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/*
* Mathematical operations specific to D3DX9.
*
* Copyright (C) 2008 David Adam
* Copyright (C) 2008 Luis Busquets
* Copyright (C) 2008 Jérôme Gardou
* Copyright (C) 2008 Philip Nilsson
* Copyright (C) 2008 Henri Verbeet
*
* 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
*/
#define NONAMELESSUNION
#include "config.h"
#include "wine/port.h"
#include "windef.h"
#include "wingdi.h"
#include "d3dx9_36_private.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
struct ID3DXMatrixStackImpl
{
ID3DXMatrixStack ID3DXMatrixStack_iface;
LONG ref;
unsigned int current;
unsigned int stack_size;
D3DXMATRIX *stack;
};
/*_________________D3DXColor____________________*/
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
{
TRACE("(%p, %p, %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);
pout->a = pc->a;
return pout;
}
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
{
FLOAT grey;
TRACE("(%p, %p, %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);
pout->b = grey + s * (pc->b - grey);
pout->a = pc->a;
return pout;
}
/*_________________Misc__________________________*/
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
{
FLOAT a, d, g, result;
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 *= 0.5f * d * d / (a * a);
return result;
}
/*_________________D3DXMatrix____________________*/
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter,
const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
{
TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
out, scaling, rotationcenter, rotation, translation);
D3DXMatrixIdentity(out);
if (rotation)
{
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)
{
FLOAT x, y, z;
x = -rotationcenter->x;
y = -rotationcenter->y;
z = -rotationcenter->z;
out->u.m[3][0] = x * temp00 + y * temp10 + z * temp20;
out->u.m[3][1] = x * temp01 + y * temp11 + z * temp21;
out->u.m[3][2] = x * temp02 + y * temp12 + z * temp22;
}
}
else
{
out->u.m[0][0] = scaling;
out->u.m[1][1] = scaling;
out->u.m[2][2] = scaling;
}
if (rotationcenter)
{
out->u.m[3][0] += rotationcenter->x;
out->u.m[3][1] += rotationcenter->y;
out->u.m[3][2] += rotationcenter->z;
}
if (translation)
{
out->u.m[3][0] += translation->x;
out->u.m[3][1] += translation->y;
out->u.m[3][2] += translation->z;
}
return out;
}
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
{
FLOAT tmp1, tmp2, s;
TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
out, scaling, rotationcenter, rotation, translation);
s = sinf(rotation / 2.0f);
tmp1 = 1.0f - 2.0f * s * s;
tmp2 = 2.0 * s * cosf(rotation / 2.0f);
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)
{
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;
}
if (translation)
{
out->u.m[3][0] += translation->x;
out->u.m[3][1] += translation->y;
}
return out;
}
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm)
{
D3DXMATRIX normalized;
D3DXVECTOR3 vec;
TRACE("(%p, %p, %p, %p)\n", poutscale, poutrotation, pouttranslation, pm);
/*Compute the scaling part.*/
vec.x=pm->u.m[0][0];
vec.y=pm->u.m[0][1];
vec.z=pm->u.m[0][2];
poutscale->x=D3DXVec3Length(&vec);
vec.x=pm->u.m[1][0];
vec.y=pm->u.m[1][1];
vec.z=pm->u.m[1][2];
poutscale->y=D3DXVec3Length(&vec);
vec.x=pm->u.m[2][0];
vec.y=pm->u.m[2][1];
vec.z=pm->u.m[2][2];
poutscale->z=D3DXVec3Length(&vec);
/*Compute the translation part.*/
pouttranslation->x=pm->u.m[3][0];
pouttranslation->y=pm->u.m[3][1];
pouttranslation->z=pm->u.m[3][2];
/*Let's calculate the rotation now*/
if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
D3DXQuaternionRotationMatrix(poutrotation,&normalized);
return S_OK;
}
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
{
D3DXVECTOR4 minor, v1, v2, v3;
FLOAT det;
TRACE("(%p)\n", pm);
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;
}
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
{
int a, i, j;
D3DXMATRIX out;
D3DXVECTOR4 v, vec[3];
FLOAT det;
TRACE("(%p, %p, %p)\n", pout, pdeterminant, pm);
