| /* |
| * 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; |
| |
| typedef struct ID3DXMatrixStackImpl |
| { |
| ID3DXMatrixStack ID3DXMatrixStack_iface; |
| LONG ref; |
| |
| unsigned int current; |
| unsigned int stack_size; |
| D3DXMATRIX *stack; |
| } ID3DXMatrixStackImpl; |
| |
| |
| /*_________________D3DXColor____________________*/ |
| |
| D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT 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; |
| |
| 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; |
| |
| g = sqrt(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 ); |
| return result; |
| } |
| |
| /*_________________D3DXMatrix____________________*/ |
| |
| D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation) |
| { |
| D3DXMATRIX m1, m2, m3, m4, m5; |
| |
| D3DXMatrixScaling(&m1, scaling, scaling, scaling); |
| |
| if ( !rotationcenter ) |
| { |
| D3DXMatrixIdentity(&m2); |
| D3DXMatrixIdentity(&m4); |
| } |
| else |
| { |
| D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z); |
| D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z); |
| } |
| |
| if ( !rotation ) D3DXMatrixIdentity(&m3); |
| else D3DXMatrixRotationQuaternion(&m3, rotation); |
| |
| if ( !translation ) D3DXMatrixIdentity(&m5); |
| else D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z); |
| |
| D3DXMatrixMultiply(&m1, &m1, &m2); |
| D3DXMatrixMultiply(&m1, &m1, &m3); |
| D3DXMatrixMultiply(&m1, &m1, &m4); |
| D3DXMatrixMultiply(pout, &m1, &m5); |
| return pout; |
| } |
| |
| D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation) |
| { |
| D3DXMATRIX m1, m2, m3, m4, m5; |
| D3DXQUATERNION rot; |
| D3DXVECTOR3 rot_center, trans; |
| |
| rot.w=cos(rotation/2.0f); |
| rot.x=0.0f; |
| rot.y=0.0f; |
| rot.z=sin(rotation/2.0f); |
| |
| 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; |
| } |
| |
| 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; |
| } |
| |
| HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm) |
| { |
| D3DXMATRIX normalized; |
| D3DXVECTOR3 vec; |
| |
| /*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; |
| |
| 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; |
| |
| 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 D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) |
| { |
| D3DXMATRIX out; |
| int i,j; |
| |
| 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) |
| { |
| D3DXMatrixMultiply(pout, pm1, pm2); |
| D3DXMatrixTranspose(pout, pout); |
| return pout; |
| } |
| |
| D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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; |
| |
| 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 *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| { |
| D3DXVECTOR3 v; |
| |
| 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; |
| } |
| |
| D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *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) |
| { |
| 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) |
| { |
| 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; |
| |
| 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) |
| { |
| 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) |
| { |
| 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; |
| |
| 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; |
| |
| 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; |
| |
| 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) |
| { |
| 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; |
| |
| 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) |
| { |
| ID3DXMatrixStackImpl* object; |
| |
| TRACE("flags %#x, ppstack %p\n", flags, ppstack); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl)); |
| 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(D3DXMATRIX)); |
| 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 ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) |
| { |
| return CONTAINING_RECORD(iface, 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); |
| |
| TRACE("iface %p\n", iface); |
| |
| return &This->stack[This->current]; |
| } |
| |
| static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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(D3DXMATRIX)); |
| if (new_stack) |
| { |
| This->stack_size = new_size; |
| This->stack = new_stack; |
| } |
| } |
| |
| --This->current; |
| |
| return D3D_OK; |
| } |
| |
| static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) |
| { |
| 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(D3DXMATRIX)); |
| 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; |
| 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; |
| 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; |
| 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; |
| 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; |
| 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; |
| 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; |
| 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; |
| 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) |
| { |
| 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; |
| |
| 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; |
| |
| 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 *pout, CONST D3DXPLANE *pp) |
| { |
| D3DXPLANE out; |
| FLOAT norm; |
| |
| norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c); |
| if ( norm ) |
| { |
| out.a = pp->a / norm; |
| out.b = pp->b / norm; |
| out.c = pp->c / norm; |
| out.d = pp->d / norm; |
| } |
| else |
| { |
| out.a = 0.0f; |
| out.b = 0.0f; |
| out.c = 0.0f; |
| out.d = 0.0f; |
| } |
| *pout = out; |
| return pout; |
| } |
| |
| D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm) |
| { |
| CONST D3DXPLANE plane = *pplane; |
| 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; |
| |
| 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; |
