1 /* 2 * Mathematical operations specific to D3DX9. 3 * 4 * Copyright (C) 2008 David Adam 5 * Copyright (C) 2008 Luis Busquets 6 * Copyright (C) 2008 Jérôme Gardou 7 * Copyright (C) 2008 Philip Nilsson 8 * Copyright (C) 2008 Henri Verbeet 9 * 10 * This library is free software; you can redistribute it and/or 11 * modify it under the terms of the GNU Lesser General Public 12 * License as published by the Free Software Foundation; either 13 * version 2.1 of the License, or (at your option) any later version. 14 * 15 * This library is distributed in the hope that it will be useful, 16 * but WITHOUT ANY WARRANTY; without even the implied warranty of 17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 18 * Lesser General Public License for more details. 19 * 20 * You should have received a copy of the GNU Lesser General Public 21 * License along with this library; if not, write to the Free Software 22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 23 */ 24 25 #include "config.h" 26 #include "wine/port.h" 27 28 #include "d3dx9_private.h" 29 30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx); 31 32 struct ID3DXMatrixStackImpl 33 { 34 ID3DXMatrixStack ID3DXMatrixStack_iface; 35 LONG ref; 36 37 unsigned int current; 38 unsigned int stack_size; 39 D3DXMATRIX *stack; 40 }; 41 42 static const unsigned int INITIAL_STACK_SIZE = 32; 43 44 /*_________________D3DXColor____________________*/ 45 46 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) 47 { 48 TRACE("pout %p, pc %p, s %f\n", pout, pc, s); 49 50 pout->r = 0.5f + s * (pc->r - 0.5f); 51 pout->g = 0.5f + s * (pc->g - 0.5f); 52 pout->b = 0.5f + s * (pc->b - 0.5f); 53 pout->a = pc->a; 54 return pout; 55 } 56 57 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) 58 { 59 FLOAT grey; 60 61 TRACE("pout %p, pc %p, s %f\n", pout, pc, s); 62 63 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f; 64 pout->r = grey + s * (pc->r - grey); 65 pout->g = grey + s * (pc->g - grey); 66 pout->b = grey + s * (pc->b - grey); 67 pout->a = pc->a; 68 return pout; 69 } 70 71 /*_________________Misc__________________________*/ 72 73 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex) 74 { 75 FLOAT a, d, g, result; 76 77 TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex); 78 79 g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f); 80 a = g + costheta; 81 d = g - costheta; 82 result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f; 83 result *= 0.5f * d * d / (a * a); 84 85 return result; 86 } 87 88 /*_________________D3DXMatrix____________________*/ 89 90 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, 91 const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation) 92 { 93 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n", 94 out, scaling, rotationcenter, rotation, translation); 95 96 D3DXMatrixIdentity(out); 97 98 if (rotation) 99 { 100 FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22; 101 102 temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z); 103 temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w); 104 temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w); 105 temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w); 106 temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z); 107 temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w); 108 temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w); 109 temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w); 110 temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y); 111 112 out->u.m[0][0] = scaling * temp00; 113 out->u.m[0][1] = scaling * temp01; 114 out->u.m[0][2] = scaling * temp02; 115 out->u.m[1][0] = scaling * temp10; 116 out->u.m[1][1] = scaling * temp11; 117 out->u.m[1][2] = scaling * temp12; 118 out->u.m[2][0] = scaling * temp20; 119 out->u.m[2][1] = scaling * temp21; 120 out->u.m[2][2] = scaling * temp22; 121 122 if (rotationcenter) 123 { 124 out->u.m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10 125 - rotationcenter->z * temp20; 126 out->u.m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01 127 - rotationcenter->z * temp21; 128 out->u.m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02 129 - rotationcenter->y * temp12; 130 } 131 } 132 else 133 { 134 out->u.m[0][0] = scaling; 135 out->u.m[1][1] = scaling; 136 out->u.m[2][2] = scaling; 137 } 138 139 if (translation) 140 { 141 out->u.m[3][0] += translation->x; 142 out->u.m[3][1] += translation->y; 143 out->u.m[3][2] += translation->z; 144 } 145 146 return out; 147 } 148 149 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling, 150 const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation) 151 { 152 FLOAT tmp1, tmp2, s; 153 154 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n", 155 out, scaling, rotationcenter, rotation, translation); 156 157 s = sinf(rotation / 2.0f); 158 tmp1 = 1.0f - 2.0f * s * s; 159 tmp2 = 2.0f * s * cosf(rotation / 2.0f); 160 161 D3DXMatrixIdentity(out); 162 out->u.m[0][0] = scaling * tmp1; 163 out->u.m[0][1] = scaling * tmp2; 164 out->u.m[1][0] = -scaling * tmp2; 165 out->u.m[1][1] = scaling * tmp1; 166 167 if (rotationcenter) 168 { 169 FLOAT x, y; 170 171 x = rotationcenter->x; 172 y = rotationcenter->y; 173 174 out->u.m[3][0] = y * tmp2 - x * tmp1 + x; 175 out->u.m[3][1] = -x * tmp2 - y * tmp1 + y; 176 } 177 178 if (translation) 179 { 180 out->u.m[3][0] += translation->x; 181 out->u.m[3][1] += translation->y; 182 } 183 184 return out; 185 } 186 187 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm) 188 { 189 D3DXMATRIX normalized; 190 D3DXVECTOR3 vec; 191 192 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm); 193 194 /*Compute the scaling part.*/ 195 vec.x=pm->u.m[0][0]; 196 vec.y=pm->u.m[0][1]; 197 vec.z=pm->u.m[0][2]; 198 poutscale->x=D3DXVec3Length(&vec); 199 200 vec.x=pm->u.m[1][0]; 201 vec.y=pm->u.m[1][1]; 202 vec.z=pm->u.m[1][2]; 203 poutscale->y=D3DXVec3Length(&vec); 204 205 vec.x=pm->u.m[2][0]; 206 vec.y=pm->u.m[2][1]; 207 vec.z=pm->u.m[2][2]; 208 poutscale->z=D3DXVec3Length(&vec); 209 210 /*Compute the translation part.*/ 211 pouttranslation->x=pm->u.m[3][0]; 212 pouttranslation->y=pm->u.m[3][1]; 213 pouttranslation->z=pm->u.m[3][2]; 214 215 /*Let's calculate the rotation now*/ 216 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL; 217 218 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x; 219 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x; 220 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x; 221 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y; 222 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y; 223 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y; 224 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z; 225 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z; 226 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z; 227 228 D3DXQuaternionRotationMatrix(poutrotation,&normalized); 229 return S_OK; 230 } 231 232 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm) 233 { 234 FLOAT t[3], v[4]; 235 236 TRACE("pm %p\n", pm); 237 238 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 239 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 240 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 241 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; 242 v[1] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; 243 244 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; 245 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 246 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 247 v[2] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; 248 v[3] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; 249 250 return pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[1] + 251 pm->u.m[0][2] * v[2] + pm->u.m[0][3] * v[3]; 252 } 253 254 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm) 255 { 256 FLOAT det, t[3], v[16]; 257 UINT i, j; 258 259 TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm); 260 261 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 262 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 263 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 264 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; 265 v[4] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; 266 267 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; 268 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 269 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 270 v[8] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; 271 v[12] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; 272 273 det = pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[4] + 274 pm->u.m[0][2] * v[8] + pm->u.m[0][3] * v[12]; 275 if (det == 0.0f) 276 return NULL; 277 if (pdeterminant) 278 *pdeterminant = det; 279 280 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 281 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2]; 282 t[2] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2]; 283 v[1] = -pm->u.m[0][1] * t[0] + pm->u.m[2][1] * t[1] - pm->u.m[3][1] * t[2]; 284 v[5] = pm->u.m[0][0] * t[0] - pm->u.m[2][0] * t[1] + pm->u.m[3][0] * t[2]; 285 286 t[0] = pm->u.m[0][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[0][1]; 287 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1]; 288 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 289 v[9] = -pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1]- pm->u.m[0][3] * t[2]; 290 v[13] = pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] + pm->u.m[0][2] * t[2]; 291 292 t[0] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 293 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2]; 294 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2]; 295 v[2] = pm->u.m[0][1] * t[0] - pm->u.m[1][1] * t[1] + pm->u.m[3][1] * t[2]; 296 v[6] = -pm->u.m[0][0] * t[0] + pm->u.m[1][0] * t[1] - pm->u.m[3][0] * t[2]; 297 298 t[0] = pm->u.m[0][0] * pm->u.m[1][1] - pm->u.m[1][0] * pm->u.m[0][1]; 299 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1]; 300 t[2] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 301 v[10] = pm->u.m[3][3] * t[0] + pm->u.m[1][3] * t[1] + pm->u.m[0][3] * t[2]; 302 v[14] = -pm->u.m[3][2] * t[0] - pm->u.m[1][2] * t[1] - pm->u.m[0][2] * t[2]; 303 304 t[0] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 305 t[1] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2]; 306 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2]; 307 v[3] = -pm->u.m[0][1] * t[0] + pm->u.m[1][1] * t[1] - pm->u.m[2][1] * t[2]; 308 v[7] = pm->u.m[0][0] * t[0] - pm->u.m[1][0] * t[1] + pm->u.m[2][0] * t[2]; 309 310 v[11] = -pm->u.m[0][0] * (pm->u.m[1][1] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][1]) + 311 pm->u.m[1][0] * (pm->u.m[0][1] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][1]) - 312 pm->u.m[2][0] * (pm->u.m[0][1] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][1]); 313 314 v[15] = pm->u.m[0][0] * (pm->u.m[1][1] * pm->u.m[2][2] - pm->u.m[1][2] * pm->u.m[2][1]) - 315 pm->u.m[1][0] * (pm->u.m[0][1] * pm->u.m[2][2] - pm->u.m[0][2] * pm->u.m[2][1]) + 316 pm->u.m[2][0] * (pm->u.m[0][1] * pm->u.m[1][2] - pm->u.m[0][2] * pm->u.m[1][1]); 317 318 det = 1.0f / det; 319 320 for (i = 0; i < 4; i++) 321 for (j = 0; j < 4; j++) 322 pout->u.m[i][j] = v[4 * i + j] * det; 323 324 return pout; 325 } 326 327 D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, 328 const D3DXVECTOR3 *up) 329 { 330 D3DXVECTOR3 right, upn, vec; 331 332 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); 333 334 D3DXVec3Subtract(&vec, at, eye); 335 D3DXVec3Normalize(&vec, &vec); 336 D3DXVec3Cross(&right, up, &vec); 