[AMSTREAM] We don't need to define WIDL_C_INLINE_WRAPPERS here anymore.
[reactos.git] / dll / directx / wine / d3dx9_36 / math.c
1 /*
2 * Mathematical operations specific to D3DX9.
3 *
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
9 *
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.
14 *
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.
19 *
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
23 */
24
25 #include "d3dx9_36_private.h"
26
27 struct ID3DXMatrixStackImpl
28 {
29 ID3DXMatrixStack ID3DXMatrixStack_iface;
30 LONG ref;
31
32 unsigned int current;
33 unsigned int stack_size;
34 D3DXMATRIX *stack;
35 };
36
37 static const unsigned int INITIAL_STACK_SIZE = 32;
38
39 /*_________________D3DXColor____________________*/
40
41 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
42 {
43 TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
44
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);
48 pout->a = pc->a;
49 return pout;
50 }
51
52 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
53 {
54 FLOAT grey;
55
56 TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
57
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);
62 pout->a = pc->a;
63 return pout;
64 }
65
66 /*_________________Misc__________________________*/
67
68 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
69 {
70 FLOAT a, d, g, result;
71
72 TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex);
73
74 g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f);
75 a = g + costheta;
76 d = g - costheta;
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);
79
80 return result;
81 }
82
83 /*_________________D3DXMatrix____________________*/
84
85 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter,
86 const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
87 {
88 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
89 out, scaling, rotationcenter, rotation, translation);
90
91 D3DXMatrixIdentity(out);
92
93 if (rotation)
94 {
95 FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22;
96
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);
106
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;
116
117 if (rotationcenter)
118 {
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;
125 }
126 }
127 else
128 {
129 out->u.m[0][0] = scaling;
130 out->u.m[1][1] = scaling;
131 out->u.m[2][2] = scaling;
132 }
133
134 if (translation)
135 {
136 out->u.m[3][0] += translation->x;
137 out->u.m[3][1] += translation->y;
138 out->u.m[3][2] += translation->z;
139 }
140
141 return out;
142 }
143
144 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
145 const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
146 {
147 FLOAT tmp1, tmp2, s;
148
149 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
150 out, scaling, rotationcenter, rotation, translation);
151
152 s = sinf(rotation / 2.0f);
153 tmp1 = 1.0f - 2.0f * s * s;
154 tmp2 = 2.0f * s * cosf(rotation / 2.0f);
155
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;
161
162 if (rotationcenter)
163 {
164 FLOAT x, y;
165
166 x = rotationcenter->x;
167 y = rotationcenter->y;
168
169 out->u.m[3][0] = y * tmp2 - x * tmp1 + x;
170 out->u.m[3][1] = -x * tmp2 - y * tmp1 + y;
171 }
172
173 if (translation)
174 {
175 out->u.m[3][0] += translation->x;
176 out->u.m[3][1] += translation->y;
177 }
178
179 return out;
180 }
181
182 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
183 {
184 D3DXMATRIX normalized;
185 D3DXVECTOR3 vec;
186
187 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
188
189 /*Compute the scaling part.*/
190 vec.x=pm->u.m[0][0];
191 vec.y=pm->u.m[0][1];
192 vec.z=pm->u.m[0][2];
193 poutscale->x=D3DXVec3Length(&vec);
194
195 vec.x=pm->u.m[1][0];
196 vec.y=pm->u.m[1][1];
197 vec.z=pm->u.m[1][2];
198 poutscale->y=D3DXVec3Length(&vec);
199
200 vec.x=pm->u.m[2][0];
201 vec.y=pm->u.m[2][1];
202 vec.z=pm->u.m[2][2];
203 poutscale->z=D3DXVec3Length(&vec);
204
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];
209
210 /*Let's calculate the rotation now*/
211 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
212
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;
222
223 D3DXQuaternionRotationMatrix(poutrotation,&normalized);
224 return S_OK;
225 }
226
227 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
228 {
229 FLOAT t[3], v[4];
230
231 TRACE("pm %p\n", pm);
232
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];
238
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];
244
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];
247 }
248
249 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
250 {
251 FLOAT det, t[3], v[16];
252 UINT i, j;
253
254 TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm);
255
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];
261
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];
267
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];
270 if (det == 0.0f)
271 return NULL;
272 if (pdeterminant)
273 *pdeterminant = det;
274
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];
280
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];
286
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];
292
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];
298
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];
304
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]);
308
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]);
312
313 det = 1.0f / det;
314
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;
318
319 return pout;
320 }
321
322 D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
323 const D3DXVECTOR3 *up)
324 {
325 D3DXVECTOR3 right, upn, vec;
326
327 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
328
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;
351
352 return out;
353 }
354
355 D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
356 const D3DXVECTOR3 *up)
357 {
358 D3DXVECTOR3 right, upn, vec;
359
360 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
361
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;
384
385 return out;
386 }
387
388 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
389 {
390 D3DXMATRIX out;
391 int i,j;
392
393 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
394
395 for (i=0; i<4; i++)
396 {
397 for (j=0; j<4; j++)
398 {
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];
400 }
401 }
402
403 *pout = out;
404 return pout;
405 }
406
407 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
408 {
409 D3DXMATRIX temp;
410 int i, j;
411
412 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
413
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];
417
418 *pout = temp;
419 return pout;
420 }
421
422 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
423 {
424 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
425
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);
431 return pout;
432 }
433
434 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
435 {
436 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
437
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);
445 return pout;
