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1712 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1713 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1714 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1718 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1722 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1724 for (i
= 0; i
< elements
; ++i
) {
1726 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1727 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1733 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1738 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1741 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1743 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1744 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1749 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1753 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1755 for (i
= 0; i
< elements
; ++i
) {
1756 D3DXVec2TransformCoord(
1757 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1758 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1764 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, const D3DXVECTOR2
*pv
, const D3DXMATRIX
*pm
)
1766 const D3DXVECTOR2 v
= *pv
;
1768 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1770 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1771 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1775 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, const D3DXVECTOR2
*in
, UINT instride
, const D3DXMATRIX
*matrix
, UINT elements
)
1779 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1781 for (i
= 0; i
< elements
; ++i
) {
1782 D3DXVec2TransformNormal(
1783 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1784 (const D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1790 /*_________________D3DXVec3_____________________*/
1792 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1794 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
1796 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1797 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1798 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1802 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv0
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pv3
, FLOAT s
)
1804 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
1806 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
);
1807 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
);
1808 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
);
1812 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv1
, const D3DXVECTOR3
*pt1
, const D3DXVECTOR3
*pv2
, const D3DXVECTOR3
*pt2
, FLOAT s
)
1814 FLOAT h1
, h2
, h3
, h4
;
1816 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
1818 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1819 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1820 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1821 h4
= s
* s
* s
- s
* s
;
1823 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1824 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1825 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1829 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
)
1833 TRACE("pout %p, pv %p\n", pout
, pv
);
1835 norm
= D3DXVec3Length(pv
);
1844 pout
->x
= pv
->x
/ norm
;
1845 pout
->y
= pv
->y
/ norm
;
1846 pout
->z
= pv
->z
/ norm
;
1852 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1856 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1858 D3DXMatrixIdentity(&m
);
1859 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1860 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1861 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1863 D3DXVec3TransformCoord(pout
, pv
, &m
);
1867 pout
->x
= pviewport
->X
+ ( 1.0f
+ pout
->x
) * pviewport
->Width
/ 2.0f
;
1868 pout
->y
= pviewport
->Y
+ ( 1.0f
- pout
->y
) * pviewport
->Height
/ 2.0f
;
1869 pout
->z
= pviewport
->MinZ
+ pout
->z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1874 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
)
1878 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1879 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
1881 for (i
= 0; i
< elements
; ++i
) {
1883 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1884 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1885 viewport
, projection
, view
, world
);
1890 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1892 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1894 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0];
1895 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1];
1896 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2];
1897 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] * pv
->z
+ pm
->u
.m
[3][3];
1901 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1905 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1907 for (i
= 0; i
< elements
; ++i
) {
1909 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1910 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1916 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1921 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1923 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] *pv
->z
+ pm
->u
.m
[3][3];
1925 out
.x
= (pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0]) / norm
;
1926 out
.y
= (pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1]) / norm
;
1927 out
.z