337 D3DXVec3Cross(&upn, &vec, &right); 338 D3DXVec3Normalize(&right, &right); 339 D3DXVec3Normalize(&upn, &upn); 340 out->u.m[0][0] = right.x; 341 out->u.m[1][0] = right.y; 342 out->u.m[2][0] = right.z; 343 out->u.m[3][0] = -D3DXVec3Dot(&right, eye); 344 out->u.m[0][1] = upn.x; 345 out->u.m[1][1] = upn.y; 346 out->u.m[2][1] = upn.z; 347 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); 348 out->u.m[0][2] = vec.x; 349 out->u.m[1][2] = vec.y; 350 out->u.m[2][2] = vec.z; 351 out->u.m[3][2] = -D3DXVec3Dot(&vec, eye); 352 out->u.m[0][3] = 0.0f; 353 out->u.m[1][3] = 0.0f; 354 out->u.m[2][3] = 0.0f; 355 out->u.m[3][3] = 1.0f; 356 357 return out; 358 } 359 360 D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, 361 const D3DXVECTOR3 *up) 362 { 363 D3DXVECTOR3 right, upn, vec; 364 365 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); 366 367 D3DXVec3Subtract(&vec, at, eye); 368 D3DXVec3Normalize(&vec, &vec); 369 D3DXVec3Cross(&right, up, &vec); 370 D3DXVec3Cross(&upn, &vec, &right); 371 D3DXVec3Normalize(&right, &right); 372 D3DXVec3Normalize(&upn, &upn); 373 out->u.m[0][0] = -right.x; 374 out->u.m[1][0] = -right.y; 375 out->u.m[2][0] = -right.z; 376 out->u.m[3][0] = D3DXVec3Dot(&right, eye); 377 out->u.m[0][1] = upn.x; 378 out->u.m[1][1] = upn.y; 379 out->u.m[2][1] = upn.z; 380 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); 381 out->u.m[0][2] = -vec.x; 382 out->u.m[1][2] = -vec.y; 383 out->u.m[2][2] = -vec.z; 384 out->u.m[3][2] = D3DXVec3Dot(&vec, eye); 385 out->u.m[0][3] = 0.0f; 386 out->u.m[1][3] = 0.0f; 387 out->u.m[2][3] = 0.0f; 388 out->u.m[3][3] = 1.0f; 389 390 return out; 391 } 392 393 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) 394 { 395 D3DXMATRIX out; 396 int i,j; 397 398 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); 399 400 for (i=0; i<4; i++) 401 { 402 for (j=0; j<4; j++) 403 { 404 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]; 405 } 406 } 407 408 *pout = out; 409 return pout; 410 } 411 412 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) 413 { 414 D3DXMATRIX temp; 415 int i, j; 416 417 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); 418 419 for (i = 0; i < 4; i++) 420 for (j = 0; j < 4; j++) 421 temp.u.m[j][i] = 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]; 422 423 *pout = temp; 424 return pout; 425 } 426 427 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 428 { 429 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 430 431 D3DXMatrixIdentity(pout); 432 pout->u.m[0][0] = 2.0f / w; 433 pout->u.m[1][1] = 2.0f / h; 434 pout->u.m[2][2] = 1.0f / (zf - zn); 435 pout->u.m[3][2] = zn / (zn - zf); 436 return pout; 437 } 438 439 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 440 { 441 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 442 443 D3DXMatrixIdentity(pout); 444 pout->u.m[0][0] = 2.0f / (r - l); 445 pout->u.m[1][1] = 2.0f / (t - b); 446 pout->u.m[2][2] = 1.0f / (zf -zn); 447 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l); 448 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t); 449 pout->u.m[3][2] = zn / (zn -zf); 450 return pout; 451 } 452 453 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 454 { 455 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 456 457 D3DXMatrixIdentity(pout); 458 pout->u.m[0][0] = 2.0f / (r - l); 459 pout->u.m[1][1] = 2.0f / (t - b); 460 pout->u.m[2][2] = 1.0f / (zn -zf); 461 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l); 462 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t); 463 pout->u.m[3][2] = zn / (zn -zf); 464 return pout; 465 } 466 467 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 468 { 469 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 470 471 D3DXMatrixIdentity(pout); 472 pout->u.m[0][0] = 2.0f / w; 473 pout->u.m[1][1] = 2.0f / h; 474 pout->u.m[2][2] = 1.0f / (zn - zf); 475 pout->u.m[3][2] = zn / (zn - zf); 476 return pout; 477 } 478 479 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) 480 { 481 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); 482 483 D3DXMatrixIdentity(pout); 484 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); 485 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); 486 pout->u.m[2][2] = zf / (zf - zn); 487 pout->u.m[2][3] = 1.0f; 488 pout->u.m[3][2] = (zf * zn) / (zn - zf); 489 pout->u.m[3][3] = 0.0f; 490 return pout; 491 } 492 493 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) 494 { 495 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); 496 497 D3DXMatrixIdentity(pout); 498 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); 499 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); 500 pout->u.m[2][2] = zf / (zn - zf); 501 pout->u.m[2][3] = -1.0f; 502 pout->u.m[3][2] = (zf * zn) / (zn - zf); 503 pout->u.m[3][3] = 0.0f; 504 return pout; 505 } 506 507 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 508 { 509 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 510 511 D3DXMatrixIdentity(pout); 512 pout->u.m[0][0] = 2.0f * zn / w; 513 pout->u.m[1][1] = 2.0f * zn / h; 514 pout->u.m[2][2] = zf / (zf - zn); 515 pout->u.m[3][2] = (zn * zf) / (zn - zf); 516 pout->u.m[2][3] = 1.0f; 517 pout->u.m[3][3] = 0.0f; 518 return pout; 519 } 520 521 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 522 { 523 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 524 525 D3DXMatrixIdentity(pout); 526 pout->u.m[0][0] = 2.0f * zn / (r - l); 527 pout->u.m[1][1] = -2.0f * zn / (b - t); 528 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l); 529 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t); 530 pout->u.m[2][2] = - zf / (zn - zf); 531 pout->u.m[3][2] = (zn * zf) / (zn -zf); 532 pout->u.m[2][3] = 1.0f; 533 pout->u.m[3][3] = 0.0f; 534 return pout; 535 } 536 537 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 538 { 539 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 540 541 D3DXMatrixIdentity(pout); 542 pout->u.m[0][0] = 2.0f * zn / (r - l); 543 pout->u.m[1][1] = -2.0f * zn / (b - t); 544 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l); 545 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t); 546 pout->u.m[2][2] = zf / (zn - zf); 547 pout->u.m[3][2] = (zn * zf) / (zn -zf); 548 pout->u.m[2][3] = -1.0f; 549 pout->u.m[3][3] = 0.0f; 550 return pout; 551 } 552 553 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 554 { 555 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 556 557 D3DXMatrixIdentity(pout); 558 pout->u.m[0][0] = 2.0f * zn / w; 559 pout->u.m[1][1] = 2.0f * zn / h; 560 pout->u.m[2][2] = zf / (zn - zf); 561 pout->u.m[3][2] = (zn * zf) / (zn - zf); 562 pout->u.m[2][3] = -1.0f; 563 pout->u.m[3][3] = 0.0f; 564 return pout; 565 } 566 567 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane) 568 { 569 D3DXPLANE Nplane; 570 571 TRACE("pout %p, pplane %p\n", pout, pplane); 572 573 D3DXPlaneNormalize(&Nplane, pplane); 574 D3DXMatrixIdentity(pout); 575 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a; 576 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b; 577 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c; 578 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b; 579 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b; 580 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c; 581 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a; 582 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b; 583 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c; 584 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a; 585 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b; 586 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c; 587 return pout; 588 } 589 590 D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle) 591 { 592 D3DXVECTOR3 nv; 593 FLOAT sangle, cangle, cdiff; 594 595 TRACE("out %p, v %p, angle %f\n", out, v, angle); 596 597 D3DXVec3Normalize(&nv, v); 598 sangle = sinf(angle); 599 cangle = cosf(angle); 600 cdiff = 1.0f - cangle; 601 602 out->u.m[0][0] = cdiff * nv.x * nv.x + cangle; 603 out->u.m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z; 604 out->u.m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y; 605 out->u.m[3][0] = 0.0f; 606 out->u.m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z; 607 out->u.m[1][1] = cdiff * nv.y * nv.y + cangle; 608 out->u.m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x; 609 out->u.m[3][1] = 0.0f; 610 out->u.m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y; 611 out->u.m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x; 612 out->u.m[2][2] = cdiff * nv.z * nv.z + cangle; 613 out->u.m[3][2] = 0.0f; 614 out->u.m[0][3] = 0.0f; 615 out->u.m[1][3] = 0.0f; 616 out->u.m[2][3] = 0.0f; 617 out->u.m[3][3] = 1.0f; 618 619 return out; 620 } 621 622 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq) 623 { 624 TRACE("pout %p, pq %p\n", pout, pq); 625 626 D3DXMatrixIdentity(pout); 627 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z); 628 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w); 629 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w); 630 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w); 631 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z); 632 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w); 633 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w); 634 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w); 635 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y); 636 return pout; 637 } 638 639 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) 640 { 641 TRACE("pout %p, angle %f\n", pout, angle); 642 643 D3DXMatrixIdentity(pout); 644 pout->u.m[1][1] = cosf(angle); 645 pout->u.m[2][2] = cosf(angle); 646 pout->u.m[1][2] = sinf(angle); 647 pout->u.m[2][1] = -sinf(angle); 648 return pout; 649 } 650 651 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) 652 { 653 TRACE("pout %p, angle %f\n", pout, angle); 654 655 D3DXMatrixIdentity(pout); 656 pout->u.m[0][0] = cosf(angle); 657 pout->u.m[2][2] = cosf(angle); 658 pout->u.m[0][2] = -sinf(angle); 659 pout->u.m[2][0] = sinf(angle); 660 return pout; 661 } 662 663 D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 664 { 665 FLOAT sroll, croll, spitch, cpitch, syaw, cyaw; 666 667 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 668 669 sroll = sinf(roll); 670 croll = cosf(roll); 671 spitch = sinf(pitch); 672 cpitch = cosf(pitch); 673 syaw = sinf(yaw); 674 cyaw = cosf(yaw); 675 676 out->u.m[0][0] = sroll * spitch * syaw + croll * cyaw; 677 out->u.m[0][1] = sroll * cpitch; 678 out->u.m[0][2] = sroll * spitch * cyaw - croll * syaw; 679 out->u.m[0][3] = 0.0f; 680 out->u.m[1][0] = croll * spitch * syaw - sroll * cyaw; 681 out->u.m[1][1] = croll * cpitch; 682 out->u.m[1][2] = croll * spitch * cyaw + sroll * syaw; 683 out->u.m[1][3] = 0.0f; 684 out->u.m[2][0] = cpitch * syaw; 685 out->u.m[2][1] = -spitch; 686 out->u.m[2][2] = cpitch * cyaw; 687 out->u.m[2][3] = 0.0f; 688 out->u.m[3][0] = 0.0f; 689 out->u.m[3][1] = 0.0f; 690 out->u.m[3][2] = 0.0f; 691 out->u.m[3][3] = 1.0f; 692 693 return out; 694 } 695 696 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) 697 { 698 TRACE("pout %p, angle %f\n", pout, angle); 699 700 D3DXMatrixIdentity(pout); 701 pout->u.m[0][0] = cosf(angle); 702 pout->u.m[1][1] = cosf(angle); 703 pout->u.m[0][1] = sinf(angle); 704 pout->u.m[1][0] = -sinf(angle); 705 return pout; 706 } 707 708 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) 709 { 710 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz); 711 712 D3DXMatrixIdentity(pout); 713 pout->u.m[0][0] = sx; 714 pout->u.m[1][1] = sy; 715 pout->u.m[2][2] = sz; 716 return pout; 717 } 718 719 