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 *out, const D3DXVECTOR3 *scaling_center, 748 const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling, 749 const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation, 750 const D3DXVECTOR3 *translation) 751 { 752 static const D3DXVECTOR3 zero_vector; 753 D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt; 754 D3DXVECTOR3 sc, rc; 755 D3DXQUATERNION q; 756 757 TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p," 758 " rotation %p, translation %p.\n", 759 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation); 760 761 if (scaling) 762 { 763 sc = scaling_center ? *scaling_center : zero_vector; 764 D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z); 765 if (scaling_rotation) 766 { 767 q.x = -scaling_rotation->x; 768 q.y = -scaling_rotation->y; 769 q.z = -scaling_rotation->z; 770 q.w = scaling_rotation->w; 771 D3DXMatrixRotationQuaternion(&msr1, &q); 772 D3DXMatrixMultiply(&m1, &m1, &msr1); 773 } 774 D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z); 775 D3DXMatrixMultiply(&m1, &m1, &ms); 776 if (scaling_rotation) 777 { 778 D3DXMatrixRotationQuaternion(&msr, scaling_rotation); 779 D3DXMatrixMultiply(&m1, &m1, &msr); 780 } 781 D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z); 782 D3DXMatrixMultiply(&m1, &m1, &msc); 783 } 784 else 785 { 786 D3DXMatrixIdentity(&m1); 787 } 788 789 if (rotation) 790 { 791 rc = rotation_center ? *rotation_center : zero_vector; 792 D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z); 793 D3DXMatrixMultiply(&m1, &m1, &mrc1); 794 D3DXMatrixRotationQuaternion(&mr, rotation); 795 D3DXMatrixMultiply(&m1, &m1, &mr); 796 D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z); 797 D3DXMatrixMultiply(&m1, &m1, &mrc); 798 } 799 800 if (translation) 801 { 802 D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z); 803 D3DXMatrixMultiply(out, &m1, &mt); 804 } 805 else 806 { 807 *out = m1; 808 } 809 810 return out; 811 } 812 813 static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2) 814 { 815 if (!v2) 816 return; 817 818 v3->x = v2->x; 819 v3->y = v2->y; 820 v3->z = 0.0f; 821 } 822 823 D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center, 824 float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center, 825 float rotation, const D3DXVECTOR2 *translation) 826 { 827 D3DXVECTOR3 r_c, s, s_c, t; 828 D3DXQUATERNION r, s_r; 829 830 TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, " 831 "rotation %.8e, translation %p.\n", 832 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation); 833 834 vec3_from_vec2(&s_c, scaling_center); 835 vec3_from_vec2(&s, scaling); 836 if (scaling) 837 s.z = 1.0f; 838 vec3_from_vec2(&r_c, rotation_center); 839 vec3_from_vec2(&t, translation); 840 841 if (rotation) 842 { 843 r.w = cosf(rotation / 2.0f); 844 r.x = 0.0f; 845 r.y = 0.0f; 846 r.z = sinf(rotation / 2.0f); 847 } 848 849 if (scaling_rotation) 850 { 851 s_r.w = cosf(scaling_rotation / 2.0f); 852 s_r.x = 0.0f; 853 s_r.y = 0.0f; 854 s_r.z = sinf(scaling_rotation / 2.0f); 855 } 856 857 return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL, 858 scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL, 859 rotation ? &r : NULL, translation ? &t : NULL); 860 } 861 862 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) 863 { 864 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z); 865 866 D3DXMatrixIdentity(pout); 867 pout->u.m[3][0] = x; 868 pout->u.m[3][1] = y; 869 pout->u.m[3][2] = z; 870 return pout; 871 } 872 873 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm) 874 { 875 const D3DXMATRIX m = *pm; 876 int i,j; 877 878 TRACE("pout %p, pm %p\n", pout, pm); 879 880 for (i=0; i<4; i++) 881 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i]; 882 883 return pout; 884 } 885 886 /*_________________D3DXMatrixStack____________________*/ 887 888 889 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) 890 { 891 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface); 892 } 893 894 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out) 895 { 896 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); 897 898 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack) 899 || IsEqualGUID(riid, &IID_IUnknown)) 900 { 901 ID3DXMatrixStack_AddRef(iface); 902 *out = iface; 903 return S_OK; 904 } 905 906 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); 907 908 *out = NULL; 909 return E_NOINTERFACE; 910 } 911 912 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) 913 { 914 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 915 ULONG ref = InterlockedIncrement(&This->ref); 916 TRACE("(%p) : AddRef from %d\n", This, ref - 1); 917 return ref; 918 } 919 920 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface) 921 { 922 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 923 ULONG ref = InterlockedDecrement(&This->ref); 924 if (!ref) 925 { 926 HeapFree(GetProcessHeap(), 0, This->stack); 927 HeapFree(GetProcessHeap(), 0, This); 928 } 929 TRACE("(%p) : ReleaseRef to %d\n", This, ref); 930 return ref; 931 } 932 933 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) 934 { 935 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 936 937 TRACE("iface %p\n", iface); 938 939 return &This->stack[This->current]; 940 } 941 942 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) 943 { 944 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 945 946 TRACE("iface %p\n", iface); 947 948 D3DXMatrixIdentity(&This->stack[This->current]); 949 950 return D3D_OK; 951 } 952 953 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 954 { 955 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 956 957 TRACE("iface %p, pm %p\n", iface, pm); 958 959 This->stack[This->current] = *pm; 960 961 return D3D_OK; 962 } 963 964 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 965 { 966 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 967 968 TRACE("iface %p, pm %p\n", iface, pm); 969 970 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); 971 972 return D3D_OK; 973 } 974 975 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 976 { 977 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 978 979 TRACE("iface %p, pm %p\n", iface, pm); 980 981 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); 982 983 return D3D_OK; 984 } 985 986 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface) 987 { 988 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 989 990 TRACE("iface %p\n", iface); 991 992 /* Popping the last element on the stack returns D3D_OK, but does nothing. */ 993 if (!This->current) return D3D_OK; 994 995 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2) 996 { 997 unsigned int new_size; 998 D3DXMATRIX *new_stack; 999 1000 new_size = This->stack_size / 2; 1001 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1002 if (new_stack) 1003 { 1004 This->stack_size = new_size; 1005 This->stack = new_stack; 1006 } 1007 } 1008 1009 --This->current; 1010 1011 return D3D_OK; 1012 } 1013 1014 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) 1015 { 1016 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1017 1018 TRACE("iface %p\n", iface); 1019 1020 if (This->current == This->stack_size - 1) 1021 { 1022 unsigned int new_size; 1023 D3DXMATRIX *new_stack; 1024 1025 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY; 1026 1027 new_size = This->stack_size * 2; 1028 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1029 if (!new_stack) return E_OUTOFMEMORY; 1030 1031 This->stack_size = new_size; 1032 This->stack = new_stack; 1033 } 1034 1035 ++This->current; 1036 This->stack[This->current] = This->stack[This->current - 1]; 1037 1038 return D3D_OK; 1039 } 1040 1041 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1042 { 1043 D3DXMATRIX temp; 1044 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1045 1046 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1047 1048 D3DXMatrixRotationAxis(&temp, pv, angle); 1049 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1050 1051 return D3D_OK; 1052 } 1053 1054 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1055 { 1056 D3DXMATRIX temp; 1057 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1058 1059 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1060 1061 D3DXMatrixRotationAxis(&temp, pv, angle); 1062 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1063 1064 return D3D_OK; 1065 } 1066 1067 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1068 { 1069 D3DXMATRIX temp; 1070 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1071 