= (pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2]) / norm
;
1934 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1938 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1940 for (i
= 0; i
< elements
; ++i
) {
1941 D3DXVec3TransformCoord(
1942 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1943 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1949 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DXMATRIX
*pm
)
1951 const D3DXVECTOR3 v
= *pv
;
1953 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
1955 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1956 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1957 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1962 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, const D3DXVECTOR3
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
1966 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
1968 for (i
= 0; i
< elements
; ++i
) {
1969 D3DXVec3TransformNormal(
1970 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1971 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1977 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, const D3DXVECTOR3
*pv
, const D3DVIEWPORT9
*pviewport
, const D3DXMATRIX
*pprojection
, const D3DXMATRIX
*pview
, const D3DXMATRIX
*pworld
)
1981 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout
, pv
, pviewport
, pprojection
, pview
, pworld
);
1983 D3DXMatrixIdentity(&m
);
1984 if (pworld
) D3DXMatrixMultiply(&m
, &m
, pworld
);
1985 if (pview
) D3DXMatrixMultiply(&m
, &m
, pview
);
1986 if (pprojection
) D3DXMatrixMultiply(&m
, &m
, pprojection
);
1987 D3DXMatrixInverse(&m
, NULL
, &m
);
1992 pout
->x
= 2.0f
* ( pout
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
1993 pout
->y
= 1.0f
- 2.0f
* ( pout
->y
- pviewport
->Y
) / pviewport
->Height
;
1994 pout
->z
= ( pout
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
1996 D3DXVec3TransformCoord(pout
, pout
, &m
);
2000 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
)
2004 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
2005 out
, outstride
, in
, instride
, viewport
, projection
, view
, world
, elements
);
2007 for (i
= 0; i
< elements
; ++i
) {
2009 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
2010 (const D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
2011 viewport
, projection
, view
, world
);
2016 /*_________________D3DXVec4_____________________*/
2018 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
2020 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout
, pv1
, pv2
, pv3
, f
, g
);
2022 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
2023 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
2024 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
2025 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
2029 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv0
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
, FLOAT s
)
2031 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout
, pv0
, pv1
, pv2
, pv3
, s
);
2033 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
);
2034 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
);
2035 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
);
2036 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
);
2040 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pv3
)
2044 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout
, pv1
, pv2
, pv3
);
2046 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
);
2047 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
));
2048 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
);
2049 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
));
2054 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv1
, const D3DXVECTOR4
*pt1
, const D3DXVECTOR4
*pv2
, const D3DXVECTOR4
*pt2
, FLOAT s
)
2056 FLOAT h1
, h2
, h3
, h4
;
2058 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout
, pv1
, pt1
, pv2
, pt2
, s
);
2060 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
2061 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
2062 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
2063 h4
= s
* s
* s
- s
* s
;
2065 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
2066 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
2067 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
2068 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
2072 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
)
2076 TRACE("pout %p, pv %p\n", pout
, pv
);
2078 norm
= D3DXVec4Length(pv
);
2080 pout
->x
= pv
->x
/ norm
;
2081 pout
->y
= pv
->y
/ norm
;
2082 pout
->z
= pv
->z
/ norm
;
2083 pout
->w
= pv
->w
/ norm
;
2088 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, const D3DXVECTOR4
*pv
, const D3DXMATRIX
*pm
)
2092 TRACE("pout %p, pv %p, pm %p\n", pout
, pv
, pm
);
2094 out
.x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0] * pv
->w
;
2095 out
.y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1] * pv
->w
;
2096 out
.z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2] * pv
->w
;
2097 out
.w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] * pv
->z
+ pm
->u
.m
[3][3] * pv
->w
;
2102 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, const D3DXVECTOR4
* in
, UINT instride
, const D3DXMATRIX
* matrix
, UINT elements
)
2106 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out
, outstride
, in
, instride
, matrix
, elements
);
2108 for (i
= 0; i
< elements
; ++i
) {