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane) 720 { 721 D3DXPLANE Nplane; 722 FLOAT dot; 723 724 TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane); 725 726 D3DXPlaneNormalize(&Nplane, pplane); 727 dot = D3DXPlaneDot(&Nplane, plight); 728 pout->u.m[0][0] = dot - Nplane.a * plight->x; 729 pout->u.m[0][1] = -Nplane.a * plight->y; 730 pout->u.m[0][2] = -Nplane.a * plight->z; 731 pout->u.m[0][3] = -Nplane.a * plight->w; 732 pout->u.m[1][0] = -Nplane.b * plight->x; 733 pout->u.m[1][1] = dot - Nplane.b * plight->y; 734 pout->u.m[1][2] = -Nplane.b * plight->z; 735 pout->u.m[1][3] = -Nplane.b * plight->w; 736 pout->u.m[2][0] = -Nplane.c * plight->x; 737 pout->u.m[2][1] = -Nplane.c * plight->y; 738 pout->u.m[2][2] = dot - Nplane.c * plight->z; 739 pout->u.m[2][3] = -Nplane.c * plight->w; 740 pout->u.m[3][0] = -Nplane.d * plight->x; 741 pout->u.m[3][1] = -Nplane.d * plight->y; 742 pout->u.m[3][2] = -Nplane.d * plight->z; 743 pout->u.m[3][3] = dot - Nplane.d * plight->w; 744 return pout; 745 } 746 747 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation) 748 { 749 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7; 750 D3DXQUATERNION prc; 751 D3DXVECTOR3 psc, pt; 752 753 TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n", 754 pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation); 755 756 if ( !pscalingcenter ) 757 { 758 psc.x = 0.0f; 759 psc.y = 0.0f; 760 psc.z = 0.0f; 761 } 762 else 763 { 764 psc.x = pscalingcenter->x; 765 psc.y = pscalingcenter->y; 766 psc.z = pscalingcenter->z; 767 } 768 769 if ( !protationcenter ) 770 { 771 prc.x = 0.0f; 772 prc.y = 0.0f; 773 prc.z = 0.0f; 774 } 775 else 776 { 777 prc.x = protationcenter->x; 778 prc.y = protationcenter->y; 779 prc.z = protationcenter->z; 780 } 781 782 if ( !ptranslation ) 783 { 784 pt.x = 0.0f; 785 pt.y = 0.0f; 786 pt.z = 0.0f; 787 } 788 else 789 { 790 pt.x = ptranslation->x; 791 pt.y = ptranslation->y; 792 pt.z = ptranslation->z; 793 } 794 795 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z); 796 797 if ( !pscalingrotation || !pscaling ) 798 { 799 D3DXMatrixIdentity(&m2); 800 D3DXMatrixIdentity(&m4); 801 } 802 else 803 { 804 D3DXQUATERNION temp; 805 806 D3DXMatrixRotationQuaternion(&m4, pscalingrotation); 807 temp.w = pscalingrotation->w; 808 temp.x = -pscalingrotation->x; 809 temp.y = -pscalingrotation->y; 810 temp.z = -pscalingrotation->z; 811 D3DXMatrixRotationQuaternion(&m2, &temp); 812 } 813 814 if ( !pscaling ) 815 D3DXMatrixIdentity(&m3); 816 else 817 D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z); 818 819 if ( !protation ) 820 D3DXMatrixIdentity(&m6); 821 else 822 D3DXMatrixRotationQuaternion(&m6, protation); 823 824 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z); 825 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z); 826 D3DXMatrixMultiply(&m1, &m1, &m2); 827 D3DXMatrixMultiply(&m1, &m1, &m3); 828 D3DXMatrixMultiply(&m1, &m1, &m4); 829 D3DXMatrixMultiply(&m1, &m1, &m5); 830 D3DXMatrixMultiply(&m1, &m1, &m6); 831 D3DXMatrixMultiply(pout, &m1, &m7); 832 return pout; 833 } 834 835 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation) 836 { 837 D3DXQUATERNION rot, sca_rot; 838 D3DXVECTOR3 rot_center, sca, sca_center, trans; 839 840 TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n", 841 pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation); 842 843 if ( pscalingcenter ) 844 { 845 sca_center.x=pscalingcenter->x; 846 sca_center.y=pscalingcenter->y; 847 sca_center.z=0.0f; 848 } 849 else 850 { 851 sca_center.x=0.0f; 852 sca_center.y=0.0f; 853 sca_center.z=0.0f; 854 } 855 856 if ( pscaling ) 857 { 858 sca.x=pscaling->x; 859 sca.y=pscaling->y; 860 sca.z=1.0f; 861 } 862 else 863 { 864 sca.x=1.0f; 865 sca.y=1.0f; 866 sca.z=1.0f; 867 } 868 869 if ( protationcenter ) 870 { 871 rot_center.x=protationcenter->x; 872 rot_center.y=protationcenter->y; 873 rot_center.z=0.0f; 874 } 875 else 876 { 877 rot_center.x=0.0f; 878 rot_center.y=0.0f; 879 rot_center.z=0.0f; 880 } 881 882 if ( ptranslation ) 883 { 884 trans.x=ptranslation->x; 885 trans.y=ptranslation->y; 886 trans.z=0.0f; 887 } 888 else 889 { 890 trans.x=0.0f; 891 trans.y=0.0f; 892 trans.z=0.0f; 893 } 894 895 rot.w=cosf(rotation/2.0f); 896 rot.x=0.0f; 897 rot.y=0.0f; 898 rot.z=sinf(rotation/2.0f); 899 900 sca_rot.w=cosf(scalingrotation/2.0f); 901 sca_rot.x=0.0f; 902 sca_rot.y=0.0f; 903 sca_rot.z=sinf(scalingrotation/2.0f); 904 905 D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans); 906 907 return pout; 908 } 909 910 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) 911 { 912 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z); 913 914 D3DXMatrixIdentity(pout); 915 pout->u.m[3][0] = x; 916 pout->u.m[3][1] = y; 917 pout->u.m[3][2] = z; 918 return pout; 919 } 920 921 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm) 922 { 923 const D3DXMATRIX m = *pm; 924 int i,j; 925 926 TRACE("pout %p, pm %p\n", pout, pm); 927 928 for (i=0; i<4; i++) 929 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i]; 930 931 return pout; 932 } 933 934 /*_________________D3DXMatrixStack____________________*/ 935 936 937 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) 938 { 939 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface); 940 } 941 942 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out) 943 { 944 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); 945 946 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack) 947 || IsEqualGUID(riid, &IID_IUnknown)) 948 { 949 ID3DXMatrixStack_AddRef(iface); 950 *out = iface; 951 return S_OK; 952 } 953 954 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); 955 956 *out = NULL; 957 return E_NOINTERFACE; 958 } 959 960 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) 961 { 962 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 963 ULONG ref = InterlockedIncrement(&This->ref); 964 TRACE("(%p) : AddRef from %d\n", This, ref - 1); 965 return ref; 966 } 967 968 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface) 969 { 970 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 971 ULONG ref = InterlockedDecrement(&This->ref); 972 if (!ref) 973 { 974 HeapFree(GetProcessHeap(), 0, This->stack); 975 HeapFree(GetProcessHeap(), 0, This); 976 } 977 TRACE("(%p) : ReleaseRef to %d\n", This, ref); 978 return ref; 979 } 980 981 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) 982 { 983 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 984 985 TRACE("iface %p\n", iface); 986 987 return &This->stack[This->current]; 988 } 989 990 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) 991 { 992 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 993 994 TRACE("iface %p\n", iface); 995 996 D3DXMatrixIdentity(&This->stack[This->current]); 997 998 return D3D_OK; 999 } 1000 1001 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 1002 { 1003 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1004 1005 TRACE("iface %p, pm %p\n", iface, pm); 1006 1007 This->stack[This->current] = *pm; 1008 1009 return D3D_OK; 1010 } 1011 1012 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 1013 { 1014 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1015 1016 TRACE("iface %p, pm %p\n", iface, pm); 1017 1018 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); 1019 1020 return D3D_OK; 1021 } 1022 1023 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 1024 { 1025 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1026 1027 TRACE("iface %p, pm %p\n", iface, pm); 1028 1029 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); 1030 1031 return D3D_OK; 1032 } 1033 1034 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface) 1035 { 1036 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1037 1038 TRACE("iface %p\n", iface); 1039 1040 /* Popping the last element on the stack returns D3D_OK, but does nothing. */ 1041 if (!This->current) return D3D_OK; 1042 1043 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2) 1044 { 1045 unsigned int new_size; 1046 D3DXMATRIX *new_stack; 1047 1048 new_size = This->stack_size / 2; 1049 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1050 if (new_stack) 1051 { 1052 This->stack_size = new_size; 1053 This->stack = new_stack; 1054 } 1055 } 1056 1057 --This->current; 1058 1059 return D3D_OK; 1060 } 1061 1062 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) 1063 { 1064 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1065 1066 TRACE("iface %p\n", iface); 1067 1068 if (This->current == This->stack_size - 1) 1069 { 1070 unsigned int new_size; 1071 D3DXMATRIX *new_stack; 1072 1073 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY; 1074 1075 new_size = This->stack_size * 2; 1076 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1077 if (!new_stack) return E_OUTOFMEMORY; 1078 1079 This->stack_size = new_size; 1080 This->stack = new_stack; 1081 } 1082 1083 ++This->current; 1084 This->stack[This->current] = This->stack[This->current - 1]; 1085 1086 return D3D_OK; 1087 } 1088 1089 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1090 { 1091 D3DXMATRIX temp; 1092 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1093 1094 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1095 1096 D3DXMatrixRotationAxis(&temp, pv, angle); 1097 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1098 1099 return D3D_OK; 1100 } 1101 1102 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1103 { 1104 D3DXMATRIX temp; 1105 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1106 1107 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1108 1109 D3DXMatrixRotationAxis(&temp, pv, angle); 1110 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1111 1112 return D3D_OK; 1113 } 1114 1115 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1116 { 1117 D3DXMATRIX temp; 1118 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1119 1120 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1121 1122 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1123 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1124 1125 return D3D_OK; 1126 } 1127 1128 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1129 { 1130 D3DXMATRIX temp; 1131 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1132 1133 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1134 1135 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1136 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1137 1138 return D3D_OK; 1139 } 1140 1141 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1142 { 1143 D3DXMATRIX temp; 1144 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1145 1146 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z); 1147 1148 D3DXMatrixScaling(&temp, x, y, z); 1149 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1150 1151 return D3D_OK; 1152 } 1153 1154 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1155 { 1156 D3DXMATRIX temp; 1157 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1158 1159 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1160 1161 D3DXMatrixScaling(&temp, x, y, z); 1162 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1163 1164 return D3D_OK; 1165 } 1166 1167 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1168 { 1169 D3DXMATRIX temp; 1170 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1171 1172 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1173 1174 D3DXMatrixTranslation(&temp, x, y, z); 1175 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1176 1177 return D3D_OK; 1178 } 1179 1180 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1181 { 1182 D3DXMATRIX temp; 1183 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1184 1185 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1186 1187 D3DXMatrixTranslation(&temp, x, y, z); 1188 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); 1189 1190 return D3D_OK; 1191 } 1192 1193 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl = 1194 { 1195 ID3DXMatrixStackImpl_QueryInterface, 1196 ID3DXMatrixStackImpl_AddRef, 1197 ID3DXMatrixStackImpl_Release, 1198 ID3DXMatrixStackImpl_Pop, 1199 ID3DXMatrixStackImpl_Push, 1200 ID3DXMatrixStackImpl_LoadIdentity, 1201 ID3DXMatrixStackImpl_LoadMatrix, 1202 ID3DXMatrixStackImpl_MultMatrix, 1203 ID3DXMatrixStackImpl_MultMatrixLocal, 1204 ID3DXMatrixStackImpl_RotateAxis, 1205 ID3DXMatrixStackImpl_RotateAxisLocal, 1206 ID3DXMatrixStackImpl_RotateYawPitchRoll, 1207 ID3DXMatrixStackImpl_RotateYawPitchRollLocal, 1208 ID3DXMatrixStackImpl_Scale, 1209 ID3DXMatrixStackImpl_ScaleLocal, 1210 ID3DXMatrixStackImpl_Translate, 1211 ID3DXMatrixStackImpl_TranslateLocal, 1212 ID3DXMatrixStackImpl_GetTop 1213 }; 1214 1215 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack) 1216 { 1217 struct ID3DXMatrixStackImpl *object; 1218 1219 TRACE("flags %#x, stack %p.