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;
TRACE("(%p, %p, %p, %p)\n", pout, peye, pat, pup);
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;
TRACE("(%p, %p, %p, %p)\n", pout, peye, pat, pup);
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 D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
{
D3DXMATRIX out;
int i,j;
TRACE("(%p, %p, %p)\n", pout, pm1, pm2);
for (i=0; i<4; i++)
{
for (j=0; j<4; j++)
{
out.u.m[i][j] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
}
}
*pout = out;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
{
TRACE("%p, %p, %p)\n", pout, pm1, pm2);
D3DXMatrixMultiply(pout, pm1, pm2);
D3DXMatrixTranspose(pout, pout);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %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;
pout->u.m[2][2] = 1.0f / (zf - zn);
pout->u.m[3][2] = zn / (zn - zf);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %f, %f, %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);
pout->u.m[2][2] = 1.0f / (zf -zn);
pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
pout->u.m[3][2] = zn / (zn -zf);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %f, %f, %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);
pout->u.m[2][2] = 1.0f / (zn -zf);
pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
pout->u.m[3][2] = zn / (zn -zf);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %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;
pout->u.m[2][2] = 1.0f / (zn - zf);
pout->u.m[3][2] = zn / (zn - zf);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %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[2][2] = zf / (zf - zn);
pout->u.m[2][3] = 1.0f;
pout->u.m[3][2] = (zf * zn) / (zn - zf);
pout->u.m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %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[2][2] = zf / (zn - zf);
pout->u.m[2][3] = -1.0f;
pout->u.m[3][2] = (zf * zn) / (zn - zf);
pout->u.m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %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;
pout->u.m[2][2] = zf / (zf - zn);
pout->u.m[3][2] = (zn * zf) / (zn - zf);
pout->u.m[2][3] = 1.0f;
pout->u.m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %f, %f, %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);
pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
pout->u.m[2][2] = - zf / (zn - zf);
pout->u.m[3][2] = (zn * zf) / (zn -zf);
pout->u.m[2][3] = 1.0f;
pout->u.m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %f, %f, %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);
pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
pout->u.m[2][2] = zf / (zn - zf);
pout->u.m[3][2] = (zn * zf) / (zn -zf);
pout->u.m[2][3] = -1.0f;
pout->u.m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("(%p, %f, %f, %f, %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;
pout->u.m[2][2] = zf / (zn - zf);
pout->u.m[3][2] = (zn * zf) / (zn - zf);
pout->u.m[2][3] = -1.0f;
pout->u.m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
{
D3DXPLANE Nplane;
TRACE("(%p, %p)\n", pout, pplane);
D3DXPlaneNormalize(&Nplane, pplane);
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
return pout;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
{
D3DXVECTOR3 nv;
FLOAT sangle, cangle, cdiff;
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)
{
TRACE("(%p, %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);
pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
TRACE("(%p, %f)\n", pout, 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;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
{
TRACE("(%p, %f)\n", pout, 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);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
{
D3DXMATRIX m;
TRACE("(%p, %f, %f, %f)\n", pout, yaw, pitch, roll);
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;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
{
TRACE("(%p, %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);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{
