* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
-#define NONAMELESSUNION
-
-#include <config.h>
-//#include "windef.h"
-//#include "wingdi.h"
#include "d3dx9_36_private.h"
-#include <wine/debug.h>
+struct ID3DXMatrixStackImpl
+{
+ ID3DXMatrixStack ID3DXMatrixStack_iface;
+ LONG ref;
-WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
+ unsigned int current;
+ unsigned int stack_size;
+ D3DXMATRIX *stack;
+};
-static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
+static const unsigned int INITIAL_STACK_SIZE = 32;
/*_________________D3DXColor____________________*/
-D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
+D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{
+ TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
+
pout->r = 0.5f + s * (pc->r - 0.5f);
pout->g = 0.5f + s * (pc->g - 0.5f);
pout->b = 0.5f + s * (pc->b - 0.5f);
return pout;
}
-D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
+D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{
FLOAT grey;
+ TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
+
grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
pout->r = grey + s * (pc->r - grey);
pout->g = grey + s * (pc->g - grey);
{
FLOAT a, d, g, result;
- g = sqrt(refractionindex * refractionindex + costheta * costheta - 1.0f);
+ TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex);
+
+ g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f);
a = g + costheta;
d = g - costheta;
- result = ( costheta * a - 1.0f ) * ( costheta * a - 1.0f ) / ( ( costheta * d + 1.0f ) * ( costheta * d + 1.0f ) ) + 1.0f;
- result = result * 0.5f * d * d / ( a * a );
+ result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f;
+ result *= 0.5f * d * d / (a * a);
+
return result;
}
/*_________________D3DXMatrix____________________*/
-D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
+D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter,
+ const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
{
- D3DXMATRIX m1, m2, m3, m4, m5;
+ TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
+ out, scaling, rotationcenter, rotation, translation);
- D3DXMatrixScaling(&m1, scaling, scaling, scaling);
+ D3DXMatrixIdentity(out);
- if ( !rotationcenter )
+ if (rotation)
{
- D3DXMatrixIdentity(&m2);
- D3DXMatrixIdentity(&m4);
+ FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22;
+
+ temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z);
+ temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w);
+ temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w);
+ temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w);
+ temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z);
+ temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w);
+ temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w);
+ temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w);
+ temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y);
+
+ out->u.m[0][0] = scaling * temp00;
+ out->u.m[0][1] = scaling * temp01;
+ out->u.m[0][2] = scaling * temp02;
+ out->u.m[1][0] = scaling * temp10;
+ out->u.m[1][1] = scaling * temp11;
+ out->u.m[1][2] = scaling * temp12;
+ out->u.m[2][0] = scaling * temp20;
+ out->u.m[2][1] = scaling * temp21;
+ out->u.m[2][2] = scaling * temp22;
+
+ if (rotationcenter)
+ {
+ out->u.m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10
+ - rotationcenter->z * temp20;
+ out->u.m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01
+ - rotationcenter->z * temp21;
+ out->u.m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02
+ - rotationcenter->y * temp12;
+ }
}
else
{
- D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
- D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
+ out->u.m[0][0] = scaling;
+ out->u.m[1][1] = scaling;
+ out->u.m[2][2] = scaling;
}
- if ( !rotation ) D3DXMatrixIdentity(&m3);
- else D3DXMatrixRotationQuaternion(&m3, rotation);
-
- if ( !translation ) D3DXMatrixIdentity(&m5);
- else D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
+ if (translation)
+ {
+ out->u.m[3][0] += translation->x;
+ out->u.m[3][1] += translation->y;
+ out->u.m[3][2] += translation->z;
+ }
- D3DXMatrixMultiply(&m1, &m1, &m2);
- D3DXMatrixMultiply(&m1, &m1, &m3);
- D3DXMatrixMultiply(&m1, &m1, &m4);
- D3DXMatrixMultiply(pout, &m1, &m5);
- return pout;
+ return out;
}
-D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
+D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
+ const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
{
- D3DXMATRIX m1, m2, m3, m4, m5;
- D3DXQUATERNION rot;
- D3DXVECTOR3 rot_center, trans;
+ FLOAT tmp1, tmp2, s;
- rot.w=cos(rotation/2.0f);
- rot.x=0.0f;
- rot.y=0.0f;
- rot.z=sin(rotation/2.0f);
+ TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
+ out, scaling, rotationcenter, rotation, translation);
- if ( protationcenter )
- {
- rot_center.x=protationcenter->x;
- rot_center.y=protationcenter->y;
- rot_center.z=0.0f;
- }
- else
- {
- rot_center.x=0.0f;
- rot_center.y=0.0f;
- rot_center.z=0.0f;
- }
+ s = sinf(rotation / 2.0f);
+ tmp1 = 1.0f - 2.0f * s * s;
+ tmp2 = 2.0f * s * cosf(rotation / 2.0f);
- if ( ptranslation )
+ D3DXMatrixIdentity(out);
+ out->u.m[0][0] = scaling * tmp1;
+ out->u.m[0][1] = scaling * tmp2;
+ out->u.m[1][0] = -scaling * tmp2;
+ out->u.m[1][1] = scaling * tmp1;
+
+ if (rotationcenter)
{
- trans.x=ptranslation->x;
- trans.y=ptranslation->y;
- trans.z=0.0f;
+ FLOAT x, y;
+
+ x = rotationcenter->x;
+ y = rotationcenter->y;
+
+ out->u.m[3][0] = y * tmp2 - x * tmp1 + x;
+ out->u.m[3][1] = -x * tmp2 - y * tmp1 + y;
}
- else
+
+ if (translation)
{
- trans.x=0.0f;
- trans.y=0.0f;
- trans.z=0.0f;
+ out->u.m[3][0] += translation->x;
+ out->u.m[3][1] += translation->y;
}
- D3DXMatrixScaling(&m1, scaling, scaling, 1.0f);
- D3DXMatrixTranslation(&m2, -rot_center.x, -rot_center.y, -rot_center.z);
- D3DXMatrixTranslation(&m4, rot_center.x, rot_center.y, rot_center.z);
- D3DXMatrixRotationQuaternion(&m3, &rot);
- D3DXMatrixTranslation(&m5, trans.x, trans.y, trans.z);
-
- D3DXMatrixMultiply(&m1, &m1, &m2);
- D3DXMatrixMultiply(&m1, &m1, &m3);
- D3DXMatrixMultiply(&m1, &m1, &m4);
- D3DXMatrixMultiply(pout, &m1, &m5);
-
- return pout;
+ return out;
}
-HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm)
+HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
{
D3DXMATRIX normalized;
D3DXVECTOR3 vec;
+ TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
+
/*Compute the scaling part.*/
vec.x=pm->u.m[0][0];
vec.y=pm->u.m[0][1];
return S_OK;
}
-FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
+FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
{
- D3DXVECTOR4 minor, v1, v2, v3;
- FLOAT det;
+ FLOAT t[3], v[4];
+
+ TRACE("pm %p\n", pm);
+
+ t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2];
+ t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2];
+ t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2];
+ v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2];
+ v[1] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2];
- v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0];
- v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1];
- v3.x = pm->u.m[0][2]; v3.y = pm->u.m[1][2]; v3.z = pm->u.m[2][2]; v3.w = pm->u.m[3][2];
- D3DXVec4Cross(&minor, &v1, &v2, &v3);
- det = - (pm->u.m[0][3] * minor.x + pm->u.m[1][3] * minor.y + pm->u.m[2][3] * minor.z + pm->u.m[3][3] * minor.w);
- return det;
+ t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1];
+ t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1];
+ t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1];
+ v[2] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2];
+ v[3] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2];
+
+ return pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[1] +
+ pm->u.m[0][2] * v[2] + pm->u.m[0][3] * v[3];
}
-D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
-{
- int a, i, j;
- D3DXMATRIX out;
- D3DXVECTOR4 v, vec[3];
- FLOAT det;
+D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
+{
+ FLOAT det, t[3], v[16];
+ UINT i, j;
+
+ TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm);
+
+ t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2];
+ t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2];
+ t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2];
+ v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2];
+ v[4] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2];
+
+ t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1];
+ t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1];
+ t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1];
+ v[8] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2];
+ v[12] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2];
+
+ det = pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[4] +
+ pm->u.m[0][2] * v[8] + pm->u.m[0][3] * v[12];
+ if (det == 0.0f)
+ return NULL;
+ if (pdeterminant)
+ *pdeterminant = det;
+
+ t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2];
+ t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2];
+ t[2] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2];
+ v[1] = -pm->u.m[0][1] * t[0] + pm->u.m[2][1] * t[1] - pm->u.m[3][1] * t[2];
+ v[5] = pm->u.m[0][0] * t[0] - pm->u.m[2][0] * t[1] + pm->u.m[3][0] * t[2];
+
+ t[0] = pm->u.m[0][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[0][1];
+ t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1];
+ t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1];
+ v[9] = -pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1]- pm->u.m[0][3] * t[2];
+ v[13] = pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] + pm->u.m[0][2] * t[2];
+
+ t[0] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2];
+ t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2];
+ t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2];
+ v[2] = pm->u.m[0][1] * t[0] - pm->u.m[1][1] * t[1] + pm->u.m[3][1] * t[2];
+ v[6] = -pm->u.m[0][0] * t[0] + pm->u.m[1][0] * t[1] - pm->u.m[3][0] * t[2];
+
+ t[0] = pm->u.m[0][0] * pm->u.m[1][1] - pm->u.m[1][0] * pm->u.m[0][1];
+ t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1];
+ t[2] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1];
+ v[10] = pm->u.m[3][3] * t[0] + pm->u.m[1][3] * t[1] + pm->u.m[0][3] * t[2];
