wine/dlls/d3dx9_36/math.c
2011-07-12 18:21:59 +02:00

1903 lines
59 KiB
C

/*
* 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 **ppobj)
{
ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack))
{
ID3DXMatrixStack_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
WARN("(%p)->(%s,%p), not found\n", This, debugstr_guid(riid), ppobj);
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 norm, normvec, theta;
norm = D3DXQuaternionLengthSq(pq);
if ( norm > 1.0001f )
{
pout->x = pq->x;
pout->y = pq->y;
pout->z = pq->z;
pout->w = 0.0f;
}
else if( norm > 0.99999f)
{
normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
theta = atan2(normvec, pq->w) / normvec;
pout->x = theta * pq->x;
pout->y = theta * pq->y;
pout->z = theta * pq->z;
pout->w = 0.0f;
}
else
{
FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
}
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;
}
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;
D3DXMatrixMultiply(&m, pworld, pview);
D3DXMatrixMultiply(&m, &m, 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;
}