TRACE("(%p, %f, %f, %f)\n", pout, sx, sy, sz);
D3DXMatrixIdentity(pout);
pout->u.m[0][0] = sx;
pout->u.m[1][1] = sy;
pout->u.m[2][2] = sz;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
{
D3DXPLANE Nplane;
FLOAT dot;
TRACE("(%p, %p, %p)\n", pout, plight, pplane);
D3DXPlaneNormalize(&Nplane, pplane);
dot = D3DXPlaneDot(&Nplane, plight);
pout->u.m[0][0] = dot - Nplane.a * plight->x;
pout->u.m[0][1] = -Nplane.a * plight->y;
pout->u.m[0][2] = -Nplane.a * plight->z;
pout->u.m[0][3] = -Nplane.a * plight->w;
pout->u.m[1][0] = -Nplane.b * plight->x;
pout->u.m[1][1] = dot - Nplane.b * plight->y;
pout->u.m[1][2] = -Nplane.b * plight->z;
pout->u.m[1][3] = -Nplane.b * plight->w;
pout->u.m[2][0] = -Nplane.c * plight->x;
pout->u.m[2][1] = -Nplane.c * plight->y;
pout->u.m[2][2] = dot - Nplane.c * plight->z;
pout->u.m[2][3] = -Nplane.c * plight->w;
pout->u.m[3][0] = -Nplane.d * plight->x;
pout->u.m[3][1] = -Nplane.d * plight->y;
pout->u.m[3][2] = -Nplane.d * plight->z;
pout->u.m[3][3] = dot - Nplane.d * plight->w;
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 m1, m2, m3, m4, m5, m6, m7;
D3DXQUATERNION prc;
D3DXVECTOR3 psc, pt;
TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation);
if ( !pscalingcenter )
{
psc.x = 0.0f;
psc.y = 0.0f;
psc.z = 0.0f;
}
else
{
psc.x = pscalingcenter->x;
psc.y = pscalingcenter->y;
psc.z = pscalingcenter->z;
}
if ( !protationcenter )
{
prc.x = 0.0f;
prc.y = 0.0f;
prc.z = 0.0f;
}
else
{
prc.x = protationcenter->x;
prc.y = protationcenter->y;
prc.z = protationcenter->z;
}
if ( !ptranslation )
{
pt.x = 0.0f;
pt.y = 0.0f;
pt.z = 0.0f;
}
else
{
pt.x = ptranslation->x;
pt.y = ptranslation->y;
pt.z = ptranslation->z;
}
D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
if ( !pscalingrotation )
{
D3DXMatrixIdentity(&m2);
D3DXMatrixIdentity(&m4);
}
else
{
D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
D3DXMatrixInverse(&m2, NULL, &m4);
}
if ( !pscaling ) D3DXMatrixIdentity(&m3);
else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
if ( !protation ) D3DXMatrixIdentity(&m6);
else D3DXMatrixRotationQuaternion(&m6, protation);
D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
D3DXMatrixMultiply(&m1, &m1, &m2);
D3DXMatrixMultiply(&m1, &m1, &m3);
D3DXMatrixMultiply(&m1, &m1, &m4);
D3DXMatrixMultiply(&m1, &m1, &m5);
D3DXMatrixMultiply(&m1, &m1, &m6);
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)
{
D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans;
TRACE("(%p, %p, %f, %p, %p, %f, %p)\n", pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation);
if ( pscalingcenter )
{
sca_center.x=pscalingcenter->x;
sca_center.y=pscalingcenter->y;
sca_center.z=0.0f;
}
else
{
sca_center.x=0.0f;
sca_center.y=0.0f;
sca_center.z=0.0f;
}
if ( pscaling )
{
sca.x=pscaling->x;
sca.y=pscaling->y;
sca.z=1.0f;
}
else
{
sca.x=1.0f;
sca.y=1.0f;
sca.z=1.0f;
}
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;
}
if ( ptranslation )
{
trans.x=ptranslation->x;
trans.y=ptranslation->y;
trans.z=0.0f;
}
else
{
trans.x=0.0f;
trans.y=0.0f;
trans.z=0.0f;
}
rot.w=cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sin(rotation/2.0f);
sca_rot.w=cos(scalingrotation/2.0f);
sca_rot.x=0.0f;
sca_rot.y=0.0f;
sca_rot.z=sin(scalingrotation/2.0f);
D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
{
TRACE("(%p, %f, %f, %f)\n", pout, x, y, z);
D3DXMatrixIdentity(pout);
pout->u.m[3][0] = x;
pout->u.m[3][1] = y;
pout->u.m[3][2] = z;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
{
CONST D3DXMATRIX m = *pm;
int i,j;
TRACE("(%p, %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];
return pout;
}
/*_________________D3DXMatrixStack____________________*/
static const unsigned int INITIAL_STACK_SIZE = 32;
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK *ppstack)
{
struct ID3DXMatrixStackImpl *object;
TRACE("flags %#x, ppstack %p\n", flags, ppstack);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (object == NULL)
{
*ppstack = NULL;
return E_OUTOFMEMORY;
}