+ v[14] = -pm->u.m[3][2] * t[0] - pm->u.m[1][2] * t[1] - pm->u.m[0][2] * t[2];
+
+ t[0] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2];
+ t[1] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2];
+ t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2];
+ v[3] = -pm->u.m[0][1] * t[0] + pm->u.m[1][1] * t[1] - pm->u.m[2][1] * t[2];
+ v[7] = pm->u.m[0][0] * t[0] - pm->u.m[1][0] * t[1] + pm->u.m[2][0] * t[2];
+
+ 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]) +
+ 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]) -
+ 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]);
+
+ 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]) -
+ 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]) +
+ 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]);
+
+ det = 1.0f / det;
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < 4; j++)
+ pout->u.m[i][j] = v[4 * i + j] * det;
- det = D3DXMatrixDeterminant(pm);
- if ( !det ) return NULL;
- if ( pdeterminant ) *pdeterminant = det;
- for (i=0; i<4; i++)
- {
- for (j=0; j<4; j++)
- {
- if (j != i )
- {
- a = j;
- if ( j > i ) a = a-1;
- vec[a].x = pm->u.m[j][0];
- vec[a].y = pm->u.m[j][1];
- vec[a].z = pm->u.m[j][2];
- vec[a].w = pm->u.m[j][3];
- }
- }
- D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
- out.u.m[0][i] = pow(-1.0f, i) * v.x / det;
- out.u.m[1][i] = pow(-1.0f, i) * v.y / det;
- out.u.m[2][i] = pow(-1.0f, i) * v.z / det;
- out.u.m[3][i] = pow(-1.0f, i) * v.w / det;
- }
-
- *pout = out;
- return pout;
-}
-
-D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
-{
- D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
-
- D3DXVec3Subtract(&vec2, pat, peye);
- D3DXVec3Normalize(&vec, &vec2);
- D3DXVec3Cross(&right, pup, &vec);
- D3DXVec3Cross(&up, &vec, &right);
- D3DXVec3Normalize(&rightn, &right);
- D3DXVec3Normalize(&upn, &up);
- pout->u.m[0][0] = rightn.x;
- pout->u.m[1][0] = rightn.y;
- pout->u.m[2][0] = rightn.z;
- pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
- pout->u.m[0][1] = upn.x;
- pout->u.m[1][1] = upn.y;
- pout->u.m[2][1] = upn.z;
- pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
- pout->u.m[0][2] = vec.x;
- pout->u.m[1][2] = vec.y;
- pout->u.m[2][2] = vec.z;
- pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
- pout->u.m[0][3] = 0.0f;
- pout->u.m[1][3] = 0.0f;
- pout->u.m[2][3] = 0.0f;
- pout->u.m[3][3] = 1.0f;
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
-{
- D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
-
- D3DXVec3Subtract(&vec2, pat, peye);
- D3DXVec3Normalize(&vec, &vec2);
- D3DXVec3Cross(&right, pup, &vec);
- D3DXVec3Cross(&up, &vec, &right);
- D3DXVec3Normalize(&rightn, &right);
- D3DXVec3Normalize(&upn, &up);
- pout->u.m[0][0] = -rightn.x;
- pout->u.m[1][0] = -rightn.y;
- pout->u.m[2][0] = -rightn.z;
- pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
- pout->u.m[0][1] = upn.x;
- pout->u.m[1][1] = upn.y;
- pout->u.m[2][1] = upn.z;
- pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
- pout->u.m[0][2] = -vec.x;
- pout->u.m[1][2] = -vec.y;
- pout->u.m[2][2] = -vec.z;
- pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
- pout->u.m[0][3] = 0.0f;
- pout->u.m[1][3] = 0.0f;
- pout->u.m[2][3] = 0.0f;
- pout->u.m[3][3] = 1.0f;
- return pout;
+D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
+ const D3DXVECTOR3 *up)
+{
+ D3DXVECTOR3 right, upn, vec;
+
+ TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
+
+ D3DXVec3Subtract(&vec, at, eye);
+ D3DXVec3Normalize(&vec, &vec);
+ D3DXVec3Cross(&right, up, &vec);
+ D3DXVec3Cross(&upn, &vec, &right);
+ D3DXVec3Normalize(&right, &right);
+ D3DXVec3Normalize(&upn, &upn);
+ out->u.m[0][0] = right.x;
+ out->u.m[1][0] = right.y;
+ out->u.m[2][0] = right.z;
+ out->u.m[3][0] = -D3DXVec3Dot(&right, eye);
+ out->u.m[0][1] = upn.x;
+ out->u.m[1][1] = upn.y;
+ out->u.m[2][1] = upn.z;
+ out->u.m[3][1] = -D3DXVec3Dot(&upn, eye);
+ out->u.m[0][2] = vec.x;
+ out->u.m[1][2] = vec.y;
+ out->u.m[2][2] = vec.z;
+ out->u.m[3][2] = -D3DXVec3Dot(&vec, eye);
+ out->u.m[0][3] = 0.0f;
+ out->u.m[1][3] = 0.0f;
+ out->u.m[2][3] = 0.0f;
+ out->u.m[3][3] = 1.0f;
+
+ return out;
}
-D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
+D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
+ const D3DXVECTOR3 *up)
+{
+ D3DXVECTOR3 right, upn, vec;
+
+ TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
+
+ D3DXVec3Subtract(&vec, at, eye);
+ D3DXVec3Normalize(&vec, &vec);
+ D3DXVec3Cross(&right, up, &vec);
+ D3DXVec3Cross(&upn, &vec, &right);
+ D3DXVec3Normalize(&right, &right);
+ D3DXVec3Normalize(&upn, &upn);
+ out->u.m[0][0] = -right.x;
+ out->u.m[1][0] = -right.y;
+ out->u.m[2][0] = -right.z;
+ out->u.m[3][0] = D3DXVec3Dot(&right, eye);
+ out->u.m[0][1] = upn.x;
+ out->u.m[1][1] = upn.y;
+ out->u.m[2][1] = upn.z;
+ out->u.m[3][1] = -D3DXVec3Dot(&upn, eye);
+ out->u.m[0][2] = -vec.x;
+ out->u.m[1][2] = -vec.y;
+ out->u.m[2][2] = -vec.z;
+ out->u.m[3][2] = D3DXVec3Dot(&vec, eye);
+ out->u.m[0][3] = 0.0f;
+ out->u.m[1][3] = 0.0f;
+ out->u.m[2][3] = 0.0f;
+ out->u.m[3][3] = 1.0f;
+
+ return out;
+}
+
+D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{
D3DXMATRIX out;
int i,j;
+ TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
+
for (i=0; i<4; i++)
{
for (j=0; j<4; j++)
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
+D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{
- D3DXMatrixMultiply(pout, pm1, pm2);
- D3DXMatrixTranspose(pout, pout);
+ D3DXMATRIX temp;
+ int i, j;
+
+ TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < 4; j++)
+ 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];
+
+ *pout = temp;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / w;
pout->u.m[1][1] = 2.0f / h;
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / (r - l);
pout->u.m[1][1] = 2.0f / (t - b);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / (r - l);
pout->u.m[1][1] = 2.0f / (t - b);
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / w;
pout->u.m[1][1] = 2.0f / h;
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
+
D3DXMatrixIdentity(pout);
- pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
- pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
+ pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
+ pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f);
pout->u.m[2][2] = zf / (zf - zn);
pout->u.m[2][3] = 1.0f;
pout->u.m[3][2] = (zf * zn) / (zn - zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
+
D3DXMatrixIdentity(pout);
- pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
- pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
+ pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
+ pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f);
pout->u.m[2][2] = zf / (zn - zf);
pout->u.m[2][3] = -1.0f;
pout->u.m[3][2] = (zf * zn) / (zn - zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / w;
pout->u.m[1][1] = 2.0f * zn / h;
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / (r - l);
pout->u.m[1][1] = -2.0f * zn / (b - t);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / (r - l);
pout->u.m[1][1] = -2.0f * zn / (b - t);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
+ TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / w;
pout->u.m[1][1] = 2.0f * zn / h;
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
+D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
{
D3DXPLANE Nplane;
+ TRACE("pout %p, pplane %p\n", pout, pplane);
+
D3DXPlaneNormalize(&Nplane, pplane);
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
+D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
{
- D3DXVECTOR3 v;
+ D3DXVECTOR3 nv;
+ FLOAT sangle, cangle, cdiff;
- D3DXVec3Normalize(&v,pv);
- D3DXMatrixIdentity(pout);
- pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
- pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
- pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
- pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
- pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
- pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
- pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
- pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
- pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
- return pout;
+ TRACE("out %p, v %p, angle %f\n", out, v, angle);
+
+ D3DXVec3Normalize(&nv, v);
+ sangle = sinf(angle);
+ cangle = cosf(angle);
+ cdiff = 1.0f - cangle;
+
+ out->u.m[0][0] = cdiff * nv.x * nv.x + cangle;
+ out->u.m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z;
+ out->u.m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y;
+ out->u.m[3][0] = 0.0f;
+ out->u.m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z;
+ out->u.m[1][1] = cdiff * nv.y * nv.y + cangle;
+ out->u.m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x;
+ out->u.m[3][1] = 0.0f;
+ out->u.m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y;
+ out->u.m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x;
+ out->u.m[2][2] = cdiff * nv.z * nv.z + cangle;
+ out->u.m[3][2] = 0.0f;
+ out->u.m[0][3] = 0.0f;
+ out->u.m[1][3] = 0.0f;
+ out->u.m[2][3] = 0.0f;
+ out->u.m[3][3] = 1.0f;
+
+ return out;
}
-D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
+D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
{
+ TRACE("pout %p, pq %p\n", pout, pq);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
- D3DXMatrixIdentity(pout);
- pout->u.m[1][1] = cos(angle);
- pout->u.m[2][2] = cos(angle);
- pout->u.m[1][2] = sin(angle);
- pout->u.m[2][1] = -sin(angle);
- return pout;
-}
+ TRACE("pout %p, angle %f\n", pout, angle);
-D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
-{
D3DXMatrixIdentity(pout);
- pout->u.m[0][0] = cos(angle);
- pout->u.m[2][2] = cos(angle);
- pout->u.m[0][2] = -sin(angle);
- pout->u.m[2][0] = sin(angle);
+ pout->u.m[1][1] = cosf(angle);
+ pout->u.m[2][2] = cosf(angle);
+ pout->u.m[1][2] = sinf(angle);
+ pout->u.m[2][1] = -sinf(angle);
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
+D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
{
- D3DXMATRIX m;
+ TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout);
- D3DXMatrixRotationZ(&m, roll);
- D3DXMatrixMultiply(pout, pout, &m);
- D3DXMatrixRotationX(&m, pitch);
- D3DXMatrixMultiply(pout, pout, &m);
- D3DXMatrixRotationY(&m, yaw);
- D3DXMatrixMultiply(pout, pout, &m);