446 }
447
448 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
449 {
450 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
451
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);
459 return pout;
460 }
461
462 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
463 {
464 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
465
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);
471 return pout;
472 }
473
474 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
475 {
476 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
477
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;
485 return pout;
486 }
487
488 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
489 {
490 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
491
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;
499 return pout;
500 }
501
502 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
503 {
504 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
505
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;
513 return pout;
514 }
515
516 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
517 {
518 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
519
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;
529 return pout;
530 }
531
532 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
533 {
534 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
535
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;
545 return pout;
546 }
547
548 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
549 {
550 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
551
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;
559 return pout;
560 }
561
562 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
563 {
564 D3DXPLANE Nplane;
565
566 TRACE("pout %p, pplane %p\n", pout, pplane);
567
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;
582 return pout;
583 }
584
585 D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
586 {
587 D3DXVECTOR3 nv;
588 FLOAT sangle, cangle, cdiff;
589
590 TRACE("out %p, v %p, angle %f\n", out, v, angle);
591
592 D3DXVec3Normalize(&nv, v);
593 sangle = sinf(angle);
594 cangle = cosf(angle);
595 cdiff = 1.0f - cangle;
596
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;
613
614 return out;
615 }
616
617 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
618 {
619 TRACE("pout %p, pq %p\n", pout, pq);
620
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);
631 return pout;
632 }
633
634 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
635 {
636 TRACE("pout %p, angle %f\n", pout, angle);
637
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);
643 return pout;
644 }
645
646 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
647 {
648 TRACE("pout %p, angle %f\n", pout, angle);
649
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);
655 return pout;
656 }
657
658 D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
659 {
660 FLOAT sroll, croll, spitch, cpitch, syaw, cyaw;
661
662 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
663
664 sroll = sinf(roll);
665 croll = cosf(roll);
666 spitch = sinf(pitch);
667 cpitch = cosf(pitch);
668 syaw = sinf(yaw);
669 cyaw = cosf(yaw);
670
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;
687
688 return out;
689 }
690
691 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
692 {
693 TRACE("pout %p, angle %f\n", pout, angle);
694
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);
700 return pout;
701 }
702
703 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
704 {
705 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz);
706
707 D3DXMatrixIdentity(pout);
708 pout->u.m[0][0] = sx;
709 pout->u.m[1][1] = sy;
710 pout->u.m[2][2] = sz;
711 return pout;
712 }
713
714 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
715 {
716 D3DXPLANE Nplane;
717 FLOAT dot;
718
719 TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane);
720
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;
739 return pout;
740 }
741
742 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
743 {
744 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
745 D3DXQUATERNION prc;
746 D3DXVECTOR3 psc, pt;
747
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);
750
751 if ( !pscalingcenter )
752 {
753 psc.x = 0.0f;
754 psc.y = 0.0f;
755 psc.z = 0.0f;
756 }
757 else
758 {
759 psc.x = pscalingcenter->x;
760 psc.y = pscalingcenter->y;
761 psc.z = pscalingcenter->z;
762 }
763
764 if ( !protationcenter )
765 {
766 prc.x = 0.0f;
767 prc.y = 0.0f;
768 prc.z = 0.0f;
769 }
770 else
771 {
772 prc.x = protationcenter->x;
773 prc.y = protationcenter->y;
774 prc.z = protationcenter->z;
775 }
776
777 if ( !ptranslation )
778 {
779 pt.x = 0.0f;
780 pt.y = 0.0f;
781 pt.z = 0.0f;
782 }
783 else
784 {
785 pt.x = ptranslation->x;
786 pt.y = ptranslation->y;
787 pt.z = ptranslation->z;
788 }
789
790 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
791
792 if ( !pscalingrotation )
793 {
794 D3DXMatrixIdentity(&m2);
795 D3DXMatrixIdentity(&m4);
796 }
797 else
798 {
799 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
800 D3DXMatrixInverse(&m2, NULL, &m4);
801 }
802
803 if ( !pscaling ) D3DXMatrixIdentity(&m3);
804 else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
805
806 if ( !protation ) D3DXMatrixIdentity(&m6);
807 else D3DXMatrixRotationQuaternion(&m6, protation);
808
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);
817 return pout;
818 }
819
820 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
821 {
822 D3DXQUATERNION rot, sca_rot;
823 D3DXVECTOR3 rot_center, sca, sca_center, trans;
824
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);
827
828 if ( pscalingcenter )
829 {
830 sca_center.x=pscalingcenter->x;
831 sca_center.y=pscalingcenter->y;
832 sca_center.z=0.0f;
833 }
834 else
835 {
836 sca_center.x=0.0f;
837 sca_center.y=0.0f;
838 sca_center.z=0.0f;
839 }
840
841 if ( pscaling )
842 {
843 sca.x=pscaling->x;
844 sca.y=pscaling->y;
845 sca.z=1.0f;
846 }
847 else
848 {
849 sca.x=1.0f;
850 sca.y=1.0f;
851 sca.z=1.0f;
852 }
853
854 if ( protationcenter )
855 {
856 rot_center.x=protationcenter->x;
857 rot_center.y=protationcenter->y;
858 rot_center.z=0.0f;
859 }
860 else
861 {
862 rot_center.x=0.0f;
863 rot_center.y=0.0f;
864 rot_center.z=0.0f;
865 }
866
867 if ( ptranslation )
868 {
869 trans.x=ptranslation->x;
870 trans.y=ptranslation->y;
871 trans.z=0.0f;
872 }
873 else
874 {
875 trans.x=0.0f;
876 trans.y=0.0f;
877 trans.z=0.0f;
878 }
879
880 rot.w=cosf(rotation/2.0f);
881 rot.x=0.0f;
882 rot.y=0.0f;
883 rot.z=sinf(rotation/2.0f);
884
885 sca_rot.w=cosf(scalingrotation/2.0f);
886 sca_rot.x=0.0f;
887 sca_rot.y=0.0f;
888 sca_rot.z=sinf(scalingrotation/2.0f);
889
890 D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
891
892 return pout;
893 }
894
895 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
896 {
897 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z);
898
899 D3DXMatrixIdentity(pout);
900 pout->u.m[3][0] = x;
901 pout->u.m[3][1] = y;
902 pout->u.m[3][2] = z;
903 return pout;
904 }
905