object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
object->ref = 1;
object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack));
if (!object->stack)
{
HeapFree(GetProcessHeap(), 0, object);
*ppstack = NULL;
return E_OUTOFMEMORY;
}
object->current = 0;
object->stack_size = INITIAL_STACK_SIZE;
D3DXMatrixIdentity(&object->stack[0]);
TRACE("Created matrix stack %p\n", object);
*ppstack = &object->ID3DXMatrixStack_iface;
return D3D_OK;
}
static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
{
return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
}
static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3DXMatrixStack_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *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)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
ULONG ref = InterlockedDecrement(&This->ref);
if (!ref)
{
HeapFree(GetProcessHeap(), 0, This->stack);
HeapFree(GetProcessHeap(), 0, This);
}
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
return ref;
}
static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
return &This->stack[This->current];
}
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixIdentity(&This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
This->stack[This->current] = *pm;
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
/* Popping the last element on the stack returns D3D_OK, but does nothing. */
if (!This->current) return D3D_OK;
if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
{
unsigned int new_size;
D3DXMATRIX *new_stack;
new_size = This->stack_size / 2;
new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
if (new_stack)
{
This->stack_size = new_size;
This->stack = new_stack;
}
}
--This->current;
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
if (This->current == This->stack_size - 1)
{
unsigned int new_size;
D3DXMATRIX *new_stack;
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(*new_stack));
if (!new_stack) return E_OUTOFMEMORY;
This->stack_size = new_size;
This->stack = new_stack;
}
++This->current;
This->stack[This->current] = This->stack[This->current - 1];
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
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)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface);
D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
return D3D_OK;
}
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
{
ID3DXMatrixStackImpl_QueryInterface,
ID3DXMatrixStackImpl_AddRef,
ID3DXMatrixStackImpl_Release,
ID3DXMatrixStackImpl_Pop,
ID3DXMatrixStackImpl_Push,
ID3DXMatrixStackImpl_LoadIdentity,
ID3DXMatrixStackImpl_LoadMatrix,
ID3DXMatrixStackImpl_MultMatrix,
ID3DXMatrixStackImpl_MultMatrixLocal,
ID3DXMatrixStackImpl_RotateAxis,
ID3DXMatrixStackImpl_RotateAxisLocal,
ID3DXMatrixStackImpl_RotateYawPitchRoll,
ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
ID3DXMatrixStackImpl_Scale,
ID3DXMatrixStackImpl_ScaleLocal,
ID3DXMatrixStackImpl_Translate,
ID3DXMatrixStackImpl_TranslateLocal,
ID3DXMatrixStackImpl_GetTop
};
/*_________________D3DXPLANE________________*/
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
{
TRACE("(%p, %p, %p)\n", pout, pvpoint, pvnormal);
pout->a = pvnormal->x;
pout->b = pvnormal->y;
pout->c = pvnormal->z;
pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
return pout;
}
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
{
D3DXVECTOR3 edge1, edge2, normal, Nnormal;
TRACE("(%p, %p, %p, %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);
D3DXVec3Subtract(&edge2, pv3, pv1);
D3DXVec3Cross(&normal, &edge1, &edge2);
D3DXVec3Normalize(&Nnormal, &normal);
D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
return pout;
}
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
{
D3DXVECTOR3 direction, normal;
FLOAT dot, temp;
TRACE("(%p, %p, %p, %p)\n", pout, pp, pv1, pv2);
normal.x = pp->a;
normal.y = pp->b;
normal.z = pp->c;
direction.x = pv2->x - pv1->x;
direction.y = pv2->y - pv1->y;
direction.z = pv2->z - pv1->z;
dot = D3DXVec3Dot(&normal, &direction);