1072 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1073 1074 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1075 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1076 1077 return D3D_OK; 1078 } 1079 1080 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1081 { 1082 D3DXMATRIX temp; 1083 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1084 1085 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1086 1087 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1088 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1089 1090 return D3D_OK; 1091 } 1092 1093 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1094 { 1095 D3DXMATRIX temp; 1096 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1097 1098 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z); 1099 1100 D3DXMatrixScaling(&temp, x, y, z); 1101 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1102 1103 return D3D_OK; 1104 } 1105 1106 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1107 { 1108 D3DXMATRIX temp; 1109 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1110 1111 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1112 1113 D3DXMatrixScaling(&temp, x, y, z); 1114 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1115 1116 return D3D_OK; 1117 } 1118 1119 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1120 { 1121 D3DXMATRIX temp; 1122 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1123 1124 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1125 1126 D3DXMatrixTranslation(&temp, x, y, z); 1127 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1128 1129 return D3D_OK; 1130 } 1131 1132 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1133 { 1134 D3DXMATRIX temp; 1135 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1136 1137 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1138 1139 D3DXMatrixTranslation(&temp, x, y, z); 1140 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); 1141 1142 return D3D_OK; 1143 } 1144 1145 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl = 1146 { 1147 ID3DXMatrixStackImpl_QueryInterface, 1148 ID3DXMatrixStackImpl_AddRef, 1149 ID3DXMatrixStackImpl_Release, 1150 ID3DXMatrixStackImpl_Pop, 1151 ID3DXMatrixStackImpl_Push, 1152 ID3DXMatrixStackImpl_LoadIdentity, 1153 ID3DXMatrixStackImpl_LoadMatrix, 1154 ID3DXMatrixStackImpl_MultMatrix, 1155 ID3DXMatrixStackImpl_MultMatrixLocal, 1156 ID3DXMatrixStackImpl_RotateAxis, 1157 ID3DXMatrixStackImpl_RotateAxisLocal, 1158 ID3DXMatrixStackImpl_RotateYawPitchRoll, 1159 ID3DXMatrixStackImpl_RotateYawPitchRollLocal, 1160 ID3DXMatrixStackImpl_Scale, 1161 ID3DXMatrixStackImpl_ScaleLocal, 1162 ID3DXMatrixStackImpl_Translate, 1163 ID3DXMatrixStackImpl_TranslateLocal, 1164 ID3DXMatrixStackImpl_GetTop 1165 }; 1166 1167 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack) 1168 { 1169 struct ID3DXMatrixStackImpl *object; 1170 1171 TRACE("flags %#x, stack %p.\n", flags, stack); 1172 1173 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) 1174 { 1175 *stack = NULL; 1176 return E_OUTOFMEMORY; 1177 } 1178 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl; 1179 object->ref = 1; 1180 1181 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack)))) 1182 { 1183 HeapFree(GetProcessHeap(), 0, object); 1184 *stack = NULL; 1185 return E_OUTOFMEMORY; 1186 } 1187 1188 object->current = 0; 1189 object->stack_size = INITIAL_STACK_SIZE; 1190 D3DXMatrixIdentity(&object->stack[0]); 1191 1192 TRACE("Created matrix stack %p.\n", object); 1193 1194 *stack = &object->ID3DXMatrixStack_iface; 1195 return D3D_OK; 1196 } 1197 1198 /*_________________D3DXPLANE________________*/ 1199 1200 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) 1201 { 1202 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal); 1203 1204 pout->a = pvnormal->x; 1205 pout->b = pvnormal->y; 1206 pout->c = pvnormal->z; 1207 pout->d = -D3DXVec3Dot(pvpoint, pvnormal); 1208 return pout; 1209 } 1210 1211 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3) 1212 { 1213 D3DXVECTOR3 edge1, edge2, normal, Nnormal; 1214 1215 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 1216 1217 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; 1218 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; 1219 D3DXVec3Subtract(&edge1, pv2, pv1); 1220 D3DXVec3Subtract(&edge2, pv3, pv1); 1221 D3DXVec3Cross(&normal, &edge1, &edge2); 1222 D3DXVec3Normalize(&Nnormal, &normal); 1223 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal); 1224 return pout; 1225 } 1226 1227 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) 1228 { 1229 D3DXVECTOR3 direction, normal; 1230 FLOAT dot, temp; 1231 1232 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2); 1233 1234 normal.x = pp->a; 1235 normal.y = pp->b; 1236 normal.z = pp->c; 1237 direction.x = pv2->x - pv1->x; 1238 direction.y = pv2->y - pv1->y; 1239 direction.z = pv2->z - pv1->z; 1240 dot = D3DXVec3Dot(&normal, &direction); 1241 if ( !dot ) return NULL; 1242 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot; 1243 pout->x = pv1->x - temp * direction.x; 1244 pout->y = pv1->y - temp * direction.y; 1245 pout->z = pv1->z - temp * direction.z; 1246 return pout; 1247 } 1248 1249 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p) 1250 { 1251 FLOAT norm; 1252 1253 TRACE("out %p, p %p\n", out, p); 1254 1255 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c); 1256 if (norm) 1257 { 1258 out->a = p->a / norm; 1259 out->b = p->b / norm; 1260 out->c = p->c / norm; 1261 out->d = p->d / norm; 1262 } 1263 else 1264 { 1265 out->a = 0.0f; 1266 out->b = 0.0f; 1267 out->c = 0.0f; 1268 out->d = 0.0f; 1269 } 1270 1271 return out; 1272 } 1273 1274 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm) 1275 { 1276 const D3DXPLANE plane = *pplane; 1277 1278 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm); 1279 1280 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; 1281 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; 1282 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; 1283 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; 1284 return pout; 1285 } 1286 1287 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1288 { 1289 UINT i; 1290 1291 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1292 1293 for (i = 0; i < elements; ++i) { 1294 D3DXPlaneTransform( 1295 (D3DXPLANE*)((char*)out + outstride * i), 1296 (const D3DXPLANE*)((const char*)in + instride * i), 1297 matrix); 1298 } 1299 return out; 1300 } 1301 1302 /*_________________D3DXQUATERNION________________*/ 1303 1304 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g) 1305 { 1306 D3DXQUATERNION temp1, temp2; 1307 1308 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g); 1309 1310 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); 1311 return pout; 1312 } 1313 1314 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1315 { 1316 FLOAT norm; 1317 1318 TRACE("out %p, q %p\n", out, q); 1319 1320 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z); 1321 if (norm) 1322 { 1323 out->x = sinf(norm) * q->x / norm; 1324 out->y = sinf(norm) * q->y / norm; 1325 out->z = sinf(norm) * q->z / norm; 1326 out->w = cosf(norm); 1327 } 1328 else 1329 { 1330 out->x = 0.0f; 1331 out->y = 0.0f; 1332 out->z = 0.0f; 1333 out->w = 1.0f; 1334 } 1335 1336 return out; 1337 } 1338 1339 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) 1340 { 1341 FLOAT norm; 1342 1343 TRACE("pout %p, pq %p\n", pout, pq); 1344 1345 norm = D3DXQuaternionLengthSq(pq); 1346 1347 pout->x = -pq->x / norm; 1348 pout->y = -pq->y / norm; 1349 pout->z = -pq->z / norm; 1350 pout->w = pq->w / norm; 1351 return pout; 1352 } 1353 1354 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1355 { 1356 FLOAT t; 1357 1358 TRACE("out %p, q %p\n", out, q); 1359 1360 if ((q->w >= 1.0f) || (q->w == -1.0f)) 1361 t = 1.0f; 1362 else 1363 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w); 1364 1365 out->x = t * q->x; 1366 out->y = t * q->y; 1367 out->z = t * q->z; 1368 out->w = 0.0f; 1369 1370 return out; 1371 } 1372 1373 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) 1374 { 1375 D3DXQUATERNION out; 1376 1377 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2); 1378 1379 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; 1380 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; 1381 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w; 1382 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z; 1383 *pout = out; 1384 return pout; 1385 } 1386 1387 