mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-28 02:30:35 +00:00
b4a743fff4
split up d3d_common into separate files
133 lines
3.2 KiB
C
133 lines
3.2 KiB
C
/* RetroArch - A frontend for libretro.
|
|
* Copyright (C) 2011-2017 - Daniel De Matteis
|
|
*
|
|
* RetroArch is free software: you can redistribute it and/or modify it under the terms
|
|
* of the GNU General Public License as published by the Free Software Found-
|
|
* ation, either version 3 of the License, or (at your option) any later version.
|
|
*
|
|
* RetroArch 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 General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along with RetroArch.
|
|
* If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/* For Xbox we will just link statically
|
|
* to Direct3D libraries instead. */
|
|
|
|
#include "../../configuration.h"
|
|
#include "../../verbosity.h"
|
|
|
|
#if defined(HAVE_D3D9)
|
|
#include <d3d9.h>
|
|
|
|
#ifdef HAVE_D3DX
|
|
#ifdef _XBOX
|
|
#include <d3dx9core.h>
|
|
#include <d3dx9tex.h>
|
|
#else
|
|
#include "../include/d3d9/d3dx9tex.h"
|
|
#endif
|
|
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(HAVE_D3D8)
|
|
#include <d3d8.h>
|
|
|
|
#ifdef HAVE_D3DX
|
|
#ifdef _XBOX
|
|
#include <d3dx8core.h>
|
|
#include <d3dx8tex.h>
|
|
#else
|
|
#include "../include/d3d8/d3dx8tex.h"
|
|
#endif
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#include "d3d_common.h"
|
|
|
|
void *d3d_matrix_transpose(void *_pout, const void *_pm)
|
|
{
|
|
unsigned i,j;
|
|
D3DMATRIX *pout = (D3DMATRIX*)_pout;
|
|
CONST D3DMATRIX *pm = (D3DMATRIX*)_pm;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
for (j = 0; j < 4; j++)
|
|
pout->m[i][j] = pm->m[j][i];
|
|
}
|
|
return pout;
|
|
}
|
|
|
|
|
|
void *d3d_matrix_identity(void *_pout)
|
|
{
|
|
D3DMATRIX *pout = (D3DMATRIX*)_pout;
|
|
if ( !pout )
|
|
return NULL;
|
|
|
|
pout->m[0][1] = 0.0f;
|
|
pout->m[0][2] = 0.0f;
|
|
pout->m[0][3] = 0.0f;
|
|
pout->m[1][0] = 0.0f;
|
|
pout->m[1][2] = 0.0f;
|
|
pout->m[1][3] = 0.0f;
|
|
pout->m[2][0] = 0.0f;
|
|
pout->m[2][1] = 0.0f;
|
|
pout->m[2][3] = 0.0f;
|
|
pout->m[3][0] = 0.0f;
|
|
pout->m[3][1] = 0.0f;
|
|
pout->m[3][2] = 0.0f;
|
|
pout->m[0][0] = 1.0f;
|
|
pout->m[1][1] = 1.0f;
|
|
pout->m[2][2] = 1.0f;
|
|
pout->m[3][3] = 1.0f;
|
|
return pout;
|
|
}
|
|
|
|
void *d3d_matrix_ortho_off_center_lh(void *_pout, float l, float r, float b, float t, float zn, float zf)
|
|
{
|
|
D3DMATRIX *pout = (D3DMATRIX*)_pout;
|
|
|
|
d3d_matrix_identity(pout);
|
|
|
|
pout->m[0][0] = 2.0f / (r - l);
|
|
pout->m[1][1] = 2.0f / (t - b);
|
|
pout->m[2][2] = 1.0f / (zf -zn);
|
|
pout->m[3][0] = -1.0f -2.0f *l / (r - l);
|
|
pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
|
|
pout->m[3][2] = zn / (zn -zf);
|
|
return pout;
|
|
}
|
|
|
|
void *d3d_matrix_multiply(void *_pout, const void *_pm1, const void *_pm2)
|
|
{
|
|
unsigned i,j;
|
|
D3DMATRIX *pout = (D3DMATRIX*)_pout;
|
|
CONST D3DMATRIX *pm1 = (CONST D3DMATRIX*)_pm1;
|
|
CONST D3DMATRIX *pm2 = (CONST D3DMATRIX*)_pm2;
|
|
|
|
for (i=0; i<4; i++)
|
|
{
|
|
for (j=0; j<4; j++)
|
|
pout->m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] +
|
|
pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
|
|
}
|
|
return pout;
|
|
}
|
|
|
|
void *d3d_matrix_rotation_z(void *_pout, float angle)
|
|
{
|
|
D3DMATRIX *pout = (D3DMATRIX*)_pout;
|
|
d3d_matrix_identity(pout);
|
|
pout->m[0][0] = cos(angle);
|
|
pout->m[1][1] = cos(angle);
|
|
pout->m[0][1] = sin(angle);
|
|
pout->m[1][0] = -sin(angle);
|
|
return pout;
|
|
}
|