906 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
907 {
908 const D3DXMATRIX m = *pm;
909 int i,j;
910
911 TRACE("pout %p, pm %p\n", pout, pm);
912
913 for (i=0; i<4; i++)
914 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
915
916 return pout;
917 }
918
919 /*_________________D3DXMatrixStack____________________*/
920
921
922 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
923 {
924 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
925 }
926
927 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
928 {
929 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
930
931 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
932 || IsEqualGUID(riid, &IID_IUnknown))
933 {
934 ID3DXMatrixStack_AddRef(iface);
935 *out = iface;
936 return S_OK;
937 }
938
939 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
940
941 *out = NULL;
942 return E_NOINTERFACE;
943 }
944
945 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
946 {
947 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
948 ULONG ref = InterlockedIncrement(&This->ref);
949 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
950 return ref;
951 }
952
953 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface)
954 {
955 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
956 ULONG ref = InterlockedDecrement(&This->ref);
957 if (!ref)
958 {
959 HeapFree(GetProcessHeap(), 0, This->stack);
960 HeapFree(GetProcessHeap(), 0, This);
961 }
962 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
963 return ref;
964 }
965
966 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
967 {
968 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
969
970 TRACE("iface %p\n", iface);
971
972 return &This->stack[This->current];
973 }
974
975 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
976 {
977 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
978
979 TRACE("iface %p\n", iface);
980
981 D3DXMatrixIdentity(&This->stack[This->current]);
982
983 return D3D_OK;
984 }
985
986 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
987 {
988 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
989
990 TRACE("iface %p, pm %p\n", iface, pm);
991
992 This->stack[This->current] = *pm;
993
994 return D3D_OK;
995 }
996
997 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
998 {
999 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1000
1001 TRACE("iface %p, pm %p\n", iface, pm);
1002
1003 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
1004
1005 return D3D_OK;
1006 }
1007
1008 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
1009 {
1010 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1011
1012 TRACE("iface %p, pm %p\n", iface, pm);
1013
1014 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
1015
1016 return D3D_OK;
1017 }
1018
1019 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
1020 {
1021 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1022
1023 TRACE("iface %p\n", iface);
1024
1025 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
1026 if (!This->current) return D3D_OK;
1027
1028 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
1029 {
1030 unsigned int new_size;
1031 D3DXMATRIX *new_stack;
1032
1033 new_size = This->stack_size / 2;
1034 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
1035 if (new_stack)
1036 {
1037 This->stack_size = new_size;
1038 This->stack = new_stack;
1039 }
1040 }
1041
1042 --This->current;
1043
1044 return D3D_OK;
1045 }
1046
1047 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
1048 {
1049 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1050
1051 TRACE("iface %p\n", iface);
1052
1053 if (This->current == This->stack_size - 1)
1054 {
1055 unsigned int new_size;
1056 D3DXMATRIX *new_stack;
1057
1058 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
1059
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;
1063
1064 This->stack_size = new_size;
1065 This->stack = new_stack;
1066 }
1067
1068 ++This->current;
1069 This->stack[This->current] = This->stack[This->current - 1];
1070
1071 return D3D_OK;
1072 }
1073
1074 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
1075 {
1076 D3DXMATRIX temp;
1077 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1078
1079 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1080
1081 D3DXMatrixRotationAxis(&temp, pv, angle);
1082 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1083
1084 return D3D_OK;
1085 }
1086
1087 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
1088 {
1089 D3DXMATRIX temp;
1090 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1091
1092 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1093
1094 D3DXMatrixRotationAxis(&temp, pv, angle);
1095 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1096
1097 return D3D_OK;
1098 }
1099
1100 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1101 {
1102 D3DXMATRIX temp;
1103 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1104
1105 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1106
1107 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
1108 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1109
1110 return D3D_OK;
1111 }
1112
1113 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1114 {
1115 D3DXMATRIX temp;
1116 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1117
1118 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1119
1120 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
1121 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1122
1123 return D3D_OK;
1124 }
1125
1126 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1127 {
1128 D3DXMATRIX temp;
1129 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1130
1131 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
1132
1133 D3DXMatrixScaling(&temp, x, y, z);
1134 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1135
1136 return D3D_OK;
1137 }
1138
1139 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1140 {
1141 D3DXMATRIX temp;
1142 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1143
1144 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1145
1146 D3DXMatrixScaling(&temp, x, y, z);
1147 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1148
1149 return D3D_OK;
1150 }
1151
1152 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1153 {
1154 D3DXMATRIX temp;
1155 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1156
1157 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1158
1159 D3DXMatrixTranslation(&temp, x, y, z);
1160 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1161
1162 return D3D_OK;
1163 }
1164
1165 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1166 {
1167 D3DXMATRIX temp;
1168 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1169
1170 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1171
1172 D3DXMatrixTranslation(&temp, x, y, z);
1173 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
1174
1175 return D3D_OK;
1176 }
1177
1178 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
1179 {
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
1198 };
1199
1200 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack)