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1388 { 1389 FLOAT norm; 1390 1391 TRACE("out %p, q %p\n", out, q); 1392 1393 norm = D3DXQuaternionLength(q); 1394 1395 out->x = q->x / norm; 1396 out->y = q->y / norm; 1397 out->z = q->z / norm; 1398 out->w = q->w / norm; 1399 1400 return out; 1401 } 1402 1403 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle) 1404 { 1405 D3DXVECTOR3 temp; 1406 1407 TRACE("out %p, v %p, angle %f\n", out, v, angle); 1408 1409 D3DXVec3Normalize(&temp, v); 1410 1411 out->x = sinf(angle / 2.0f) * temp.x; 1412 out->y = sinf(angle / 2.0f) * temp.y; 1413 out->z = sinf(angle / 2.0f) * temp.z; 1414 out->w = cosf(angle / 2.0f); 1415 1416 return out; 1417 } 1418 1419 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m) 1420 { 1421 FLOAT s, trace; 1422 1423 TRACE("out %p, m %p\n", out, m); 1424 1425 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f; 1426 if (trace > 1.0f) 1427 { 1428 s = 2.0f * sqrtf(trace); 1429 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s; 1430 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s; 1431 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s; 1432 out->w = 0.25f * s; 1433 } 1434 else 1435 { 1436 int i, maxi = 0; 1437 1438 for (i = 1; i < 3; i++) 1439 { 1440 if (m->u.m[i][i] > m->u.m[maxi][maxi]) 1441 maxi = i; 1442 } 1443 1444 switch (maxi) 1445 { 1446 case 0: 1447 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]); 1448 out->x = 0.25f * s; 1449 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s; 1450 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s; 1451 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s; 1452 break; 1453 1454 case 1: 1455 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]); 1456 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s; 1457 out->y = 0.25f * s; 1458 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s; 1459 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s; 1460 break; 1461 1462 case 2: 1463 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]); 1464 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s; 1465 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s; 1466 out->z = 0.25f * s; 1467 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s; 1468 break; 1469 } 1470 } 1471 1472 return out; 1473 } 1474 1475 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 1476 { 1477 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll; 1478 1479 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 1480 1481 syaw = sinf(yaw / 2.0f); 1482 cyaw = cosf(yaw / 2.0f); 1483 spitch = sinf(pitch / 2.0f); 1484 cpitch = cosf(pitch / 2.0f); 1485 sroll = sinf(roll / 2.0f); 1486 croll = cosf(roll / 2.0f); 1487 1488 out->x = syaw * cpitch * sroll + cyaw * spitch * croll; 1489 out->y = syaw * cpitch * croll - cyaw * spitch * sroll; 1490 out->z = cyaw * cpitch * sroll - syaw * spitch * croll; 1491 out->w = cyaw * cpitch * croll + syaw * spitch * sroll; 1492 1493 return out; 1494 } 1495 1496 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1, 1497 const D3DXQUATERNION *q2, FLOAT t) 1498 { 1499 FLOAT dot, temp; 1500 1501 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t); 1502 1503 temp = 1.0f - t; 1504 dot = D3DXQuaternionDot(q1, q2); 1505 if (dot < 0.0f) 1506 { 1507 t = -t; 1508 dot = -dot; 1509 } 1510 1511 if (1.0f - dot > 0.001f) 1512 { 1513 FLOAT theta = acosf(dot); 1514 1515 temp = sinf(theta * temp) / sinf(theta); 1516 t = sinf(theta * t) / sinf(theta); 1517 } 1518 1519 out->x = temp * q1->x + t * q2->x; 1520 out->y = temp * q1->y + t * q2->y; 1521 out->z = temp * q1->z + t * q2->z; 1522 out->w = temp * q1->w + t * q2->w; 1523 1524 return out; 1525 } 1526 1527 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t) 1528 { 1529 D3DXQUATERNION temp1, temp2; 1530 1531 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t); 1532 1533 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); 1534 return pout; 1535 } 1536 1537 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add) 1538 { 1539 D3DXQUATERNION temp; 1540 1541 temp.x = q1->x + add * q2->x; 1542 temp.y = q1->y + add * q2->y; 1543 temp.z = q1->z + add * q2->z; 1544 temp.w = q1->w + add * q2->w; 1545 1546 return temp; 1547 } 1548 1549 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3) 1550 { 1551 D3DXQUATERNION q, temp1, temp2, temp3, zero; 1552 D3DXQUATERNION aout, cout; 1553 1554 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); 1555 1556 zero.x = 0.0f; 1557 zero.y = 0.0f; 1558 zero.z = 0.0f; 1559 zero.w = 0.0f; 1560 1561 if (D3DXQuaternionDot(pq0, pq1) < 0.0f) 1562 temp2 = add_diff(&zero, pq0, -1.0f); 1563 else 1564 temp2 = *pq0; 1565 1566 if (D3DXQuaternionDot(pq1, pq2) < 0.0f) 1567 cout = add_diff(&zero, pq2, -1.0f); 1568 else 1569 cout = *pq2; 1570 1571 if (D3DXQuaternionDot(&cout, pq3) < 0.0f) 1572 temp3 = add_diff(&zero, pq3, -1.0f); 1573 else 1574 temp3 = *pq3; 1575 1576 D3DXQuaternionInverse(&temp1, pq1); 1577 D3DXQuaternionMultiply(&temp2, &temp1, &temp2); 1578 D3DXQuaternionLn(&temp2, &temp2); 1579 D3DXQuaternionMultiply(&q, &temp1, &cout); 1580 D3DXQuaternionLn(&q, &q); 1581 temp1 = add_diff(&temp2, &q, 1.0f); 1582 temp1.x *= -0.25f; 1583 temp1.y *= -0.25f; 1584 temp1.z *= -0.25f; 1585 temp1.w *= -0.25f; 1586 D3DXQuaternionExp(&temp1, &temp1); 1587 D3DXQuaternionMultiply(&aout, pq1, &temp1); 1588 1589 D3DXQuaternionInverse(&temp1, &cout); 1590 D3DXQuaternionMultiply(&temp2, &temp1, pq1); 1591 D3DXQuaternionLn(&temp2, &temp2); 1592 D3DXQuaternionMultiply(&q, &temp1, &temp3); 1593 D3DXQuaternionLn(&q, &q); 1594 temp1 = add_diff(&temp2, &q, 1.0f); 1595 temp1.x *= -0.25f; 1596 temp1.y *= -0.25f; 1597 temp1.z *= -0.25f; 1598 temp1.w *= -0.25f; 1599 D3DXQuaternionExp(&temp1, &temp1); 1600 D3DXQuaternionMultiply(pbout, &cout, &temp1); 1601 *paout = aout; 1602 *pcout = cout; 1603 } 1604 1605 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) 1606 { 1607 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle); 1608 1609 if (paxis) 1610 { 1611 paxis->x = pq->x; 1612 paxis->y = pq->y; 1613 paxis->z = pq->z; 1614 } 1615 if (pangle) 1616 *pangle = 2.0f * acosf(pq->w); 1617 } 1618 1619 /*_________________D3DXVec2_____________________*/ 1620 1621 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) 1622 { 1623 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1624 1625 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1626 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1627 return pout; 1628 } 1629 1630 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) 1631 { 1632 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1633 1634 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); 1635 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); 1636 return pout; 1637 } 1638 1639 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s) 1640 { 1641 FLOAT h1, h2, h3, h4; 1642 1643 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1644 1645 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1646 h2 = s * s * s - 2.0f * s * s + s; 1647 h3 = -2.0f * s * s * s + 3.0f * s * s; 1648 h4 = s * s * s - s * s; 1649 1650 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1651 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1652 return pout; 1653 } 1654 1655 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) 1656 { 1657 FLOAT norm; 1658 1659 TRACE("pout %p, pv %p\n", pout, pv); 1660 1661 norm = D3DXVec2Length(pv); 1662 if ( !norm ) 1663 { 1664 pout->x = 0.0f; 1665 pout->y = 0.0f; 1666 } 1667 else 1668 { 1669 pout->x = pv->x / norm; 1670 pout->y = pv->y / norm; 1671 } 1672 1673 return pout; 1674 } 1675 1676 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1677 { 1678 D3DXVECTOR4 out; 1679 1680 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1681 1682 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]; 1683 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]; 1684 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2]; 1685 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1686 *pout = out; 1687 return pout; 1688 } 1689 1690 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1691 { 1692 UINT i; 1693 1694 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1695 1696 for (i = 0; i < elements; ++i) { 1697 D3DXVec2Transform( 1698 (D3DXVECTOR4*)((char*)out + outstride * i), 1699 (const D3DXVECTOR2*)((const char*)in + instride * i), 1700 matrix); 1701 } 1702 return out; 1703 } 1704 1705 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1706 { 1707 D3DXVECTOR2 v; 1708 FLOAT norm; 1709 1710 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1711 