2110 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
2111 (const D3DXVECTOR4
*)((const char*)in
+ instride
* i
),
2117 unsigned short float_32_to_16(const float in
)
2119 int exp
= 0, origexp
;
2120 float tmp
= fabsf(in
);
2121 int sign
= (copysignf(1, in
) < 0);
2122 unsigned int mantissa
;
2125 /* Deal with special numbers */
2126 if (isinf(in
)) return (sign
? 0xffff : 0x7fff);
2127 if (isnan(in
)) return (sign
? 0xffff : 0x7fff);
2128 if (in
== 0.0f
) return (sign
? 0x8000 : 0x0000);
2130 if (tmp
< (float)(1u << 10))
2136 } while (tmp
< (float)(1u << 10));
2138 else if (tmp
>= (float)(1u << 11))
2144 } while (tmp
>= (float)(1u << 11));
2147 exp
+= 10; /* Normalize the mantissa */
2148 exp
+= 15; /* Exponent is encoded with excess 15 */
2152 mantissa
= (unsigned int) tmp
;
2153 if ((tmp
- mantissa
== 0.5f
&& mantissa
% 2 == 1) || /* round half to even */
2154 (tmp
- mantissa
> 0.5f
))
2156 mantissa
++; /* round to nearest, away from zero */
2158 if (mantissa
== 2048)
2167 ret
= 0x7fff; /* INF */
2171 unsigned int rounding
= 0;
2173 /* Denormalized half float */
2175 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2177 return (sign
? 0x8000 : 0x0000);
2181 /* the 13 extra bits from single precision are used for rounding */
2182 mantissa
= (unsigned int)(tmp
* (1u << 13));
2183 mantissa
>>= 1 - exp
; /* denormalize */
2185 mantissa
-= ~(mantissa
>> 13) & 1; /* round half to even */
2186 /* remove 13 least significant bits to get half float precision */
2188 rounding
= mantissa
& 1;
2191 ret
= mantissa
+ rounding
;
2195 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
2198 ret
|= ((sign
? 1 : 0) << 15); /* Add the sign */
2202 D3DXFLOAT16
*WINAPI
D3DXFloat32To16Array(D3DXFLOAT16
*pout
, const FLOAT
*pin
, UINT n
)
2206 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2208 for (i
= 0; i
< n
; ++i
)
2210 pout
[i
].value
= float_32_to_16(pin
[i
]);
2216 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2217 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2218 float float_16_to_32(const unsigned short in
)
2220 const unsigned short s
= (in
& 0x8000);
2221 const unsigned short e
= (in
& 0x7C00) >> 10;
2222 const unsigned short m
= in
& 0x3FF;
2223 const float sgn
= (s
? -1.0f
: 1.0f
);
2227 if (m
== 0) return sgn
* 0.0f
; /* +0.0 or -0.0 */
2228 else return sgn
* powf(2, -14.0f
) * (m
/ 1024.0f
);
2232 return sgn
* powf(2, e
- 15.0f
) * (1.0f
+ (m
/ 1024.0f
));
2236 FLOAT
*WINAPI
D3DXFloat16To32Array(FLOAT
*pout
, const D3DXFLOAT16
*pin
, UINT n
)
2240 TRACE("pout %p, pin %p, n %u\n", pout
, pin
, n
);
2242 for (i
= 0; i
< n
; ++i
)
2244 pout
[i
] = float_16_to_32(pin
[i
].value
);
2250 /*_________________D3DXSH________________*/
2252 FLOAT
* WINAPI
D3DXSHAdd(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2256 TRACE("out %p, order %u, a %p, b %p\n", out
, order
, a
, b
);
2258 for (i
= 0; i
< order
* order
; i
++)
2259 out
[i
] = a
[i
] + b
[i
];
2264 FLOAT WINAPI
D3DXSHDot(UINT order
, const FLOAT
*a
, const FLOAT
*b
)
2269 TRACE("order %u, a %p, b %p\n", order
, a
, b
);
2272 for (i
= 1; i
< order
* order
; i
++)
2278 static void weightedcapintegrale(FLOAT
*out
, UINT order
, FLOAT angle
)
2282 coeff
[0] = cosf(angle
);
2284 out
[0] = 2.0f
* D3DX_PI
* (1.0f
- coeff
[0]);
2285 out
[1] = D3DX_PI
* sinf(angle
) * sinf(angle
);
2289 out
[2] = coeff
[0] * out
[1];
2293 coeff
[1] = coeff
[0] * coeff
[0];
2294 coeff
[2] = coeff
[1] * coeff
[1];
2296 out
[3] = D3DX_PI
* (-1.25f
* coeff
[2] + 1.5f
* coeff
[1] - 0.25f
);
2300 out
[4] = -0.25f
* D3DX_PI
* coeff
[0] * (7.0f
* coeff
[2] - 10.0f
* coeff
[1] + 3.0f
);
2304 out
[5] = D3DX_PI
* (-2.625f
* coeff
[2] * coeff
[1] + 4.375f
* coeff
[2] - 1.875f
* coeff
[1] + 0.125f
);
2307 HRESULT WINAPI
D3DXSHEvalConeLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2308 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2310 FLOAT cap
[6], clamped_angle
, norm
, scale
, temp
;
2313 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2314 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2317 return D3DXSHEvalDirectionalLight(order
, dir
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2319 clamped_angle
= (radius
> D3DX_PI
/ 2.0f
) ? (D3DX_PI
/ 2.0f
) : radius
;
2320 norm
= sinf(clamped_angle
) * sinf(clamped_angle
);
2322 if (order
> D3DXSH_MAXORDER
)
2324 WARN("Order clamped at D3DXSH_MAXORDER\n");
2325 order
= D3DXSH_MAXORDER
;
2328 weightedcapintegrale(cap
, order
, radius
);
2329 D3DXSHEvalDirection(rout
, order
, dir
);
2331 for (i
= 0; i
< order
; i
++)
2333 scale
= cap
[i
] / norm
;
2335 for (j
= 0; j
< 2 * i
+ 1; j
++)
2338 temp
= rout
[index
] * scale
;
2340 rout
[index
] = temp
* Rintensity
;
2342 gout
[index
] = temp
* Gintensity
;
2344 bout
[index
] = temp
* Bintensity
;
2351 FLOAT
* WINAPI
D3DXSHEvalDirection(FLOAT
*out
, UINT order
, const D3DXVECTOR3
*dir
)
2353 const FLOAT dirxx
= dir
->x
* dir
->x
;
2354 const FLOAT dirxy
= dir
->x
* dir
->y
;
2355 const FLOAT dirxz
= dir
->x
* dir
->z
;
2356 const FLOAT diryy
= dir
->y
* dir
->y
;
2357 const FLOAT diryz
= dir
->y
* dir
->z
;
2358 const FLOAT dirzz
= dir
->z
* dir
->z
;
2359 const FLOAT dirxxxx
= dirxx
* dirxx
;
2360 const FLOAT diryyyy
= diryy
* diryy
;
2361 const FLOAT dirzzzz
= dirzz
* dirzz
;
2362 const FLOAT dirxyxy
= dirxy
* dirxy
;
2364 TRACE("out %p, order %u, dir %p\n", out
, order
, dir
);
2366 if ((order
< D3DXSH_MINORDER
) || (order
> D3DXSH_MAXORDER
))
2369 out
[0] = 0.5f