if ( !dot ) return NULL;
temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
pout->x = pv1->x - temp * direction.x;
pout->y = pv1->y - temp * direction.y;
pout->z = pv1->z - temp * direction.z;
return pout;
}
D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
{
FLOAT 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 = 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;
}
return out;
}
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
{
CONST D3DXPLANE plane = *pplane;
TRACE("(%p, %p, %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;
pout->d = pm->u.m[0][3] * plane.a + pm->u.m[1][3] * plane.b + pm->u.m[2][3] * plane.c + pm->u.m[3][3] * plane.d;
return pout;
}
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
/*_________________D3DXQUATERNION________________*/
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
{
D3DXQUATERNION temp1, temp2;
TRACE("(%p, %p, %p, %p, %f, %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 *out, const D3DXQUATERNION *q)
{
FLOAT 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)
{
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
{
out->x = 0.0f;
out->y = 0.0f;
out->z = 0.0f;
out->w = 1.0f;
}
return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
{
D3DXQUATERNION out;
FLOAT norm;
TRACE("(%p, %p)\n", pout, pq);
norm = D3DXQuaternionLengthSq(pq);
out.x = -pq->x / norm;
out.y = -pq->y / norm;
out.z = -pq->z / norm;
out.w = pq->w / norm;
*pout =out;
return pout;
}
D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
{
FLOAT t;
TRACE("out %p, q %p\n", out, q);
if ((q->w >= 1.0f) || (q->w == -1.0f))
t = 1.0f;
else
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 out;
TRACE("(%p, %p, %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;
out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
*pout = out;
return pout;
}
D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q)
{
FLOAT norm;
TRACE("out %p, q %p\n", out, q);
norm = D3DXQuaternionLength(q);
out->x = q->x / norm;
out->y = q->y / norm;
out->z = q->z / norm;
out->w = q->w / norm;
return out;
}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
{
D3DXVECTOR3 temp;
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 *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;
}
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 *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
{
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 *out, const D3DXQUATERNION *q1,
const D3DXQUATERNION *q2, FLOAT t)
{
FLOAT dot, temp;
TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
temp = 1.0f - t;
dot = D3DXQuaternionDot(q1, q2);
if (dot < 0.0f)
{
t = -t;
dot = -dot;
}
if (1.0f - dot > 0.001f)
{
FLOAT theta = acosf(dot);
temp = sinf(theta * temp) / sinf(theta);
t = sinf(theta * t) / sinf(theta);
}
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 temp1, temp2;
TRACE("(%p, %p, %p, %p, %p, %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;
}
static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q2, CONST FLOAT add)
{
D3DXQUATERNION temp;
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;
return temp;
}
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;
TRACE("(%p, %p, %p, %p, %p, %p, %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 )
*pcout = add_diff(&zero, pq2, -1.0f);
else
*pcout = *pq2;
if ( D3DXQuaternionDot(pcout, 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, pcout);
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(paout, pq1, &temp1);
D3DXQuaternionInverse(&temp1, pcout);
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, pcout, &temp1);
return;
}
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
{
TRACE("(%p, %p, %p)\n", pq, paxis, pangle);
paxis->x = pq->x;
paxis->y = pq->y;
paxis->z = pq->z;
*pangle = 2.0f * acos(pq->w);
}
/*_________________D3DXVec2_____________________*/
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
{
