| /* |
| * Mathematical operations specific to D3DX9. |
| * |
| * Copyright (C) 2008 Philip Nilsson |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "windef.h" |
| #include "wingdi.h" |
| #include "wine/debug.h" |
| #include "d3dx9.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3dx); |
| |
| /************************************************************************* |
| * D3DXVec2TransformArray |
| * |
| * Transform an array of vectors by a matrix. |
| */ |
| D3DXVECTOR4* WINAPI D3DXVec2TransformArray( |
| D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, |
| CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec2Transform( |
| (D3DXVECTOR4*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR2*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec2TransformCoordArray |
| */ |
| D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray( |
| D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, |
| CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec2TransformCoord( |
| (D3DXVECTOR2*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR2*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec2TransformNormalArray |
| */ |
| D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray( |
| D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, |
| CONST D3DXMATRIX *matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec2TransformNormal( |
| (D3DXVECTOR2*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR2*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec3ProjectArray |
| * |
| * Projects an array of vectors to the screen. |
| */ |
| 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) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec3Project( |
| (D3DXVECTOR3*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR3*)((const char*)in + instride * i), |
| viewport, projection, view, world); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec3TransformArray |
| */ |
| D3DXVECTOR4* WINAPI D3DXVec3TransformArray( |
| D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, |
| CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec3Transform( |
| (D3DXVECTOR4*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR3*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec3TransformCoordArray |
| */ |
| D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray( |
| D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, |
| CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec3TransformCoord( |
| (D3DXVECTOR3*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR3*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec3TransformNormalArray |
| */ |
| D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray( |
| D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, |
| CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec3TransformNormal( |
| (D3DXVECTOR3*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR3*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec3UnprojectArray |
| */ |
| 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) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec3Unproject( |
| (D3DXVECTOR3*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR3*)((const char*)in + instride * i), |
| viewport, projection, view, world); |
| } |
| return out; |
| } |
| |
| /************************************************************************* |
| * D3DXVec4TransformArray |
| */ |
| D3DXVECTOR4* WINAPI D3DXVec4TransformArray( |
| D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, |
| CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| unsigned int i; |
| TRACE("\n"); |
| for (i = 0; i < elements; ++i) { |
| D3DXVec4Transform( |
| (D3DXVECTOR4*)((char*)out + outstride * i), |
| (CONST D3DXVECTOR4*)((const char*)in + instride * i), |
| matrix); |
| } |
| return out; |
| } |