1201 {
1202 struct ID3DXMatrixStackImpl *object;
1203
1204 TRACE("flags %#x, stack %p.\n", flags, stack);
1205
1206 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1207 {
1208 *stack = NULL;
1209 return E_OUTOFMEMORY;
1210 }
1211 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
1212 object->ref = 1;
1213
1214 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack))))
1215 {
1216 HeapFree(GetProcessHeap(), 0, object);
1217 *stack = NULL;
1218 return E_OUTOFMEMORY;
1219 }
1220
1221 object->current = 0;
1222 object->stack_size = INITIAL_STACK_SIZE;
1223 D3DXMatrixIdentity(&object->stack[0]);
1224
1225 TRACE("Created matrix stack %p.\n", object);
1226
1227 *stack = &object->ID3DXMatrixStack_iface;
1228 return D3D_OK;
1229 }
1230
1231 /*_________________D3DXPLANE________________*/
1232
1233 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
1234 {
1235 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
1236
1237 pout->a = pvnormal->x;
1238 pout->b = pvnormal->y;
1239 pout->c = pvnormal->z;
1240 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
1241 return pout;
1242 }
1243
1244 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
1245 {
1246 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
1247
1248 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
1249
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);
1257 return pout;
1258 }
1259
1260 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1261 {
1262 D3DXVECTOR3 direction, normal;
1263 FLOAT dot, temp;
1264
1265 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
1266
1267 normal.x = pp->a;
1268 normal.y = pp->b;
1269 normal.z = pp->c;
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;
1279 return pout;
1280 }
1281
1282 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
1283 {
1284 FLOAT norm;
1285
1286 TRACE("out %p, p %p\n", out, p);
1287
1288 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
1289 if (norm)
1290 {
1291 out->a = p->a / norm;
1292 out->b = p->b / norm;
1293 out->c = p->c / norm;
1294 out->d = p->d / norm;
1295 }
1296 else
1297 {
1298 out->a = 0.0f;
1299 out->b = 0.0f;
1300 out->c = 0.0f;
1301 out->d = 0.0f;
1302 }
1303
1304 return out;
1305 }
1306
1307 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
1308 {
1309 const D3DXPLANE plane = *pplane;
1310
1311 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
1312
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;
1317 return pout;
1318 }
1319
1320 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1321 {
1322 UINT i;
1323
1324 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1325
1326 for (i = 0; i < elements; ++i) {
1327 D3DXPlaneTransform(
1328 (D3DXPLANE*)((char*)out + outstride * i),
1329 (const D3DXPLANE*)((const char*)in + instride * i),
1330 matrix);
1331 }
1332 return out;
1333 }
1334
1335 /*_________________D3DXQUATERNION________________*/
1336
1337 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
1338 {
1339 D3DXQUATERNION temp1, temp2;
1340
1341 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
1342
1343 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
1344 return pout;
1345 }
1346
1347 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1348 {
1349 FLOAT norm;
1350
1351 TRACE("out %p, q %p\n", out, q);
1352
1353 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
1354 if (norm)
1355 {
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);
1360 }
1361 else
1362 {
1363 out->x = 0.0f;
1364 out->y = 0.0f;
1365 out->z = 0.0f;
1366 out->w = 1.0f;
1367 }
1368
1369 return out;
1370 }
1371
1372 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
1373 {
1374 FLOAT norm;
1375
1376 TRACE("pout %p, pq %p\n", pout, pq);
1377
1378 norm = D3DXQuaternionLengthSq(pq);
1379
1380 pout->x = -pq->x / norm;
1381 pout->y = -pq->y / norm;
1382 pout->z = -pq->z / norm;
1383 pout->w = pq->w / norm;
1384 return pout;
1385 }
1386
1387 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1388 {
1389 FLOAT t;
1390
1391 TRACE("out %p, q %p\n", out, q);
1392
1393 if ((q->w >= 1.0f) || (q->w == -1.0f))
1394 t = 1.0f;
1395 else
1396 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
1397
1398 out->x = t * q->x;
1399 out->y = t * q->y;
1400 out->z = t * q->z;
1401 out->w = 0.0f;
1402
1403 return out;
1404 }
1405
1406 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
1407 {
1408 D3DXQUATERNION out;
1409
1410 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
1411
1412 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1413 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1414 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1415 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1416 *pout = out;
1417 return pout;
1418 }
1419
1420 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q)
1421 {
1422 FLOAT norm;
1423
1424 TRACE("out %p, q %p\n", out, q);
1425
1426 norm = D3DXQuaternionLength(q);
1427
1428 out->x = q->x / norm;
1429 out->y = q->y / norm;
1430 out->z = q->z / norm;
1431 out->w = q->w / norm;
1432
1433 return out;
1434 }
1435
1436 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
1437 {
1438 D3DXVECTOR3 temp;
1439
1440 TRACE("out %p, v %p, angle %f\n", out, v, angle);
1441
1442 D3DXVec3Normalize(&temp, v);
1443
1444 out->x = sinf(angle / 2.0f) * temp.x;
1445 out->y = sinf(angle / 2.0f) * temp.y;
1446 out->z = sinf(angle / 2.0f) * temp.z;
1447 out->w = cosf(angle / 2.0f);
1448
1449 return out;
1450 }
1451
1452 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
1453 {
1454 FLOAT s, trace;
1455
1456 TRACE("out %p, m %p\n", out, m);
1457
1458 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f;
1459 if (trace > 1.0f)
1460 {
1461 s = 2.0f * sqrtf(trace);
1462 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s;
1463 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s;
1464 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s;
1465 out->w = 0.25f * s;
1466 }
1467 else
1468 {
1469 int i, maxi = 0;
1470
1471 for (i = 1; i < 3; i++)
1472 {
1473 if (m->u.m[i][i] > m->u.m[maxi][maxi])
1474 maxi = i;
1475 }
1476
1477 switch (maxi)
1478 {
1479 case 0:
1480 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]);
1481 out->x = 0.25f * s;
1482 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s;
1483 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s;
1484 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s;
1485 break;
1486
1487 case 1:
1488 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]);
1489 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s;
1490 out->y = 0.25f * s;
1491 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s;
1492 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s;
1493 break;
1494
1495 case 2:
1496 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]);
1497 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s;
1498 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s;
1499 out->z = 0.25f * s;
1500 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s;
1501 break;
1502 }
1503 }
1504
1505 return out;
1506 }
1507
1508 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
