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 "d3dx9_36_private.h" 26 27 struct ID3DXMatrixStackImpl 28 { 29 ID3DXMatrixStack ID3DXMatrixStack_iface; 30 LONG ref; 31 32 unsigned int current; 33 unsigned int stack_size; 34 D3DXMATRIX *stack; 35 }; 36 37 static const unsigned int INITIAL_STACK_SIZE = 32; 38 39 /*_________________D3DXColor____________________*/ 40 41 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) 42 { 43 TRACE("pout %p, pc %p, s %f\n", pout, pc, s); 44 45 pout->r = 0.5f + s * (pc->r - 0.5f); 46 pout->g = 0.5f + s * (pc->g - 0.5f); 47 pout->b = 0.5f + s * (pc->b - 0.5f); 48 pout->a = pc->a; 49 return pout; 50 } 51 52 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) 53 { 54 FLOAT grey; 55 56 TRACE("pout %p, pc %p, s %f\n", pout, pc, s); 57 58 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f; 59 pout->r = grey + s * (pc->r - grey); 60 pout->g = grey + s * (pc->g - grey); 61 pout->b = grey + s * (pc->b - grey); 62 pout->a = pc->a; 63 return pout; 64 } 65 66 /*_________________Misc__________________________*/ 67 68 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex) 69 { 70 FLOAT a, d, g, result; 71 72 TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex); 73 74 g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f); 75 a = g + costheta; 76 d = g - costheta; 77 result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f; 78 result *= 0.5f * d * d / (a * a); 79 80 return result; 81 } 82 83 /*_________________D3DXMatrix____________________*/ 84 85 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, 86 const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation) 87 { 88 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n", 89 out, scaling, rotationcenter, rotation, translation); 90 91 D3DXMatrixIdentity(out); 92 93 if (rotation) 94 { 95 FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22; 96 97 temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z); 98 temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w); 99 temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w); 100 temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w); 101 temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z); 102 temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w); 103 temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w); 104 temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w); 105 temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y); 106 107 out->u.m[0][0] = scaling * temp00; 108 out->u.m[0][1] = scaling * temp01; 109 out->u.m[0][2] = scaling * temp02; 110 out->u.m[1][0] = scaling * temp10; 111 out->u.m[1][1] = scaling * temp11; 112 out->u.m[1][2] = scaling * temp12; 113 out->u.m[2][0] = scaling * temp20; 114 out->u.m[2][1] = scaling * temp21; 115 out->u.m[2][2] = scaling * temp22; 116 117 if (rotationcenter) 118 { 119 out->u.m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10 120 - rotationcenter->z * temp20; 121 out->u.m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01 122 - rotationcenter->z * temp21; 123 out->u.m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02 124 - rotationcenter->y * temp12; 125 } 126 } 127 else 128 { 129 out->u.m[0][0] = scaling; 130 out->u.m[1][1] = scaling; 131 out->u.m[2][2] = scaling; 132 } 133 134 if (translation) 135 { 136 out->u.m[3][0] += translation->x; 137 out->u.m[3][1] += translation->y; 138 out->u.m[3][2] += translation->z; 139 } 140 141 return out; 142 } 143 144 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling, 145 const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation) 146 { 147 FLOAT tmp1, tmp2, s; 148 149 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n", 150 out, scaling, rotationcenter, rotation, translation); 151 152 s = sinf(rotation / 2.0f); 153 tmp1 = 1.0f - 2.0f * s * s; 154 tmp2 = 2.0f * s * cosf(rotation / 2.0f); 155 156 D3DXMatrixIdentity(out); 157 out->u.m[0][0] = scaling * tmp1; 158 out->u.m[0][1] = scaling * tmp2; 159 out->u.m[1][0] = -scaling * tmp2; 160 out->u.m[1][1] = scaling * tmp1; 161 162 if (rotationcenter) 163 { 164 FLOAT x, y; 165 166 x = rotationcenter->x; 167 y = rotationcenter->y; 168 169 out->u.m[3][0] = y * tmp2 - x * tmp1 + x; 170 out->u.m[3][1] = -x * tmp2 - y * tmp1 + y; 171 } 172 173 if (translation) 174 { 175 out->u.m[3][0] += translation->x; 176 out->u.m[3][1] += translation->y; 177 } 178 179 return out; 180 } 181 182 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm) 183 { 184 D3DXMATRIX normalized; 185 D3DXVECTOR3 vec; 186 187 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm); 188 189 /*Compute the scaling part.