1712 v = *pv; 1713 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1714 1715 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm; 1716 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm; 1717 1718 return pout; 1719 } 1720 1721 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1722 { 1723 UINT i; 1724 1725 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1726 1727 for (i = 0; i < elements; ++i) { 1728 D3DXVec2TransformCoord( 1729 (D3DXVECTOR2*)((char*)out + outstride * i), 1730 (const D3DXVECTOR2*)((const char*)in + instride * i), 1731 matrix); 1732 } 1733 return out; 1734 } 1735 1736 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1737 { 1738 const D3DXVECTOR2 v = *pv; 1739 1740 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1741 1742 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y; 1743 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y; 1744 return pout; 1745 } 1746 1747 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements) 1748 { 1749 UINT i; 1750 1751 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1752 1753 for (i = 0; i < elements; ++i) { 1754 D3DXVec2TransformNormal( 1755 (D3DXVECTOR2*)((char*)out + outstride * i), 1756 (const D3DXVECTOR2*)((const char*)in + instride * i), 1757 matrix); 1758 } 1759 return out; 1760 } 1761 1762 /*_________________D3DXVec3_____________________*/ 1763 1764 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) 1765 { 1766 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1767 1768 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1769 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1770 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 1771 return pout; 1772 } 1773 1774 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) 1775 { 1776 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1777 1778 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); 1779 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); 1780 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); 1781 return pout; 1782 } 1783 1784 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s) 1785 { 1786 FLOAT h1, h2, h3, h4; 1787 1788 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1789 1790 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1791 h2 = s * s * s - 2.0f * s * s + s; 1792 h3 = -2.0f * s * s * s + 3.0f * s * s; 1793 h4 = s * s * s - s * s; 1794 1795 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1796 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1797 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 1798 return pout; 1799 } 1800 1801 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) 1802 { 1803 FLOAT norm; 1804 1805 TRACE("pout %p, pv %p\n", pout, pv); 1806 1807 norm = D3DXVec3Length(pv); 1808 if ( !norm ) 1809 { 1810 pout->x = 0.0f; 1811 pout->y = 0.0f; 1812 pout->z = 0.0f; 1813 } 1814 else 1815 { 1816 pout->x = pv->x / norm; 1817 pout->y = pv->y / norm; 1818 pout->z = pv->z / norm; 1819 } 1820 1821 return pout; 1822 } 1823 1824 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) 1825 { 1826 D3DXMATRIX m; 1827 1828 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld); 1829 1830 D3DXMatrixIdentity(&m); 1831 if (pworld) D3DXMatrixMultiply(&m, &m, pworld); 1832 if (pview) D3DXMatrixMultiply(&m, &m, pview); 1833 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection); 1834 1835 D3DXVec3TransformCoord(pout, pv, &m); 1836 1837 if (pviewport) 1838 { 1839 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f; 1840 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f; 1841 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ ); 1842 } 1843 return pout; 1844 } 1845 1846 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) 1847 { 1848 UINT i; 1849 1850 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 1851 out, outstride, in, instride, viewport, projection, view, world, elements); 1852 1853 for (i = 0; i < elements; ++i) { 1854 D3DXVec3Project( 1855 (D3DXVECTOR3*)((char*)out + outstride * i), 1856 (const D3DXVECTOR3*)((const char*)in + instride * i), 1857 viewport, projection, view, world); 1858 } 1859 return out; 1860 } 1861 1862 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1863 { 1864 D3DXVECTOR4 out; 1865 1866 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1867 1868 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]; 1869 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]; 1870 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]; 1871 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]; 1872 *pout = out; 1873 return pout; 1874 } 1875 1876 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1877 { 1878 UINT i; 1879 1880 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1881 1882 for (i = 0; i < elements; ++i) { 1883 D3DXVec3Transform( 1884 (D3DXVECTOR4*)((char*)out + outstride * i), 1885 (const D3DXVECTOR3*)((const char*)in + instride * i), 1886 matrix); 1887 } 1888 return out; 1889 } 1890 1891 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1892 { 1893 D3DXVECTOR3 out; 1894 FLOAT norm; 1895 1896 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1897 1898 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]; 1899 1900 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; 1901 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; 1902 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; 1903 1904 *pout = out; 1905 1906 return pout; 1907 } 1908 1909 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1910 { 1911 UINT i; 1912 1913 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1914 1915 for (i = 0; i < elements; ++i) { 1916 D3DXVec3TransformCoord( 1917 (D3DXVECTOR3*)((char*)out + outstride * i), 1918 (const D3DXVECTOR3*)((const char*)in + instride * i), 1919 matrix); 1920 } 1921 return out; 1922 } 1923 1924 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1925 { 1926 const D3DXVECTOR3 v = *pv; 1927 1928 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1929 1930 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z; 1931 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z; 1932 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z; 1933 return pout; 1934 1935 } 1936 1937 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1938 { 1939 UINT i; 1940 1941 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1942 1943 for (i = 0; i < elements; ++i) { 1944 D3DXVec3TransformNormal( 1945 (D3DXVECTOR3*)((char*)out + outstride * i), 1946 (const D3DXVECTOR3*)((const char*)in + instride * i), 1947 matrix); 1948 } 1949 return out; 1950 } 1951 1952 D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v, 1953 const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view, 1954 const D3DXMATRIX *world) 1955 { 1956 D3DXMATRIX m; 1957 1958 TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n", 1959 out, v, viewport, projection, view, world); 1960 1961 D3DXMatrixIdentity(&m); 1962 if (world) 1963 D3DXMatrixMultiply(&m, &m, world); 1964 if (view) 1965 D3DXMatrixMultiply(&m, &m, view); 1966 if (projection) 1967 D3DXMatrixMultiply(&m, &m, projection); 1968 D3DXMatrixInverse(&m, NULL, &m); 1969 1970 *out = *v; 1971 if (viewport) 1972 { 1973 out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f; 1974 out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height; 1975 out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ); 1976 } 1977 D3DXVec3TransformCoord(out, out, &m); 1978 return out; 1979 } 1980 1981 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) 1982 { 1983 UINT i; 1984 1985 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 1986 out, outstride, in, instride, viewport, projection, view, world, elements); 1987 1988 for (i = 0; i < elements; ++i) { 1989 D3DXVec3Unproject( 1990 (D3DXVECTOR3*)((char*)out + outstride * i), 1991 (const D3DXVECTOR3*)((const char*)in + instride * i), 1992 viewport, projection, view, world); 1993 } 1994 return out; 1995 } 1996 1997 /*_________________D3DXVec4_____________________*/ 1998 1999 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) 2000 { 2001 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 2002 2003 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 2004 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 2005 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 2006 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w); 2007 return pout; 2008 } 2009 2010 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) 2011 { 2012 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 2013 2014 