- return pout;
+ pout->u.m[0][0] = cosf(angle);
+ pout->u.m[2][2] = cosf(angle);
+ pout->u.m[0][2] = -sinf(angle);
+ pout->u.m[2][0] = sinf(angle);
+ return pout;
+}
+
+D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
+{
+ FLOAT sroll, croll, spitch, cpitch, syaw, cyaw;
+
+ TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
+
+ sroll = sinf(roll);
+ croll = cosf(roll);
+ spitch = sinf(pitch);
+ cpitch = cosf(pitch);
+ syaw = sinf(yaw);
+ cyaw = cosf(yaw);
+
+ out->u.m[0][0] = sroll * spitch * syaw + croll * cyaw;
+ out->u.m[0][1] = sroll * cpitch;
+ out->u.m[0][2] = sroll * spitch * cyaw - croll * syaw;
+ out->u.m[0][3] = 0.0f;
+ out->u.m[1][0] = croll * spitch * syaw - sroll * cyaw;
+ out->u.m[1][1] = croll * cpitch;
+ out->u.m[1][2] = croll * spitch * cyaw + sroll * syaw;
+ out->u.m[1][3] = 0.0f;
+ out->u.m[2][0] = cpitch * syaw;
+ out->u.m[2][1] = -spitch;
+ out->u.m[2][2] = cpitch * cyaw;
+ out->u.m[2][3] = 0.0f;
+ out->u.m[3][0] = 0.0f;
+ out->u.m[3][1] = 0.0f;
+ out->u.m[3][2] = 0.0f;
+ out->u.m[3][3] = 1.0f;
+
+ return out;
}
+
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
{
+ TRACE("pout %p, angle %f\n", pout, angle);
+
D3DXMatrixIdentity(pout);
- pout->u.m[0][0] = cos(angle);
- pout->u.m[1][1] = cos(angle);
- pout->u.m[0][1] = sin(angle);
- pout->u.m[1][0] = -sin(angle);
+ pout->u.m[0][0] = cosf(angle);
+ pout->u.m[1][1] = cosf(angle);
+ pout->u.m[0][1] = sinf(angle);
+ pout->u.m[1][0] = -sinf(angle);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{
+ TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz);
+
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = sx;
pout->u.m[1][1] = sy;
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
+D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
{
D3DXPLANE Nplane;
FLOAT dot;
+ TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane);
+
D3DXPlaneNormalize(&Nplane, pplane);
dot = D3DXPlaneDot(&Nplane, plight);
pout->u.m[0][0] = dot - Nplane.a * plight->x;
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
+D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
{
D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
D3DXQUATERNION prc;
D3DXVECTOR3 psc, pt;
+ TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
+ pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation);
+
if ( !pscalingcenter )
{
psc.x = 0.0f;
D3DXMatrixMultiply(pout, &m1, &m7);
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
+
+D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
{
D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans;
+ TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
+ pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation);
+
if ( pscalingcenter )
{
sca_center.x=pscalingcenter->x;
trans.z=0.0f;
}
- rot.w=cos(rotation/2.0f);
+ rot.w=cosf(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
- rot.z=sin(rotation/2.0f);
+ rot.z=sinf(rotation/2.0f);
- sca_rot.w=cos(scalingrotation/2.0f);
+ sca_rot.w=cosf(scalingrotation/2.0f);
sca_rot.x=0.0f;
sca_rot.y=0.0f;
- sca_rot.z=sin(scalingrotation/2.0f);
+ sca_rot.z=sinf(scalingrotation/2.0f);
D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
{
+ TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z);
+
D3DXMatrixIdentity(pout);
pout->u.m[3][0] = x;
pout->u.m[3][1] = y;
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
+D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
{
- CONST D3DXMATRIX m = *pm;
+ const D3DXMATRIX m = *pm;
int i,j;
+ TRACE("pout %p, pm %p\n", pout, pm);
+
for (i=0; i<4; i++)
for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
/*_________________D3DXMatrixStack____________________*/
-static const unsigned int INITIAL_STACK_SIZE = 32;
-HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack)
+static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl* object;
-
- TRACE("flags %#x, ppstack %p\n", flags, ppstack);
+ return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
+}
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl));
- if ( object == NULL )
- {
- *ppstack = NULL;
- return E_OUTOFMEMORY;
- }
- object->lpVtbl = &ID3DXMatrixStack_Vtbl;
- object->ref = 1;
+static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
+{
+ TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
- object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(D3DXMATRIX));
- if (!object->stack)
+ if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
+ || IsEqualGUID(riid, &IID_IUnknown))
{
- HeapFree(GetProcessHeap(), 0, object);
- *ppstack = NULL;
- return E_OUTOFMEMORY;
+ ID3DXMatrixStack_AddRef(iface);
+ *out = iface;
+ return S_OK;
}
- object->current = 0;
- object->stack_size = INITIAL_STACK_SIZE;
- D3DXMatrixIdentity(&object->stack[0]);
-
- TRACE("Created matrix stack %p\n", object);
-
- *ppstack = (LPD3DXMATRIXSTACK)object;
- return D3D_OK;
-}
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
-static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj)
-{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
- if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack))
- {
- ID3DXMatrixStack_AddRef(iface);
- *ppobj = This;
- return S_OK;
- }
- *ppobj = NULL;
- ERR("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
+ *out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
return ref;
}
-static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface)
+static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
ULONG ref = InterlockedDecrement(&This->ref);
if (!ref)
{
static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
return D3D_OK;
}
-static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
+static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, pm %p\n", iface, pm);
This->stack[This->current] = *pm;
return D3D_OK;
}
-static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
+static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, pm %p\n", iface, pm);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
return D3D_OK;
}
-static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
+static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, pm %p\n", iface, pm);
D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMATRIX *new_stack;
new_size = This->stack_size / 2;
- new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
+ new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
if (new_stack)
{
This->stack_size = new_size;
static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
{
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
new_size = This->stack_size * 2;
- new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
+ new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
if (!new_stack) return E_OUTOFMEMORY;
This->stack_size = new_size;
return D3D_OK;
}
-static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
+static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
-static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
+static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
- ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
+ struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
- TRACE("iface %p\n", iface);
+ TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
ID3DXMatrixStackImpl_GetTop
};
+HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack)
+{
+ struct ID3DXMatrixStackImpl *object;
+
+ TRACE("flags %#x, stack %p.\n", flags, stack);
+
+ if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
+ {
+ *stack = NULL;
+ return E_OUTOFMEMORY;
+ }
+ object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
+ object->ref = 1;
+
+ if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack))))
+ {
+ HeapFree(GetProcessHeap(), 0, object);
+ *stack = NULL;
+ return E_OUTOFMEMORY;
+ }
+
+ object->current = 0;
+ object->stack_size = INITIAL_STACK_SIZE;
+ D3DXMatrixIdentity(&object->stack[0]);
+
+ TRACE("Created matrix stack %p.\n", object);
+
+ *stack = &object->ID3DXMatrixStack_iface;
+ return D3D_OK;
+}
+
/*_________________D3DXPLANE________________*/
-D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
+D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
{
+ TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
+
pout->a = pvnormal->x;
pout->b = pvnormal->y;
pout->c = pvnormal->z;
return pout;
}
-D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
+D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
{
D3DXVECTOR3 edge1, edge2, normal, Nnormal;
+ TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
+
edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
D3DXVec3Subtract(&edge1, pv2, pv1);
return pout;
}
-D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
+D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
{
D3DXVECTOR3 direction, normal;
FLOAT dot, temp;
+ TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
+
normal.x = pp->a;
normal.y = pp->b;
normal.z = pp->c;
return pout;
}
-D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
+D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
{
- D3DXPLANE out;
FLOAT norm;
- norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
- if ( norm )
+ TRACE("out %p, p %p\n", out, p);
+
+ norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
+ if (norm)
{
- out.a = pp->a / norm;
- out.b = pp->b / norm;
- out.c = pp->c / norm;
- out.d = pp->d / norm;
+ out->a = p->a / norm;
+ out->b = p->b / norm;
+ out->c = p->c / norm;
+ out->d = p->d / norm;
}
else
{
- out.a = 0.0f;
- out.b = 0.0f;
- out.c = 0.0f;
- out.d = 0.0f;
+ out->a = 0.0f;
+ out->b = 0.0f;
+ out->c = 0.0f;
+ out->d = 0.0f;
}
- *pout = out;
- return pout;
+
+ return out;
}
-D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
+D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
{
- CONST D3DXPLANE plane = *pplane;
+ const D3DXPLANE plane = *pplane;
+
+ TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
+
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;
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;
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;
return pout;
}
-D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXPlaneTransform(
(D3DXPLANE*)((char*)out + outstride * i),
- (CONST D3DXPLANE*)((const char*)in + instride * i),
+ (const D3DXPLANE*)((const char*)in + instride * i),
matrix);
}
return out;
/*_________________D3DXQUATERNION________________*/