1509 {
1510 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
1511
1512 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
1513
1514 syaw = sinf(yaw / 2.0f);
1515 cyaw = cosf(yaw / 2.0f);
1516 spitch = sinf(pitch / 2.0f);
1517 cpitch = cosf(pitch / 2.0f);
1518 sroll = sinf(roll / 2.0f);
1519 croll = cosf(roll / 2.0f);
1520
1521 out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
1522 out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
1523 out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
1524 out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
1525
1526 return out;
1527 }
1528
1529 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
1530 const D3DXQUATERNION *q2, FLOAT t)
1531 {
1532 FLOAT dot, temp;
1533
1534 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
1535
1536 temp = 1.0f - t;
1537 dot = D3DXQuaternionDot(q1, q2);
1538 if (dot < 0.0f)
1539 {
1540 t = -t;
1541 dot = -dot;
1542 }
1543
1544 if (1.0f - dot > 0.001f)
1545 {
1546 FLOAT theta = acosf(dot);
1547
1548 temp = sinf(theta * temp) / sinf(theta);
1549 t = sinf(theta * t) / sinf(theta);
1550 }
1551
1552 out->x = temp * q1->x + t * q2->x;
1553 out->y = temp * q1->y + t * q2->y;
1554 out->z = temp * q1->z + t * q2->z;
1555 out->w = temp * q1->w + t * q2->w;
1556
1557 return out;
1558 }
1559
1560 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
1561 {
1562 D3DXQUATERNION temp1, temp2;
1563
1564 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
1565
1566 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1567 return pout;
1568 }
1569
1570 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
1571 {
1572 D3DXQUATERNION temp;
1573
1574 temp.x = q1->x + add * q2->x;
1575 temp.y = q1->y + add * q2->y;
1576 temp.z = q1->z + add * q2->z;
1577 temp.w = q1->w + add * q2->w;
1578
1579 return temp;
1580 }
1581
1582 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
1583 {
1584 D3DXQUATERNION q, temp1, temp2, temp3, zero;
1585 D3DXQUATERNION aout, cout;
1586
1587 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
1588
1589 zero.x = 0.0f;
1590 zero.y = 0.0f;
1591 zero.z = 0.0f;
1592 zero.w = 0.0f;
1593
1594 if (D3DXQuaternionDot(pq0, pq1) < 0.0f)
1595 temp2 = add_diff(&zero, pq0, -1.0f);
1596 else
1597 temp2 = *pq0;
1598
1599 if (D3DXQuaternionDot(pq1, pq2) < 0.0f)
1600 cout = add_diff(&zero, pq2, -1.0f);
1601 else
1602 cout = *pq2;
1603
1604 if (D3DXQuaternionDot(&cout, pq3) < 0.0f)
1605 temp3 = add_diff(&zero, pq3, -1.0f);
1606 else
1607 temp3 = *pq3;
1608
1609 D3DXQuaternionInverse(&temp1, pq1);
1610 D3DXQuaternionMultiply(&temp2, &temp1, &temp2);
1611 D3DXQuaternionLn(&temp2, &temp2);
1612 D3DXQuaternionMultiply(&q, &temp1, &cout);
1613 D3DXQuaternionLn(&q, &q);
1614 temp1 = add_diff(&temp2, &q, 1.0f);
1615 temp1.x *= -0.25f;
1616 temp1.y *= -0.25f;
1617 temp1.z *= -0.25f;
1618 temp1.w *= -0.25f;
1619 D3DXQuaternionExp(&temp1, &temp1);
1620 D3DXQuaternionMultiply(&aout, pq1, &temp1);
1621
1622 D3DXQuaternionInverse(&temp1, &cout);
1623 D3DXQuaternionMultiply(&temp2, &temp1, pq1);
1624 D3DXQuaternionLn(&temp2, &temp2);
1625 D3DXQuaternionMultiply(&q, &temp1, &temp3);
1626 D3DXQuaternionLn(&q, &q);
1627 temp1 = add_diff(&temp2, &q, 1.0f);
1628 temp1.x *= -0.25f;
1629 temp1.y *= -0.25f;
1630 temp1.z *= -0.25f;
1631 temp1.w *= -0.25f;
1632 D3DXQuaternionExp(&temp1, &temp1);
1633 D3DXQuaternionMultiply(pbout, &cout, &temp1);
1634 *paout = aout;
1635 *pcout = cout;
1636 }
1637
1638 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1639 {
1640 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
1641
1642 if (paxis)
1643 {
1644 paxis->x = pq->x;
1645 paxis->y = pq->y;
1646 paxis->z = pq->z;
1647 }
1648 if (pangle)
1649 *pangle = 2.0f * acosf(pq->w);
1650 }
1651
1652 /*_________________D3DXVec2_____________________*/
1653
1654 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1655 {
1656 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1657
1658 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1659 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1660 return pout;
1661 }
1662
1663 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
1664 {
1665 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1666
1667 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);
1668 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);
1669 return pout;
1670 }
1671
1672 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
1673 {
1674 FLOAT h1, h2, h3, h4;
1675
1676 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1677
1678 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1679 h2 = s * s * s - 2.0f * s * s + s;
1680 h3 = -2.0f * s * s * s + 3.0f * s * s;
1681 h4 = s * s * s - s * s;
1682
1683 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1684 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1685 return pout;
1686 }
1687
1688 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
1689 {
1690 FLOAT norm;
1691
1692 TRACE("pout %p, pv %p\n", pout, pv);
1693
1694 norm = D3DXVec2Length(pv);
1695 if ( !norm )
1696 {
1697 pout->x = 0.0f;
1698 pout->y = 0.0f;
1699 }
1700 else
1701 {
1702 pout->x = pv->x / norm;
1703 pout->y = pv->y / norm;
1704 }
1705
1706 return pout;
1707 }
1708
1709 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1710 {
1711 D3DXVECTOR4 out;
1712
1713 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1714
1715 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1716 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1717 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1718 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1719 *pout = out;
1720 return pout;
1721 }
1722
1723 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1724 {
1725 UINT i;
1726
1727 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1728
1729 for (i = 0; i < elements; ++i) {
1730 D3DXVec2Transform(
1731 (D3DXVECTOR4*)((char*)out + outstride * i),
1732 (const D3DXVECTOR2*)((const char*)in + instride * i),
1733 matrix);
1734 }
1735 return out;
1736 }
1737
1738 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1739 {
1740 D3DXVECTOR2 v;
1741 FLOAT norm;
1742
1743 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1744
1745 v = *pv;
1746 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1747
1748 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1749 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1750
1751 return pout;
1752 }
1753
1754 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1755 {
1756 UINT i;
1757
1758 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1759
1760 for (i = 0; i < elements; ++i) {
1761 D3DXVec2TransformCoord(
1762 (D3DXVECTOR2*)((char*)out + outstride * i),
1763 (const D3DXVECTOR2*)((const char*)in + instride * i),
1764 matrix);
1765 }
1766 return out;
1767 }
1768
1769 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
1770 {
1771 const D3DXVECTOR2 v = *pv;
1772
1773 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1774
1775 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1776 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1777 return pout;