\n", flags, stack); 1220 1221 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) 1222 { 1223 *stack = NULL; 1224 return E_OUTOFMEMORY; 1225 } 1226 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl; 1227 object->ref = 1; 1228 1229 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack)))) 1230 { 1231 HeapFree(GetProcessHeap(), 0, object); 1232 *stack = NULL; 1233 return E_OUTOFMEMORY; 1234 } 1235 1236 object->current = 0; 1237 object->stack_size = INITIAL_STACK_SIZE; 1238 D3DXMatrixIdentity(&object->stack[0]); 1239 1240 TRACE("Created matrix stack %p.\n", object); 1241 1242 *stack = &object->ID3DXMatrixStack_iface; 1243 return D3D_OK; 1244 } 1245 1246 /*_________________D3DXPLANE________________*/ 1247 1248 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) 1249 { 1250 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal); 1251 1252 pout->a = pvnormal->x; 1253 pout->b = pvnormal->y; 1254 pout->c = pvnormal->z; 1255 pout->d = -D3DXVec3Dot(pvpoint, pvnormal); 1256 return pout; 1257 } 1258 1259 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3) 1260 { 1261 D3DXVECTOR3 edge1, edge2, normal, Nnormal; 1262 1263 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 1264 1265 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; 1266 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; 1267 D3DXVec3Subtract(&edge1, pv2, pv1); 1268 D3DXVec3Subtract(&edge2, pv3, pv1); 1269 D3DXVec3Cross(&normal, &edge1, &edge2); 1270 D3DXVec3Normalize(&Nnormal, &normal); 1271 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal); 1272 return pout; 1273 } 1274 1275 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) 1276 { 1277 D3DXVECTOR3 direction, normal; 1278 FLOAT dot, temp; 1279 1280 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2); 1281 1282 normal.x = pp->a; 1283 normal.y = pp->b; 1284 normal.z = pp->c; 1285 direction.x = pv2->x - pv1->x; 1286 direction.y = pv2->y - pv1->y; 1287 direction.z = pv2->z - pv1->z; 1288 dot = D3DXVec3Dot(&normal, &direction); 1289 if ( !dot ) return NULL; 1290 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot; 1291 pout->x = pv1->x - temp * direction.x; 1292 pout->y = pv1->y - temp * direction.y; 1293 pout->z = pv1->z - temp * direction.z; 1294 return pout; 1295 } 1296 1297 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p) 1298 { 1299 FLOAT norm; 1300 1301 TRACE("out %p, p %p\n", out, p); 1302 1303 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c); 1304 if (norm) 1305 { 1306 out->a = p->a / norm; 1307 out->b = p->b / norm; 1308 out->c = p->c / norm; 1309 out->d = p->d / norm; 1310 } 1311 else 1312 { 1313 out->a = 0.0f; 1314 out->b = 0.0f; 1315 out->c = 0.0f; 1316 out->d = 0.0f; 1317 } 1318 1319 return out; 1320 } 1321 1322 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm) 1323 { 1324 const D3DXPLANE plane = *pplane; 1325 1326 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm); 1327 1328 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; 1329 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; 1330 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; 1331 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; 1332 return pout; 1333 } 1334 1335 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1336 { 1337 UINT i; 1338 1339 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1340 1341 for (i = 0; i < elements; ++i) { 1342 D3DXPlaneTransform( 1343 (D3DXPLANE*)((char*)out + outstride * i), 1344 (const D3DXPLANE*)((const char*)in + instride * i), 1345 matrix); 1346 } 1347 return out; 1348 } 1349 1350 /*_________________D3DXQUATERNION________________*/ 1351 1352 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g) 1353 { 1354 D3DXQUATERNION temp1, temp2; 1355 1356 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g); 1357 1358 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); 1359 return pout; 1360 } 1361 1362 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1363 { 1364 FLOAT norm; 1365 1366 TRACE("out %p, q %p\n", out, q); 1367 1368 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z); 1369 if (norm) 1370 { 1371 out->x = sinf(norm) * q->x / norm; 1372 out->y = sinf(norm) * q->y / norm; 1373 out->z = sinf(norm) * q->z / norm; 1374 out->w = cosf(norm); 1375 } 1376 else 1377 { 1378 out->x = 0.0f; 1379 out->y = 0.0f; 1380 out->z = 0.0f; 1381 out->w = 1.0f; 1382 } 1383 1384 return out; 1385 } 1386 1387 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) 1388 { 1389 FLOAT norm; 1390 1391 TRACE("pout %p, pq %p\n", pout, pq); 1392 1393 norm = D3DXQuaternionLengthSq(pq); 1394 1395 pout->x = -pq->x / norm; 1396 pout->y = -pq->y / norm; 1397 pout->z = -pq->z / norm; 1398 pout->w = pq->w / norm; 1399 return pout; 1400 } 1401 1402 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1403 { 1404 FLOAT t; 1405 1406 TRACE("out %p, q %p\n", out, q); 1407 1408 if ((q->w >= 1.0f) || (q->w == -1.0f)) 1409 t = 1.0f; 1410 else 1411 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w); 1412 1413 out->x = t * q->x; 1414 out->y = t * q->y; 1415 out->z = t * q->z; 1416 out->w = 0.0f; 1417 1418 return out; 1419 } 1420 1421 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) 1422 { 1423 D3DXQUATERNION out; 1424 1425 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2); 1426 1427 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; 1428 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; 1429 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w; 1430 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z; 1431 *pout = out; 1432 return pout; 1433 } 1434 1435 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1436 { 1437 FLOAT norm; 1438 1439 TRACE("out %p, q %p\n", out, q); 1440 1441 norm = D3DXQuaternionLength(q); 1442 1443 out->x = q->x / norm; 1444 out->y = q->y / norm; 1445 out->z = q->z / norm; 1446 out->w = q->w / norm; 1447 1448 return out; 1449 } 1450 1451 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle) 1452 { 1453 D3DXVECTOR3 temp; 1454 1455 TRACE("out %p, v %p, angle %f\n", out, v, angle); 1456 1457 D3DXVec3Normalize(&temp, v); 1458 1459 out->x = sinf(angle / 2.0f) * temp.x; 1460 out->y = sinf(angle / 2.0f) * temp.y; 1461 out->z = sinf(angle / 2.0f) * temp.z; 1462 out->w = cosf(angle / 2.0f); 1463 1464 return out; 1465 } 1466 1467 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m) 1468 { 1469 FLOAT s, trace; 1470 1471 TRACE("out %p, m %p\n", out, m); 1472 1473 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f; 1474 if (trace > 1.0f) 1475 { 1476 s = 2.0f * sqrtf(trace); 1477 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s; 1478 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s; 1479 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s; 1480 out->w = 0.25f * s; 1481 } 1482 else 1483 { 1484 int i, maxi = 0; 1485 1486 for (i = 1; i < 3; i++) 1487 { 1488 if (m->u.m[i][i] > m->u.m[maxi][maxi]) 1489 maxi = i; 1490 } 1491 1492 switch (maxi) 1493 { 1494 case 0: 1495 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]); 1496 out->x = 0.25f * s; 1497 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s; 1498 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s; 1499 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s; 1500 break; 1501 1502 case 1: 1503 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]); 1504 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s; 1505 out->y = 0.25f * s; 1506 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s; 1507 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s; 1508 break; 1509 1510 case 2: 1511 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]); 1512 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s; 1513 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s; 1514 out->z = 0.25f * s; 1515 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s; 1516 break; 1517 } 1518 } 1519 1520 return out; 1521 } 1522 1523 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 1524 { 1525 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll; 1526 1527 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 1528 1529 syaw = sinf(yaw / 2.0f); 1530 cyaw = cosf(yaw / 2.0f); 1531 spitch = sinf(pitch / 2.0f); 1532 cpitch = cosf(pitch / 2.0f); 1533 sroll = sinf(roll / 2.0f); 1534 croll = cosf(roll / 2.0f); 1535 1536 out->x = syaw * cpitch * sroll + cyaw * spitch * croll; 1537 out->y = syaw * cpitch * croll - cyaw * spitch * sroll; 1538 out->z = cyaw * cpitch * sroll - syaw * spitch * croll; 1539 out->w = cyaw * cpitch * croll + syaw * spitch * sroll; 1540 1541 return out; 1542 } 1543 1544 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1, 1545 const D3DXQUATERNION *q2, FLOAT t) 1546 { 1547 FLOAT dot, temp; 1548 1549 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t); 1550 1551 temp = 1.0f - t; 1552 dot = D3DXQuaternionDot(q1, q2); 1553 if (dot < 0.0f) 1554 { 1555 t = -t; 1556 dot = -dot; 1557 } 1558 1559 if (1.0f - dot > 0.001f) 1560 { 1561 FLOAT theta = acosf(dot); 1562 1563 temp = sinf(theta * temp) / sinf(theta); 1564 t = sinf(theta * t) / sinf(theta); 1565 } 1566 1567 out->x = temp * q1->x + t * q2->x; 1568 out->y = temp * q1->y + t * q2->y; 1569 out->z = temp * q1->z + t * q2->z; 1570 out->w = temp * q1->w + t * q2->w; 1571 1572 return out; 1573 } 1574 1575 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t) 1576 { 1577 D3DXQUATERNION temp1, temp2; 1578 1579 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t); 1580 1581 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); 1582 return pout; 1583 } 1584 1585 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add) 1586 { 1587 D3DXQUATERNION temp; 1588 1589 temp.x = q1->x + add * q2->x; 1590 temp.y = q1->y + add * q2->y; 1591 temp.z = q1->z + add * q2->z; 1592 temp.w = q1->w + add * q2->w; 1593 1594 return temp; 1595 } 1596 1597 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3) 1598 { 1599 D3DXQUATERNION q, temp1, temp2, temp3, zero; 1600 D3DXQUATERNION aout, cout; 1601 1602 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); 1603 1604 zero.x = 0.0f; 1605 zero.y = 0.0f; 1606 zero.z = 0.0f; 1607 zero.w = 0.0f; 1608 1609 if (D3DXQuaternionDot(pq0, pq1) < 0.0f) 1610 temp2 = add_diff(&zero, pq0, -1.0f); 1611 else 1612 temp2 = *pq0; 1613 1614 if (D3DXQuaternionDot(pq1, pq2) < 0.0f) 1615 cout = add_diff(&zero, pq2, -1.0f); 1616 else 1617 cout = *pq2; 1618 1619 if (D3DXQuaternionDot(&cout, pq3) < 0.0f) 1620 temp3 = add_diff(&zero, pq3, -1.0f); 1621 else 1622 temp3 = *pq3; 1623 1624 