-D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
+D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
{
D3DXQUATERNION temp1, temp2;
+
+ TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
+
D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
return pout;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
+D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
{
FLOAT norm;
- norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
- if (norm )
+ TRACE("out %p, q %p\n", out, q);
+
+ norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
+ if (norm)
{
- pout->x = sin(norm) * pq->x / norm;
- pout->y = sin(norm) * pq->y / norm;
- pout->z = sin(norm) * pq->z / norm;
- pout->w = cos(norm);
+ out->x = sinf(norm) * q->x / norm;
+ out->y = sinf(norm) * q->y / norm;
+ out->z = sinf(norm) * q->z / norm;
+ out->w = cosf(norm);
}
else
{
- pout->x = 0.0f;
- pout->y = 0.0f;
- pout->z = 0.0f;
- pout->w = 1.0f;
+ out->x = 0.0f;
+ out->y = 0.0f;
+ out->z = 0.0f;
+ out->w = 1.0f;
}
- return pout;
+
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
+D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
{
- D3DXQUATERNION out;
FLOAT norm;
- norm = D3DXQuaternionLengthSq(pq);
+ TRACE("pout %p, pq %p\n", pout, pq);
- out.x = -pq->x / norm;
- out.y = -pq->y / norm;
- out.z = -pq->z / norm;
- out.w = pq->w / norm;
+ norm = D3DXQuaternionLengthSq(pq);
- *pout =out;
+ pout->x = -pq->x / norm;
+ pout->y = -pq->y / norm;
+ pout->z = -pq->z / norm;
+ pout->w = pq->w / norm;
return pout;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
+D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
{
- FLOAT norm, normvec, theta;
+ FLOAT t;
- norm = D3DXQuaternionLengthSq(pq);
- if ( norm > 1.0001f )
- {
- pout->x = pq->x;
- pout->y = pq->y;
- pout->z = pq->z;
- pout->w = 0.0f;
- }
- else if( norm > 0.99999f)
- {
- normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
- theta = atan2(normvec, pq->w) / normvec;
- pout->x = theta * pq->x;
- pout->y = theta * pq->y;
- pout->z = theta * pq->z;
- pout->w = 0.0f;
- }
+ TRACE("out %p, q %p\n", out, q);
+
+ if ((q->w >= 1.0f) || (q->w == -1.0f))
+ t = 1.0f;
else
- {
- FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
- }
- return pout;
+ t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
+
+ out->x = t * q->x;
+ out->y = t * q->y;
+ out->z = t * q->z;
+ out->w = 0.0f;
+
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
+D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
{
D3DXQUATERNION out;
+
+ TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
+
out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
return pout;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
+D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q)
{
- D3DXQUATERNION out;
FLOAT norm;
- norm = D3DXQuaternionLength(pq);
+ TRACE("out %p, q %p\n", out, q);
- out.x = pq->x / norm;
- out.y = pq->y / norm;
- out.z = pq->z / norm;
- out.w = pq->w / norm;
+ norm = D3DXQuaternionLength(q);
- *pout=out;
+ out->x = q->x / norm;
+ out->y = q->y / norm;
+ out->z = q->z / norm;
+ out->w = q->w / norm;
- return pout;
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
+D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
{
D3DXVECTOR3 temp;
- D3DXVec3Normalize(&temp, pv);
- pout->x = sin( angle / 2.0f ) * temp.x;
- pout->y = sin( angle / 2.0f ) * temp.y;
- pout->z = sin( angle / 2.0f ) * temp.z;
- pout->w = cos( angle / 2.0f );
- return pout;
+ TRACE("out %p, v %p, angle %f\n", out, v, angle);
+
+ D3DXVec3Normalize(&temp, v);
+
+ out->x = sinf(angle / 2.0f) * temp.x;
+ out->y = sinf(angle / 2.0f) * temp.y;
+ out->z = sinf(angle / 2.0f) * temp.z;
+ out->w = cosf(angle / 2.0f);
+
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
-{
- int i, maxi;
- FLOAT maxdiag, S, trace;
-
- trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
- if ( trace > 1.0f)
- {
- pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
- pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
- pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
- pout->w = sqrt(trace) / 2.0f;
- return pout;
- }
- maxi = 0;
- maxdiag = pm->u.m[0][0];
- for (i=1; i<3; i++)
- {
- if ( pm->u.m[i][i] > maxdiag )
- {
- maxi = i;
- maxdiag = pm->u.m[i][i];
- }
- }
- switch( maxi )
- {
- case 0:
- S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
- pout->x = 0.25f * S;
- pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
- pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
- pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
- break;
- case 1:
- S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
- pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
- pout->y = 0.25f * S;
- pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
- pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
- break;
- case 2:
- S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
- pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
- pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
- pout->z = 0.25f * S;
- pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
- break;
+D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
+{
+ FLOAT s, trace;
+
+ TRACE("out %p, m %p\n", out, m);
+
+ trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f;
+ if (trace > 1.0f)
+ {
+ s = 2.0f * sqrtf(trace);
+ out->x = (m->u.m[1][2] - m->u.m[2][1]) / s;
+ out->y = (m->u.m[2][0] - m->u.m[0][2]) / s;
+ out->z = (m->u.m[0][1] - m->u.m[1][0]) / s;
+ out->w = 0.25f * s;
}
- return pout;
+ else
+ {
+ int i, maxi = 0;
+
+ for (i = 1; i < 3; i++)
+ {
+ if (m->u.m[i][i] > m->u.m[maxi][maxi])
+ maxi = i;
+ }
+
+ switch (maxi)
+ {
+ case 0:
+ s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]);
+ out->x = 0.25f * s;
+ out->y = (m->u.m[0][1] + m->u.m[1][0]) / s;
+ out->z = (m->u.m[0][2] + m->u.m[2][0]) / s;
+ out->w = (m->u.m[1][2] - m->u.m[2][1]) / s;
+ break;
+
+ case 1:
+ s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]);
+ out->x = (m->u.m[0][1] + m->u.m[1][0]) / s;
+ out->y = 0.25f * s;
+ out->z = (m->u.m[1][2] + m->u.m[2][1]) / s;
+ out->w = (m->u.m[2][0] - m->u.m[0][2]) / s;
+ break;
+
+ case 2:
+ s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]);
+ out->x = (m->u.m[0][2] + m->u.m[2][0]) / s;
+ out->y = (m->u.m[1][2] + m->u.m[2][1]) / s;
+ out->z = 0.25f * s;
+ out->w = (m->u.m[0][1] - m->u.m[1][0]) / s;
+ break;
+ }
+ }
+
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
+D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
{
- pout->x = sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + cos(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
- pout->y = sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - cos(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
- pout->z = cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - sin( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
- pout->w = cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + sin(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
- return pout;
+ FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
+
+ TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
+
+ syaw = sinf(yaw / 2.0f);
+ cyaw = cosf(yaw / 2.0f);
+ spitch = sinf(pitch / 2.0f);
+ cpitch = cosf(pitch / 2.0f);
+ sroll = sinf(roll / 2.0f);
+ croll = cosf(roll / 2.0f);
+
+ out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
+ out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
+ out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
+ out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
+
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
+D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
+ const D3DXQUATERNION *q2, FLOAT t)
{
- FLOAT dot, epsilon, temp, theta, u;
+ FLOAT dot, temp;
+
+ TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
- epsilon = 1.0f;
temp = 1.0f - t;
- u = t;
- dot = D3DXQuaternionDot(pq1, pq2);
- if ( dot < 0.0f )
+ dot = D3DXQuaternionDot(q1, q2);
+ if (dot < 0.0f)
{
- epsilon = -1.0f;
+ t = -t;
dot = -dot;
}
- if( 1.0f - dot > 0.001f )
+
+ if (1.0f - dot > 0.001f)
{
- theta = acos(dot);
- temp = sin(theta * temp) / sin(theta);
- u = sin(theta * u) / sin(theta);
+ FLOAT theta = acosf(dot);
+
+ temp = sinf(theta * temp) / sinf(theta);
+ t = sinf(theta * t) / sinf(theta);
}
- pout->x = temp * pq1->x + epsilon * u * pq2->x;
- pout->y = temp * pq1->y + epsilon * u * pq2->y;
- pout->z = temp * pq1->z + epsilon * u * pq2->z;
- pout->w = temp * pq1->w + epsilon * u * pq2->w;
- return pout;
+
+ out->x = temp * q1->x + t * q2->x;
+ out->y = temp * q1->y + t * q2->y;
+ out->z = temp * q1->z + t * q2->z;
+ out->w = temp * q1->w + t * q2->w;
+
+ return out;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
+D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
{
D3DXQUATERNION temp1, temp2;
+ TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
+
D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
return pout;
}
-void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
+static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
{
- paxis->x = pq->x;
- paxis->y = pq->y;
- paxis->z = pq->z;
- *pangle = 2.0f * acos(pq->w);
-}
+ D3DXQUATERNION temp;
-/*_________________D3DXVec2_____________________*/
+ temp.x = q1->x + add * q2->x;
+ temp.y = q1->y + add * q2->y;
+ temp.z = q1->z + add * q2->z;
+ temp.w = q1->w + add * q2->w;
-D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
-{
- pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
- pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
- return pout;
+ return temp;
}
-D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
+void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
{
+ D3DXQUATERNION q, temp1, temp2, temp3, zero;
+ D3DXQUATERNION aout, cout;
+
+ TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
+
+ zero.x = 0.0f;
+ zero.y = 0.0f;
+ zero.z = 0.0f;
+ zero.w = 0.0f;
+
+ if (D3DXQuaternionDot(pq0, pq1) < 0.0f)
+ temp2 = add_diff(&zero, pq0, -1.0f);
+ else
+ temp2 = *pq0;
+
+ if (D3DXQuaternionDot(pq1, pq2) < 0.0f)
+ cout = add_diff(&zero, pq2, -1.0f);
+ else
+ cout = *pq2;
+
+ if (D3DXQuaternionDot(&cout, pq3) < 0.0f)
+ temp3 = add_diff(&zero, pq3, -1.0f);
+ else
+ temp3 = *pq3;
+
+ D3DXQuaternionInverse(&temp1, pq1);
+ D3DXQuaternionMultiply(&temp2, &temp1, &temp2);