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); 2015 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); 2016 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); 2017 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); 2018 return pout; 2019 } 2020 2021 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3) 2022 { 2023 D3DXVECTOR4 out; 2024 2025 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 2026 2027 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); 2028 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)); 2029 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); 2030 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)); 2031 *pout = out; 2032 return pout; 2033 } 2034 2035 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s) 2036 { 2037 FLOAT h1, h2, h3, h4; 2038 2039 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 2040 2041 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 2042 h2 = s * s * s - 2.0f * s * s + s; 2043 h3 = -2.0f * s * s * s + 3.0f * s * s; 2044 h4 = s * s * s - s * s; 2045 2046 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 2047 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 2048 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 2049 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w); 2050 return pout; 2051 } 2052 2053 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) 2054 { 2055 FLOAT norm; 2056 2057 TRACE("pout %p, pv %p\n", pout, pv); 2058 2059 norm = D3DXVec4Length(pv); 2060 2061 pout->x = pv->x / norm; 2062 pout->y = pv->y / norm; 2063 pout->z = pv->z / norm; 2064 pout->w = pv->w / norm; 2065 2066 return pout; 2067 } 2068 2069 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm) 2070 { 2071 D3DXVECTOR4 out; 2072 2073 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 2074 2075 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; 2076 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; 2077 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; 2078 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; 2079 *pout = out; 2080 return pout; 2081 } 2082 2083 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 2084 { 2085 UINT i; 2086 2087 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 2088 2089 for (i = 0; i < elements; ++i) { 2090 D3DXVec4Transform( 2091 (D3DXVECTOR4*)((char*)out + outstride * i), 2092 (const D3DXVECTOR4*)((const char*)in + instride * i), 2093 matrix); 2094 } 2095 return out; 2096 } 2097 2098 unsigned short float_32_to_16(const float in) 2099 { 2100 int exp = 0, origexp; 2101 float tmp = fabsf(in); 2102 int sign = (copysignf(1, in) < 0); 2103 unsigned int mantissa; 2104 unsigned short ret; 2105 2106 /* Deal with special numbers */ 2107 if (isinf(in)) return (sign ? 0xffff : 0x7fff); 2108 if (isnan(in)) return (sign ? 0xffff : 0x7fff); 2109 if (in == 0.0f) return (sign ? 0x8000 : 0x0000); 2110 2111 if (tmp < (float)(1u << 10)) 2112 { 2113 do 2114 { 2115 tmp *= 2.0f; 2116 exp--; 2117 } while (tmp < (float)(1u << 10)); 2118 } 2119 else if (tmp >= (float)(1u << 11)) 2120 { 2121 do 2122 { 2123 tmp /= 2.0f; 2124 exp++; 2125 } while (tmp >= (float)(1u << 11)); 2126 } 2127 2128 exp += 10; /* Normalize the mantissa */ 2129 exp += 15; /* Exponent is encoded with excess 15 */ 2130 2131 origexp = exp; 2132 2133 mantissa = (unsigned int) tmp; 2134 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */ 2135 (tmp - mantissa > 0.5f)) 2136 { 2137 mantissa++; /* round to nearest, away from zero */ 2138 } 2139 if (mantissa == 2048) 2140 { 2141 mantissa = 1024; 2142 exp++; 2143 } 2144 2145 if (exp > 31) 2146 { 2147 /* too big */ 2148 ret = 0x7fff; /* INF */ 2149 } 2150 else if (exp <= 0) 2151 { 2152 unsigned int rounding = 0; 2153 2154 /* Denormalized half float */ 2155 2156 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */ 2157 if (exp < -11) 2158 return (sign ? 0x8000 : 0x0000); 2159 2160 exp = origexp; 2161 2162 /* the 13 extra bits from single precision are used for rounding */ 2163 mantissa = (unsigned int)(tmp * (1u << 13)); 2164 mantissa >>= 1 - exp; /* denormalize */ 2165 2166 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */ 2167 /* remove 13 least significant bits to get half float precision */ 2168 mantissa >>= 12; 2169 rounding = mantissa & 1; 2170 mantissa >>= 1; 2171 2172 ret = mantissa + rounding; 2173 } 2174 else 2175 { 2176 ret = (exp << 10) | (mantissa & 0x3ff); 2177 } 2178 2179 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */ 2180 return ret; 2181 } 2182 2183 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n) 2184 { 2185 unsigned int i; 2186 2187 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2188 2189 for (i = 0; i < n; ++i) 2190 { 2191 pout[i].value = float_32_to_16(pin[i]); 2192 } 2193 2194 return pout; 2195 } 2196 2197 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a 2198 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ 2199 float float_16_to_32(const unsigned short in) 2200 { 2201 const unsigned short s = (in & 0x8000); 2202 const unsigned short e = (in & 0x7C00) >> 10; 2203 const unsigned short m = in & 0x3FF; 2204 const float sgn = (s ? -1.0f : 1.0f); 2205 2206 if (e == 0) 2207 { 2208 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 2209 else return sgn * powf(2, -14.0f) * (m / 1024.0f); 2210 } 2211 else 2212 { 2213 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f)); 2214 } 2215 } 2216 2217 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) 2218 { 2219 unsigned int i; 2220 2221 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2222 2223 for (i = 0; i < n; ++i) 2224 { 2225 pout[i] = float_16_to_32(pin[i].value); 2226 } 2227 2228 return pout; 2229 } 2230 2231 /*_________________D3DXSH________________*/ 2232 2233 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b) 2234 { 2235 UINT i; 2236 2237 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b); 2238 2239 for (i = 0; i < order * order; i++) 2240 out[i] = a[i] + b[i]; 2241 2242 return out; 2243 } 2244 2245 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b) 2246 { 2247 FLOAT s; 2248 UINT i; 2249 2250 TRACE("order %u, a %p, b %p\n", order, a, b); 2251 2252 s = a[0] * b[0]; 2253 for (i = 1; i < order * order; i++) 2254 s += a[i] * b[i]; 2255 2256 return s; 2257 } 2258 2259 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle) 2260 { 2261 FLOAT coeff[3]; 2262 2263 coeff[0] = cosf(angle); 2264 2265 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]); 2266 out[1] = D3DX_PI * sinf(angle) * sinf(angle); 2267 if (order <= 2) 2268 return; 2269 2270 out[2] = coeff[0] * out[1]; 2271 if (order == 3) 2272 return; 2273 2274 coeff[1] = coeff[0] * coeff[0]; 2275 coeff[2] = coeff[1] * coeff[1]; 2276 2277 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f); 2278 if (order == 4) 2279 return; 2280 2281 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f); 2282 if (order == 5) 2283 return; 2284 2285 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f); 2286 } 2287 2288 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2289 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2290 { 2291 FLOAT cap[6], clamped_angle, norm, scale, temp; 2292 UINT i, index, j; 2293 2294 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2295 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2296 2297 if (radius <= 0.0f) 2298 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2299 2300 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius; 2301 norm = sinf(clamped_angle) * sinf(clamped_angle); 2302 2303 if (order > D3DXSH_MAXORDER) 2304 { 2305 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2306 order = D3DXSH_MAXORDER; 2307 } 2308 2309 weightedcapintegrale(cap, order, radius); 2310 D3DXSHEvalDirection(rout, order, dir); 2311 2312 for (i = 0; i < order; i++) 2313 { 2314 scale = cap[i] / norm; 2315 2316 for (j = 0; j < 2 * i + 1; j++) 2317 { 2318 index = i * i + j; 2319 temp = rout[index] * scale; 2320 2321 rout[index] = temp * Rintensity; 2322 if (gout) 2323 gout[index] = temp * Gintensity; 2324 if (bout) 2325 bout[index] = temp * Bintensity; 2326 } 2327 } 2328 2329 return D3D_OK; 2330 } 2331 2332 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) 2333 { 2334 const FLOAT dirxx = dir->x * dir->x; 2335 const FLOAT dirxy = dir->x * dir->y; 2336 const FLOAT dirxz = dir->x * dir->z; 2337 const FLOAT diryy = dir->y * dir->y; 2338 const FLOAT diryz = dir->y * dir->z; 2339 const FLOAT dirzz = dir->z * dir->z; 2340 const FLOAT dirxxxx = dirxx * dirxx; 2341 const FLOAT diryyyy = diryy * diryy; 2342 const