/ sqrtf(D3DX_PI
);
2370 out
[1] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->y
;
2371 out
[2] = 0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->z
;
2372 out
[3] = -0.5f
/ sqrtf(D3DX_PI
/ 3.0f
) * dir
->x
;
2376 out
[4] = 0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxy
;
2377 out
[5] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * diryz
;
2378 out
[6] = 0.25f
/ sqrtf(D3DX_PI
/ 5.0f
) * (3.0f
* dirzz
- 1.0f
);
2379 out
[7] = -0.5f
/ sqrtf(D3DX_PI
/ 15.0f
) * dirxz
;
2380 out
[8] = 0.25f
/ sqrtf(D3DX_PI
/ 15.0f
) * (dirxx
- diryy
);
2384 out
[9] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (3.0f
* dirxx
- diryy
);
2385 out
[10] = sqrtf(105.0f
/ D3DX_PI
) / 2.0f
* dirxy
* dir
->z
;
2386 out
[11] = -sqrtf(42.0f
/ D3DX_PI
) / 8.0f
* dir
->y
* (-1.0f
+ 5.0f
* dirzz
);
2387 out
[12] = sqrtf(7.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (5.0f
* dirzz
- 3.0f
);
2388 out
[13] = sqrtf(42.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* (1.0f
- 5.0f
* dirzz
);
2389 out
[14] = sqrtf(105.0f
/ D3DX_PI
) / 4.0f
* dir
->z
* (dirxx
- diryy
);
2390 out
[15] = -sqrtf(70.0f
/ D3DX_PI
) / 8.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
);
2394 out
[16] = 0.75f
* sqrtf(35.0f
/ D3DX_PI
) * dirxy
* (dirxx
- diryy
);
2395 out
[17] = 3.0f
* dir
->z
* out
[9];
2396 out
[18] = 0.75f
* sqrtf(5.0f
/ D3DX_PI
) * dirxy
* (7.0f
* dirzz
- 1.0f
);
2397 out
[19] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * diryz
* (3.0f
- 7.0f
* dirzz
);
2398 out
[20] = 3.0f
/ (16.0f
* sqrtf(D3DX_PI
)) * (35.0f
* dirzzzz
- 30.f
* dirzz
+ 3.0f
);
2399 out
[21] = 0.375f
* sqrtf(10.0f
/ D3DX_PI
) * dirxz
* (3.0f
- 7.0f
* dirzz
);
2400 out
[22] = 0.375f
* sqrtf(5.0f
/ D3DX_PI
) * (dirxx
- diryy
) * (7.0f
* dirzz
- 1.0f
);
2401 out
[23] = 3.0f
* dir
->z
* out
[15];
2402 out
[24] = 3.0f
/ 16.0f
* sqrtf(35.0f
/ D3DX_PI
) * (dirxxxx
- 6.0f
* dirxyxy
+ diryyyy
);
2406 out
[25] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->y
* (5.0f
* dirxxxx
- 10.0f
* dirxyxy
+ diryyyy
);
2407 out
[26] = 0.75f
* sqrtf(385.0f
/ D3DX_PI
) * dirxy
* dir
->z
* (dirxx
- diryy
);
2408 out
[27] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->y
* (3.0f
* dirxx
- diryy
) * (1.0f
- 9.0f
* dirzz
);
2409 out
[28] = sqrtf(1155.0f
/ D3DX_PI
) / 4.0f
* dirxy
* dir
->z
* (3.0f
* dirzz
- 1.0f
);
2410 out
[29] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->y
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2411 out
[30] = sqrtf(11.0f
/ D3DX_PI
) / 16.0f
* dir
->z
* (63.0f
* dirzzzz
- 70.0f
* dirzz
+ 15.0f
);
2412 out
[31] = sqrtf(165.0f
/ D3DX_PI
) / 16.0f
* dir
->x
* (14.0f
* dirzz
- 21.0f
* dirzzzz
- 1.0f
);
2413 out
[32] = sqrtf(1155.0f
/ D3DX_PI
) / 8.0f
* dir
->z
* (dirxx
- diryy
) * (3.0f
* dirzz
- 1.0f
);
2414 out
[33] = sqrtf(770.0f
/ D3DX_PI
) / 32.0f
* dir
->x
* (dirxx
- 3.0f
* diryy
) * (1.0f
- 9.0f
* dirzz
);
2415 out
[34] = 3.0f
/ 16.0f
* sqrtf(385.0f
/ D3DX_PI
) * dir
->z
* (dirxxxx
- 6.0f
* dirxyxy
+ diryyyy
);
2416 out
[35] = -3.0f
/ 32.0f
* sqrtf(154.0f
/ D3DX_PI
) * dir
->x
* (dirxxxx
- 10.0f
* dirxyxy
+ 5.0f
* diryyyy
);
2421 HRESULT WINAPI
D3DXSHEvalDirectionalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*Rout
, FLOAT
*Gout
, FLOAT
*Bout
)
2426 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
);
2435 D3DXSHEvalDirection(Rout
, order
, dir
);
2436 for (j
= 0; j
< order
* order
; j
++)
2440 Rout
[j
] = Rintensity
* temp
;
2442 Gout
[j
] = Gintensity
* temp
;
2444 Bout
[j
] = Bintensity
* temp
;
2450 HRESULT WINAPI
D3DXSHEvalHemisphereLight(UINT order
, const D3DXVECTOR3
*dir
, D3DXCOLOR top
, D3DXCOLOR bottom
,
2451 FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2453 FLOAT a
[2], temp
[4];
2456 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order
, dir
, rout
, gout
, bout
);
2458 D3DXSHEvalDirection(temp
, 2, dir
);
2460 a
[0] = (top
.r
+ bottom
.r
) * 3.0f
* D3DX_PI
;
2461 a
[1] = (top
.r
- bottom
.r
) * D3DX_PI
;
2462 for (i
= 0; i
< order
; i
++)
2463 for (j
= 0; j
< 2 * i
+ 1; j
++)
2465 rout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2467 rout
[i
* i
+ j
] = 0.0f
;
2471 a
[0] = (top
.g
+ bottom
.g
) * 3.0f
* D3DX_PI
;
2472 a
[1] = (top
.g
- bottom
.g
) * D3DX_PI
;
2473 for (i
= 0; i
< order
; i
++)
2474 for (j
= 0; j
< 2 * i
+ 1; j
++)
2476 gout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2478 gout
[i
* i
+ j
] = 0.0f
;
2483 a
[0] = (top
.b
+ bottom
.b
) * 3.0f
* D3DX_PI
;
2484 a
[1] = (top
.b
- bottom
.b
) * D3DX_PI
;
2485 for (i
= 0; i
< order
; i
++)
2486 for (j
= 0; j
< 2 * i
+ 1; j
++)
2488 bout
[i
* i
+ j
] = temp
[i
* i
+ j
] * a
[i
];
2490 bout
[i
* i
+ j
] = 0.0f
;
2496 HRESULT WINAPI
D3DXSHEvalSphericalLight(UINT order
, const D3DXVECTOR3
*dir
, FLOAT radius
,
2497 FLOAT Rintensity
, FLOAT Gintensity
, FLOAT Bintensity
, FLOAT
*rout
, FLOAT
*gout
, FLOAT
*bout
)
2500 FLOAT cap
[6], clamped_angle
, dist
, temp
;
2503 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2504 order
, dir
, radius
, Rintensity
, Gintensity
, Bintensity
, rout
, gout
, bout
);
2506 if (order
> D3DXSH_MAXORDER
)
2508 WARN("Order clamped at D3DXSH_MAXORDER\n");
2509 order
= D3DXSH_MAXORDER
;
2515 dist
= D3DXVec3Length(dir
);
2516 clamped_angle
= (dist
<= radius
) ? D3DX_PI
/ 2.0f
: asinf(radius
/ dist
);
2518 weightedcapintegrale(cap
, order
, clamped_angle
);
2519 D3DXVec3Normalize(&normal
, dir
);
2520 D3DXSHEvalDirection(rout
, order
, &normal
);
2522 for (i
= 0; i
< order
; i
++)