+ D3DXQuaternionLn(&temp2, &temp2);
+ D3DXQuaternionMultiply(&q, &temp1, &cout);
+ D3DXQuaternionLn(&q, &q);
+ temp1 = add_diff(&temp2, &q, 1.0f);
+ temp1.x *= -0.25f;
+ temp1.y *= -0.25f;
+ temp1.z *= -0.25f;
+ temp1.w *= -0.25f;
+ D3DXQuaternionExp(&temp1, &temp1);
+ D3DXQuaternionMultiply(&aout, pq1, &temp1);
+
+ D3DXQuaternionInverse(&temp1, &cout);
+ D3DXQuaternionMultiply(&temp2, &temp1, pq1);
+ D3DXQuaternionLn(&temp2, &temp2);
+ D3DXQuaternionMultiply(&q, &temp1, &temp3);
+ D3DXQuaternionLn(&q, &q);
+ temp1 = add_diff(&temp2, &q, 1.0f);
+ temp1.x *= -0.25f;
+ temp1.y *= -0.25f;
+ temp1.z *= -0.25f;
+ temp1.w *= -0.25f;
+ D3DXQuaternionExp(&temp1, &temp1);
+ D3DXQuaternionMultiply(pbout, &cout, &temp1);
+ *paout = aout;
+ *pcout = cout;
+}
+
+void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
+{
+ TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
+
+ if (paxis)
+ {
+ paxis->x = pq->x;
+ paxis->y = pq->y;
+ paxis->z = pq->z;
+ }
+ if (pangle)
+ *pangle = 2.0f * acosf(pq->w);
+}
+
+/*_________________D3DXVec2_____________________*/
+
+D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
+{
+ TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
+
+ pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
+ pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
+ return pout;
+}
+
+D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
+{
+ TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
+
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);
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);
return pout;
}
-D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
+D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
{
FLOAT h1, h2, h3, h4;
+ TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
+
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s;
h3 = -2.0f * s * s * s + 3.0f * s * s;
return pout;
}
-D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
+D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
{
- D3DXVECTOR2 out;
FLOAT norm;
+ TRACE("pout %p, pv %p\n", pout, pv);
+
norm = D3DXVec2Length(pv);
if ( !norm )
{
- out.x = 0.0f;
- out.y = 0.0f;
+ pout->x = 0.0f;
+ pout->y = 0.0f;
}
else
{
- out.x = pv->x / norm;
- out.y = pv->y / norm;
+ pout->x = pv->x / norm;
+ pout->y = pv->y / norm;
}
- *pout=out;
+
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{
- pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
- pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
- pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
- pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
+ D3DXVECTOR4 out;
+
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
+ out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
+ out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
+ out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
+ out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
+ *pout = out;
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
- (CONST D3DXVECTOR2*)((const char*)in + instride * i),
+ (const D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
-D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{
D3DXVECTOR2 v;
FLOAT norm;
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
v = *pv;
norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
return pout;
}
-D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
(D3DXVECTOR2*)((char*)out + outstride * i),
- (CONST D3DXVECTOR2*)((const char*)in + instride * i),
+ (const D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
-D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{
- CONST D3DXVECTOR2 v = *pv;
+ const D3DXVECTOR2 v = *pv;
+
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
return pout;
}
-D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
(D3DXVECTOR2*)((char*)out + outstride * i),
- (CONST D3DXVECTOR2*)((const char*)in + instride * i),
+ (const D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
/*_________________D3DXVec3_____________________*/
-D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
+D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
{
+ TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
+
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
return pout;
}
-D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
+D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
{
+ TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
+
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);
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);
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);
return pout;
}
-D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
+D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
{
FLOAT h1, h2, h3, h4;
+ TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
+
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s;
h3 = -2.0f * s * s * s + 3.0f * s * s;
return pout;
}
-D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
+D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
{
- D3DXVECTOR3 out;
FLOAT norm;
+ TRACE("pout %p, pv %p\n", pout, pv);
+
norm = D3DXVec3Length(pv);
if ( !norm )
{
- out.x = 0.0f;
- out.y = 0.0f;
- out.z = 0.0f;
+ pout->x = 0.0f;
+ pout->y = 0.0f;
+ pout->z = 0.0f;
}
else
{
- out.x = pv->x / norm;
- out.y = pv->y / norm;
- out.z = pv->z / norm;
+ pout->x = pv->x / norm;
+ pout->y = pv->y / norm;
+ pout->z = pv->z / norm;
}
- *pout = out;
+
return pout;
}
-D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
+D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
{
D3DXMATRIX m;
- D3DXVECTOR3 out;
- D3DXMatrixMultiply(&m, pworld, pview);
- D3DXMatrixMultiply(&m, &m, pprojection);
- D3DXVec3TransformCoord(&out, pv, &m);
- out.x = pviewport->X + ( 1.0f + out.x ) * pviewport->Width / 2.0f;
- out.y = pviewport->Y + ( 1.0f - out.y ) * pviewport->Height / 2.0f;
- out.z = pviewport->MinZ + out.z * ( pviewport->MaxZ - pviewport->MinZ );
- *pout = out;
+ TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
+
+ D3DXMatrixIdentity(&m);
+ if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
+ if (pview) D3DXMatrixMultiply(&m, &m, pview);
+ if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
+
+ D3DXVec3TransformCoord(pout, pv, &m);
+
+ if (pviewport)
+ {
+ pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f;
+ pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f;
+ pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ );
+ }
return pout;
}
-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)
+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)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
+ out, outstride, in, instride, viewport, projection, view, world, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec3Project(
(D3DXVECTOR3*)((char*)out + outstride * i),
- (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+ (const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
-D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{
- 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];
- 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];
- 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];
- 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];
+ D3DXVECTOR4 out;
+
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
+ 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];
+ 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];
+ 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];
+ 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];
+ *pout = out;
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
- (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+ (const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
-D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{
D3DXVECTOR3 out;
FLOAT norm;
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
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];
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;
return pout;
}
-D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
(D3DXVECTOR3*)((char*)out + outstride * i),
- (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+ (const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
-D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{
- CONST D3DXVECTOR3 v = *pv;
+ const D3DXVECTOR3 v = *pv;
+
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
}
-D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
(D3DXVECTOR3*)((char*)out + outstride * i),
- (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+ (const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
-D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
+D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
{
D3DXMATRIX m;
- D3DXVECTOR3 out;
- D3DXMatrixMultiply(&m, pworld, pview);
- D3DXMatrixMultiply(&m, &m, pprojection);
+ TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld);
+
+ D3DXMatrixIdentity(&m);
+ if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
+ if (pview) D3DXMatrixMultiply(&m, &m, pview);
+ if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
D3DXMatrixInverse(&m, NULL, &m);
- out.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
- out.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
- out.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
- D3DXVec3TransformCoord(&out, &out, &m);
- *pout = out;
+
+ *pout = *pv;
+ if (pviewport)
+ {
+ pout->x = 2.0f * ( pout->x - pviewport->X ) / pviewport->Width - 1.0f;
+ pout->y = 1.0f - 2.0f * ( pout->y - pviewport->Y ) / pviewport->Height;
+ pout->z = ( pout->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
+ }
+ D3DXVec3TransformCoord(pout, pout, &m);
return pout;
}
-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)
+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)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
+ out, outstride, in, instride, viewport, projection, view, world, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
(D3DXVECTOR3*)((char*)out + outstride * i),
- (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+ (const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
/*_________________D3DXVec4_____________________*/
-D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
+D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
{
+ TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
+