1778 }
1779
1780 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
1781 {
1782 UINT i;
1783
1784 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1785
1786 for (i = 0; i < elements; ++i) {
1787 D3DXVec2TransformNormal(
1788 (D3DXVECTOR2*)((char*)out + outstride * i),
1789 (const D3DXVECTOR2*)((const char*)in + instride * i),
1790 matrix);
1791 }
1792 return out;
1793 }
1794
1795 /*_________________D3DXVec3_____________________*/
1796
1797 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1798 {
1799 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1800
1801 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1802 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1803 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1804 return pout;
1805 }
1806
1807 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
1808 {
1809 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1810
1811 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);
1812 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);
1813 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);
1814 return pout;
1815 }
1816
1817 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
1818 {
1819 FLOAT h1, h2, h3, h4;
1820
1821 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1822
1823 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1824 h2 = s * s * s - 2.0f * s * s + s;
1825 h3 = -2.0f * s * s * s + 3.0f * s * s;
1826 h4 = s * s * s - s * s;
1827
1828 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1829 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1830 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1831 return pout;
1832 }
1833
1834 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
1835 {
1836 FLOAT norm;
1837
1838 TRACE("pout %p, pv %p\n", pout, pv);
1839
1840 norm = D3DXVec3Length(pv);
1841 if ( !norm )
1842 {
1843 pout->x = 0.0f;
1844 pout->y = 0.0f;
1845 pout->z = 0.0f;
1846 }
1847 else
1848 {
1849 pout->x = pv->x / norm;
1850 pout->y = pv->y / norm;
1851 pout->z = pv->z / norm;
1852 }
1853
1854 return pout;
1855 }
1856
1857 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
1858 {
1859 D3DXMATRIX m;
1860
1861 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
1862
1863 D3DXMatrixIdentity(&m);
1864 if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
1865 if (pview) D3DXMatrixMultiply(&m, &m, pview);
1866 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
1867
1868 D3DXVec3TransformCoord(pout, pv, &m);
1869
1870 if (pviewport)
1871 {
1872 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f;
1873 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f;
1874 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ );
1875 }
1876 return pout;
1877 }
1878
1879 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)
1880 {
1881 UINT i;
1882
1883 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1884 out, outstride, in, instride, viewport, projection, view, world, elements);
1885
1886 for (i = 0; i < elements; ++i) {
1887 D3DXVec3Project(
1888 (D3DXVECTOR3*)((char*)out + outstride * i),
1889 (const D3DXVECTOR3*)((const char*)in + instride * i),
1890 viewport, projection, view, world);
1891 }
1892 return out;
1893 }
1894
1895 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1896 {
1897 D3DXVECTOR4 out;
1898
1899 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1900
1901 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];
1902 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];
1903 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];
1904 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];
1905 *pout = out;
1906 return pout;
1907 }
1908
1909 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1910 {
1911 UINT i;
1912
1913 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1914
1915 for (i = 0; i < elements; ++i) {
1916 D3DXVec3Transform(
1917 (D3DXVECTOR4*)((char*)out + outstride * i),
1918 (const D3DXVECTOR3*)((const char*)in + instride * i),
1919 matrix);
1920 }
1921 return out;
1922 }
1923
1924 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1925 {
1926 D3DXVECTOR3 out;
1927 FLOAT norm;
1928
1929 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1930
1931 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];
1932
1933 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;
1934 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;
1935 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;
1936
1937 *pout = out;
1938
1939 return pout;
1940 }
1941
1942 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1943 {
1944 UINT i;
1945
1946 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1947
1948 for (i = 0; i < elements; ++i) {
1949 D3DXVec3TransformCoord(
1950 (D3DXVECTOR3*)((char*)out + outstride * i),
1951 (const D3DXVECTOR3*)((const char*)in + instride * i),
1952 matrix);
1953 }
1954 return out;
1955 }
1956
1957 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
1958 {
1959 const D3DXVECTOR3 v = *pv;
1960
1961 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1962
1963 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1964 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1965 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1966 return pout;
1967
1968 }
1969
1970 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
1971 {
1972 UINT i;
1973
1974 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1975
1976 for (i = 0; i < elements; ++i) {
1977 D3DXVec3TransformNormal(
1978 (D3DXVECTOR3*)((char*)out + outstride * i),
1979 (const D3DXVECTOR3*)((const char*)in + instride * i),
1980 matrix);
1981 }
1982 return out;
1983 }
1984
1985 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
1986 {
1987 D3DXMATRIX m;
1988
1989 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld);
1990
1991 D3DXMatrixIdentity(&m);
1992 if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
1993 if (pview) D3DXMatrixMultiply(&m, &m, pview);
1994 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
1995 D3DXMatrixInverse(&m, NULL, &m);
1996
1997 *pout = *pv;
1998 if (pviewport)
1999 {
2000 pout->x = 2.0f * ( pout->x - pviewport->X ) / pviewport->Width - 1.0f;
2001 pout->y = 1.0f - 2.0f * ( pout->y - pviewport->Y ) / pviewport->Height;
2002 pout->z = ( pout->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
2003 }
2004 D3DXVec3TransformCoord(pout, pout, &m);
2005 return pout;
2006 }
2007
2008 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)
2009 {
2010 UINT i;
2011
2012 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
2013 out, outstride, in, instride, viewport, projection, view, world, elements);
2014
2015 for (i = 0; i < elements; ++i) {
2016 D3DXVec3Unproject(
2017 (D3DXVECTOR3*)((char*)out + outstride * i),
2018 (const D3DXVECTOR3*)((const char*)in + instride * i),
2019 viewport, projection, view, world);
2020 }
2021 return out;
2022 }
2023
2024 /*_________________D3DXVec4_____________________*/
2025
2026 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
2027 {
2028 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
2029