TRACE("(%p, %p, %p, %p, %f, %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("(%p, %p, %p, %p, %p, %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)
{
FLOAT h1, h2, h3, h4;
TRACE("(%p, %p, %p, %p, %p, %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;
h4 = s * s * s - s * s;
pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
{
FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
norm = D3DXVec2Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
}
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
TRACE("(%p, %p, %p)\n", pout, pv, 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];
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
D3DXVECTOR2 v;
FLOAT norm;
TRACE("(%p, %p, %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];
pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
CONST D3DXVECTOR2 v = *pv;
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)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
{
TRACE("(%p, %p, %p, %p, %f, %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)
{
TRACE("(%p, %p, %p, %p, %p, %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)
{
FLOAT h1, h2, h3, h4;
TRACE("(%p, %p, %p, %p, %p, %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;
h4 = s * s * s - s * s;
pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
{
FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
norm = D3DXVec3Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
}
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
{
D3DXMATRIX m;
D3DXVECTOR3 out;
TRACE("(%p, %p, %p, %p, %p, %p)\n", pout, pv, pviewport, pprojection, pview, pworld);
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;
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)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %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),
viewport, projection, view, world);
}
return out;
}
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
TRACE("(%p, %p, %p)\n", pout, pv, 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];
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
D3DXVECTOR3 out;
FLOAT norm;
TRACE("(%p, %p, %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;
out.y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1]) / norm;
out.z = (pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2]) / norm;
*pout = out;
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
CONST D3DXVECTOR3 v = *pv;
TRACE("(%p, %p, %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;
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
{
D3DXMATRIX m;
D3DXVECTOR3 out;
TRACE("(%p, %p, %p, %p, %p, %p)\n", pout, pv, pviewport, pprojection, pview, pworld);
if (pworld) {
D3DXMatrixMultiply(&m, pworld, pview);
D3DXMatrixMultiply(&m, &m, pprojection);
} else {
D3DXMatrixMultiply(&m, pview, 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;
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)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %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),
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)
{
TRACE("(%p, %p, %p, %p, %f, %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);
pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
{
TRACE("(%p, %p, %p, %p, %p, %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);
pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s);
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
{
D3DXVECTOR4 out;
TRACE("(%p, %p, %p, %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);
out.w = -(pv1->x * (pv2->y * pv3->z - pv3->y * pv2->z) - pv1->y * (pv2->x * pv3->z - pv3->x *pv2->z) + pv1->z * (pv2->x * pv3->y - pv3->x * pv2->y));
*pout = out;
return pout;
}
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("(%p, %p, %p, %p, %p, %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;
h4 = s * s * s - s * s;
pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
{
FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
norm = D3DXVec4Length(pv);
pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
