mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-24 08:30:16 +00:00
132 lines
3.1 KiB
C
132 lines
3.1 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../../configuration.h"
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#include "../../verbosity.h"
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#if defined(HAVE_D3D9)
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#include <d3d9.h>
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#ifdef HAVE_D3DX
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#ifdef _XBOX
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#include <d3dx9core.h>
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#include <d3dx9tex.h>
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#else
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#include "../include/d3d9/d3dx9tex.h"
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#endif
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#endif
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#endif
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#if defined(HAVE_D3D8)
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#include <d3d8.h>
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#ifdef HAVE_D3DX
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#ifdef _XBOX
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#include <d3dx8core.h>
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#include <d3dx8tex.h>
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#else
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#include "../include/d3d8/d3dx8tex.h"
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#endif
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#endif
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#endif
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#include "d3d_common.h"
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void *d3d_matrix_transpose(void *_pout, const void *_pm)
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{
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unsigned i,j;
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D3DMATRIX *pout = (D3DMATRIX*)_pout;
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CONST D3DMATRIX *pm = (D3DMATRIX*)_pm;
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for (i = 0; i < 4; i++)
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{
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for (j = 0; j < 4; j++)
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pout->m[i][j] = pm->m[j][i];
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}
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return pout;
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}
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void *d3d_matrix_identity(void *_pout)
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{
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D3DMATRIX *pout = (D3DMATRIX*)_pout;
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if ( !pout )
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return NULL;
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pout->m[0][1] = 0.0f;
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pout->m[0][2] = 0.0f;
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pout->m[0][3] = 0.0f;
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pout->m[1][0] = 0.0f;
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pout->m[1][2] = 0.0f;
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pout->m[1][3] = 0.0f;
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pout->m[2][0] = 0.0f;
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pout->m[2][1] = 0.0f;
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pout->m[2][3] = 0.0f;
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pout->m[3][0] = 0.0f;
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pout->m[3][1] = 0.0f;
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pout->m[3][2] = 0.0f;
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pout->m[0][0] = 1.0f;
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pout->m[1][1] = 1.0f;
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pout->m[2][2] = 1.0f;
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pout->m[3][3] = 1.0f;
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return pout;
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}
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void *d3d_matrix_ortho_off_center_lh(void *_pout,
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float l, float r, float b, float t, float zn, float zf)
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{
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D3DMATRIX *pout = (D3DMATRIX*)_pout;
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d3d_matrix_identity(pout);
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pout->m[0][0] = 2.0f / (r - l);
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pout->m[1][1] = 2.0f / (t - b);
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pout->m[2][2] = 1.0f / (zf -zn);
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pout->m[3][0] = -1.0f -2.0f *l / (r - l);
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pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
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pout->m[3][2] = zn / (zn -zf);
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return pout;
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}
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void *d3d_matrix_multiply(void *_pout,
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const void *_pm1, const void *_pm2)
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{
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unsigned i,j;
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D3DMATRIX *pout = (D3DMATRIX*)_pout;
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CONST D3DMATRIX *pm1 = (CONST D3DMATRIX*)_pm1;
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CONST D3DMATRIX *pm2 = (CONST D3DMATRIX*)_pm2;
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for (i=0; i<4; i++)
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{
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for (j=0; j<4; j++)
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pout->m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] +
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pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
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}
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return pout;
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}
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void *d3d_matrix_rotation_z(void *_pout, float angle)
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{
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D3DMATRIX *pout = (D3DMATRIX*)_pout;
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d3d_matrix_identity(pout);
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pout->m[0][0] = cos(angle);
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pout->m[1][1] = cos(angle);
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pout->m[0][1] = sin(angle);
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pout->m[1][0] = -sin(angle);
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return pout;
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}
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