*/ 190 vec.x=pm->u.m[0][0]; 191 vec.y=pm->u.m[0][1]; 192 vec.z=pm->u.m[0][2]; 193 poutscale->x=D3DXVec3Length(&vec); 194 195 vec.x=pm->u.m[1][0]; 196 vec.y=pm->u.m[1][1]; 197 vec.z=pm->u.m[1][2]; 198 poutscale->y=D3DXVec3Length(&vec); 199 200 vec.x=pm->u.m[2][0]; 201 vec.y=pm->u.m[2][1]; 202 vec.z=pm->u.m[2][2]; 203 poutscale->z=D3DXVec3Length(&vec); 204 205 /*Compute the translation part.*/ 206 pouttranslation->x=pm->u.m[3][0]; 207 pouttranslation->y=pm->u.m[3][1]; 208 pouttranslation->z=pm->u.m[3][2]; 209 210 /*Let's calculate the rotation now*/ 211 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL; 212 213 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x; 214 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x; 215 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x; 216 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y; 217 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y; 218 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y; 219 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z; 220 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z; 221 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z; 222 223 D3DXQuaternionRotationMatrix(poutrotation,&normalized); 224 return S_OK; 225 } 226 227 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm) 228 { 229 FLOAT t[3], v[4]; 230 231 TRACE("pm %p\n", pm); 232 233 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 234 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 235 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 236 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; 237 v[1] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; 238 239 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; 240 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 241 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 242 v[2] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; 243 v[3] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; 244 245 return pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[1] + 246 pm->u.m[0][2] * v[2] + pm->u.m[0][3] * v[3]; 247 } 248 249 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm) 250 { 251 FLOAT det, t[3], v[16]; 252 UINT i, j; 253 254 TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm); 255 256 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 257 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 258 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 259 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; 260 v[4] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; 261 262 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; 263 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 264 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 265 v[8] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; 266 v[12] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; 267 268 det = pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[4] + 269 pm->u.m[0][2] * v[8] + pm->u.m[0][3] * v[12]; 270 if (det == 0.0f) 271 return NULL; 272 if (pdeterminant) 273 *pdeterminant = det; 274 275 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 276 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2]; 277 t[2] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2]; 278 v[1] = -pm->u.m[0][1] * t[0] + pm->u.m[2][1] * t[1] - pm->u.m[3][1] * t[2]; 279 v[5] = pm->u.m[0][0] * t[0] - pm->u.m[2][0] * t[1] + pm->u.m[3][0] * t[2]; 280 281 t[0] = pm->u.m[0][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[0][1]; 282 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1]; 283 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 284 v[9] = -pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1]- pm->u.m[0][3] * t[2]; 285 v[13] = pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] + pm->u.m[0][2] * t[2]; 