D3DXQuaternionInverse(&temp1, pq1); 1625 D3DXQuaternionMultiply(&temp2, &temp1, &temp2); 1626 D3DXQuaternionLn(&temp2, &temp2); 1627 D3DXQuaternionMultiply(&q, &temp1, &cout); 1628 D3DXQuaternionLn(&q, &q); 1629 temp1 = add_diff(&temp2, &q, 1.0f); 1630 temp1.x *= -0.25f; 1631 temp1.y *= -0.25f; 1632 temp1.z *= -0.25f; 1633 temp1.w *= -0.25f; 1634 D3DXQuaternionExp(&temp1, &temp1); 1635 D3DXQuaternionMultiply(&aout, pq1, &temp1); 1636 1637 D3DXQuaternionInverse(&temp1, &cout); 1638 D3DXQuaternionMultiply(&temp2, &temp1, pq1); 1639 D3DXQuaternionLn(&temp2, &temp2); 1640 D3DXQuaternionMultiply(&q, &temp1, &temp3); 1641 D3DXQuaternionLn(&q, &q); 1642 temp1 = add_diff(&temp2, &q, 1.0f); 1643 temp1.x *= -0.25f; 1644 temp1.y *= -0.25f; 1645 temp1.z *= -0.25f; 1646 temp1.w *= -0.25f; 1647 D3DXQuaternionExp(&temp1, &temp1); 1648 D3DXQuaternionMultiply(pbout, &cout, &temp1); 1649 *paout = aout; 1650 *pcout = cout; 1651 } 1652 1653 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) 1654 { 1655 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle); 1656 1657 if (paxis) 1658 { 1659 paxis->x = pq->x; 1660 paxis->y = pq->y; 1661 paxis->z = pq->z; 1662 } 1663 if (pangle) 1664 *pangle = 2.0f * acosf(pq->w); 1665 } 1666 1667 /*_________________D3DXVec2_____________________*/ 1668 1669 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) 1670 { 1671 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1672 1673 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1674 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1675 return pout; 1676 } 1677 1678 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) 1679 { 1680 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1681 1682 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); 1683 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); 1684 return pout; 1685 } 1686 1687 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s) 1688 { 1689 FLOAT h1, h2, h3, h4; 1690 1691 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1692 1693 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1694 h2 = s * s * s - 2.0f * s * s + s; 1695 h3 = -2.0f * s * s * s + 3.0f * s * s; 1696 h4 = s * s * s - s * s; 1697 1698 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1699 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1700 return pout; 1701 } 1702 1703 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) 1704 { 1705 FLOAT norm; 1706 1707 TRACE("pout %p, pv %p\n", pout, pv); 1708 1709 norm = D3DXVec2Length(pv); 1710 if ( !norm ) 1711 { 1712 pout->x = 0.0f; 1713 pout->y = 0.0f; 1714 } 1715 else 1716 { 1717 pout->x = pv->x / norm; 1718 pout->y = pv->y / norm; 1719 } 1720 1721 return pout; 1722 } 1723 1724 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1725 { 1726 D3DXVECTOR4 out; 1727 1728 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1729 1730 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]; 1731 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]; 1732 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2]; 1733 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1734 *pout = out; 1735 return pout; 1736 } 1737 1738 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1739 { 1740 UINT i; 1741 1742 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1743 1744 for (i = 0; i < elements; ++i) { 1745 D3DXVec2Transform( 1746 (D3DXVECTOR4*)((char*)out + outstride * i), 1747 (const D3DXVECTOR2*)((const char*)in + instride * i), 1748 matrix); 1749 } 1750 return out; 1751 } 1752 1753 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1754 { 1755 D3DXVECTOR2 v; 1756 FLOAT norm; 1757 1758 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1759 1760 v = *pv; 1761 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1762 1763 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm; 1764 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm; 1765 1766 return pout; 1767 } 1768 1769 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1770 { 1771 UINT i; 1772 1773 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1774 1775 for (i = 0; i < elements; ++i) { 1776 D3DXVec2TransformCoord( 1777 (D3DXVECTOR2*)((char*)out + outstride * i), 1778 (const D3DXVECTOR2*)((const char*)in + instride * i), 1779 matrix); 1780 } 1781 return out; 1782 } 1783 1784 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1785 { 1786 const D3DXVECTOR2 v = *pv; 1787 1788 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1789 1790 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y; 1791 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y; 1792 return pout; 1793 } 1794 1795 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements) 1796 { 1797 UINT i; 1798 1799 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1800 1801 for (i = 0; i < elements; ++i) { 1802 D3DXVec2TransformNormal( 1803 (D3DXVECTOR2*)((char*)out + outstride * i), 1804 (const D3DXVECTOR2*)((const char*)in + instride * i), 1805 matrix); 1806 } 1807 return out; 1808 } 1809 1810 /*_________________D3DXVec3_____________________*/ 1811 1812 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) 1813 { 1814 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1815 1816 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1817 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1818 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 1819 return pout; 1820 } 1821 1822 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) 1823 { 1824 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1825 1826 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); 1827 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); 1828 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); 1829 return pout; 1830 } 1831 1832 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s) 1833 { 1834 FLOAT h1, h2, h3, h4; 1835 1836 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1837 1838 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1839 h2 = s * s * s - 2.0f * s * s + s; 1840 h3 = -2.0f * s * s * s + 3.0f * s * s; 1841 h4 = s * s * s - s * s; 1842 1843 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1844 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1845 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 1846 return pout; 1847 } 1848 1849 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) 1850 { 1851 FLOAT norm; 1852 1853 TRACE("pout %p, pv %p\n", pout, pv); 1854 1855 norm = D3DXVec3Length(pv); 1856 if ( !norm ) 1857 { 1858 pout->x = 0.0f; 1859 pout->y = 0.0f; 1860 pout->z = 0.0f; 1861 } 1862 else 1863 { 1864 pout->x = pv->x / norm; 1865 pout->y = pv->y / norm; 1866 pout->z = pv->z / norm; 1867 } 1868 1869 return pout; 1870 } 1871 1872 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) 1873 { 1874 D3DXMATRIX m; 1875 1876 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld); 1877 1878 D3DXMatrixIdentity(&m); 1879 if (pworld) D3DXMatrixMultiply(&m, &m, pworld); 1880 if (pview) D3DXMatrixMultiply(&m, &m, pview); 1881 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection); 1882 1883 D3DXVec3TransformCoord(pout, pv, &m); 1884 1885 if (pviewport) 1886 { 1887 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f; 1888 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f; 1889 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ ); 1890 } 1891 return pout; 1892 } 1893 1894 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) 1895 { 1896 UINT i; 1897 1898 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 1899 out, outstride, in, instride, viewport, projection, view, world, elements); 1900 1901 for (i = 0; i < elements; ++i) { 1902 D3DXVec3Project( 1903 (D3DXVECTOR3*)((char*)out + outstride * i), 1904 (const D3DXVECTOR3*)((const char*)in + instride * i), 1905 viewport, projection, view, world); 1906 } 1907 return out; 1908 } 1909 1910 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1911 { 1912 D3DXVECTOR4 out; 1913 1914 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1915 1916 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]; 1917 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]; 1918 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]; 1919 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]; 1920 *pout = out; 1921 return pout; 1922 } 1923 1924 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1925 { 1926 UINT i; 1927 1928 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1929 1930 for (i = 0; i < elements; ++i) { 1931 D3DXVec3Transform( 1932 (D3DXVECTOR4*)((char*)out + outstride * i), 1933 (const D3DXVECTOR3*)((const char*)in + instride * i), 1934 matrix); 1935 } 1936 return out; 1937 } 1938 1939 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1940 { 1941 D3DXVECTOR3 out; 1942 FLOAT norm; 1943 1944 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1945 1946 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]; 1947 1948 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; 1949 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; 1950 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; 1951 1952 *pout = out; 1953 1954 return pout; 1955 } 1956 1957 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1958 { 1959 UINT i; 1960 1961 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1962 1963 for (i = 0; i < elements; ++i) { 1964 D3DXVec3TransformCoord( 1965 (D3DXVECTOR3*)((char*)out + outstride * i), 1966 (const D3DXVECTOR3*)((const char*)in + instride * i), 1967 matrix); 1968 } 1969 return out; 1970 } 1971 1972 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1973 { 1974 const D3DXVECTOR3 v = *pv; 1975 1976 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1977 1978 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z; 1979 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z; 1980 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z; 1981 return pout; 1982 1983 } 1984 1985 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1986 { 1987 UINT i; 1988 1989 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1990 1991 for (i = 0; i < elements; ++i) { 1992 D3DXVec3TransformNormal( 1993 (D3DXVECTOR3*)((char*)out + outstride * i), 1994 (const D3DXVECTOR3*)((const char*)in + instride * i), 1995 matrix); 1996 } 1997 return out; 1998 } 1999 2000 D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v, 2001 const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view, 2002 const D3DXMATRIX *world) 2003 { 2004 D3DXMATRIX m; 2005 2006 TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n", 2007 out, v, viewport, projection, view, world); 2008 2009 D3DXMatrixIdentity(&m); 2010 if (world) 2011 D3DXMatrixMultiply(&m, &m, world); 2012 if (view) 2013 D3DXMatrixMultiply(&m, &m, view); 2014 if (projection) 2015 D3DXMatrixMultiply(&m, &m, projection); 2016 D3DXMatrixInverse(&m, NULL, &m); 2017 2018 *out = *v; 2019 if (viewport) 2020 { 2021 out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f; 2022 out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height; 2023 out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ); 2024 } 2025 D3DXVec3TransformCoord(out, out, &m); 2026 return out; 2027 } 2028 2029 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) 2030 { 2031 UINT i; 2032 2033 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 2034 out, outstride, in, instride, viewport, projection, view, world, elements); 2035 2036 for (i = 0; i < elements; ++i) { 2037 D3DXVec3Unproject( 2038 (D3DXVECTOR3*)((char*)out + outstride * i), 2039 (const D3DXVECTOR3*)((const char*)in + instride * i), 2040 viewport, projection, view, world); 2041 } 2042 return out; 2043 } 2044 2045 /*_________________D3DXVec4_____________________*/ 2046 2047 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) 2048 { 2049 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 2050 2051 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 2052 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 2053 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 2054 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w); 2055 return pout; 2056 } 2057 2058 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) 2059 { 2060 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 2061 2062 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); 2063 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); 2064 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); 2065 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); 2066 return pout; 2067 } 2068 2069 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3) 2070 { 2071 D3DXVECTOR4 out; 2072 2073 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 2074 2075 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); 2076 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)); 2077 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); 2078 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)); 2079 *pout = out; 2080 return pout; 2081 } 2082 2083 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s) 2084 { 2085 FLOAT h1, h2, h3, h4; 2086 2087 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 2088 2089 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 2090 h2 = s * s * s - 2.0f * s * s + s; 2091 h3 = -2.0f * s * s * s + 3.0f * s * s; 2092 h4 = s * s * s - s * s; 2093 2094 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 2095 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 2096 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 2097 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w); 2098 return pout; 2099 } 2100 2101 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) 2102 { 2103 FLOAT norm; 2104 2105 TRACE("pout %p, pv %p\n", pout, pv); 2106 2107 norm = D3DXVec4Length(pv); 2108 2109 pout->x = pv->x / norm; 2110 pout->y = pv->y / norm; 2111 pout->z = pv->z / norm; 2112 pout->w = pv->w / norm; 2113 2114 return pout; 2115 } 2116 2117 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm) 2118 { 2119 D3DXVECTOR4 out; 2120 2121 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 2122 2123 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; 2124 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; 2125 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; 2126 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; 2127 *pout = out; 2128 return pout; 2129 } 2130 2131 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 2132 { 2133 UINT i; 2134 2135 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 2136 2137 for (i = 0; i < elements; ++i) { 2138 D3DXVec4Transform( 2139 (D3DXVECTOR4*)((char*)out + outstride * i), 2140 (const D3DXVECTOR4*)((const char*)in + instride * i), 2141 matrix); 2142 } 2143 return out; 2144 } 2145 2146 unsigned short float_32_to_16(const float in) 2147 { 2148 int exp = 0, origexp; 2149 float tmp = fabsf(in); 2150 int sign = (copysignf(1, in) < 0); 2151 unsigned int mantissa; 2152 unsigned short ret; 2153 2154 /* Deal with special numbers */ 2155 if (isinf(in)) return (sign ? 0xffff : 0x7fff); 2156 if (isnan(in)) return (sign ? 0xffff : 0x7fff); 2157 if (in == 0.0f) return (sign ? 0x8000 : 0x0000); 2158 2159 if (tmp < (float)(1u << 10)) 2160 { 2161 do 2162 { 2163 tmp *= 2.0f; 2164 exp--; 2165 } while (tmp < (float)(1u << 10)); 2166 } 2167 else if (tmp >= (float)(1u << 11)) 2168 { 2169 do 2170 { 2171 tmp /= 2.0f; 2172 exp++; 2173 } while (tmp >= (float)(1u << 11)); 2174 } 2175 2176 exp += 10; /* Normalize the mantissa */ 2177 exp += 15; /* Exponent is encoded with excess 15 */ 2178 2179 origexp = exp; 2180 2181 mantissa = (unsigned int) tmp; 2182 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */ 2183 (tmp - mantissa > 0.5f)) 2184 { 2185 mantissa++; /* round to nearest, away from zero */ 2186 } 2187 if (mantissa == 2048) 2188 { 2189 mantissa = 1024; 2190 exp++; 2191 } 2192 2193 if (exp > 31) 2194 { 2195 /* too big */ 2196 ret = 0x7fff; /* INF */ 2197 } 2198 else if (exp <= 0) 2199 { 2200 unsigned int rounding = 0; 2201 2202 /* Denormalized half float */ 2203 2204 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */ 2205 if (exp < -11) 2206 return (sign ? 0x8000 : 0x0000); 2207 2208 exp = origexp; 2209 2210 /* the 13 extra bits from single precision are used for rounding */ 2211 mantissa = (unsigned int)(tmp * (1u << 13)); 2212 mantissa >>= 1 - exp; /* denormalize */ 2213 2214 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */ 2215 /* remove 13 least significant bits to get half float precision */ 2216 mantissa >>= 12; 2217 rounding = mantissa & 1; 2218 mantissa >>= 1; 2219 2220 ret = mantissa + rounding; 2221 } 2222 else 2223 { 2224 ret = (exp << 10) | (mantissa & 0x3ff); 2225 } 2226 2227 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */ 2228 return ret; 2229 } 2230 2231 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n) 2232 { 2233 unsigned int i; 2234 2235 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2236 2237 for (i = 0; i < n; ++i) 2238 { 2239 pout[i].value = float_32_to_16(pin[i]); 2240 } 2241 2242 return pout; 2243 } 2244 2245 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a 2246 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ 2247 float float_16_to_32(const unsigned short in) 2248 { 2249 const unsigned short s = (in & 0x8000); 2250 const unsigned short e = (in & 0x7C00) >> 10; 2251 const unsigned short m = in & 0x3FF; 2252 const float sgn = (s ? -1.0f : 1.0f); 2253 2254 if (e == 0) 2255 { 2256 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 2257 else return sgn * powf(2, -14.0f) * (m / 1024.0f); 2258 } 2259 else 2260 { 2261 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f)); 2262 } 2263 } 2264 2265 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) 2266 { 2267 unsigned int i; 2268 2269 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2270 2271 for (i = 0; i < n; ++i) 2272 { 2273 pout[i] = float_16_to_32(pin[i].value); 2274 } 2275 2276 return pout; 2277 } 2278 2279 /*_________________D3DXSH________________*/ 2280 2281 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b) 2282 { 2283 UINT i; 2284 2285 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b); 2286 2287 for (i = 0; i < order * order; i++) 2288 out[i] = a[i] + b[i]; 2289 2290 return out; 2291 } 2292 2293 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b) 2294 { 2295 FLOAT s; 2296 UINT i; 2297 2298 TRACE("order %u, a %p, b %p\n", order, a, b); 2299 2300 s = a[0] * b[0]; 2301 for (i = 1; i < order * order; i++) 2302 s += a[i] * b[i]; 2303 2304 return s; 2305 } 2306 2307 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle) 2308 { 2309 FLOAT coeff[3]; 2310 2311 coeff[0] = cosf(angle); 2312 2313 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]); 2314 out[1] = D3DX_PI * sinf(angle) * sinf(angle); 2315 if (order <= 2) 2316 return; 2317 2318 out[2] = coeff[0] * out[1]; 2319 if (order == 3) 2320 return; 2321 2322 coeff[1] = coeff[0] * coeff[0]; 2323 coeff[2] = coeff[1] * coeff[1]; 2324 2325 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f); 2326 if (order == 4) 2327 return; 2328 2329 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f); 2330 if (order == 5) 2331 return; 2332 2333 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f); 2334 } 2335 2336 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2337 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2338 { 2339 FLOAT cap[6], clamped_angle, norm, scale, temp; 2340 UINT i, index, j; 2341 2342 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2343 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2344 2345 if (radius <= 0.0f) 2346 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2347 2348 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius; 2349 norm = sinf(clamped_angle) * sinf(clamped_angle); 2350 2351 if (order > D3DXSH_MAXORDER) 2352 { 2353 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2354 order = D3DXSH_MAXORDER; 2355 } 2356 2357 weightedcapintegrale(cap, order, radius); 2358 D3DXSHEvalDirection(rout, order, dir); 2359 2360 for (i = 0; i < order; i++) 2361 { 2362 scale = cap[i] / norm; 2363 2364 for (j = 0; j < 2 * i + 1; j++) 2365 { 2366 index = i * i + j; 2367 temp = rout[index] * scale; 2368 2369 rout[index] = temp * Rintensity; 2370 if (gout) 2371 gout[index] = temp * Gintensity; 2372 if (bout) 2373 bout[index] = temp * Bintensity; 2374 } 2375 } 2376 2377 return D3D_OK; 2378 } 2379 2380 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) 2381 { 2382 const FLOAT dirxx = dir->x * dir->x; 2383 const FLOAT dirxy = dir->x * dir->y; 2384 const FLOAT dirxz = dir->x * dir->z; 2385 const FLOAT diryy = dir->y * dir->y; 2386 const FLOAT diryz = dir->y * dir->z; 2387 const FLOAT dirzz = dir->z * dir->z; 2388 const FLOAT dirxxxx = dirxx * dirxx; 2389 const FLOAT diryyyy = diryy * diryy; 2390 const FLOAT dirzzzz = dirzz * dirzz; 2391 const FLOAT dirxyxy = dirxy * dirxy; 2392 2393 TRACE("out %p, order %u, dir %p\n", out, order, dir); 2394 2395 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER)) 2396 return out; 2397 2398 out[0] = 0.5f / sqrtf(D3DX_PI); 2399 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y; 2400 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z; 2401 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x; 2402 if (order == 2) 2403 return out; 2404 2405 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy; 2406 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz; 2407 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f); 2408 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz; 2409 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy); 2410 if (order == 3) 2411 return out; 2412 2413 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy); 2414 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z; 2415 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz); 2416 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f); 2417 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz); 2418 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy); 2419 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy); 2420 if (order == 4) 2421 return out; 2422 2423 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy); 2424 out[17] = 3.0f * dir->z * out[9]; 2425 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f); 2426 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz); 2427 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f); 2428 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz); 2429 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f); 2430 out[23] = 3.0f * dir->z * out[15]; 2431 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2432 if (order == 5) 2433 return out; 2434 2435 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy); 2436 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy); 2437 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz); 2438 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f); 2439 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2440 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f); 2441 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2442 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f); 2443 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz); 2444 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2445 