2523 for (j
= 0; j
< 2 * i
+ 1; j
++)
2526 temp
= rout
[index
] * cap
[i
];
2528 rout
[index
] = temp
* Rintensity
;
2530 gout
[index
] = temp
* Gintensity
;
2532 bout
[index
] = temp
* Bintensity
;
2538 FLOAT
* WINAPI
D3DXSHMultiply2(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2542 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2544 ta
= 0.28209479f
* a
[0];
2545 tb
= 0.28209479f
* b
[0];
2547 out
[0] = 0.28209479f
* D3DXSHDot(2, a
, b
);
2548 out
[1] = ta
* b
[1] + tb
* a
[1];
2549 out
[2] = ta
* b
[2] + tb
* a
[2];
2550 out
[3] = ta
* b
[3] + tb
* a
[3];
2555 FLOAT
* WINAPI
D3DXSHMultiply3(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2559 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2561 out
[0] = 0.28209479f
* a
[0] * b
[0];
2563 ta
= 0.28209479f
* a
[0] - 0.12615662f
* a
[6] - 0.21850968f
* a
[8];
2564 tb
= 0.28209479f
* b
[0] - 0.12615662f
* b
[6] - 0.21850968f
* b
[8];
2565 out
[1] = ta
* b
[1] + tb
* a
[1];
2567 out
[0] += 0.28209479f
* t
;
2568 out
[6] = -0.12615662f
* t
;
2569 out
[8] = -0.21850968f
* t
;
2571 ta
= 0.21850968f
* a
[5];
2572 tb
= 0.21850968f
* b
[5];
2573 out
[1] += ta
* b
[2] + tb
* a
[2];
2574 out
[2] = ta
* b
[1] + tb
* a
[1];
2575 t
= a
[1] * b
[2] +a
[2] * b
[1];
2576 out
[5] = 0.21850968f
* t
;
2578 ta
= 0.21850968f
* a
[4];
2579 tb
= 0.21850968f
* b
[4];
2580 out
[1] += ta
* b
[3] + tb
* a
[3];
2581 out
[3] = ta
* b
[1] + tb
* a
[1];
2582 t
= a
[1] * b
[3] + a
[3] * b
[1];
2583 out
[4] = 0.21850968f
* t
;
2585 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2586 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2587 out
[2] += ta
* b
[2] + tb
* a
[2];
2589 out
[0] += 0.28209480f
* t
;
2590 out
[6] += 0.25231326f
* t
;
2592 ta
= 0.21850969f
* a
[7];
2593 tb
= 0.21850969f
* b
[7];
2594 out
[2] += ta
* b
[3] + tb
* a
[3];
2595 out
[3] += ta
* b
[2] + tb
* a
[2];
2596 t
= a
[2] * b
[3] + a
[3] * b
[2];
2597 out
[7] = 0.21850969f
* t
;
2599 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2600 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2601 out
[3] += ta
* b
[3] + tb
* a
[3];
2603 out
[0] += 0.28209479f
* t
;
2604 out
[6] -= 0.12615663f
* t
;
2605 out
[8] += 0.21850969f
* t
;
2607 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2608 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2609 out
[4] += ta
* b
[4] + tb
* a
[4];
2611 out
[0] += 0.28209479f
* t
;
2612 out
[6] -= 0.18022375f
* t
;
2614 ta
= 0.15607835f
* a
[7];
2615 tb
= 0.15607835f
* b
[7];
2616 out
[4] += ta
* b
[5] + tb
* a
[5];
2617 out
[5] += ta
* b
[4] + tb
* a
[4];
2618 t
= a
[4] * b
[5] + a
[5] * b
[4];
2619 out
[7] += 0.15607834f
* t
;
2621 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2622 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2623 out
[5] += ta
* b
[5] + tb
* a
[5];
2625 out
[0] += 0.28209479f
* t
;
2626 out
[6] += 0.09011186f
* t
;
2627 out
[8] -= 0.15607835f
* t
;
2629 ta
= 0.28209480f
* a
[0];
2630 tb
= 0.28209480f
* b
[0];
2631 out
[6] += ta
* b
[6] + tb
* a
[6];
2633 out
[0] += 0.28209480f
* t
;
2634 out
[6] += 0.18022376f
* t
;
2636 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] + 0.15607835f
* a
[8];
2637 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] + 0.15607835f
* b
[8];
2638 out
[7] += ta
* b
[7] + tb
* a
[7];
2640 out
[0] += 0.28209479f
* t
;
2641 out
[6] += 0.09011186f
* t
;
2642 out
[8] += 0.15607835f
* t
;
2644 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2645 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2646 out
[8] += ta
* b
[8] + tb
* a
[8];
2648 out
[0] += 0.28209479f
* t
;
2649 out
[6] -= 0.18022375f
* t
;
2654 FLOAT
* WINAPI
D3DXSHMultiply4(FLOAT
*out
, const FLOAT
*a
, const FLOAT
*b
)
2658 TRACE("out %p, a %p, b %p\n", out
, a
, b
);
2660 out
[0] = 0.28209479f
* a
[0] * b
[0];
2662 ta
= 0.28209479f
* a
[0] - 0.12615663f
* a
[6] - 0.21850969f
* a
[8];
2663 tb
= 0.28209479f
* b
[0] - 0.12615663f
* b
[6] - 0.21850969f
* b
[8];
2664 out
[1] = ta
* b
[1] + tb
* a
[1];
2666 out
[0] += 0.28209479f
* t
;
2667 out
[6] = -0.12615663f
* t
;
2668 out
[8] = -0.21850969f
* t
;
2670 ta
= 0.21850969f
* a
[3] - 0.05839917f
* a
[13] - 0.22617901f
* a
[15];
2671 tb
= 0.21850969f
* b
[3] - 0.05839917f
* b
[13] - 0.22617901f
* b
[15];
2672 out
[1] += ta
* b
[4] + tb
* a
[4];
2673 out
[4] = ta
* b
[1] + tb
* a
[1];
2674 t
= a
[1] * b
[4] + a
[4] * b
[1];
2675 out
[3] = 0.21850969f
* t
;
2676 out
[13] = -0.05839917f
* t
;
2677 out
[15] = -0.22617901f
* t
;
2679 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] - 0.18467439f
* a
[14];
2680 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] - 0.18467439f
* b
[14];
2681 out
[1] += ta
* b
[5] + tb
* a
[5];
2682 out
[5] = ta
* b
[1] + tb
* a
[1];
2683 t
= a
[1] * b
[5] + a
[5] * b
[1];
2684 out
[2] = 0.21850969f
* t
;
2685 out
[12] = -0.14304817f
* t
;
2686 out
[14] = -0.18467439f
* t
;
2688 ta
= 0.20230066f
* a
[11];
2689 tb
= 0.20230066f
* b
[11];
2690 out
[1] += ta
* b
[6] + tb
* a
[6];
2691 out
[6] += ta
* b
[1] + tb
* a
[1];
2692 t
= a
[1] * b
[6] + a
[6] * b
[1];
2693 out
[11] = 0.20230066f
* t
;
2695 ta
= 0.22617901f
* a
[9] + 0.05839917f
* a
[11];
2696 tb
= 0.22617901f
* b
[9] + 0.05839917f
* b
[11];
2697 out
[1] += ta
* b
[8] + tb
* a
[8];
2698 out
[8] += ta
* b
[1] + tb
* a
[1];
2699 t
= a
[1] * b
[8] + a
[8] * b
[1];
2700 out
[9] = 0.22617901f
* t
;
2701 out
[11] += 0.05839917f
* t
;
2703 ta
= 0.28209480f
* a
[0] + 0.25231326f
* a
[6];
2704 tb
= 0.28209480f
* b