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
+D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
{
+ TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
+
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);
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);
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);
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
+D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
{
D3DXVECTOR4 out;
+
+ TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
+
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);
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));
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);
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
+D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
{
FLOAT h1, h2, h3, h4;
+ TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
+
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s;
h3 = -2.0f * s * s * s + 3.0f * s * s;
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
+D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
{
- D3DXVECTOR4 out;
FLOAT norm;
+ TRACE("pout %p, pv %p\n", pout, pv);
+
norm = D3DXVec4Length(pv);
- out.x = pv->x / norm;
- out.y = pv->y / norm;
- out.z = pv->z / norm;
- out.w = pv->w / norm;
+ pout->x = pv->x / norm;
+ pout->y = pv->y / norm;
+ pout->z = pv->z / norm;
+ pout->w = pv->w / norm;
- *pout = out;
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
+D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
{
D3DXVECTOR4 out;
+
+ TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
+
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;
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;
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;
return pout;
}
-D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
+D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
+ TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
+
for (i = 0; i < elements; ++i) {
D3DXVec4Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
- (CONST D3DXVECTOR4*)((const char*)in + instride * i),
+ (const D3DXVECTOR4*)((const char*)in + instride * i),
matrix);
}
return out;
}
+
+unsigned short float_32_to_16(const float in)
+{
+ int exp = 0, origexp;
+ float tmp = fabsf(in);
+ int sign = (copysignf(1, in) < 0);
+ unsigned int mantissa;
+ unsigned short ret;
+
+ /* Deal with special numbers */
+ if (isinf(in)) return (sign ? 0xffff : 0x7fff);
+ if (isnan(in)) return (sign ? 0xffff : 0x7fff);
+ if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
+
+ if (tmp < (float)(1u << 10))
+ {
+ do
+ {
+ tmp *= 2.0f;
+ exp--;
+ } while (tmp < (float)(1u << 10));
+ }
+ else if (tmp >= (float)(1u << 11))
+ {
+ do
+ {
+ tmp /= 2.0f;
+ exp++;
+ } while (tmp >= (float)(1u << 11));
+ }
+
+ exp += 10; /* Normalize the mantissa */
+ exp += 15; /* Exponent is encoded with excess 15 */
+
+ origexp = exp;
+
+ mantissa = (unsigned int) tmp;
+ if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
+ (tmp - mantissa > 0.5f))
+ {
+ mantissa++; /* round to nearest, away from zero */
+ }
+ if (mantissa == 2048)
+ {
+ mantissa = 1024;
+ exp++;
+ }
+
+ if (exp > 31)
+ {
+ /* too big */
+ ret = 0x7fff; /* INF */
+ }
+ else if (exp <= 0)
+ {
+ unsigned int rounding = 0;
+
+ /* Denormalized half float */
+
+ /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
+ if (exp < -11)
+ return (sign ? 0x8000 : 0x0000);
+
+ exp = origexp;
+
+ /* the 13 extra bits from single precision are used for rounding */
+ mantissa = (unsigned int)(tmp * (1u << 13));
+ mantissa >>= 1 - exp; /* denormalize */
+
+ mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
+ /* remove 13 least significant bits to get half float precision */
+ mantissa >>= 12;
+ rounding = mantissa & 1;
+ mantissa >>= 1;
+
+ ret = mantissa + rounding;
+ }
+ else
+ {
+ ret = (exp << 10) | (mantissa & 0x3ff);
+ }
+
+ ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
+ return ret;
+}
+
+D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
+{
+ unsigned int i;
+
+ TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
+
+ for (i = 0; i < n; ++i)
+ {
+ pout[i].value = float_32_to_16(pin[i]);
+ }
+
+ return pout;
+}
+
+/* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
+ * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
+float float_16_to_32(const unsigned short in)
+{
+ const unsigned short s = (in & 0x8000);
+ const unsigned short e = (in & 0x7C00) >> 10;
+ const unsigned short m = in & 0x3FF;
+ const float sgn = (s ? -1.0f : 1.0f);
+
+ if (e == 0)
+ {
+ if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
+ else return sgn * powf(2, -14.0f) * (m / 1024.0f);
+ }
+ else
+ {
+ return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
+ }
+}
+
+FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
+{
+ unsigned int i;
+
+ TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
+
+ for (i = 0; i < n; ++i)
+ {
+ pout[i] = float_16_to_32(pin[i].value);
+ }
+
+ return pout;
+}
+
+/*_________________D3DXSH________________*/
+
+FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
+{
+ UINT i;
+
+ TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
+
+ for (i = 0; i < order * order; i++)
+ out[i] = a[i] + b[i];
+
+ return out;
+}
+
+FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
+{
+ FLOAT s;
+ UINT i;
+
+ TRACE("order %u, a %p, b %p\n", order, a, b);
+
+ s = a[0] * b[0];
+ for (i = 1; i < order * order; i++)
+ s += a[i] * b[i];
+
+ return s;
+}
+
+static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle)
+{
+ FLOAT coeff[3];
+
+ coeff[0] = cosf(angle);
+
+ out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]);
+ out[1] = D3DX_PI * sinf(angle) * sinf(angle);
+ if (order <= 2)
+ return;
+
+ out[2] = coeff[0] * out[1];
+ if (order == 3)
+ return;
+
+ coeff[1] = coeff[0] * coeff[0];
+ coeff[2] = coeff[1] * coeff[1];
+
+ out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f);
+ if (order == 4)
+ return;
+
+ out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f);
+ if (order == 5)
+ return;
+
+ out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f);
+}
+
+HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
+ FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
+{
+ FLOAT cap[6], clamped_angle, norm, scale, temp;
+ UINT i, index, j;
+
+ TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
+ order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
+
+ if (radius <= 0.0f)
+ return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout);
+
+ clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius;
+ norm = sinf(clamped_angle) * sinf(clamped_angle);
+
+ if (order > D3DXSH_MAXORDER)
+ {
+ WARN("Order clamped at D3DXSH_MAXORDER\n");
+ order = D3DXSH_MAXORDER;
+ }
+
+ weightedcapintegrale(cap, order, radius);
+ D3DXSHEvalDirection(rout, order, dir);
+
+ for (i = 0; i < order; i++)
+ {
+ scale = cap[i] / norm;
+
+ for (j = 0; j < 2 * i + 1; j++)
+ {
+ index = i * i + j;
+ temp = rout[index] * scale;
+
+ rout[index] = temp * Rintensity;
+ if (gout)
+ gout[index] = temp * Gintensity;
+ if (bout)
+ bout[index] = temp * Bintensity;
+ }
+ }
+
+ return D3D_OK;
+}
+
+FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
+{
+ const FLOAT dirxx = dir->x * dir->x;
+ const FLOAT dirxy = dir->x * dir->y;
+ const FLOAT dirxz = dir->x * dir->z;
+ const FLOAT diryy = dir->y * dir->y;
+ const FLOAT diryz = dir->y * dir->z;
+ const FLOAT dirzz = dir->z * dir->z;
+ const FLOAT dirxxxx = dirxx * dirxx;
+ const FLOAT diryyyy = diryy * diryy;
+ const FLOAT dirzzzz = dirzz * dirzz;
+ const FLOAT dirxyxy = dirxy * dirxy;
+
+ TRACE("out %p, order %u, dir %p\n", out, order, dir);
+
+ if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER))
+ return out;
+
+ out[0] = 0.5f / sqrtf(D3DX_PI);
+ out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y;
+ out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z;
+ out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x;
+ if (order == 2)
+ return out;
+
+ out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy;
+ out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz;
+ out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f);
+ out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz;
+ out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy);
+ if (order == 3)
+ return out;
+
+ out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy);
+ out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z;
+ out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz);
+ out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f);
+ out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz);
+ out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy);
+ out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy);
+ if (order == 4)
+ return out;
+
+ out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy);
+ out[17] = 3.0f * dir->z * out[9];
+ out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f);
+ out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz);
+ out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f);
+ out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz);
+ out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f);
+ out[23] = 3.0f * dir->z * out[15];
+ out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy);
+ if (order == 5)
+ return out;
+
+ out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy);
+ out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy);
+ out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz);
+ out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f);
+ out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
+ out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f);
+ out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
+ out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f);
+ out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz);
+ out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy);
+ out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy);
+
+ return out;
+}
+
+HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
+{
+ FLOAT s, temp;
+ UINT j;
+
+ 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);
+
+ s = 0.75f;
+ if ( order > 2 )
+ s += 5.0f / 16.0f;
+ if ( order > 4 )
+ s -= 3.0f / 32.0f;