2030 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
2031 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
2032 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
2033 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
2034 return pout;
2035 }
2036
2037 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
2038 {
2039 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
2040
2041 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);
2042 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);
2043 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);
2044 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);
2045 return pout;
2046 }
2047
2048 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
2049 {
2050 D3DXVECTOR4 out;
2051
2052 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
2053
2054 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);
2055 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));
2056 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);
2057 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));
2058 *pout = out;
2059 return pout;
2060 }
2061
2062 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
2063 {
2064 FLOAT h1, h2, h3, h4;
2065
2066 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
2067
2068 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
2069 h2 = s * s * s - 2.0f * s * s + s;
2070 h3 = -2.0f * s * s * s + 3.0f * s * s;
2071 h4 = s * s * s - s * s;
2072
2073 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
2074 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
2075 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
2076 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
2077 return pout;
2078 }
2079
2080 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
2081 {
2082 FLOAT norm;
2083
2084 TRACE("pout %p, pv %p\n", pout, pv);
2085
2086 norm = D3DXVec4Length(pv);
2087
2088 pout->x = pv->x / norm;
2089 pout->y = pv->y / norm;
2090 pout->z = pv->z / norm;
2091 pout->w = pv->w / norm;
2092
2093 return pout;
2094 }
2095
2096 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
2097 {
2098 D3DXVECTOR4 out;
2099
2100 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
2101
2102 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;
2103 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;
2104 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;
2105 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;
2106 *pout = out;
2107 return pout;
2108 }
2109
2110 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
2111 {
2112 UINT i;
2113
2114 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
2115
2116 for (i = 0; i < elements; ++i) {
2117 D3DXVec4Transform(
2118 (D3DXVECTOR4*)((char*)out + outstride * i),
2119 (const D3DXVECTOR4*)((const char*)in + instride * i),
2120 matrix);
2121 }
2122 return out;
2123 }
2124
2125 unsigned short float_32_to_16(const float in)
2126 {
2127 int exp = 0, origexp;
2128 float tmp = fabsf(in);
2129 int sign = (copysignf(1, in) < 0);
2130 unsigned int mantissa;
2131 unsigned short ret;
2132
2133 /* Deal with special numbers */
2134 if (isinf(in)) return (sign ? 0xffff : 0x7fff);
2135 if (isnan(in)) return (sign ? 0xffff : 0x7fff);
2136 if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
2137
2138 if (tmp < (float)(1u << 10))
2139 {
2140 do
2141 {
2142 tmp *= 2.0f;
2143 exp--;
2144 } while (tmp < (float)(1u << 10));
2145 }
2146 else if (tmp >= (float)(1u << 11))
2147 {
2148 do
2149 {
2150 tmp /= 2.0f;
2151 exp++;
2152 } while (tmp >= (float)(1u << 11));
2153 }
2154
2155 exp += 10; /* Normalize the mantissa */
2156 exp += 15; /* Exponent is encoded with excess 15 */
2157
2158 origexp = exp;
2159
2160 mantissa = (unsigned int) tmp;
2161 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
2162 (tmp - mantissa > 0.5f))
2163 {
2164 mantissa++; /* round to nearest, away from zero */
2165 }
2166 if (mantissa == 2048)
2167 {
2168 mantissa = 1024;
2169 exp++;
2170 }
2171
2172 if (exp > 31)
2173 {
2174 /* too big */
2175 ret = 0x7fff; /* INF */
2176 }
2177 else if (exp <= 0)
2178 {
2179 unsigned int rounding = 0;
2180
2181 /* Denormalized half float */
2182
2183 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2184 if (exp < -11)
2185 return (sign ? 0x8000 : 0x0000);
2186
2187 exp = origexp;
2188
2189 /* the 13 extra bits from single precision are used for rounding */
2190 mantissa = (unsigned int)(tmp * (1u << 13));
2191 mantissa >>= 1 - exp; /* denormalize */
2192
2193 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
2194 /* remove 13 least significant bits to get half float precision */
2195 mantissa >>= 12;
2196 rounding = mantissa & 1;
2197 mantissa >>= 1;
2198
2199 ret = mantissa + rounding;
2200 }
2201 else
2202 {
2203 ret = (exp << 10) | (mantissa & 0x3ff);
2204 }
2205
2206 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
2207 return ret;
2208 }
2209
2210 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
2211 {
2212 unsigned int i;
2213
2214 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2215
2216 for (i = 0; i < n; ++i)
2217 {
2218 pout[i].value = float_32_to_16(pin[i]);
2219 }
2220
2221 return pout;
2222 }
2223
2224 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
2225 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
2226 float float_16_to_32(const unsigned short in)
2227 {
2228 const unsigned short s = (in & 0x8000);
2229 const unsigned short e = (in & 0x7C00) >> 10;
2230 const unsigned short m = in & 0x3FF;
2231 const float sgn = (s ? -1.0f : 1.0f);
2232
2233 if (e == 0)
2234 {
2235 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
2236 else return sgn * powf(2, -14.0f) * (m / 1024.0f);
2237 }
2238 else
2239 {
2240 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
2241 }
2242 }
2243
2244 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
2245 {
2246 unsigned int i;
2247
2248 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2249
2250 for (i = 0; i < n; ++i)
2251 {
2252 pout[i] = float_16_to_32(pin[i].value);
2253 }
2254
2255 return pout;
2256 }
2257
2258 /*_________________D3DXSH________________*/
2259
2260 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
2261 {
2262 UINT i;
2263
2264 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
2265
2266 for (i = 0; i < order * order; i++)
2267 out[i] = a[i] + b[i];
2268
2269 return out;
2270 }
2271
2272 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
2273 {
2274 FLOAT s;
2275 UINT i;
2276
2277 TRACE("order %u, a %p, b %p\n", order, a, b);
2278
2279 s = a[0] * b[0];
2280 for (i = 1; i < order * order; i++)
2281 s += a[i] * b[i];
2282
2283 return s;
2284 }
2285
2286 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle)
2287 {
2288 FLOAT coeff[3];
2289
2290 coeff[0] = cosf(angle);
2291
2292 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]);
2293 out[1] = D3DX_PI * sinf(angle) * sinf(angle);
2294 if (order <= 2)
2295 return;
2296
2297 out[2] = coeff[0] * out[1];
2298 if (order == 3)
2299 return;
2300
2301 coeff[1] = coeff[0] * coeff[0];
2302 coeff[2] = coeff[1] * coeff[1];
2303
2304 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f);