FLOAT dirzzzz = dirzz * dirzz; 2343 const FLOAT dirxyxy = dirxy * dirxy; 2344 2345 TRACE("out %p, order %u, dir %p\n", out, order, dir); 2346 2347 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER)) 2348 return out; 2349 2350 out[0] = 0.5f / sqrtf(D3DX_PI); 2351 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y; 2352 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z; 2353 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x; 2354 if (order == 2) 2355 return out; 2356 2357 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy; 2358 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz; 2359 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f); 2360 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz; 2361 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy); 2362 if (order == 3) 2363 return out; 2364 2365 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy); 2366 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z; 2367 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz); 2368 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f); 2369 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz); 2370 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy); 2371 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy); 2372 if (order == 4) 2373 return out; 2374 2375 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy); 2376 out[17] = 3.0f * dir->z * out[9]; 2377 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f); 2378 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz); 2379 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f); 2380 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz); 2381 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f); 2382 out[23] = 3.0f * dir->z * out[15]; 2383 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2384 if (order == 5) 2385 return out; 2386 2387 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy); 2388 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy); 2389 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz); 2390 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f); 2391 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2392 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f); 2393 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2394 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f); 2395 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz); 2396 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2397 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy); 2398 2399 return out; 2400 } 2401 2402 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) 2403 { 2404 FLOAT s, temp; 2405 UINT j; 2406 2407 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); 2408 2409 s = 0.75f; 2410 if ( order > 2 ) 2411 s += 5.0f / 16.0f; 2412 if ( order > 4 ) 2413 s -= 3.0f / 32.0f; 2414 s /= D3DX_PI; 2415 2416 D3DXSHEvalDirection(Rout, order, dir); 2417 for (j = 0; j < order * order; j++) 2418 { 2419 temp = Rout[j] / s; 2420 2421 Rout[j] = Rintensity * temp; 2422 if ( Gout ) 2423 Gout[j] = Gintensity * temp; 2424 if ( Bout ) 2425 Bout[j] = Bintensity * temp; 2426 } 2427 2428 return D3D_OK; 2429 } 2430 2431 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, 2432 FLOAT *rout, FLOAT *gout, FLOAT *bout) 2433 { 2434 FLOAT a[2], temp[4]; 2435 UINT i, j; 2436 2437 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout); 2438 2439 D3DXSHEvalDirection(temp, 2, dir); 2440 2441 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI; 2442 a[1] = (top.r - bottom.r) * D3DX_PI; 2443 for (i = 0; i < order; i++) 2444 for (j = 0; j < 2 * i + 1; j++) 2445 if (i < 2) 2446 rout[i * i + j] = temp[i * i + j] * a[i]; 2447 else 2448 rout[i * i + j] = 0.0f; 2449 2450 if (gout) 2451 { 2452 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI; 2453 a[1] = (top.g - bottom.g) * D3DX_PI; 2454 for (i = 0; i < order; i++) 2455 for (j = 0; j < 2 * i + 1; j++) 2456 if (i < 2) 2457 gout[i * i + j] = temp[i * i + j] * a[i]; 2458 else 2459 gout[i * i + j] = 0.0f; 2460 } 2461 2462 if (bout) 2463 { 2464 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI; 2465 a[1] = (top.b - bottom.b) * D3DX_PI; 2466 for (i = 0; i < order; i++) 2467 for (j = 0; j < 2 * i + 1; j++) 2468 if (i < 2) 2469 bout[i * i + j] = temp[i * i + j] * a[i]; 2470 else 2471 bout[i * i + j] = 0.0f; 2472 } 2473 2474 return D3D_OK; 2475 } 2476 2477 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2478 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2479 { 2480 D3DXVECTOR3 normal; 2481 FLOAT cap[6], clamped_angle, dist, temp; 2482 UINT i, index, j; 2483 2484 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2485 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2486 2487 if (order > D3DXSH_MAXORDER) 2488 { 2489 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2490 order = D3DXSH_MAXORDER; 2491 } 2492 2493 if (radius < 0.0f) 2494 radius = -radius; 2495 2496 dist = D3DXVec3Length(dir); 2497 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist); 2498 2499 weightedcapintegrale(cap, order, clamped_angle); 2500 D3DXVec3Normalize(&normal, dir); 2501 D3DXSHEvalDirection(rout, order, &normal); 2502 2503 for (i = 0; i < order; i++) 2504 for (j = 0; j < 2 * i + 1; j++) 2505 { 2506 index = i * i + j; 2507 temp = rout[index] * cap[i]; 2508 2509 rout[index] = temp * Rintensity; 2510 if (gout) 2511 gout[index] = temp * Gintensity; 2512 if (bout) 2513 bout[index] = temp * Bintensity; 2514 } 2515 2516 return D3D_OK; 2517 } 2518 2519 FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b) 2520 { 2521 FLOAT ta, tb; 2522 2523 TRACE("out %p, a %p, b %p\n", out, a, b); 2524 2525 ta = 0.28209479f * a[0]; 2526 tb = 0.28209479f * b[0]; 2527 2528 out[0] = 0.28209479f * D3DXSHDot(2, a, b); 2529 out[1] = ta * b[1] + tb * a[1]; 2530 out[2] = ta * b[2] + tb * a[2]; 2531 out[3] = ta * b[3] + tb * a[3]; 2532 2533 return out; 2534 } 2535 2536 FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b) 2537 { 2538 FLOAT t, ta, tb; 2539 2540 TRACE("out %p, a %p, b %p\n", out, a, b); 2541 2542 out[0] = 0.28209479f * a[0] * b[0]; 2543 2544 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2545 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2546 out[1] = ta * b[1] + tb * a[1]; 2547 t = a[1] * b[1]; 2548 out[0] += 0.28209479f * t; 2549 out[6] = -0.12615663f * t; 2550 out[8] = -0.21850969f * t; 2551 2552 ta = 0.21850969f * a[5]; 2553 tb = 0.21850969f * b[5]; 2554 out[1] += ta * b[2] + tb * a[2]; 2555 out[2] = ta * b[1] + tb * a[1]; 2556 t = a[1] * b[2] +a[2] * b[1]; 2557 out[5] = 0.21850969f * t; 2558 2559 ta = 0.21850969f * a[4]; 2560 tb = 0.21850969f * b[4]; 2561 out[1] += ta * b[3] + tb * a[3]; 2562 out[3] = ta * b[1] + tb * a[1]; 2563 t = a[1] * b[3] + a[3] * b[1]; 2564 out[4] = 0.21850969f * t; 2565 2566 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2567 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2568 out[2] += ta * b[2] + tb * a[2]; 2569 t = a[2] * b[2]; 2570 out[0] += 0.28209480f * t; 2571 out[6] += 0.25231326f * t; 2572 2573 ta = 0.21850969f * a[7]; 2574 tb = 0.21850969f * b[7]; 2575 out[2] += ta * b[3] + tb * a[3]; 2576 out[3] += ta * b[2] + tb * a[2]; 2577 t = a[2] * b[3] + a[3] * b[2]; 2578 out[7] = 0.21850969f * t; 2579 2580 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2581 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2582 out[3] += ta * b[3] + tb * a[3]; 2583 t = a[3] * b[3]; 2584 out[0] += 0.28209479f * t; 2585 out[6] -= 0.12615663f * t; 2586 out[8] += 0.21850969f * t; 2587 2588 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2589 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2590 out[4] += ta * b[4] + tb * a[4]; 2591 t = a[4] * b[4]; 2592 out[0] += 0.28209479f * t; 2593 out[6] -= 0.18022375f * t; 2594 2595 ta = 0.15607835f * a[7]; 2596 tb = 0.15607835f * b[7]; 2597 out[4] += ta * b[5] + tb * a[5]; 2598 out[5] += ta * b[4] + tb * a[4]; 2599 t = a[4] * b[5] + a[5] * b[4]; 2600 out[7] += 0.15607835f * t; 2601 2602 ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8]; 2603 tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8]; 2604 out[5] += ta * b[5] + tb * a[5]; 2605 t = a[5] * b[5]; 2606 out[0] += 0.28209479f * t; 2607 out[6] += 0.09011188f * t; 2608 out[8] -= 0.15607835f * t; 2609 2610 ta = 0.28209480f * a[0]; 2611 tb = 0.28209480f * b[0]; 2612 out[6] += ta * b[6] + tb * a[6]; 2613 t = a[6] * b[6]; 2614 out[0] += 0.28209480f * t; 2615 out[6] += 0.18022376f * t; 2616 2617 ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8]; 2618 tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8]; 2619 out[7] += ta * b[7] + tb * a[7]; 2620 t = a[7] * b[7]; 2621 out[0] += 0.28209479f * t; 2622 out[6] += 0.09011188f * t; 2623 out[8] += 0.15607835f * t; 2624 2625 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2626 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2627 out[8] += ta * b[8] + tb * a[8]; 2628 t = a[8] * b[8]; 2629 out[0] += 0.28209479f * t; 2630 out[6] -= 0.18022375f * t; 2631 2632 return out; 2633 } 2634 2635 FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b) 2636 { 2637 FLOAT ta, tb, t; 2638 2639 TRACE("out %p, a %p, b %p\n", out, a, b); 2640 2641 out[0] = 0.28209479f * a[0] * b[0]; 2642 2643 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2644 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2645 out[1] = ta * b[1] + tb * a[1]; 2646 t = a[1] * b[1]; 2647 out[0] += 0.28209479f * t; 2648 out[6] = -0.12615663f * t; 2649 out[8] = -0.21850969f * t; 2650 2651 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15]; 2652 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15]; 2653 out[1] += ta * b[4] + tb * a[4]; 2654 out[4] = ta * b[1] + tb * a[1]; 2655 t = a[1] * b[4] + a[4] * b[1]; 2656 out[3] = 0.21850969f * t; 2657 out[13] = -0.05839917f * t; 2658 out[15] = -0.22617901f * t; 2659 2660 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14]; 2661 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14]; 2662 out[1] += ta * b[5] + tb * a[5]; 2663 out[5] = ta * b[1] + tb * a[1]; 2664 t = a[1] * b[5] + a[5] * b[1]; 2665 out[2] = 0.21850969f * t; 2666 out[12] = -0.14304817f * t; 2667 out[14] = -0.18467439f * t; 2668 2669 ta = 0.20230066f * a[11]; 2670 tb = 0.20230066f * b[11]; 2671 out[1] += ta * b[6] + tb * a[6]; 2672 out[6] += ta * b[1] + tb * a[1]; 2673 t = a[1] * b[6] + a[6] * b[1]; 2674 out[11] = 0.20230066f * t; 2675 2676 ta = 0.22617901f * a[9] + 0.05839917f * a[11]; 2677 tb = 0.22617901f * b[9] + 0.05839917f * b[11]; 2678 out[1] += ta * b[8] + tb * a[8]; 2679 out[8] += ta * b[1] + tb * a[1]; 2680 t = a[1] * b[8] + a[8] * b[1]; 2681 out[9] = 0.22617901f * t; 2682 out[11] += 0.05839917f * t; 2683 2684 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2685 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2686 out[2] += ta * b[2] + tb * a[2]; 2687 t = a[2] * b[2]; 2688 out[0] += 0.28209480f * t; 2689 out[6] += 0.25231326f * t; 2690 2691 ta = 0.24776671f * a[12]; 2692 tb = 0.24776671f * b[12]; 2693 out[2] += ta * b[6] + tb * a[6]; 2694 out[6] += ta * b[2] + tb * a[2]; 2695 t = a[2] * b[6] + a[6] * b[2]; 2696 out[12] += 0.24776671f * t; 2697 2698 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2699 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2700 out[3] += ta * b[3] + tb * a[3]; 2701 t = a[3] * b[3]; 2702 out[0] += 0.28209480f * t; 2703 out[6] -= 0.12615663f * t; 2704 out[8] += 0.21850969f * t; 2705 2706 ta = 0.20230066f * a[13]; 2707 tb = 0.20230066f * b[13]; 2708 out[3] += ta * b[6] + tb * a[6]; 2709 out[6] += ta * b[3] + tb * a[3]; 2710 t = a[3] * b[6] + a[6] * b[3]; 2711 out[13] += 0.20230066f * t; 2712 2713 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14]; 2714 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14]; 2715 out[3] += ta * b[7] + tb * a[7]; 2716 out[7] = ta * b[3] + tb * a[3]; 2717 t = a[3] * b[7] + a[7] * b[3]; 2718 out[2] += 0.21850969f * t; 2719 out[12] -= 0.14304817f * t; 2720 out[14] += 0.18467439f * t; 2721 2722 ta = -0.05839917f * a[13] + 0.22617901f * a[15]; 2723 tb = -0.05839917f * b[13] + 0.22617901f * b[15]; 2724 out[3] += ta * b[8] + tb * a[8]; 2725 out[8] += ta * b[3] + tb * a[3]; 2726 t = a[3] * b[8] + a[8] * b[3]; 2727 out[13] -= 0.05839917f * t; 2728 out[15] += 0.22617901f * t; 2729 2730 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2731 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2732 out[4] += ta * b[4] + tb * a[4]; 2733 t = a[4] * b[4]; 2734 out[0] += 0.28209479f * t; 2735 out[6] -= 0.18022375f * t; 2736 2737 ta = 0.15607835f * a[7]; 2738 tb = 0.15607835f * b[7]; 2739 out[4] += ta * b[5] + tb * a[5]; 2740 out[5] += ta * b[4] + tb * a[4]; 2741 t = a[4] * b[5] + a[5] * b[4]; 2742 out[7] += 0.15607835f * t; 2743 2744 ta = 0.22617901f * a[3] - 0.09403160f * a[13]; 2745 tb = 0.22617901f * b[3] - 0.09403160f * b[13]; 2746 out[4] += ta * b[9] + tb * a[9]; 2747 out[9] += ta * b[4] + tb * a[4]; 2748 t = a[4] * b[9] + a[9] * b[4]; 2749 out[3] += 0.22617901f * t; 2750 out[13] -= 0.09403160f * t; 2751 2752 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2753 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2754 out[4] += ta * b[10] + tb * a [10]; 2755 out[10] = ta * b[4] + tb * a[4]; 2756 t = a[4] * b[10] + a[10] * b[4]; 2757 out[2] += 0.18467439f * t; 2758 out[12] -= 0.18806319f * t; 2759 2760 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15]; 2761 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15]; 2762 out[4] += ta * b[11] + tb * a[11]; 2763 out[11] += ta * b[4] + tb * a[4]; 2764 t = a[4] * b[11] + a[11] * b[4]; 2765 out[3] -= 0.05839917f * t; 2766 out[13] += 0.14567312f * t; 2767 out[15] += 0.09403160f * t; 2768 2769 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8]; 2770 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8]; 2771 out[5] += ta * b[5] + tb * a[5]; 2772 t = a[5] * b[5]; 2773 out[0] += 0.28209479f * t; 2774 out[6] += 0.09011186f * t; 2775 out[8] -= 0.15607835f * t; 2776 2777 ta = 0.14867701f * a[14]; 2778 tb = 0.14867701f * b[14]; 2779 out[5] += ta * b[9] + tb * a[9]; 2780 out[9] += ta * b[5] + tb * a[5]; 2781 t = a[5] * b[9] + a[9] * b[5]; 2782 out[14] += 0.14867701f * t; 2783 2784 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15]; 2785 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15]; 2786 out[5] += ta * b[10] + tb * a[10]; 2787 out[10] += ta * b[5] + tb * a[5]; 2788 t = a[5] * b[10] + a[10] * b[5]; 2789 out[3] += 0.18467439f * t; 2790 out[13] += 0.11516472f * t; 2791 out[15] -= 0.14867701f * t; 2792 2793 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14]; 2794 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14]; 2795 out[5] += ta * b[11] + tb * a[11]; 2796 out[11] += ta * b[5] + tb * a[5]; 2797 t = a[5] * b[11] + a[11] * b[5]; 2798 out[2] += 0.23359668f * t; 2799 out[12] += 0.05947080f * t; 2800 out[14] -= 0.11516472f * t; 2801 2802 ta = 0.28209479f * a[0]; 2803 tb = 0.28209479f * b[0]; 2804 out[6] += ta * b[6] + tb * a[6]; 2805 t = a[6] * b[6]; 2806 out[0] += 0.28209479f * t; 2807 out[6] += 0.18022376f * t; 2808 2809 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8]; 2810 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8]; 2811 out[7] += ta * b[7] + tb * a[7]; 2812 t = a[7] * b[7]; 2813 out[6] += 0.09011186f * t; 2814 out[0] += 0.28209479f * t; 2815 out[8] += 0.15607835f * t; 2816 2817 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11]; 2818 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11]; 2819 out[7] += ta * b[10] + tb * a[10]; 2820 out[10] += ta * b[7] + tb * a[7]; 2821 t = a[7] * b[10] + a[10] * b[7]; 2822 out[9] += 0.14867701f * t; 2823 out[1] += 0.18467439f * t; 2824 out[11] += 0.11516472f * t; 2825 2826 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14]; 2827 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14]; 2828 out[7] += ta * b[13] + tb * a[13]; 2829 out[13] += ta * b[7]+ tb * a[7]; 2830 t = a[7] * b[13] + a[13] * b[7]; 2831 out[12] += 0.05947080f * t; 2832 out[2] += 0.23359668f * t; 2833 out[14] += 0.11516472f * t; 2834 2835 ta = 0.14867701f * a[15]; 2836 tb = 0.14867701f * b[15]; 2837 out[7] += ta * b[14] + tb * a[14]; 2838 out[14] += ta * b[7] + tb * a[7]; 2839 t = a[7] * b[14] + a[14] * b[7]; 2840 out[15] += 0.14867701f * t; 2841 2842 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2843 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2844 out[8] += ta * b[8] + tb * a[8]; 2845 t = a[8] * b[8]; 2846 out[0] += 0.28209479f * t; 2847 out[6] -= 0.18022375f * t; 2848 2849 ta = -0.09403160f * a[11]; 2850 tb = -0.09403160f * b[11]; 2851 out[8] += ta * b[9] + tb * a[9]; 2852 out[9] += ta * b[8] + tb * a[8]; 2853 t = a[8] * b[9] + a[9] * b[8]; 2854 out[11] -= 0.09403160f * t; 2855 2856 ta = -0.09403160f * a[15]; 2857 tb = -0.09403160f * b[15]; 2858 out[8] += ta * b[13] + tb * a[13]; 2859 out[13] += ta * b[8] + tb * a[8]; 2860 t = a[8] * b[13] + a[13] * b[8]; 2861 out[15] -= 0.09403160f * t; 2862 2863 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2864 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2865 out[8] += ta * b[14] + tb * a[14]; 2866 