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy); 2446 2447 return out; 2448 } 2449 2450 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) 2451 { 2452 FLOAT s, temp; 2453 UINT j; 2454 2455 TRACE("Order %u, Vector %p, Red %f, Green %f, Blue %f, Rout %p, Gout %p, Bout %p\n", order, dir, Rintensity, Gintensity, Bintensity, Rout, Gout, Bout); 2456 2457 s = 0.75f; 2458 if ( order > 2 ) 2459 s += 5.0f / 16.0f; 2460 if ( order > 4 ) 2461 s -= 3.0f / 32.0f; 2462 s /= D3DX_PI; 2463 2464 D3DXSHEvalDirection(Rout, order, dir); 2465 for (j = 0; j < order * order; j++) 2466 { 2467 temp = Rout[j] / s; 2468 2469 Rout[j] = Rintensity * temp; 2470 if ( Gout ) 2471 Gout[j] = Gintensity * temp; 2472 if ( Bout ) 2473 Bout[j] = Bintensity * temp; 2474 } 2475 2476 return D3D_OK; 2477 } 2478 2479 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, 2480 FLOAT *rout, FLOAT *gout, FLOAT *bout) 2481 { 2482 FLOAT a[2], temp[4]; 2483 UINT i, j; 2484 2485 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout); 2486 2487 D3DXSHEvalDirection(temp, 2, dir); 2488 2489 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI; 2490 a[1] = (top.r - bottom.r) * D3DX_PI; 2491 for (i = 0; i < order; i++) 2492 for (j = 0; j < 2 * i + 1; j++) 2493 if (i < 2) 2494 rout[i * i + j] = temp[i * i + j] * a[i]; 2495 else 2496 rout[i * i + j] = 0.0f; 2497 2498 if (gout) 2499 { 2500 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI; 2501 a[1] = (top.g - bottom.g) * D3DX_PI; 2502 for (i = 0; i < order; i++) 2503 for (j = 0; j < 2 * i + 1; j++) 2504 if (i < 2) 2505 gout[i * i + j] = temp[i * i + j] * a[i]; 2506 else 2507 gout[i * i + j] = 0.0f; 2508 } 2509 2510 if (bout) 2511 { 2512 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI; 2513 a[1] = (top.b - bottom.b) * D3DX_PI; 2514 for (i = 0; i < order; i++) 2515 for (j = 0; j < 2 * i + 1; j++) 2516 if (i < 2) 2517 bout[i * i + j] = temp[i * i + j] * a[i]; 2518 else 2519 bout[i * i + j] = 0.0f; 2520 } 2521 2522 return D3D_OK; 2523 } 2524 2525 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2526 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2527 { 2528 D3DXVECTOR3 normal; 2529 FLOAT cap[6], clamped_angle, dist, temp; 2530 UINT i, index, j; 2531 2532 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2533 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2534 2535 if (order > D3DXSH_MAXORDER) 2536 { 2537 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2538 order = D3DXSH_MAXORDER; 2539 } 2540 2541 if (radius < 0.0f) 2542 radius = -radius; 2543 2544 dist = D3DXVec3Length(dir); 2545 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist); 2546 2547 weightedcapintegrale(cap, order, clamped_angle); 2548 D3DXVec3Normalize(&normal, dir); 2549 D3DXSHEvalDirection(rout, order, &normal); 2550 2551 for (i = 0; i < order; i++) 2552 for (j = 0; j < 2 * i + 1; j++) 2553 { 2554 index = i * i + j; 2555 temp = rout[index] * cap[i]; 2556 2557 rout[index] = temp * Rintensity; 2558 if (gout) 2559 gout[index] = temp * Gintensity; 2560 if (bout) 2561 bout[index] = temp * Bintensity; 2562 } 2563 2564 return D3D_OK; 2565 } 2566 2567 FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b) 2568 { 2569 FLOAT ta, tb; 2570 2571 TRACE("out %p, a %p, b %p\n", out, a, b); 2572 2573 ta = 0.28209479f * a[0]; 2574 tb = 0.28209479f * b[0]; 2575 2576 out[0] = 0.28209479f * D3DXSHDot(2, a, b); 2577 out[1] = ta * b[1] + tb * a[1]; 2578 out[2] = ta * b[2] + tb * a[2]; 2579 out[3] = ta * b[3] + tb * a[3]; 2580 2581 return out; 2582 } 2583 2584 FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b) 2585 { 2586 FLOAT t, ta, tb; 2587 2588 TRACE("out %p, a %p, b %p\n", out, a, b); 2589 2590 out[0] = 0.28209479f * a[0] * b[0]; 2591 2592 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2593 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2594 out[1] = ta * b[1] + tb * a[1]; 2595 t = a[1] * b[1]; 2596 out[0] += 0.28209479f * t; 2597 out[6] = -0.12615663f * t; 2598 out[8] = -0.21850969f * t; 2599 2600 ta = 0.21850969f * a[5]; 2601 tb = 0.21850969f * b[5]; 2602 out[1] += ta * b[2] + tb * a[2]; 2603 out[2] = ta * b[1] + tb * a[1]; 2604 t = a[1] * b[2] +a[2] * b[1]; 2605 out[5] = 0.21850969f * t; 2606 2607 ta = 0.21850969f * a[4]; 2608 tb = 0.21850969f * b[4]; 2609 out[1] += ta * b[3] + tb * a[3]; 2610 out[3] = ta * b[1] + tb * a[1]; 2611 t = a[1] * b[3] + a[3] * b[1]; 2612 out[4] = 0.21850969f * t; 2613 2614 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2615 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2616 out[2] += ta * b[2] + tb * a[2]; 2617 t = a[2] * b[2]; 2618 out[0] += 0.28209480f * t; 2619 out[6] += 0.25231326f * t; 2620 2621 ta = 0.21850969f * a[7]; 2622 tb = 0.21850969f * b[7]; 2623 out[2] += ta * b[3] + tb * a[3]; 2624 out[3] += ta * b[2] + tb * a[2]; 2625 t = a[2] * b[3] + a[3] * b[2]; 2626 out[7] = 0.21850969f * t; 2627 2628 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2629 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2630 out[3] += ta * b[3] + tb * a[3]; 2631 t = a[3] * b[3]; 2632 out[0] += 0.28209479f * t; 2633 out[6] -= 0.12615663f * t; 2634 out[8] += 0.21850969f * t; 2635 2636 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2637 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2638 out[4] += ta * b[4] + tb * a[4]; 2639 t = a[4] * b[4]; 2640 out[0] += 0.28209479f * t; 2641 out[6] -= 0.18022375f * t; 2642 2643 ta = 0.15607835f * a[7]; 2644 tb = 0.15607835f * b[7]; 2645 out[4] += ta * b[5] + tb * a[5]; 2646 out[5] += ta * b[4] + tb * a[4]; 2647 t = a[4] * b[5] + a[5] * b[4]; 2648 out[7] += 0.15607835f * t; 2649 2650 ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8]; 2651 tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8]; 2652 out[5] += ta * b[5] + tb * a[5]; 2653 t = a[5] * b[5]; 2654 out[0] += 0.28209479f * t; 2655 out[6] += 0.09011188f * t; 2656 out[8] -= 0.15607835f * t; 2657 2658 ta = 0.28209480f * a[0]; 2659 tb = 0.28209480f * b[0]; 2660 out[6] += ta * b[6] + tb * a[6]; 2661 t = a[6] * b[6]; 2662 out[0] += 0.28209480f * t; 2663 out[6] += 0.18022376f * t; 2664 2665 ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8]; 2666 tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8]; 2667 out[7] += ta * b[7] + tb * a[7]; 2668 t = a[7] * b[7]; 2669 out[0] += 0.28209479f * t; 2670 out[6] += 0.09011188f * t; 2671 out[8] += 0.15607835f * t; 2672 2673 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2674 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2675 out[8] += ta * b[8] + tb * a[8]; 2676 t = a[8] * b[8]; 2677 out[0] += 0.28209479f * t; 2678 out[6] -= 0.18022375f * t; 2679 2680 return out; 2681 } 2682 2683 FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b) 2684 { 2685 FLOAT ta, tb, t; 2686 2687 TRACE("out %p, a %p, b %p\n", out, a, b); 2688 2689 out[0] = 0.28209479f * a[0] * b[0]; 2690 2691 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2692 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2693 out[1] = ta * b[1] + tb * a[1]; 2694 t = a[1] * b[1]; 2695 out[0] += 0.28209479f * t; 2696 out[6] = -0.12615663f * t; 2697 out[8] = -0.21850969f * t; 2698 2699 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15]; 2700 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15]; 2701 out[1] += ta * b[4] + tb * a[4]; 2702 out[4] = ta * b[1] + tb * a[1]; 2703 t = a[1] * b[4] + a[4] * b[1]; 2704 out[3] = 0.21850969f * t; 2705 out[13] = -0.05839917f * t; 2706 out[15] = -0.22617901f * t; 2707 2708 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14]; 2709 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14]; 2710 out[1] += ta * b[5] + tb * a[5]; 2711 out[5] = ta * b[1] + tb * a[1]; 2712 t = a[1] * b[5] + a[5] * b[1]; 2713 out[2] = 0.21850969f * t; 2714 out[12] = -0.14304817f * t; 2715 out[14] = -0.18467439f * t; 2716 2717 ta = 0.20230066f * a[11]; 2718 tb = 0.20230066f * b[11]; 2719 out[1] += ta * b[6] + tb * a[6]; 2720 out[6] += ta * b[1] + tb * a[1]; 2721 t = a[1] * b[6] + a[6] * b[1]; 2722 out[11] = 0.20230066f * t; 2723 2724 ta = 0.22617901f * a[9] + 0.05839917f * a[11]; 2725 tb = 0.22617901f * b[9] + 0.05839917f * b[11]; 2726 out[1] += ta * b[8] + tb * a[8]; 2727 out[8] += ta * b[1] + tb * a[1]; 2728 t = a[1] * b[8] + a[8] * b[1]; 2729 out[9] = 0.22617901f * t; 2730 out[11] += 0.05839917f * t; 2731 2732 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2733 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2734 out[2] += ta * b[2] + tb * a[2]; 2735 t = a[2] * b[2]; 2736 out[0] += 0.28209480f * t; 2737 out[6] += 0.25231326f * t; 2738 2739 ta = 0.24776671f * a[12]; 2740 tb = 0.24776671f * b[12]; 2741 out[2] += ta * b[6] + tb * a[6]; 2742 out[6] += ta * b[2] + tb * a[2]; 2743 t = a[2] * b[6] + a[6] * b[2]; 2744 out[12] += 0.24776671f * t; 2745 2746 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2747 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2748 out[3] += ta * b[3] + tb * a[3]; 2749 t = a[3] * b[3]; 2750 out[0] += 0.28209480f * t; 2751 out[6] -= 0.12615663f * t; 2752 out[8] += 0.21850969f * t; 2753 2754 ta = 0.20230066f * a[13]; 2755 tb = 0.20230066f * b[13]; 2756 out[3] += ta * b[6] + tb * a[6]; 2757 out[6] += ta * b[3] + tb * a[3]; 2758 t = a[3] * b[6] + a[6] * b[3]; 2759 out[13] += 0.20230066f * t; 2760 2761 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14]; 2762 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14]; 2763 out[3] += ta * b[7] + tb * a[7]; 2764 out[7] = ta * b[3] + tb * a[3]; 2765 t = a[3] * b[7] + a[7] * b[3]; 2766 out[2] += 0.21850969f * t; 2767 out[12] -= 0.14304817f * t; 2768 out[14] += 0.18467439f * t; 2769 2770 ta = -0.05839917f * a[13] + 0.22617901f * a[15]; 2771 tb = -0.05839917f * b[13] + 0.22617901f * b[15]; 2772 out[3] += ta * b[8] + tb * a[8]; 2773 out[8] += ta * b[3] + tb * a[3]; 2774 t = a[3] * b[8] + a[8] * b[3]; 2775 out[13] -= 0.05839917f * t; 2776 out[15] += 0.22617901f * t; 2777 2778 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2779 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2780 out[4] += ta * b[4] + tb * a[4]; 2781 t = a[4] * b[4]; 2782 out[0] += 0.28209479f * t; 2783 out[6] -= 0.18022375f * t; 2784 2785 ta = 0.15607835f * a[7]; 2786 tb = 0.15607835f * b[7]; 2787 out[4] += ta * b[5] + tb * a[5]; 2788 out[5] += ta * b[4] + tb * a[4]; 2789 t = a[4] * b[5] + a[5] * b[4]; 2790 out[7] += 0.15607835f * t; 2791 2792 ta = 0.22617901f * a[3] - 0.09403160f * a[13]; 2793 tb = 0.22617901f * b[3] - 0.09403160f * b[13]; 2794 out[4] += ta * b[9] + tb * a[9]; 2795 out[9] += ta * b[4] + tb * a[4]; 2796 t = a[4] * b[9] + a[9] * b[4]; 2797 out[3] += 0.22617901f * t; 2798 out[13] -= 0.09403160f * t; 2799 2800 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2801 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2802 out[4] += ta * b[10] + tb * a [10]; 2803 out[10] = ta * b[4] + tb * a[4]; 2804 t = a[4] * b[10] + a[10] * b[4]; 2805 out[2] += 0.18467439f * t; 2806 out[12] -= 0.18806319f * t; 2807 2808 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15]; 2809 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15]; 2810 out[4] += ta * b[11] + tb * a[11]; 2811 out[11] += ta * b[4] + tb * a[4]; 2812 t = a[4] * b[11] + a[11] * b[4]; 2813 out[3] -= 0.05839917f * t; 2814 out[13] += 0.14567312f * t; 2815 out[15] += 0.09403160f * t; 2816 2817 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8]; 2818 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8]; 2819 out[5] += ta * b[5] + tb * a[5]; 2820 t = a[5] * b[5]; 2821 out[0] += 0.28209479f * t; 2822 out[6] += 0.09011186f * t; 2823 out[8] -= 0.15607835f * t; 2824 2825 ta = 0.14867701f * a[14]; 2826 tb = 0.14867701f * b[14]; 