[0] + 0.25231326f
* b
[6];
2705 out
[2] += ta
* b
[2] + tb
* a
[2];
2707 out
[0] += 0.28209480f
* t
;
2708 out
[6] += 0.25231326f
* t
;
2710 ta
= 0.24776671f
* a
[12];
2711 tb
= 0.24776671f
* b
[12];
2712 out
[2] += ta
* b
[6] + tb
* a
[6];
2713 out
[6] += ta
* b
[2] + tb
* a
[2];
2714 t
= a
[2] * b
[6] + a
[6] * b
[2];
2715 out
[12] += 0.24776671f
* t
;
2717 ta
= 0.28209480f
* a
[0] - 0.12615663f
* a
[6] + 0.21850969f
* a
[8];
2718 tb
= 0.28209480f
* b
[0] - 0.12615663f
* b
[6] + 0.21850969f
* b
[8];
2719 out
[3] += ta
* b
[3] + tb
* a
[3];
2721 out
[0] += 0.28209480f
* t
;
2722 out
[6] -= 0.12615663f
* t
;
2723 out
[8] += 0.21850969f
* t
;
2725 ta
= 0.20230066f
* a
[13];
2726 tb
= 0.20230066f
* b
[13];
2727 out
[3] += ta
* b
[6] + tb
* a
[6];
2728 out
[6] += ta
* b
[3] + tb
* a
[3];
2729 t
= a
[3] * b
[6] + a
[6] * b
[3];
2730 out
[13] += 0.20230066f
* t
;
2732 ta
= 0.21850969f
* a
[2] - 0.14304817f
* a
[12] + 0.18467439f
* a
[14];
2733 tb
= 0.21850969f
* b
[2] - 0.14304817f
* b
[12] + 0.18467439f
* b
[14];
2734 out
[3] += ta
* b
[7] + tb
* a
[7];
2735 out
[7] = ta
* b
[3] + tb
* a
[3];
2736 t
= a
[3] * b
[7] + a
[7] * b
[3];
2737 out
[2] += 0.21850969f
* t
;
2738 out
[12] -= 0.14304817f
* t
;
2739 out
[14] += 0.18467439f
* t
;
2741 ta
= -0.05839917f
* a
[13] + 0.22617901f
* a
[15];
2742 tb
= -0.05839917f
* b
[13] + 0.22617901f
* b
[15];
2743 out
[3] += ta
* b
[8] + tb
* a
[8];
2744 out
[8] += ta
* b
[3] + tb
* a
[3];
2745 t
= a
[3] * b
[8] + a
[8] * b
[3];
2746 out
[13] -= 0.05839917f
* t
;
2747 out
[15] += 0.22617901f
* t
;
2749 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2750 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2751 out
[4] += ta
* b
[4] + tb
* a
[4];
2753 out
[0] += 0.28209479f
* t
;
2754 out
[6] -= 0.18022375f
* t
;
2756 ta
= 0.15607835f
* a
[7];
2757 tb
= 0.15607835f
* b
[7];
2758 out
[4] += ta
* b
[5] + tb
* a
[5];
2759 out
[5] += ta
* b
[4] + tb
* a
[4];
2760 t
= a
[4] * b
[5] + a
[5] * b
[4];
2761 out
[7] += 0.15607835f
* t
;
2763 ta
= 0.22617901f
* a
[3] - 0.09403160f
* a
[13];
2764 tb
= 0.22617901f
* b
[3] - 0.09403160f
* b
[13];
2765 out
[4] += ta
* b
[9] + tb
* a
[9];
2766 out
[9] += ta
* b
[4] + tb
* a
[4];
2767 t
= a
[4] * b
[9] + a
[9] * b
[4];
2768 out
[3] += 0.22617901f
* t
;
2769 out
[13] -= 0.09403160f
* t
;
2771 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2772 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2773 out
[4] += ta
* b
[10] + tb
* a
[10];
2774 out
[10] = ta
* b
[4] + tb
* a
[4];
2775 t
= a
[4] * b
[10] + a
[10] * b
[4];
2776 out
[2] += 0.18467439f
* t
;
2777 out
[12] -= 0.18806319f
* t
;
2779 ta
= -0.05839917f
* a
[3] + 0.14567312f
* a
[13] + 0.09403160f
* a
[15];
2780 tb
= -0.05839917f
* b
[3] + 0.14567312f
* b
[13] + 0.09403160f
* b
[15];
2781 out
[4] += ta
* b
[11] + tb
* a
[11];
2782 out
[11] += ta
* b
[4] + tb
* a
[4];
2783 t
= a
[4] * b
[11] + a
[11] * b
[4];
2784 out
[3] -= 0.05839917f
* t
;
2785 out
[13] += 0.14567312f
* t
;
2786 out
[15] += 0.09403160f
* t
;
2788 ta
= 0.28209479f
* a
[0] + 0.09011186f
* a
[6] - 0.15607835f
* a
[8];
2789 tb
= 0.28209479f
* b
[0] + 0.09011186f
* b
[6] - 0.15607835f
* b
[8];
2790 out
[5] += ta
* b
[5] + tb
* a
[5];
2792 out
[0] += 0.28209479f
* t
;
2793 out
[6] += 0.09011186f
* t
;
2794 out
[8] -= 0.15607835f
* t
;
2796 ta
= 0.14867701f
* a
[14];
2797 tb
= 0.14867701f
* b
[14];
2798 out
[5] += ta
* b
[9] + tb
* a
[9];
2799 out
[9] += ta
* b
[5] + tb
* a
[5];
2800 t
= a
[5] * b
[9] + a
[9] * b
[5];
2801 out
[14] += 0.14867701f
* t
;
2803 ta
= 0.18467439f
* a
[3] + 0.11516472f
* a
[13] - 0.14867701f
* a
[15];
2804 tb
= 0.18467439f
* b
[3] + 0.11516472f
* b
[13] - 0.14867701f
* b
[15];
2805 out
[5] += ta
* b
[10] + tb
* a
[10];
2806 out
[10] += ta
* b
[5] + tb
* a
[5];
2807 t
= a
[5] * b
[10] + a
[10] * b
[5];
2808 out
[3] += 0.18467439f
* t
;
2809 out
[13] += 0.11516472f
* t
;
2810 out
[15] -= 0.14867701f
* t
;
2812 ta
= 0.23359668f
* a
[2] + 0.05947080f
* a
[12] - 0.11516472f
* a
[14];
2813 tb
= 0.23359668f
* b
[2] + 0.05947080f
* b
[12] - 0.11516472f
* b
[14];
2814 out
[5] += ta
* b
[11] + tb
* a
[11];
2815 out
[11] += ta
* b
[5] + tb
* a
[5];
2816 t
= a
[5] * b
[11] + a
[11] * b
[5];
2817 out
[2] += 0.23359668f
* t
;
2818 out
[12] += 0.05947080f
* t
;
2819 out
[14] -= 0.11516472f
* t
;
2821 ta
= 0.28209479f
* a
[0];
2822 tb
= 0.28209479f
* b
[0];
2823 out
[6] += ta
* b
[6] + tb
* a
[6];
2825 out
[0] += 0.28209479f
* t
;
2826 out
[6] += 0.18022376f
* t
;
2828 ta
= 0.09011186f
* a
[6] + 0.28209479f
* a
[0] + 0.15607835f
* a
[8];
2829 tb
= 0.09011186f
* b
[6] + 0.28209479f
* b
[0] + 0.15607835f
* b
[8];
2830 out
[7] += ta
* b
[7] + tb
* a
[7];
2832 out
[6] += 0.09011186f
* t
;
2833 out
[0] += 0.28209479f
* t
;
2834 out
[8] += 0.15607835f
* t
;
2836 ta
= 0.14867701f
* a
[9] + 0.18467439f
* a
[1] + 0.11516472f
* a
[11];
2837 tb
= 0.14867701f
* b
[9] + 0.18467439f
* b
[1] + 0.11516472f
* b
[11];
2838 out
[7] += ta
* b
[10] + tb
* a
[10];
2839 out
[10] += ta
* b
[7] + tb
* a
[7];
2840 t
= a
[7] * b
[10] + a
[10] * b
[7];
2841 out
[9] += 0.14867701f
* t
;
2842 out
[1] += 0.18467439f
* t
;
2843 out
[11] += 0.11516472f
* t
;
2845 ta
= 0.05947080f
* a
[12] + 0.23359668f
* a
[2] + 0.11516472f
* a
[14];
2846 tb
= 0.05947080f
* b
[12] + 0.23359668f
* b
[2] + 0.11516472f
* b
[14];
2847 out
[7] += ta
* b
[13] + tb
* a
[13];
2848 out
[13] += ta
* b
[7]+ tb
* a
[7];
2849 t
= a
[7] * b
[13] + a
[13] * b
[7];
2850 out
[12] += 0.05947080f
* t