pout->w = pv->w / norm;
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
{
D3DXVECTOR4 out;
TRACE("(%p, %p, %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;
out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3] * pv->w;
*pout = out;
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
TRACE("(%p, %u, %p, %u, %p, %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),
matrix);
}
return out;
}
static inline unsigned short float_32_to_16(const float in)
{
int exp = 0, origexp;
float tmp = fabs(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 < powf(2, 10))
{
do
{
tmp *= 2.0f;
exp--;
} while (tmp < powf(2, 10));
}
else if (tmp >= powf(2, 11))
{
do
{
tmp /= 2.0f;
exp++;
} while (tmp >= powf(2, 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 * powf(2, 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("(%p, %p, %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. */
static inline 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("(%p, %p, %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;
}
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir)
{
TRACE("(%p, %u, %p)\n", out, order, dir);
if ( (order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER) )
return out;
out[0] = 0.5f / sqrt(D3DX_PI);
out[1] = -0.5f / sqrt(D3DX_PI / 3.0f) * dir->y;
out[2] = 0.5f / sqrt(D3DX_PI / 3.0f) * dir->z;
out[3] = -0.5f / sqrt(D3DX_PI / 3.0f) * dir->x;
if ( order == 2 )
return out;
out[4] = 0.5f / sqrt(D3DX_PI / 15.0f) * dir->x * dir->y;
out[5] = -0.5f / sqrt(D3DX_PI / 15.0f) * dir->y * dir->z;
out[6] = 0.25f / sqrt(D3DX_PI / 5.0f) * ( 3.0f * dir->z * dir->z - 1.0f );
out[7] = -0.5f / sqrt(D3DX_PI / 15.0f) * dir->x * dir->z;
out[8] = 0.25f / sqrt(D3DX_PI / 15.0f) * ( dir->x * dir->x - dir->y * dir->y );
if ( order == 3 )
return out;
out[9] = -sqrt(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dir->x * dir->x - dir->y * dir->y );
out[10] = sqrt(105.0f / D3DX_PI) / 2.0f * dir->x * dir->y * dir->z;
out[11] = -sqrt(42.0 / D3DX_PI) / 8.0f * dir->y * ( -1.0f + 5.0f * dir->z * dir->z );
out[12] = sqrt(7.0f / D3DX_PI) / 4.0f * dir->z * ( 5.0f * dir->z * dir->z - 3.0f );
out[13] = sqrt(42.0 / D3DX_PI) / 8.0f * dir->x * ( 1.0f - 5.0f * dir->z * dir->z );
out[14] = sqrt(105.0f / D3DX_PI) / 4.0f * dir->z * ( dir->x * dir->x - dir->y * dir->y );
out[15] = -sqrt(70.0f / D3DX_PI) / 8.0f * dir->x * ( dir->x * dir->x - 3.0f * dir->y * dir->y );
if ( order == 4 )
return out;
out[16] = 0.75f * sqrt(35.0f / D3DX_PI) * dir->x * dir->y * (dir->x * dir->x - dir->y * dir->y );
out[17] = 3.0f * dir->z * out[9];
out[18] = 0.75f * sqrt(5.0f / D3DX_PI) * dir->x * dir->y * ( 7.0f * dir->z * dir->z - 1.0f );
out[19] = 0.375f * sqrt(10.0f / D3DX_PI) * dir->y * dir->z * ( 3.0f - 7.0f * dir->z * dir->z );
out[20] = 3.0f / ( 16.0f * sqrt(D3DX_PI) ) * ( 35.0f * dir->z * dir->z * dir->z * dir->z - 30.f * dir->z * dir->z + 3.0f );
out[21] = 0.375f * sqrt(10.0f / D3DX_PI) * dir->x * dir->z * ( 3.0f - 7.0f * dir->z * dir->z );
out[22] = 0.375f * sqrt(5.0f / D3DX_PI) * ( dir->x * dir->x - dir->y * dir->y ) * ( 7.0f * dir->z * dir->z - 1.0f);
out[23] = 3.0 * dir->z * out[15];
out[24] = 3.0f / 16.0f * sqrt(35.0f / D3DX_PI) * ( dir->x * dir->x * dir->x * dir->x- 6.0f * dir->x * dir->x * dir->y * dir->y + dir->y * dir->y * dir->y * dir->y );
if ( order == 5 )
return out;
out[25] = -3.0f/ 32.0f * sqrt(154.0f / D3DX_PI) * dir->y * ( 5.0f * dir->x * dir->x * dir->x * dir->x - 10.0f * dir->x * dir->x * dir->y * dir->y + dir->y * dir->y * dir->y * dir->y );
out[26] = 0.75f * sqrt(385.0f / D3DX_PI) * dir->x * dir->y * dir->z * ( dir->x * dir->x - dir->y * dir->y );
out[27] = sqrt(770.0f / D3DX_PI) / 32.0f * dir->y * ( 3.0f * dir->x * dir->x - dir->y * dir->y ) * ( 1.0f - 9.0f * dir->z * dir->z );
out[28] = sqrt(1155.0f / D3DX_PI) / 4.0f * dir->x * dir->y * dir->z * ( 3.0f * dir->z * dir->z - 1.0f);
out[29] = sqrt(165.0f / D3DX_PI) / 16.0f * dir->y * ( 14.0f * dir->z * dir->z - 21.0f * dir->z * dir->z * dir->z * dir->z - 1.0f );
