diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 3464c5448d..fb1f99d247 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -37,7 +37,7 @@ @ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr) @ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr) @ stdcall D3DXMatrixPerspectiveRH(ptr long long long long) -@ stub D3DXMatrixPerspectiveLH +@ stdcall D3DXMatrixPerspectiveLH(ptr long long long long) @ stub D3DXMatrixPerspectiveFovRH @ stub D3DXMatrixPerspectiveFovLH @ stub D3DXMatrixPerspectiveOffCenterRH diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 4848c69b94..0fd2b78556 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -116,6 +116,18 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C return pout; } +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) +{ + D3DXMatrixIdentity(pout); + pout->m[0][0] = 2.0f * zn / w; + pout->m[1][1] = 2.0f * zn / h; + pout->m[2][2] = zf / (zf - zn); + pout->m[3][2] = (zn * zf) / (zn - zf); + pout->m[2][3] = 1.0f; + pout->m[3][3] = 0.0f; + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { D3DXMatrixIdentity(pout); diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index a93a312694..a153e79119 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -222,6 +222,14 @@ static void D3DXMatrixTest(void) D3DXMatrixMultiply(&gotmat,&mat,&mat2); expect_mat(expectedmat,gotmat); +/*____________D3DXMatrixPerspectiveLH_______________*/ + expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; + expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; + expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 0.783784f; expectedmat.m[2][3] = 1.0f; + expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 1.881081f; expectedmat.m[3][3] = 0.0f; + D3DXMatrixPerspectiveLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f); + expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixPerspectiveRH_______________*/ expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index 61d9342295..cbaee31e83 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);