;
2851 out
[2] += 0.23359668f
* t
;
2852 out
[14] += 0.11516472f
* t
;
2854 ta
= 0.14867701f
* a
[15];
2855 tb
= 0.14867701f
* b
[15];
2856 out
[7] += ta
* b
[14] + tb
* a
[14];
2857 out
[14] += ta
* b
[7] + tb
* a
[7];
2858 t
= a
[7] * b
[14] + a
[14] * b
[7];
2859 out
[15] += 0.14867701f
* t
;
2861 ta
= 0.28209479f
* a
[0] - 0.18022375f
* a
[6];
2862 tb
= 0.28209479f
* b
[0] - 0.18022375f
* b
[6];
2863 out
[8] += ta
* b
[8] + tb
* a
[8];
2865 out
[0] += 0.28209479f
* t
;
2866 out
[6] -= 0.18022375f
* t
;
2868 ta
= -0.09403160f
* a
[11];
2869 tb
= -0.09403160f
* b
[11];
2870 out
[8] += ta
* b
[9] + tb
* a
[9];
2871 out
[9] += ta
* b
[8] + tb
* a
[8];
2872 t
= a
[8] * b
[9] + a
[9] * b
[8];
2873 out
[11] -= 0.09403160f
* t
;
2875 ta
= -0.09403160f
* a
[15];
2876 tb
= -0.09403160f
* b
[15];
2877 out
[8] += ta
* b
[13] + tb
* a
[13];
2878 out
[13] += ta
* b
[8] + tb
* a
[8];
2879 t
= a
[8] * b
[13] + a
[13] * b
[8];
2880 out
[15] -= 0.09403160f
* t
;
2882 ta
= 0.18467439f
* a
[2] - 0.18806319f
* a
[12];
2883 tb
= 0.18467439f
* b
[2] - 0.18806319f
* b
[12];
2884 out
[8] += ta
* b
[14] + tb
* a
[14];
2885 out
[14] += ta
* b
[8] + tb
* a
[8];
2886 t
= a
[8] * b
[14] + a
[14] * b
[8];
2887 out
[2] += 0.18467439f
* t
;
2888 out
[12] -= 0.18806319f
* t
;
2890 ta
= -0.21026104f
* a
[6] + 0.28209479f
* a
[0];
2891 tb
= -0.21026104f
* b
[6] + 0.28209479f
* b
[0];
2892 out
[9] += ta
* b
[9] + tb
* a
[9];
2894 out
[6] -= 0.21026104f
* t
;
2895 out
[0] += 0.28209479f
* t
;
2897 ta
= 0.28209479f
* a
[0];
2898 tb
= 0.28209479f
* b
[0];
2899 out
[10] += ta
* b
[10] + tb
* a
[10];
2901 out
[0] += 0.28209479f
* t
;
2903 ta
= 0.28209479f
* a
[0] + 0.12615663f
* a
[6] - 0.14567312f
* a
[8];
2904 tb
= 0.28209479f
* b
[0] + 0.12615663f
* b
[6] - 0.14567312f
* b
[8];
2905 out
[11] += ta
* b
[11] + tb
* a
[11];
2907 out
[0] += 0.28209479f
* t
;
2908 out
[6] += 0.12615663f
* t
;
2909 out
[8] -= 0.14567312f
* t
;
2911 ta
= 0.28209479f
* a
[0] + 0.16820885f
* a
[6];
2912 tb
= 0.28209479f
* b
[0] + 0.16820885f
* b
[6];
2913 out
[12] += ta
* b
[12] + tb
* a
[12];
2915 out
[0] += 0.28209479f
* t
;
2916 out
[6] += 0.16820885f
* t
;
2918 ta
=0.28209479f
* a
[0] + 0.14567312f
* a
[8] + 0.12615663f
* a
[6];
2919 tb
=0.28209479f
* b
[0] + 0.14567312f
* b
[8] + 0.12615663f
* b
[6];
2920 out
[13] += ta
* b
[13] + tb
* a
[13];
2922 out
[0] += 0.28209479f
* t
;
2923 out
[8] += 0.14567312f
* t
;
2924 out
[6] += 0.12615663f
* t
;
2926 ta
= 0.28209479f
* a
[0];
2927 tb
= 0.28209479f
* b
[0];
2928 out
[14] += ta
* b
[14] + tb
* a
[14];
2930 out
[0] += 0.28209479f
* t
;
2932 ta
= 0.28209479f
* a
[0] - 0.21026104f
* a
[6];
2933 tb
= 0.28209479f
* b
[0] - 0.21026104f
* b
[6];
2934 out
[15] += ta
* b
[15] + tb
* a
[15];
2936 out
[0] += 0.28209479f
* t
;
2937 out
[6] -= 0.21026104f
* t
;
2942 static void rotate_X(FLOAT
*out
, UINT order
, FLOAT a
, FLOAT
*in
)
2947 out
[2] = -a
* in
[1];
2952 out
[6] = -0.5f
* in
[6] - 0.8660253882f
* in
[8];
2953 out
[7] = -a
* in
[4];
2954 out
[8] = -0.8660253882f
* in
[6] + 0.5f
* in
[8];
2955 out
[9] = -a
* 0.7905694842f
* in
[12] + a
* 0.6123724580f
* in
[14];
2958 out
[11] = -a
* 0.6123724580f
* in
[12] - a
* 0.7905694842f
* in
[14];
2959 out
[12] = a
* 0.7905694842f
* in
[9] + a
* 0.6123724580f
* in
[11];
2960 out
[13] = -0.25f
* in
[13] - 0.9682458639f
* in
[15];
2961 out
[14] = -a
* 0.6123724580f
* in
[9] + a
* 0.7905694842f
* in
[11];
2962 out
[15] = -0.9682458639f
* in
[13] + 0.25f
* in
[15];
2966 out
[16] = -a
* 0.9354143739f
* in
[21] + a
* 0.3535533845f
* in
[23];
2967 out
[17] = -0.75f
* in
[17] + 0.6614378095f
* in
[19];
2968 out
[18] = -a
* 0.3535533845f
* in
[21] - a
* 0.9354143739f
* in
[23];
2969 out
[19] = 0.6614378095f
* in
[17] + 0.75f
* in
[19];
2970 out
[20] = 0.375f
* in
[20] + 0.5590170026f
* in
[22] + 0.7395099998f
* in
[24];
2971 out
[21] = a
* 0.9354143739f
* in
[16] + a
* 0.3535533845f
* in
[18];
2972 out
[22] = 0.5590170026f
* in
[20] + 0.5f
* in
[22] - 0.6614378691f
* in
[24];
2973 out
[23] = -a
* 0.3535533845f
* in
[16] + a
* 0.9354143739f
* in
[18];
2974 out
[24] = 0.7395099998f
* in
[20] - 0.6614378691f
* in
[22] + 0.125f
* in
[24];
2978 out
[25] = a
* 0.7015607357f
* in
[30] - a
* 0.6846531630f
* in
[32] + a
* 0.1976423711f
* in
[34];
2979 out
[26] = -0.5f
* in
[26] + 0.8660253882f
* in
[28];
2980 out
[27] = a
* 0.5229125023f
* in
[30] + a
* 0.3061861992f
* in
[32] - a
* 0.7954951525f
* in
[34];
2981 out
[28] = 0.8660253882f
* in
[26] + 0.5f
* in
[28];
2982 out
[29] = a
* 0.4841229022f
* in
[30] + a
* 0.6614378691f
* in
[32] + a
* 0.5728219748f
* in
[34];
2983 out
[30] = -a
* 0.7015607357f
* in
[25] - a
* 0.5229125023f
* in
[27] - a
* 0.4841229022f
* in
[29];
2984 out
[31] = 0.125f
* in
[31] + 0.4050463140f
* in
[33] + 0.9057110548f
* in
[35];
2985 out
[32] = a
* 0.6846531630f
* in
[25] - a
* 0.3061861992f
* in
[27] - a
* 0.6614378691f
* in
[29];
2986 out
[33] = 0.4050463140f
* in
[31] + 0.8125f
* in
[33] - 0.4192627370f
* in
[35];
2987 out
[34] = -a
* 0.1976423711f
* in
[25] + a
* 0.7954951525f
* in
[27] - a
* 0.5728219748f
* in
[29];
2988 out
[35] = 0.9057110548f
* in
[31] - 0.4192627370f
* in
[33] + 0.0624999329f
* in
[35];
2991 FLOAT
* WINAPI
D3DXSHRotate(FLOAT
*out
, UINT order
, const D3DXMATRIX
*matrix
, const FLOAT
*in
)
2993 FLOAT alpha
, beta
, gamma
, sinb
, temp
[36], temp1
[36];
2995 TRACE("out %p, order %u, matrix %p, in %p\n", out
, order
, matrix
, in
);
2999 if ((order
> D3DXSH_MAXORDER
) || (order