out[30] = sqrt(11.0f / D3DX_PI) / 16.0f * dir->z * ( 63.0f * dir->z * dir->z * dir->z * dir->z - 70.0f * dir->z * dir->z + 15.0f );
out[31] = sqrt(165.0f / D3DX_PI) / 16.0f * dir->x * ( 14.0f * dir->z * dir->z - 21.0f * dir->z * dir->z * dir->z * dir->z - 1.0f );
out[32] = sqrt(1155.0f / D3DX_PI) / 8.0f * dir->z * ( dir->x * dir->x - dir->y * dir->y ) * ( 3.0f * dir->z * dir->z - 1.0f );
out[33] = sqrt(770.0f / D3DX_PI) / 32.0f * dir->x * ( dir->x * dir->x - 3.0f * dir->y * dir->y ) * ( 1.0f - 9.0f * dir->z * dir->z );
out[34] = 3.0f / 16.0f * sqrt(385.0f / D3DX_PI) * dir->z * ( dir->x * dir->x * dir->x * dir->x - 6.0 * dir->x * dir->x * dir->y * dir->y + dir->y * dir->y * dir->y * dir->y );
out[35] = -3.0f/ 32.0f * sqrt(154.0f / D3DX_PI) * dir->x * ( dir->x * dir->x * dir->x * dir->x - 10.0f * dir->x * dir->x * dir->y * dir->y + 5.0f * dir->y * dir->y * dir->y * dir->y );
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;
}
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] + 0.09011186 * a[6] - 0.15607835f * a[8];
tb = 0.28209479f * b[0] + 0.09011186 * 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] + 0.09011186 * a[6] + 0.15607835f * a[8];
tb = 0.28209479f * b[0] + 0.09011186 * 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;
}
static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
{
out[0] = in[0];
if ( order < 2 )
return;
out[1] = a * in[2];
out[2] = -a * in[1];
out[3] = in[3];
if ( order == 2 )
return;
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];
if ( order == 3 )
return;
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 * 0.7954951525 * 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];
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;
/* TODO: Implement handy computations for order <= 3. They are faster than the general algorithm. */
if ( order < 4 )
WARN("Using general algorithm for order = %u\n", order);
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(out, order, gamma, in);
rotate_X(temp, order, 1.0f, out);
D3DXSHRotateZ(out, order, beta, temp);
rotate_X(temp, order, -1.0f, out);
D3DXSHRotateZ(out, order, alpha, temp);
return out;
}
FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in)
{
FLOAT c1a, c2a, c3a, c4a, c5a, s1a, s2a, s3a, s4a, s5a;
TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
c1a = cosf(angle);
s1a = sinf(angle);
out[0] = in[0];
out[1] = c1a * in[1] + s1a * in[3];
out[2] = in[2];
out[3] = c1a * in[3] - s1a * in[1];
if (order <= D3DXSH_MINORDER)
return out;
c2a = cosf(2.0f * angle);
s2a = sinf(2.0f * angle);
out[4] = c2a * in[4] + s2a * in[8];
out[5] = c1a * in[5] + s1a * in[7];
out[6] = in[6];
out[7] = c1a * in[7] - s1a * in[5];
out[8] = c2a * in[8] - s2a * in[4];
if (order == 3)
return out;
c3a = cosf(3.0f * angle);
s3a = sinf(3.0f * angle);
out[9] = c3a * in[9] + s3a * in[15];
out[10] = c2a * in[10] + s2a * in[14];
out[11] = c1a * in[11] + s1a * in[13];
out[12] = in[12];
out[13] = c1a * in[13] - s1a * in[11];
out[14] = c2a * in[14] - s2a * in[10];
out[15] = c3a * in[15] - s3a * in[9];
if (order == 4)
return out;
c4a = cosf(4.0f * angle);
s4a = sinf(4.0f * angle);
out[16] = c4a * in[16] + s4a * in[24];
out[17] = c3a * in[17] + s3a * in[23];
out[18] = c2a * in[18] + s2a * in[22];
out[19] = c1a * in[19] + s1a * in[21];
out[20] = in[20];
out[21] = c1a * in[21] - s1a * in[19];
out[22] = c2a * in[22] - s2a * in[18];
out[23] = c3a * in[23] - s3a * in[17];
out[24] = c4a * in[24] - s4a * in[16];
if (order == 5)
return out;
c5a = cosf(5.0f * angle);
s5a = sinf(5.0f * angle);
out[25] = c5a * in[25] + s5a * in[35];
out[26] = c4a * in[26] + s4a * in[34];
out[27] = c3a * in[27] + s3a * in[33];
out[28] = c2a * in[28] + s2a * in[32];
out[29] = c1a * in[29] + s1a * in[31];
out[30] = in[30];
out[31] = c1a * in[31] - s1a * in[29];
out[32] = c2a * in[32] - s2a * in[28];
out[33] = c3a * in[33] - s3a * in[27];
out[34] = c4a * in[34] - s4a * in[26];
out[35] = c5a * in[35] - s5a * in[25];
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;
}