out[14] += ta * b[8] + tb * a[8]; 2867 t = a[8] * b[14] + a[14] * b[8]; 2868 out[2] += 0.18467439f * t; 2869 out[12] -= 0.18806319f * t; 2870 2871 ta = -0.21026104f * a[6] + 0.28209479f * a[0]; 2872 tb = -0.21026104f * b[6] + 0.28209479f * b[0]; 2873 out[9] += ta * b[9] + tb * a[9]; 2874 t = a[9] * b[9]; 2875 out[6] -= 0.21026104f * t; 2876 out[0] += 0.28209479f * t; 2877 2878 ta = 0.28209479f * a[0]; 2879 tb = 0.28209479f * b[0]; 2880 out[10] += ta * b[10] + tb * a[10]; 2881 t = a[10] * b[10]; 2882 out[0] += 0.28209479f * t; 2883 2884 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8]; 2885 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8]; 2886 out[11] += ta * b[11] + tb * a[11]; 2887 t = a[11] * b[11]; 2888 out[0] += 0.28209479f * t; 2889 out[6] += 0.12615663f * t; 2890 out[8] -= 0.14567312f * t; 2891 2892 ta = 0.28209479f * a[0] + 0.16820885f * a[6]; 2893 tb = 0.28209479f * b[0] + 0.16820885f * b[6]; 2894 out[12] += ta * b[12] + tb * a[12]; 2895 t = a[12] * b[12]; 2896 out[0] += 0.28209479f * t; 2897 out[6] += 0.16820885f * t; 2898 2899 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6]; 2900 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6]; 2901 out[13] += ta * b[13] + tb * a[13]; 2902 t = a[13] * b[13]; 2903 out[0] += 0.28209479f * t; 2904 out[8] += 0.14567312f * t; 2905 out[6] += 0.12615663f * t; 2906 2907 ta = 0.28209479f * a[0]; 2908 tb = 0.28209479f * b[0]; 2909 out[14] += ta * b[14] + tb * a[14]; 2910 t = a[14] * b[14]; 2911 out[0] += 0.28209479f * t; 2912 2913 ta = 0.28209479f * a[0] - 0.21026104f * a[6]; 2914 tb = 0.28209479f * b[0] - 0.21026104f * b[6]; 2915 out[15] += ta * b[15] + tb * a[15]; 2916 t = a[15] * b[15]; 2917 out[0] += 0.28209479f * t; 2918 out[6] -= 0.21026104f * t; 2919 2920 return out; 2921 } 2922 2923 static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in) 2924 { 2925 out[0] = in[0]; 2926 2927 out[1] = a * in[2]; 2928 out[2] = -a * in[1]; 2929 out[3] = in[3]; 2930 2931 out[4] = a * in[7]; 2932 out[5] = -in[5]; 2933 out[6] = -0.5f * in[6] - 0.8660253882f * in[8]; 2934 out[7] = -a * in[4]; 2935 out[8] = -0.8660253882f * in[6] + 0.5f * in[8]; 2936 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14]; 2937 2938 out[10] = -in[10]; 2939 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14]; 2940 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11]; 2941 out[13] = -0.25f * in[13] - 0.9682458639f * in[15]; 2942 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11]; 2943 out[15] = -0.9682458639f * in[13] + 0.25f * in[15]; 2944 if (order == 4) 2945 return; 2946 2947 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23]; 2948 out[17] = -0.75f * in[17] + 0.6614378095f * in[19]; 2949 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23]; 2950 out[19] = 0.6614378095f * in[17] + 0.75f * in[19]; 2951 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24]; 2952 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18]; 2953 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24]; 2954 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18]; 2955 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24]; 2956 if (order == 5) 2957 return; 2958 2959 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34]; 2960 out[26] = -0.5f * in[26] + 0.8660253882f * in[28]; 2961 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34]; 2962 out[28] = 0.8660253882f * in[26] + 0.5f * in[28]; 2963 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34]; 2964 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29]; 2965 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35]; 2966 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29]; 2967 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35]; 2968 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29]; 2969 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; 2970 } 2971 2972 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in) 2973 { 2974 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36]; 2975 2976 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in); 2977 2978 out[0] = in[0]; 2979 2980 if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER)) 2981 return out; 2982 2983 if (order <= 3) 2984 { 2985 out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3]; 2986 out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3]; 2987 out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3]; 2988 2989 if (order == 3) 2990 { 2991 FLOAT coeff[]={ 2992 matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1], 2993 matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0], 2994 matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1], 2995 matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1], 2996 matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0], 2997 matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], }; 2998 2999 out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4]; 3000 out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5]; 3001 out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6]; 3002 out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7]; 3003 out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8]; 3004 3005 out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5]; 3006 out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4]; 3007 out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6]; 3008 out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7]; 3009 out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8]; 3010 3011 out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6]; 3012 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4]; 3013 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5]; 3014 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7]; 3015 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f * 3016 (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8]; 3017 3018 out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7]; 3019 out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4]; 3020 out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5]; 3021 out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6]; 3022 out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8]; 3023 3024 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8]; 3025 out[8] += (coeff[0] - coeff[1]) * in[4]; 3026 out[8] += (coeff[2] - coeff[3]) * in[5]; 3027 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6]; 3028 out[8] += (coeff[7] - coeff[6]) * in[7]; 3029 } 3030 3031 return out; 3032 } 3033 3034 if (fabsf(matrix->u.m[2][2]) != 1.0f) 3035 { 3036 sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]); 3037 alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb); 3038 beta = atan2f(sinb, matrix->u.m[2][2]); 3039 gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb); 3040 } 3041 else 3042 { 3043 alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]); 3044 beta = 0.0f; 3045 gamma = 0.0f; 3046 } 3047 3048 D3DXSHRotateZ(temp, order, gamma, in); 3049 rotate_X(temp1, order, 1.0f, temp); 3050 D3DXSHRotateZ(temp, order, beta, temp1); 3051 rotate_X(temp1, order, -1.0f, temp); 3052 D3DXSHRotateZ(out, order, alpha, temp1); 3053 3054 return out; 3055 } 3056 3057 FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in) 3058 { 3059 UINT i, sum = 0; 3060 FLOAT c[5], s[5]; 3061 3062 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in); 3063 3064 order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER); 3065 3066 out[0] = in[0]; 3067 3068 for (i = 1; i < order; i++) 3069 { 3070 UINT j; 3071 3072 c[i - 1] = cosf(i * angle); 3073 s[i - 1] = sinf(i * angle); 3074 sum += i * 2; 3075 3076 out[sum - i] = c[i - 1] * in[sum - i]; 3077 out[sum - i] += s[i - 1] * in[sum + i]; 3078 for (j = i - 1; j > 0; j--) 3079 { 3080 out[sum - j] = 0.0f; 3081 out[sum - j] = c[j - 1] * in[sum - j]; 3082 out[sum - j] += s[j - 1] * in[sum + j]; 3083 } 3084 3085 if (in == out) 3086 out[sum] = 0.0f; 3087 else 3088 out[sum] = in[sum]; 3089 3090 for (j = 1; j < i; j++) 3091 { 3092 out[sum + j] = 0.0f; 3093 out[sum + j] = -s[j - 1] * in[sum - j]; 3094 out[sum + j] += c[j - 1] * in[sum + j]; 3095 } 3096 out[sum + i] = -s[i - 1] * in[sum - i]; 3097 out[sum + i] += c[i - 1] * in[sum + i]; 3098 } 3099 3100 return out; 3101 } 3102 3103 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale) 3104 { 3105 UINT i; 3106 3107 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale); 3108 3109 for (i = 0; i < order * order; i++) 3110 out[i] = a[i] * scale; 3111 3112 return out; 3113 } 3114