< D3DXSH_MINORDER
))
3004 out
[1] = matrix
->u
.m
[1][1] * in
[1] - matrix
->u
.m
[2][1] * in
[2] + matrix
->u
.m
[0][1] * in
[3];
3005 out
[2] = -matrix
->u
.m
[1][2] * in
[1] + matrix
->u
.m
[2][2] * in
[2] - matrix
->u
.m
[0][2] * in
[3];
3006 out
[3] = matrix
->u
.m
[1][0] * in
[1] - matrix
->u
.m
[2][0] * in
[2] + matrix
->u
.m
[0][0] * in
[3];
3011 matrix
->u
.m
[1][0] * matrix
->u
.m
[0][0], matrix
->u
.m
[1][1] * matrix
->u
.m
[0][1],
3012 matrix
->u
.m
[1][1] * matrix
->u
.m
[2][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[2][0],
3013 matrix
->u
.m
[2][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[2][1] * matrix
->u
.m
[2][1],
3014 matrix
->u
.m
[0][0] * matrix
->u
.m
[2][0], matrix
->u
.m
[0][1] * matrix
->u
.m
[2][1],
3015 matrix
->u
.m
[0][1] * matrix
->u
.m
[0][1], matrix
->u
.m
[1][0] * matrix
->u
.m
[1][0],
3016 matrix
->u
.m
[1][1] * matrix
->u
.m
[1][1], matrix
->u
.m
[0][0] * matrix
->u
.m
[0][0], };
3018 out
[4] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][0] + matrix
->u
.m
[0][1] * matrix
->u
.m
[1][0]) * in
[4];
3019 out
[4] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][1] + matrix
->u
.m
[1][1] * matrix
->u
.m
[2][0]) * in
[5];
3020 out
[4] += 1.7320508076f
* matrix
->u
.m
[2][0] * matrix
->u
.m
[2][1] * in
[6];
3021 out
[4] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[2][0] + matrix
->u
.m
[0][0] * matrix
->u
.m
[2][1]) * in
[7];
3022 out
[4] += (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][1] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][1]) * in
[8];
3024 out
[5] = (matrix
->u
.m
[1][1] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][1]) * in
[5];
3025 out
[5] -= (matrix
->u
.m
[1][1] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][1]) * in
[4];
3026 out
[5] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][1] * in
[6];
3027 out
[5] += (matrix
->u
.m
[0][2] * matrix
->u
.m
[2][1] + matrix
->u
.m
[0][1] * matrix
->u
.m
[2][2]) * in
[7];
3028 out
[5] -= (matrix
->u
.m
[0][1] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][1] * matrix
->u
.m
[1][2]) * in
[8];
3030 out
[6] = (matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2] - 0.5f
* (coeff
[4] + coeff
[5])) * in
[6];
3031 out
[6] -= (0.5773502692f
* (coeff
[0] + coeff
[1]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[0][2]) * in
[4];
3032 out
[6] += (0.5773502692f
* (coeff
[2] + coeff
[3]) - 1.1547005384f
* matrix
->u
.m
[1][2] * matrix
->u
.m
[2][2]) * in
[5];
3033 out
[6] += (0.5773502692f
* (coeff
[6] + coeff
[7]) - 1.1547005384f
* matrix
->u
.m
[0][2] * matrix
->u
.m
[2][2]) * in
[7];
3034 out
[6] += (0.2886751347f
* (coeff
[9] - coeff
[8] + coeff
[10] - coeff
[11]) - 0.5773502692f
*
3035 (matrix
->u
.m
[1][2] * matrix
->u
.m
[1][2] - matrix
->u
.m
[0][2] * matrix
->u
.m
[0][2])) * in
[8];
3037 out
[7] = (matrix
->u
.m
[0][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[0][2] * matrix
->u
.m
[2][0]) * in
[7];
3038 out
[7] -= (matrix
->u
.m
[1][0] * matrix
->u
.m
[0][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[0][0]) * in
[4];
3039 out
[7] += (matrix
->u
.m
[1][0] * matrix
->u
.m
[2][2] + matrix
->u
.m
[1][2] * matrix
->u
.m
[2][0]) * in
[5];
3040 out
[7] -= 1.7320508076f
* matrix
->u
.m
[2][2] * matrix
->u
.m
[2][0] * in
[6];
3041 out
[7] -= (matrix
->u
.m
[0][0] * matrix
->u
.m
[0][2] - matrix
->u
.m
[1][0] * matrix
->u
.m
[1][2]) * in
[8];
3043 out
[8] = 0.5f
* (coeff
[11] - coeff
[8] - coeff
[9] + coeff
[10]) * in
[8];
3044 out
[8] += (coeff
[0] - coeff
[1]) * in
[4];
3045 out
[8] += (coeff
[2] - coeff
[3]) * in
[5];
3046 out
[8] += 0.86602540f
* (coeff
[4] - coeff
[5]) * in
[6];
3047 out
[8] += (coeff
[7] - coeff
[6]) * in
[7];
3053 if (fabsf(matrix
->u
.m
[2][2]) != 1.0f
)
3055 sinb
= sqrtf(1.0f
- matrix
->u
.m
[2][2] * matrix
->u
.m
[2][2]);
3056 alpha
= atan2f(matrix
->u
.m
[2][1] / sinb
, matrix
->u
.m
[2][0] / sinb
);
3057 beta
= atan2f(sinb
, matrix
->u
.m
[2][2]);
3058 gamma
= atan2f(matrix
->u
.m
[1][2] / sinb
, -matrix
->u
.m
[0][2] / sinb
);
3062 alpha
= atan2f(matrix
->u
.m
[0][1], matrix
->u
.m
[0][0]);
3067 D3DXSHRotateZ(temp
, order
, gamma
, in
);
3068 rotate_X(temp1
, order
, 1.0f
, temp
);
3069 D3DXSHRotateZ(temp
, order
, beta
, temp1
);
3070 rotate_X(temp1
, order
, -1.0f
, temp
);
3071 D3DXSHRotateZ(out
, order
, alpha
, temp1
);
3076 FLOAT
* WINAPI
D3DXSHRotateZ(FLOAT
*out
, UINT order
, FLOAT angle
, const FLOAT
*in
)
3081 TRACE("out %p, order %u, angle %f, in %p\n", out
, order
, angle
, in
);
3083 order
= min(max(order
, D3DXSH_MINORDER
), D3DXSH_MAXORDER
);
3087 for (i
= 1; i
< order
; i
++)
3091 c
[i
- 1] = cosf(i
* angle
);
3092 s
[i
- 1] = sinf(i
* angle
);
3095 out
[sum
- i
] = c
[i
- 1] * in
[sum
- i
];
3096 out
[sum
- i
] += s
[i
- 1] * in
[sum
+ i
];
3097 for (j
= i
- 1; j
> 0; j
--)
3099 out
[sum
- j
] = 0.0f
;
3100 out
[sum
- j
] = c
[j
- 1] * in
[sum
- j
];
3101 out
[sum
- j
] += s
[j
- 1] * in
[sum
+ j
];
3109 for (j
= 1; j
< i
; j
++)
3111 out
[sum
+ j
] = 0.0f
;
3112 out
[sum
+ j
] = -s
[j
- 1] * in
[sum
- j
];
3113 out
[sum
+ j
] += c
[j
- 1] * in
[sum
+ j
];
3115 out
[sum
+ i
] = -s
[i
- 1] * in
[sum
- i
];
3116 out
[sum
+ i
] += c
[i
- 1] * in
[sum
+ i
];
3122 FLOAT
* WINAPI
D3DXSHScale(FLOAT
*out
, UINT order
, const FLOAT
*a
, const FLOAT scale
)
3126 TRACE("out %p, order %u, a %p, scale %f\n", out
, order
, a
, scale
);
3128 for (i
= 0; i
< order
* order
; i
++)
3129 out
[i
] = a
[i
] * scale
;