2305 if (order == 4)
2306 return;
2307
2308 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f);
2309 if (order == 5)
2310 return;
2311
2312 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f);
2313 }
2314
2315 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
2316 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
2317 {
2318 FLOAT cap[6], clamped_angle, norm, scale, temp;
2319 UINT i, index, j;
2320
2321 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2322 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2323
2324 if (radius <= 0.0f)
2325 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2326
2327 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius;
2328 norm = sinf(clamped_angle) * sinf(clamped_angle);
2329
2330 if (order > D3DXSH_MAXORDER)
2331 {
2332 WARN("Order clamped at D3DXSH_MAXORDER\n");
2333 order = D3DXSH_MAXORDER;
2334 }
2335
2336 weightedcapintegrale(cap, order, radius);
2337 D3DXSHEvalDirection(rout, order, dir);
2338
2339 for (i = 0; i < order; i++)
2340 {
2341 scale = cap[i] / norm;
2342
2343 for (j = 0; j < 2 * i + 1; j++)
2344 {
2345 index = i * i + j;
2346 temp = rout[index] * scale;
2347
2348 rout[index] = temp * Rintensity;
2349 if (gout)
2350 gout[index] = temp * Gintensity;
2351 if (bout)
2352 bout[index] = temp * Bintensity;
2353 }
2354 }
2355
2356 return D3D_OK;
2357 }
2358
2359 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
2360 {
2361 const FLOAT dirxx = dir->x * dir->x;
2362 const FLOAT dirxy = dir->x * dir->y;
2363 const FLOAT dirxz = dir->x * dir->z;
2364 const FLOAT diryy = dir->y * dir->y;
2365 const FLOAT diryz = dir->y * dir->z;
2366 const FLOAT dirzz = dir->z * dir->z;
2367 const FLOAT dirxxxx = dirxx * dirxx;
2368 const FLOAT diryyyy = diryy * diryy;
2369 const FLOAT dirzzzz = dirzz * dirzz;
2370 const FLOAT dirxyxy = dirxy * dirxy;
2371
2372 TRACE("out %p, order %u, dir %p\n", out, order, dir);
2373
2374 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER))
2375 return out;
2376
2377 out[0] = 0.5f / sqrtf(D3DX_PI);
2378 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y;
2379 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z;
2380 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x;
2381 if (order == 2)
2382 return out;
2383
2384 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy;
2385 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz;
2386 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f);
2387 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz;
2388 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy);
2389 if (order == 3)
2390 return out;
2391
2392 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy);
2393 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z;
2394 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz);
2395 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f);
2396 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz);
2397 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy);
2398 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy);
2399 if (order == 4)
2400 return out;
2401
2402 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy);
2403 out[17] = 3.0f * dir->z * out[9];
2404 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f);
2405 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz);
2406 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f);
2407 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz);
2408 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f);
2409 out[23] = 3.0f * dir->z * out[15];
2410 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2411 if (order == 5)
2412 return out;
2413
2414 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy);
2415 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy);
2416 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz);
2417 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f);
2418 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2419 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f);
2420 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2421 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f);
2422 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz);
2423 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2424 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy);
2425
2426 return out;
2427 }
2428
2429 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
2430 {
2431 FLOAT s, temp;
2432 UINT j;
2433
2434 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
2436 s = 0.75f;
2437 if ( order > 2 )
2438 s += 5.0f / 16.0f;
2439 if ( order > 4 )
2440 s -= 3.0f / 32.0f;
2441 s /= D3DX_PI;
2442
2443 D3DXSHEvalDirection(Rout, order, dir);
2444 for (j = 0; j < order * order; j++)
2445 {
2446 temp = Rout[j] / s;
2447
2448 Rout[j] = Rintensity * temp;
2449 if ( Gout )
2450 Gout[j] = Gintensity * temp;
2451 if ( Bout )
2452 Bout[j] = Bintensity * temp;
2453 }
2454
2455 return D3D_OK;
2456 }
2457
2458 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom,
2459 FLOAT *rout, FLOAT *gout, FLOAT *bout)
2460 {
2461 FLOAT a[2], temp[4];
2462 UINT i, j;
2463
2464 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout);
2465
2466 D3DXSHEvalDirection(temp, 2, dir);
2467
2468 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI;
2469 a[1] = (top.r - bottom.r) * D3DX_PI;
2470 for (i = 0; i < order; i++)
2471 for (j = 0; j < 2 * i + 1; j++)
2472 if (i < 2)
2473 rout[i * i + j] = temp[i * i + j] * a[i];
2474 else
2475 rout[i * i + j] = 0.0f;
2476
2477 if (gout)
2478 {
2479 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI;
2480 a[1] = (top.g - bottom.g) * D3DX_PI;
2481 for (i = 0; i < order; i++)
2482 for (j = 0; j < 2 * i + 1; j++)
2483 if (i < 2)
2484 gout[i * i + j] = temp[i * i + j] * a[i];
2485 else
2486 gout[i * i + j] = 0.0f;
2487 }
2488
2489 if (bout)
2490 {
2491 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI;
2492 a[1] = (top.b - bottom.b) * D3DX_PI;
2493 for (i = 0; i < order; i++)
2494 for (j = 0; j < 2 * i + 1; j++)
2495 if (i < 2)
2496 bout[i * i + j] = temp[i * i + j] * a[i];
2497 else
2498 bout[i * i + j] = 0.0f;
2499 }
2500
2501 return D3D_OK;
2502 }
2503
2504 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
2505 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
2506 {
2507 D3DXVECTOR3 normal;
2508 FLOAT cap[6], clamped_angle, dist, temp;
2509 UINT i, index, j;
2510
2511 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2512 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2513
2514 if (order > D3DXSH_MAXORDER)
2515 {
2516 WARN("Order clamped at D3DXSH_MAXORDER\n");
2517 order = D3DXSH_MAXORDER;
2518 }
2519
2520 if (radius < 0.0f)
2521 radius = -radius;
2522
2523 dist = D3DXVec3Length(dir);
2524 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist);
2525
2526 weightedcapintegrale(cap, order, clamped_angle);
2527 D3DXVec3Normalize(&normal, dir);
2528 D3DXSHEvalDirection(rout, order, &normal);
2529
2530 for (i = 0; i < order; i++)
2531 for (j = 0; j < 2 * i + 1; j++)
2532 {
2533 index = i * i + j;
2534 temp = rout[index] *</