| 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) |
| { |
| FLOAT norm; |
| |
| norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->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); |
| } |
| else |
| { |
| pout->x = 0.0f; |
| pout->y = 0.0f; |
| pout->z = 0.0f; |
| pout->w = 1.0f; |
| } |
| return pout; |
| } |
| |
| D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| { |
| D3DXQUATERNION out; |
| FLOAT norm; |
| |
| 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 *pout, CONST D3DXQUATERNION *pq) |
| { |
| FLOAT t; |
| |
| TRACE("(%p, %p)\n", pout, pq); |
| |
| if ( (pq->w >= 1.0f) || (pq->w == -1.0f) ) |
| t = 1.0f; |
| else |
| t = acos( pq->w ) / sqrt( 1.0f - pq->w * pq->w ); |
| |
| pout->x = t * pq->x; |
| pout->y = t * pq->y; |
| pout->z = t * pq->z; |
| pout->w = 0.0f; |
| |
| return pout; |
| } |
| |
| D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) |
| { |
| D3DXQUATERNION out; |
| 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 *pout, CONST D3DXQUATERNION *pq) |
| { |
| D3DXQUATERNION out; |
| FLOAT norm; |
| |
| norm = D3DXQuaternionLength(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 D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, 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; |
| } |
| |
| 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; |
| } |
| return pout; |
| } |
| |
| D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, 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; |
| } |
| |
| D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t) |
| { |
| FLOAT dot, epsilon, temp, theta, u; |
| |
| epsilon = 1.0f; |
| temp = 1.0f - t; |
| u = t; |
| dot = D3DXQuaternionDot(pq1, pq2); |
| if ( dot < 0.0f ) |
| { |
| epsilon = -1.0f; |
| dot = -dot; |
| } |
| if( 1.0f - dot > 0.001f ) |
| { |
| theta = acos(dot); |
| temp = sin(theta * temp) / sin(theta); |
| u = sin(theta * u) / sin(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; |
| } |
| |
| D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t) |
| { |
| D3DXQUATERNION temp1, temp2; |
| |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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; |
| |
| 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) |
| { |
| D3DXVECTOR2 out; |
| FLOAT norm; |
| |
| norm = D3DXVec2Length(pv); |
| if ( !norm ) |
| { |
| out.x = 0.0f; |
| out.y = 0.0f; |
| } |
| else |
| { |
| out.x = pv->x / norm; |
| out.y = pv->y / norm; |
| } |
| *pout=out; |
| return pout; |
| } |
| |
| 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]; |
| return pout; |
| } |
| |
| D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) |
| { |
| UINT i; |
| |
| 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; |
| |
| 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; |
| |
| 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; |
| |
| 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) |
| { |
| 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) |
| { |
| 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; |
| |
| 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) |
| { |
| D3DXVECTOR3 out; |
| FLOAT norm; |
| |
| norm = D3DXVec3Length(pv); |
| if ( !norm ) |
| { |
| out.x = 0.0f; |
| out.y = 0.0f; |
| out.z = 0.0f; |
| } |
| else |
| { |
| out.x = pv->x / norm; |
| out.y = pv->y / norm; |
| out.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) |
| { |
| 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; |
| 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; |
| |
| 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) |
| { |
| 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; |
| |
| 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; |
| |
| 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; |
| |
| 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; |
| 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; |
| |
| 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; |
| |
| 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; |
| |
| 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) |
| { |
| 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) |
| { |
| 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; |
| 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; |
| |
| 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) |
| { |
| D3DXVECTOR4 out; |
| FLOAT norm; |
| |
| norm = D3DXVec4Length(pv); |
| |
| out.x = pv->x / norm; |
| out.y = pv->y / norm; |
| out.z = pv->z / norm; |
| out.w = pv->w / norm; |
| |
| *pout = out; |
| return pout; |
| } |
| |
| D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm) |
| { |
| D3DXVECTOR4 out; |
| 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; |
| |
| 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; |
| |
| 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; |
| |
| 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; |
| } |
| |
| FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b) |
| { |
| FLOAT ta, tb; |
| |
| TRACE("(%p, %p, %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("(%p, %p, %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; |
| } |
| |
| FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in) |
| { |
| FLOAT c1a, c2a, c3a, c4a, c5a, s1a, s2a, s3a, s4a, s5a; |
| |
| c1a = cos( angle ); |
| c2a = cos( 2.0f * angle ); |
| c3a = cos( 3.0f * angle ); |
| c4a = cos( 4.0f * angle ); |
| c5a = cos( 5.0f * angle ); |
| s1a = sin( angle ); |
| s2a = sin( 2.0f * angle ); |
| s3a = sin( 3.0f * angle ); |
| s4a = sin( 4.0f * angle ); |
| s5a = sin( 5.0f * 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; |
| |
| 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; |
| |
| 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; |
| |
| 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; |
| |
| 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; |
| } |