+ s /= D3DX_PI;
+
+ D3DXSHEvalDirection(Rout, order, dir);
+ for (j = 0; j < order * order; j++)
+ {
+ temp = Rout[j] / s;
+
+ Rout[j] = Rintensity * temp;
+ if ( Gout )
+ Gout[j] = Gintensity * temp;
+ if ( Bout )
+ Bout[j] = Bintensity * temp;
+ }
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom,
+ FLOAT *rout, FLOAT *gout, FLOAT *bout)
+{
+ FLOAT a[2], temp[4];
+ UINT i, j;
+
+ TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout);
+
+ D3DXSHEvalDirection(temp, 2, dir);
+
+ a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI;
+ a[1] = (top.r - bottom.r) * D3DX_PI;
+ for (i = 0; i < order; i++)
+ for (j = 0; j < 2 * i + 1; j++)
+ if (i < 2)
+ rout[i * i + j] = temp[i * i + j] * a[i];
+ else
+ rout[i * i + j] = 0.0f;
+
+ if (gout)
+ {
+ a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI;
+ a[1] = (top.g - bottom.g) * D3DX_PI;
+ for (i = 0; i < order; i++)
+ for (j = 0; j < 2 * i + 1; j++)
+ if (i < 2)
+ gout[i * i + j] = temp[i * i + j] * a[i];
+ else
+ gout[i * i + j] = 0.0f;
+ }
+
+ if (bout)
+ {
+ a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI;
+ a[1] = (top.b - bottom.b) * D3DX_PI;
+ for (i = 0; i < order; i++)
+ for (j = 0; j < 2 * i + 1; j++)
+ if (i < 2)
+ bout[i * i + j] = temp[i * i + j] * a[i];
+ else
+ bout[i * i + j] = 0.0f;
+ }
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
+ FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
+{
+ D3DXVECTOR3 normal;
+ FLOAT cap[6], clamped_angle, dist, temp;
+ UINT i, index, j;
+
+ TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
+ order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
+
+ if (order > D3DXSH_MAXORDER)
+ {
+ WARN("Order clamped at D3DXSH_MAXORDER\n");
+ order = D3DXSH_MAXORDER;
+ }
+
+ if (radius < 0.0f)
+ radius = -radius;
+
+ dist = D3DXVec3Length(dir);
+ clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist);
+
+ weightedcapintegrale(cap, order, clamped_angle);
+ D3DXVec3Normalize(&normal, dir);
+ D3DXSHEvalDirection(rout, order, &normal);
+
+ for (i = 0; i < order; i++)
+ for (j = 0; j < 2 * i + 1; j++)
+ {
+ index = i * i + j;
+ temp = rout[index] * cap[i];
+
+ rout[index] = temp * Rintensity;
+ if (gout)
+ gout[index] = temp * Gintensity;
+ if (bout)
+ bout[index] = temp * Bintensity;
+ }
+
+ return D3D_OK;
+}
+
+FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b)
+{
+ FLOAT ta, tb;
+
+ TRACE("out %p, a %p, b %p\n", out, a, b);
+
+ ta = 0.28209479f * a[0];
+ tb = 0.28209479f * b[0];
+
+ out[0] = 0.28209479f * D3DXSHDot(2, a, b);
+ out[1] = ta * b[1] + tb * a[1];
+ out[2] = ta * b[2] + tb * a[2];
+ out[3] = ta * b[3] + tb * a[3];
+
+ return out;
+}
+
+FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
+{
+ FLOAT t, ta, tb;
+
+ TRACE("out %p, a %p, b %p\n", out, a, b);
+
+ out[0] = 0.28209479f * a[0] * b[0];
+
+ ta = 0.28209479f * a[0] - 0.12615662f * a[6] - 0.21850968f * a[8];
+ tb = 0.28209479f * b[0] - 0.12615662f * b[6] - 0.21850968f * b[8];
+ out[1] = ta * b[1] + tb * a[1];
+ t = a[1] * b[1];
+ out[0] += 0.28209479f * t;
+ out[6] = -0.12615662f * t;
+ out[8] = -0.21850968f * t;
+
+ ta = 0.21850968f * a[5];
+ tb = 0.21850968f * b[5];
+ out[1] += ta * b[2] + tb * a[2];
+ out[2] = ta * b[1] + tb * a[1];
+ t = a[1] * b[2] +a[2] * b[1];
+ out[5] = 0.21850968f * t;
+
+ ta = 0.21850968f * a[4];
+ tb = 0.21850968f * b[4];
+ out[1] += ta * b[3] + tb * a[3];
+ out[3] = ta * b[1] + tb * a[1];
+ t = a[1] * b[3] + a[3] * b[1];
+ out[4] = 0.21850968f * t;
+
+ ta = 0.28209480f * a[0] + 0.25231326f * a[6];
+ tb = 0.28209480f * b[0] + 0.25231326f * b[6];
+ out[2] += ta * b[2] + tb * a[2];
+ t = a[2] * b[2];
+ out[0] += 0.28209480f * t;
+ out[6] += 0.25231326f * t;
+
+ ta = 0.21850969f * a[7];
+ tb = 0.21850969f * b[7];
+ out[2] += ta * b[3] + tb * a[3];
+ out[3] += ta * b[2] + tb * a[2];
+ t = a[2] * b[3] + a[3] * b[2];
+ out[7] = 0.21850969f * t;
+
+ ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
+ tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
+ out[3] += ta * b[3] + tb * a[3];
+ t = a[3] * b[3];
+ out[0] += 0.28209479f * t;
+ out[6] -= 0.12615663f * t;
+ out[8] += 0.21850969f * t;
+
+ ta = 0.28209479f * a[0] - 0.18022375f * a[6];
+ tb = 0.28209479f * b[0] - 0.18022375f * b[6];
+ out[4] += ta * b[4] + tb * a[4];
+ t = a[4] * b[4];
+ out[0] += 0.28209479f * t;
+ out[6] -= 0.18022375f * t;
+
+ ta = 0.15607835f * a[7];
+ tb = 0.15607835f * b[7];
+ out[4] += ta * b[5] + tb * a[5];
+ out[5] += ta * b[4] + tb * a[4];
+ t = a[4] * b[5] + a[5] * b[4];
+ out[7] += 0.15607834f * t;
+
+ ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8];
+ tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8];
+ out[5] += ta * b[5] + tb * a[5];
+ t = a[5] * b[5];
+ out[0] += 0.28209479f * t;
+ out[6] += 0.09011186f * t;
+ out[8] -= 0.15607835f * t;
+
+ ta = 0.28209480f * a[0];
+ tb = 0.28209480f * b[0];
+ out[6] += ta * b[6] + tb * a[6];
+ t = a[6] * b[6];
+ out[0] += 0.28209480f * t;
+ out[6] += 0.18022376f * t;
+
+ ta = 0.28209479f * a[0] + 0.09011186f * a[6] + 0.15607835f * a[8];
+ tb = 0.28209479f * b[0] + 0.09011186f * b[6] + 0.15607835f * b[8];
+ out[7] += ta * b[7] + tb * a[7];
+ t = a[7] * b[7];
+ out[0] += 0.28209479f * t;
+ out[6] += 0.09011186f * t;
+ out[8] += 0.15607835f * t;
+
+ ta = 0.28209479f * a[0] - 0.18022375f * a[6];
+ tb = 0.28209479f * b[0] - 0.18022375f * b[6];
+ out[8] += ta * b[8] + tb * a[8];
+ t = a[8] * b[8];
+ out[0] += 0.28209479f * t;
+ out[6] -= 0.18022375f * t;
+
+ return out;
+}
+
+FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
+{
+ FLOAT ta, tb, t;
+
+ TRACE("out %p, a %p, b %p\n", out, a, b);
+
+ out[0] = 0.28209479f * a[0] * b[0];
+
+ ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
+ tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
+ out[1] = ta * b[1] + tb * a[1];
+ t = a[1] * b[1];
+ out[0] += 0.28209479f * t;
+ out[6] = -0.12615663f * t;
+ out[8] = -0.21850969f * t;
+
+ ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15];
+ tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15];
+ out[1] += ta * b[4] + tb * a[4];
+ out[4] = ta * b[1] + tb * a[1];
+ t = a[1] * b[4] + a[4] * b[1];
+ out[3] = 0.21850969f * t;
+ out[13] = -0.05839917f * t;
+ out[15] = -0.22617901f * t;
+
+ ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14];
+ tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14];
+ out[1] += ta * b[5] + tb * a[5];
+ out[5] = ta * b[1] + tb * a[1];
+ t = a[1] * b[5] + a[5] * b[1];
+ out[2] = 0.21850969f * t;
+ out[12] = -0.14304817f * t;
+ out[14] = -0.18467439f * t;
+
+ ta = 0.20230066f * a[11];
+ tb = 0.20230066f * b[11];
+ out[1] += ta * b[6] + tb * a[6];
+ out[6] += ta * b[1] + tb * a[1];
+ t = a[1] * b[6] + a[6] * b[1];
+ out[11] = 0.20230066f * t;
+
+ ta = 0.22617901f * a[9] + 0.05839917f * a[11];
+ tb = 0.22617901f * b[9] + 0.05839917f * b[11];
+ out[1] += ta * b[8] + tb * a[8];
+ out[8] += ta * b[1] + tb * a[1];
+ t = a[1] * b[8] + a[8] * b[1];
+ out[9] = 0.22617901f * t;
+ out[11] += 0.05839917f * t;
+
+ ta = 0.28209480f * a[0] + 0.25231326f * a[6];
+ tb = 0.28209480f * b[0] + 0.25231326f * b[6];
+ out[2] += ta * b[2] + tb * a[2];
+ t = a[2] * b[2];
+ out[0] += 0.28209480f * t;
+ out[6] += 0.25231326f * t;
+
+ ta = 0.24776671f * a[12];
+ tb = 0.24776671f * b[12];
+ out[2] += ta * b[6] + tb * a[6];
+ out[6] += ta * b[2] + tb * a[2];
+ t = a[2] * b[6] + a[6] * b[2];
+ out[12] += 0.24776671f * t;
+
+ ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
+ tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
+ out[3] += ta * b[3] + tb * a[3];
+ t = a[3] * b[3];
+ out[0] += 0.28209480f * t;
+ out[6] -= 0.12615663f * t;
+ out[8] += 0.21850969f * t;
+
+ ta = 0.20230066f * a[13];
+ tb = 0.20230066f * b[13];
+ out[3] += ta * b[6] + tb * a[6];
+ out[6] += ta * b[3] + tb * a[3];
+ t = a[3] * b[6] + a[6] * b[3];
+ out[13] += 0.20230066f * t;
+
+ ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14];
+ tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14];
+ out[3] += ta * b[7] + tb * a[7];
+ out[7] = ta * b[3] + tb * a[3];
+ t = a[3] * b[7] + a[7] * b[3];
+ out[2] += 0.21850969f * t;
+ out[12] -= 0.14304817f * t;
+ out[14] += 0.18467439f * t;
+
+ ta = -0.05839917f * a[13] + 0.22617901f * a[15];
+ tb = -0.05839917f * b[13] + 0.22617901f * b[15];
+ out[3] += ta * b[8] + tb * a[8];
+ out[8] += ta * b[3] + tb * a[3];
+ t = a[3] * b[8] + a[8] * b[3];
+ out[13] -= 0.05839917f * t;
+ out[15] += 0.22617901f * t;
+
+ ta = 0.28209479f * a[0] - 0.18022375f * a[6];
+ tb = 0.28209479f * b[0] - 0.18022375f * b[6];
+ out[4] += ta * b[4] + tb * a[4];
+ t = a[4] * b[4];
+ out[0] += 0.28209479f * t;
+ out[6] -= 0.18022375f * t;
+
+ ta = 0.15607835f * a[7];
+ tb = 0.15607835f * b[7];
+ out[4] += ta * b[5] + tb * a[5];
+ out[5] += ta * b[4] + tb * a[4];
+ t = a[4] * b[5] + a[5] * b[4];
+ out[7] += 0.15607835f * t;
+
+ ta = 0.22617901f * a[3] - 0.09403160f * a[13];
+ tb = 0.22617901f * b[3] - 0.09403160f * b[13];
+ out[4] += ta * b[9] + tb * a[9];
+ out[9] += ta * b[4] + tb * a[4];
+ t = a[4] * b[9] + a[9] * b[4];
+ out[3] += 0.22617901f * t;
+ out[13] -= 0.09403160f * t;
+
+ ta = 0.18467439f * a[2] - 0.18806319f * a[12];
+ tb = 0.18467439f * b[2] - 0.18806319f * b[12];
+ out[4] += ta * b[10] + tb * a [10];
+ out[10] = ta * b[4] + tb * a[4];
+ t = a[4] * b[10] + a[10] * b[4];
+ out[2] += 0.18467439f * t;
+ out[12] -= 0.18806319f * t;
+
+ ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15];
+ tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15];
+ out[4] += ta * b[11] + tb * a[11];
+ out[11] += ta * b[4] + tb * a[4];
+ t = a[4] * b[11] + a[11] * b[4];
+ out[3] -= 0.05839917f * t;
+ out[13] += 0.14567312f * t;
+ out[15] += 0.09403160f * t;
+
+ ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8];
+ tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8];
+ out[5] += ta * b[5] + tb * a[5];
+ t = a[5] * b[5];
+ out[0] += 0.28209479f * t;
+ out[6] += 0.09011186f * t;
+ out[8] -= 0.15607835f * t;
+
+ ta = 0.14867701f * a[14];
+ tb = 0.14867701f * b[14];
+ out[5] += ta * b[9] + tb * a[9];
+ out[9] += ta * b[5] + tb * a[5];
+ t = a[5] * b[9] + a[9] * b[5];
+ out[14] += 0.14867701f * t;
+
+ ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15];
+ tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15];
+ out[5] += ta * b[10] + tb * a[10];
+ out[10] += ta * b[5] + tb * a[5];