2827 out[5] += ta * b[9] + tb * a[9]; 2828 out[9] += ta * b[5] + tb * a[5]; 2829 t = a[5] * b[9] + a[9] * b[5]; 2830 out[14] += 0.14867701f * t; 2831 2832 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15]; 2833 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15]; 2834 out[5] += ta * b[10] + tb * a[10]; 2835 out[10] += ta * b[5] + tb * a[5]; 2836 t = a[5] * b[10] + a[10] * b[5]; 2837 out[3] += 0.18467439f * t; 2838 out[13] += 0.11516472f * t; 2839 out[15] -= 0.14867701f * t; 2840 2841 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14]; 2842 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14]; 2843 out[5] += ta * b[11] + tb * a[11]; 2844 out[11] += ta * b[5] + tb * a[5]; 2845 t = a[5] * b[11] + a[11] * b[5]; 2846 out[2] += 0.23359668f * t; 2847 out[12] += 0.05947080f * t; 2848 out[14] -= 0.11516472f * t; 2849 2850 ta = 0.28209479f * a[0]; 2851 tb = 0.28209479f * b[0]; 2852 out[6] += ta * b[6] + tb * a[6]; 2853 t = a[6] * b[6]; 2854 out[0] += 0.28209479f * t; 2855 out[6] += 0.18022376f * t; 2856 2857 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8]; 2858 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8]; 2859 out[7] += ta * b[7] + tb * a[7]; 2860 t = a[7] * b[7]; 2861 out[6] += 0.09011186f * t; 2862 out[0] += 0.28209479f * t; 2863 out[8] += 0.15607835f * t; 2864 2865 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11]; 2866 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11]; 2867 out[7] += ta * b[10] + tb * a[10]; 2868 out[10] += ta * b[7] + tb * a[7]; 2869 t = a[7] * b[10] + a[10] * b[7]; 2870 out[9] += 0.14867701f * t; 2871 out[1] += 0.18467439f * t; 2872 out[11] += 0.11516472f * t; 2873 2874 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14]; 2875 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14]; 2876 out[7] += ta * b[13] + tb * a[13]; 2877 out[13] += ta * b[7]+ tb * a[7]; 2878 t = a[7] * b[13] + a[13] * b[7]; 2879 out[12] += 0.05947080f * t; 2880 out[2] += 0.23359668f * t; 2881 out[14] += 0.11516472f * t; 2882 2883 ta = 0.14867701f * a[15]; 2884 tb = 0.14867701f * b[15]; 2885 out[7] += ta * b[14] + tb * a[14]; 2886 out[14] += ta * b[7] + tb * a[7]; 2887 t = a[7] * b[14] + a[14] * b[7]; 2888 out[15] += 0.14867701f * t; 2889 2890 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2891 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2892 out[8] += ta * b[8] + tb * a[8]; 2893 t = a[8] * b[8]; 2894 out[0] += 0.28209479f * t; 2895 out[6] -= 0.18022375f * t; 2896 2897 ta = -0.09403160f * a[11]; 2898 tb = -0.09403160f * b[11]; 2899 out[8] += ta * b[9] + tb * a[9]; 2900 out[9] += ta * b[8] + tb * a[8]; 2901 t = a[8] * b[9] + a[9] * b[8]; 2902 out[11] -= 0.09403160f * t; 2903 2904 ta = -0.09403160f * a[15]; 2905 tb = -0.09403160f * b[15]; 2906 out[8] += ta * b[13] + tb * a[13]; 2907 out[13] += ta * b[8] + tb * a[8]; 2908 t = a[8] * b[13] + a[13] * b[8]; 2909 out[15] -= 0.09403160f * t; 2910 2911 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2912 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2913 out[8] += ta * b[14] + tb * a[14]; 2914 out[14] += ta * b[8] + tb * a[8]; 2915 t = a[8] * b[14] + a[14] * b[8]; 2916 out[2] += 0.18467439f * t; 2917 out[12] -= 0.18806319f * t; 2918 2919 ta = -0.21026104f * a[6] + 0.28209479f * a[0]; 2920 tb = -0.21026104f * b[6] + 0.28209479f * b[0]; 2921 out[9] += ta * b[9] + tb * a[9]; 2922 t = a[9] * b[9]; 2923 out[6] -= 0.21026104f * t; 2924 out[0] += 0.28209479f * t; 2925 2926 ta = 0.28209479f * a[0]; 2927 tb = 0.28209479f * b[0]; 2928 out[10] += ta * b[10] + tb * a[10]; 2929 t = a[10] * b[10]; 2930 out[0] += 0.28209479f * t; 2931 2932 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8]; 2933 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8]; 2934 out[11] += ta * b[11] + tb * a[11]; 2935 t = a[11] * b[11]; 2936 out[0] += 0.28209479f * t; 2937 out[6] += 0.12615663f * t; 2938 out[8] -= 0.14567312f * t; 2939 2940 ta = 0.28209479f * a[0] + 0.16820885f * a[6]; 2941 tb = 0.28209479f * b[0] + 0.16820885f * b[6]; 2942 out[12] += ta * b[12] + tb * a[12]; 2943 t = a[12] * b[12]; 2944 out[0] += 0.28209479f * t; 2945 out[6] += 0.16820885f * t; 2946 2947 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6]; 2948 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6]; 2949 out[13] += ta * b[13] + tb * a[13]; 2950 t = a[13] * b[13]; 2951 out[0] += 0.28209479f * t; 2952 out[8] += 0.14567312f * t; 2953 out[6] += 0.12615663f * t; 2954 2955 ta = 0.28209479f * a[0]; 2956 tb = 0.28209479f * b[0]; 2957 out[14] += ta * b[14] + tb * a[14]; 2958 t = a[14] * b[14]; 2959 out[0] += 0.28209479f * t; 2960 2961 ta = 0.28209479f * a[0] - 0.21026104f * a[6]; 2962 tb = 0.28209479f * b[0] - 0.21026104f * b[6]; 2963 out[15] += ta * b[15] + tb * a[15]; 2964 t = a[15] * b[15]; 2965 out[0] += 0.28209479f * t; 2966 out[6] -= 0.21026104f * t; 2967 2968 return out; 2969 } 2970 2971 static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in) 2972 { 2973 out[0] = in[0]; 2974 2975 out[1] = a * in[2]; 2976 out[2] = -a * in[1]; 2977 out[3] = in[3]; 2978 2979 out[4] = a * in[7]; 2980 out[5] = -in[5]; 2981 out[6] = -0.5f * in[6] - 0.8660253882f * in[8]; 2982 out[7] = -a * in[4]; 2983 out[8] = -0.8660253882f * in[6] + 0.5f * in[8]; 2984 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14]; 2985 2986 out[10] = -in[10]; 2987 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14]; 2988 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11]; 2989 out[13] = -0.25f * in[13] - 0.9682458639f * in[15]; 2990 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11]; 2991 out[15] = -0.9682458639f * in[13] + 0.25f * in[15]; 2992 if (order == 4) 2993 return; 2994 2995 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23]; 2996 out[17] = -0.75f * in[17] + 0.6614378095f * in[19]; 2997 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23]; 2998 out[19] = 0.6614378095f * in[17] + 0.75f * in[19]; 2999 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24]; 3000 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18]; 3001 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24]; 3002 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18]; 3003 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24]; 3004 if (order == 5) 3005 return; 3006 3007 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34]; 3008 out[26] = -0.5f * in[26] + 0.8660253882f * in[28]; 3009 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34]; 3010 out[28] = 0.8660253882f * in[26] + 0.5f * in[28]; 3011 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34]; 3012 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29]; 3013 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35]; 3014 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29]; 3015 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35]; 3016 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29]; 3017 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; 3018 } 3019 3020 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in) 3021 { 3022 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36]; 3023 3024 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in); 3025 3026 out[0] = in[0]; 3027 3028 if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER)) 3029 return out; 3030 3031 if (order <= 3) 3032 { 3033 out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3]; 3034 out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3]; 3035 out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3]; 3036 3037 if (order == 3) 3038 { 3039 FLOAT coeff[]={ 3040 matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1], 3041 matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0], 3042 matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1], 3043 matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1], 3044 matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0], 3045 matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], }; 3046 3047 out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4]; 3048 out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5]; 3049 out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6]; 3050 out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7]; 3051 out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8]; 3052 3053 out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5]; 3054 out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4]; 3055 out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6]; 3056 out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7]; 3057 out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8]; 3058 3059 out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6]; 3060 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4]; 3061 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5]; 3062 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7]; 3063 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f * 3064 (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8]; 3065 3066 out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7]; 3067 out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4]; 3068 out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5]; 3069 out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6]; 3070 out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8]; 3071 3072 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8]; 3073 out[8] += (coeff[0] - coeff[1]) * in[4]; 3074 out[8] += (coeff[2] - coeff[3]) * in[5]; 3075 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6]; 3076 out[8] += (coeff[7] - coeff[6]) * in[7]; 3077 } 3078 3079 return out; 3080 } 3081 3082 if (fabsf(matrix->u.m[2][2]) != 1.0f) 3083 { 3084 sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]); 3085 alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb); 3086 beta = atan2f(sinb, matrix->u.m[2][2]); 3087 gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb); 3088 } 3089 else 3090 { 3091 alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]); 3092 beta = 0.0f; 3093 gamma = 0.0f; 3094 } 3095 3096 D3DXSHRotateZ(temp, order, gamma, in); 3097 rotate_X(temp1, order, 1.0f, temp); 3098 D3DXSHRotateZ(temp, order, beta, temp1); 3099 rotate_X(temp1, order, -1.0f, temp); 3100 D3DXSHRotateZ(out, order, alpha, temp1); 3101 3102 return out; 3103 } 3104 3105 FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in) 3106 { 3107 UINT i, sum = 0; 3108 FLOAT c[5], s[5]; 3109 3110 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in); 3111 3112 order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER); 3113 3114 out[0] = in[0]; 3115 3116 for (i = 1; i < order; i++) 3117 { 3118 UINT j; 3119 3120 c[i - 1] = cosf(i * angle); 3121 s[i - 1] = sinf(i * angle); 3122 sum += i * 2; 3123 3124 out[sum - i] = c[i - 1] * in[sum - i]; 3125 out[sum - i] += s[i - 1] * in[sum + i]; 3126 for (j = i - 1; j > 0; j--) 3127 { 3128 out[sum - j] = 0.0f; 3129 out[sum - j] = c[j - 1] * in[sum - j]; 3130 out[sum - j] += s[j - 1] * in[sum + j]; 3131 } 3132 3133 if (in == out) 3134 out[sum] = 0.0f; 3135 else 3136 out[sum] = in[sum]; 3137 3138 for (j = 1; j < i; j++) 3139 { 3140 out[sum + j] = 0.0f; 3141 out[sum + j] = -s[j - 1] * in[sum - j]; 3142 out[sum + j] += c[j - 1] * in[sum + j]; 3143 } 3144 out[sum + i] = -s[i - 1] * in[sum - i]; 3145 out[sum + i] += c[i - 1] * in[sum + i]; 3146 } 3147 3148 return out; 3149 } 3150 3151 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale) 3152 { 3153 UINT i; 3154 3155 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale); 3156 3157 for (i = 0; i < order * order; i++) 3158 out[i] = a[i] * scale; 3159 3160 return out; 3161 } 3162