+ t = a[5] * b[10] + a[10] * b[5];
+ out[3] += 0.18467439f * t;
+ out[13] += 0.11516472f * t;
+ out[15] -= 0.14867701f * t;
+
+ ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14];
+ tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14];
+ out[5] += ta * b[11] + tb * a[11];
+ out[11] += ta * b[5] + tb * a[5];
+ t = a[5] * b[11] + a[11] * b[5];
+ out[2] += 0.23359668f * t;
+ out[12] += 0.05947080f * t;
+ out[14] -= 0.11516472f * t;
+
+ ta = 0.28209479f * a[0];
+ tb = 0.28209479f * b[0];
+ out[6] += ta * b[6] + tb * a[6];
+ t = a[6] * b[6];
+ out[0] += 0.28209479f * t;
+ out[6] += 0.18022376f * t;
+
+ ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8];
+ tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8];
+ out[7] += ta * b[7] + tb * a[7];
+ t = a[7] * b[7];
+ out[6] += 0.09011186f * t;
+ out[0] += 0.28209479f * t;
+ out[8] += 0.15607835f * t;
+
+ ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11];
+ tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11];
+ out[7] += ta * b[10] + tb * a[10];
+ out[10] += ta * b[7] + tb * a[7];
+ t = a[7] * b[10] + a[10] * b[7];
+ out[9] += 0.14867701f * t;
+ out[1] += 0.18467439f * t;
+ out[11] += 0.11516472f * t;
+
+ ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14];
+ tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14];
+ out[7] += ta * b[13] + tb * a[13];
+ out[13] += ta * b[7]+ tb * a[7];
+ t = a[7] * b[13] + a[13] * b[7];
+ out[12] += 0.05947080f * t;
+ out[2] += 0.23359668f * t;
+ out[14] += 0.11516472f * t;
+
+ ta = 0.14867701f * a[15];
+ tb = 0.14867701f * b[15];
+ out[7] += ta * b[14] + tb * a[14];
+ out[14] += ta * b[7] + tb * a[7];
+ t = a[7] * b[14] + a[14] * b[7];
+ out[15] += 0.14867701f * t;
+
+ ta = 0.28209479f * a[0] - 0.18022375f * a[6];
+ tb = 0.28209479f * b[0] - 0.18022375f * b[6];
+ out[8] += ta * b[8] + tb * a[8];
+ t = a[8] * b[8];
+ out[0] += 0.28209479f * t;
+ out[6] -= 0.18022375f * t;
+
+ ta = -0.09403160f * a[11];
+ tb = -0.09403160f * b[11];
+ out[8] += ta * b[9] + tb * a[9];
+ out[9] += ta * b[8] + tb * a[8];
+ t = a[8] * b[9] + a[9] * b[8];
+ out[11] -= 0.09403160f * t;
+
+ ta = -0.09403160f * a[15];
+ tb = -0.09403160f * b[15];
+ out[8] += ta * b[13] + tb * a[13];
+ out[13] += ta * b[8] + tb * a[8];
+ t = a[8] * b[13] + a[13] * b[8];
+ out[15] -= 0.09403160f * t;
+
+ ta = 0.18467439f * a[2] - 0.18806319f * a[12];
+ tb = 0.18467439f * b[2] - 0.18806319f * b[12];
+ out[8] += ta * b[14] + tb * a[14];
+ out[14] += ta * b[8] + tb * a[8];
+ t = a[8] * b[14] + a[14] * b[8];
+ out[2] += 0.18467439f * t;
+ out[12] -= 0.18806319f * t;
+
+ ta = -0.21026104f * a[6] + 0.28209479f * a[0];
+ tb = -0.21026104f * b[6] + 0.28209479f * b[0];
+ out[9] += ta * b[9] + tb * a[9];
+ t = a[9] * b[9];
+ out[6] -= 0.21026104f * t;
+ out[0] += 0.28209479f * t;
+
+ ta = 0.28209479f * a[0];
+ tb = 0.28209479f * b[0];
+ out[10] += ta * b[10] + tb * a[10];
+ t = a[10] * b[10];
+ out[0] += 0.28209479f * t;
+
+ ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8];
+ tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8];
+ out[11] += ta * b[11] + tb * a[11];
+ t = a[11] * b[11];
+ out[0] += 0.28209479f * t;
+ out[6] += 0.12615663f * t;
+ out[8] -= 0.14567312f * t;
+
+ ta = 0.28209479f * a[0] + 0.16820885f * a[6];
+ tb = 0.28209479f * b[0] + 0.16820885f * b[6];
+ out[12] += ta * b[12] + tb * a[12];
+ t = a[12] * b[12];
+ out[0] += 0.28209479f * t;
+ out[6] += 0.16820885f * t;
+
+ ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6];
+ tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6];
+ out[13] += ta * b[13] + tb * a[13];
+ t = a[13] * b[13];
+ out[0] += 0.28209479f * t;
+ out[8] += 0.14567312f * t;
+ out[6] += 0.12615663f * t;
+
+ ta = 0.28209479f * a[0];
+ tb = 0.28209479f * b[0];
+ out[14] += ta * b[14] + tb * a[14];
+ t = a[14] * b[14];
+ out[0] += 0.28209479f * t;
+
+ ta = 0.28209479f * a[0] - 0.21026104f * a[6];
+ tb = 0.28209479f * b[0] - 0.21026104f * b[6];
+ out[15] += ta * b[15] + tb * a[15];
+ t = a[15] * b[15];
+ out[0] += 0.28209479f * t;
+ out[6] -= 0.21026104f * t;
+
+ return out;
+}
+
+static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
+{
+ out[0] = in[0];
+
+ out[1] = a * in[2];
+ out[2] = -a * in[1];
+ out[3] = in[3];
+
+ out[4] = a * in[7];
+ out[5] = -in[5];
+ out[6] = -0.5f * in[6] - 0.8660253882f * in[8];
+ out[7] = -a * in[4];
+ out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
+ out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
+
+ out[10] = -in[10];
+ out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
+ out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11];
+ out[13] = -0.25f * in[13] - 0.9682458639f * in[15];
+ out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11];
+ out[15] = -0.9682458639f * in[13] + 0.25f * in[15];
+ if (order == 4)
+ return;
+
+ out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23];
+ out[17] = -0.75f * in[17] + 0.6614378095f * in[19];
+ out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23];
+ out[19] = 0.6614378095f * in[17] + 0.75f * in[19];
+ out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24];
+ out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18];
+ out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24];
+ out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18];
+ out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24];
+ if (order == 5)
+ return;
+
+ out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34];
+ out[26] = -0.5f * in[26] + 0.8660253882f * in[28];
+ out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34];
+ out[28] = 0.8660253882f * in[26] + 0.5f * in[28];
+ out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34];
+ out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29];
+ out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35];
+ out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29];
+ out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
+ out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
+ out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
+}
+
+FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
+{
+ FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
+
+ TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in);
+
+ out[0] = in[0];
+
+ if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER))
+ return out;
+
+ if (order <= 3)
+ {
+ out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3];
+ out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3];
+ out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3];
+
+ if (order == 3)
+ {
+ FLOAT coeff[]={
+ matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1],
+ matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0],
+ matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1],
+ matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1],
+ matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0],
+ matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], };
+
+ out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4];
+ out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5];
+ out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6];
+ out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7];
+ out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8];
+
+ out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5];
+ out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4];
+ out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6];
+ out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7];
+ out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8];
+
+ out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6];
+ out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4];
+ out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5];
+ out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7];
+ out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f *
+ (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8];
+
+ out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7];
+ out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4];
+ out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5];
+ out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6];
+ out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8];
+
+ out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8];
+ out[8] += (coeff[0] - coeff[1]) * in[4];
+ out[8] += (coeff[2] - coeff[3]) * in[5];
+ out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6];
+ out[8] += (coeff[7] - coeff[6]) * in[7];
+ }
+
+ return out;
+ }
+
+ if (fabsf(matrix->u.m[2][2]) != 1.0f)
+ {
+ sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]);
+ alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb);
+ beta = atan2f(sinb, matrix->u.m[2][2]);
+ gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb);
+ }
+ else
+ {
+ alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]);
+ beta = 0.0f;
+ gamma = 0.0f;
+ }
+
+ D3DXSHRotateZ(temp, order, gamma, in);
+ rotate_X(temp1, order, 1.0f, temp);
+ D3DXSHRotateZ(temp, order, beta, temp1);
+ rotate_X(temp1, order, -1.0f, temp);
+ D3DXSHRotateZ(out, order, alpha, temp1);
+
+ return out;
+}
+
+FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
+{
+ UINT i, sum = 0;
+ FLOAT c[5], s[5];
+
+ TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
+
+ order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER);
+
+ out[0] = in[0];
+
+ for (i = 1; i < order; i++)
+ {
+ UINT j;
+
+ c[i - 1] = cosf(i * angle);
+ s[i - 1] = sinf(i * angle);
+ sum += i * 2;
+
+ out[sum - i] = c[i - 1] * in[sum - i];
+ out[sum - i] += s[i - 1] * in[sum + i];
+ for (j = i - 1; j > 0; j--)
+ {
+ out[sum - j] = 0.0f;
+ out[sum - j] = c[j - 1] * in[sum - j];
+ out[sum - j] += s[j - 1] * in[sum + j];
+ }
+
+ if (in == out)
+ out[sum] = 0.0f;
+ else
+ out[sum] = in[sum];
+
+ for (j = 1; j < i; j++)
+ {
+ out[sum + j] = 0.0f;
+ out[sum + j] = -s[j - 1] * in[sum - j];
+ out[sum + j] += c[j - 1] * in[sum + j];
+ }
+ out[sum + i] = -s[i - 1] * in[sum - i];
+ out[sum + i] += c[i - 1] * in[sum + i];
+ }
+
+ return out;
+}
+
+FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
+{
+ UINT i;
+
+ TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale);
+
+ for (i = 0; i < order * order; i++)
+ out[i] = a[i] * scale;
+
+ return out;
+}