286 287 t[0] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 288 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2]; 289 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2]; 290 v[2] = pm->u.m[0][1] * t[0] - pm->u.m[1][1] * t[1] + pm->u.m[3][1] * t[2]; 291 v[6] = -pm->u.m[0][0] * t[0] + pm->u.m[1][0] * t[1] - pm->u.m[3][0] * t[2]; 292 293 t[0] = pm->u.m[0][0] * pm->u.m[1][1] - pm->u.m[1][0] * pm->u.m[0][1]; 294 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1]; 295 t[2] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 296 v[10] = pm->u.m[3][3] * t[0] + pm->u.m[1][3] * t[1] + pm->u.m[0][3] * t[2]; 297 v[14] = -pm->u.m[3][2] * t[0] - pm->u.m[1][2] * t[1] - pm->u.m[0][2] * t[2]; 298 299 t[0] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 300 t[1] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2]; 301 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2]; 302 v[3] = -pm->u.m[0][1] * t[0] + pm->u.m[1][1] * t[1] - pm->u.m[2][1] * t[2]; 303 v[7] = pm->u.m[0][0] * t[0] - pm->u.m[1][0] * t[1] + pm->u.m[2][0] * t[2]; 304 305 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]) + 306 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]) - 307 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]); 308 309 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]) - 310 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]) + 311 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]); 312 313 det = 1.0f / det; 314 315 for (i = 0; i < 4; i++) 316 for (j = 0; j < 4; j++) 317 pout->u.m[i][j] = v[4 * i + j] * det; 318 319 return pout; 320 } 321 322 D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, 323 const D3DXVECTOR3 *up) 324 { 325 D3DXVECTOR3 right, upn, vec; 326 327 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); 328 329 D3DXVec3Subtract(&vec, at, eye); 330 D3DXVec3Normalize(&vec, &vec); 331 D3DXVec3Cross(&right, up, &vec); 332 D3DXVec3Cross(&upn, &vec, &right); 333 D3DXVec3Normalize(&right, &right); 334 D3DXVec3Normalize(&upn, &upn); 335 out->u.m[0][0] = right.x; 336 out->u.m[1][0] = right.y; 337 out->u.m[2][0] = right.z; 338 out->u.m[3][0] = -D3DXVec3Dot(&right, eye); 339 out->u.m[0][1] = upn.x; 340 out->u.m[1][1] = upn.y; 341 out->u.m[2][1] = upn.z; 342 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); 343 out->u.m[0][2] = vec.x; 344 out->u.m[1][2] = vec.y; 345 out->u.m[2][2] = vec.z; 346 out->u.m[3][2] = -D3DXVec3Dot(&vec, eye); 347 out->u.m[0][3] = 0.0f; 348 out->u.m[1][3] = 0.0f; 349 out->u.m[2][3] = 0.0f; 350 out->u.m[3][3] = 1.0f; 351 352 return out; 353 } 354 355 D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, 356 const D3DXVECTOR3 *up) 357 { 358 D3DXVECTOR3 right, upn, vec; 359 360 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); 361 362 D3DXVec3Subtract(&vec, at, eye); 363 D3DXVec3Normalize(&vec, &vec); 364 D3DXVec3Cross(&right, up, &vec); 365 D3DXVec3Cross(&upn, &vec, &right); 366 D3DXVec3Normalize(&right, &right); 367 D3DXVec3Normalize(&upn, &upn); 368 out->u.m[0][0] = -right.x; 369 out->u.m[1][0] = -right.y; 370 out->u.m[2][0] = -right.z; 371 out->u.m[3][0] = D3DXVec3Dot(&right, eye); 372 out->u.m[0][1] = upn.x; 373 out->u.m[1][1] = upn.y; 374 out->u.m[2][1] = upn.z; 375 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); 376 out->u.m[0][2] = -vec.x; 377 out->u.m[1][2] = -vec.y; 378 out->u.m[2][2] = -vec.z; 379 out->u.m[3][2] = D3DXVec3Dot(&vec, eye); 380 out->u.m[0][3] = 0.0f; 381 out->u.m[1][3] = 0.0f; 382 out->u.m[2][3] = 0.0f; 383 out->u.m[3][3] = 1.0f; 384 385 return out; 386 } 387 388 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) 389 { 390 D3DXMATRIX out; 391 int i,j; 392 393 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); 394 395 for (i=0; i<4; i++) 396 { 397 for (j=0; j<4; j++) 398 { 399 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]; 400 } 401 } 402 403 *pout = out; 404 return pout; 405 } 406 407 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) 408 { 409 D3DXMATRIX temp; 410 int i, j; 411 412 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); 413 414 for (i = 0; i < 4; i++) 415 for (j = 0; j < 4; j++) 416 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]; 417 418 *pout = temp; 419 return pout; 420 } 421 422 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 423 { 424 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 425 426 D3DXMatrixIdentity(pout); 427 pout->u.m[0][0] = 2.0f / w; 428 pout->u.m[1][1] = 2.0f / h; 429 pout->u.m[2][2] = 1.0f / (zf - zn); 430 pout->u.m[3][2] = zn / (zn - zf); 431 return pout; 432 } 433 434 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 435 { 436 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 437 438 D3DXMatrixIdentity(pout); 439 pout->u.m[0][0] = 2.0f / (r - l); 440 pout->u.m[1][1] = 2.0f / (t - b); 441 pout->u.m[2][2] = 1.0f / (zf -zn); 442 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l); 443 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t); 444 pout->u.m[3][2] = zn / (zn -zf); 445 return pout; 446 } 447 448 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 449 { 450 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 451 452 D3DXMatrixIdentity(pout); 453 pout->u.m[0][0] = 2.0f / (r - l); 454 pout->u.m[1][1] = 2.0f / (t - b); 455 pout->u.m[2][2] = 1.0f / (zn -zf); 456 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l); 457 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t); 458 pout->u.m[3][2] = zn / (zn -zf); 459 return pout; 460 } 461 462 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 463 { 464 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 465 466 D3DXMatrixIdentity(pout); 467 pout->u.m[0][0] = 2.0f / w; 468 pout->u.m[1][1] = 2.0f / h; 469 pout->u.m[2][2] = 1.0f / (zn - zf); 470 pout->u.m[3][2] = zn / (zn - zf); 471 return pout; 472 } 473 474 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) 475 { 476 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); 477 478 D3DXMatrixIdentity(pout); 479 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); 480 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); 481 pout->u.m[2][2] = zf / (zf - zn); 482 pout->u.m[2][3] = 1.0f; 483 pout->u.m[3][2] = (zf * zn) / (zn - zf); 484 pout->u.m[3][3] = 0.0f; 485 return pout; 486 } 487 488 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) 489 { 490 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); 491 492 D3DXMatrixIdentity(pout); 493 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); 494 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); 495 pout->u.m[2][2] = zf / (zn - zf); 496 pout->u.m[2][3] = -1.0f; 497 pout->u.m[3][2] = (zf * zn) / (zn - zf); 498 pout->u.m[3][3] = 0.0f; 499 return pout; 500 } 501 502 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 503 { 504 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 505 506 D3DXMatrixIdentity(pout); 507 pout->u.m[0][0] = 2.0f * zn / w; 508 pout->u.m[1][1] = 2.0f * zn / h; 509 pout->u.m[2][2] = zf / (zf - zn); 510 pout->u.m[3][2] = (zn * zf) / (zn - zf); 511 pout->u.m[2][3] = 1.0f; 512 pout->u.m[3][3] = 0.0f; 513 return pout; 514 } 515 516 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 517 { 518 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 519 520 D3DXMatrixIdentity(pout); 521 pout->u.m[0][0] = 2.0f * zn / (r - l); 522 pout->u.m[1][1] = -2.0f * zn / (b - t); 523 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l); 524 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t); 525 pout->u.m[2][2] = - zf / (zn - zf); 526 pout->u.m[3][2] = (zn * zf) / (zn -zf); 527 pout->u.m[2][3] = 1.0f; 528 pout->u.m[3][3] = 0.0f; 529 return pout; 530 } 531 532 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 533 { 534 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 535 536 D3DXMatrixIdentity(pout); 537 pout->u.m[0][0] = 2.0f * zn / (r - l); 538 pout->u.m[1][1] = -2.0f * zn / (b - t); 539 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l); 540 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t); 541 pout->u.m[2][2] = zf / (zn - zf); 542 pout->u.m[3][2] = (zn * zf) / (zn -zf); 543 pout->u.m[2][3] = -1.0f; 544 pout->u.m[3][3] = 0.0f; 545 return pout; 546 } 547 548 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 549 { 550 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 551 552 D3DXMatrixIdentity(pout); 553 pout->u.m[0][0] = 2.0f * zn / w; 554 pout->u.m[1][1] = 2.0f * zn / h; 555 pout->u.m[2][2] = zf / (zn - zf); 556 pout->u.m[3][2] = (zn * zf) / (zn - zf); 557 pout->u.m[2][3] = -1.0f; 558 pout->u.m[3][3] = 0.0f; 559 return pout; 560 } 561 562 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane) 563 { 564 D3DXPLANE Nplane; 565 566 TRACE("pout %p, pplane %p\n", pout, pplane); 567 568 D3DXPlaneNormalize(&Nplane, pplane); 569 D3DXMatrixIdentity(pout); 570 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a; 571 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b; 572 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c; 573 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b; 574 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b; 575 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c; 576 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a; 577 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b; 578 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c; 579 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a; 580 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b; 581 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c; 582 return pout; 583 } 584 585 D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle) 586 { 587 D3DXVECTOR3 nv; 588 FLOAT sangle, cangle, cdiff; 589 590 TRACE("out %p, v %p, angle %f\n", out, v, angle); 591 592 D3DXVec3Normalize(&nv, v); 593 sangle = sinf(angle); 594 cangle = cosf(angle); 595 cdiff = 1.0f - cangle; 596 597 out->u.m[0][0] = cdiff * nv.x * nv.x + cangle; 598 out->u.m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z; 599 out->u.m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y; 600 out->u.m[3][0] = 0.0f; 601 out->u.m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z; 602 out->u.m[1][1] = cdiff * nv.y * nv.y + cangle; 603 out->u.m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x; 604 out->u.m[3][1] = 0.0f; 605 out->u.m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y; 606 out->u.m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x; 607 out->u.m[2][2] = cdiff * nv.z * nv.z + cangle; 608 out->u.m[3][2] = 0.0f; 609 out->u.m[0][3] = 0.0f; 610 out->u.m[1][3] = 0.0f; 611 out->u.m[2][3] = 0.0f; 612 out->u.m[3][3] = 1.0f; 613 614 return out; 615 } 616 617 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq) 618 { 619 TRACE("pout %p, pq %p\n", pout, pq); 620 621 D3DXMatrixIdentity(pout); 622 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z); 623 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w); 624 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w); 625 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w); 626 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z); 627 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w); 628 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w); 629 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w); 630 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y); 631 return pout; 632 } 633 634 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) 635 { 636 TRACE("pout %p, angle %f\n", pout, angle); 637 638 D3DXMatrixIdentity(pout); 639 pout->u.m[1][1] = cosf(angle); 640 pout->u.m[2][2] = cosf(angle); 641 pout->u.m[1][2] = sinf(angle); 642 pout->u.m[2][1] = -sinf(angle); 643 return pout; 644 } 645 646 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) 647 { 648 TRACE("pout %p, angle %f\n", pout, angle); 649 650 D3DXMatrixIdentity(pout); 651 pout->u.m[0][0] = cosf(angle); 652 pout->u.m[2][2] = cosf(angle); 653 pout->u.m[0][2] = -sinf(angle); 654 pout->u.m[2][0] = sinf(angle); 655 return pout; 656 } 657 658 D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 659 { 660 FLOAT sroll, croll, spitch, cpitch, syaw, cyaw; 661 662 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 663 664 sroll = sinf(roll); 665 croll = cosf(roll); 666 spitch = sinf(pitch); 667 cpitch = cosf(pitch); 668 syaw = sinf(yaw); 669 cyaw = cosf(yaw); 670 671 out->u.m[0][0] = sroll * spitch * syaw + croll * cyaw; 672 out->u.m[0][1] = sroll * cpitch; 673 out->u.m[0][2] = sroll * spitch * cyaw - croll * syaw; 674 out->u.m[0][3] = 0.0f; 675 out->u.m[1][0] = croll * spitch * syaw - sroll * cyaw; 676 out->u.m[1][1] = croll * cpitch; 677 out->u.m[1][2] = croll * spitch * cyaw + sroll * syaw; 678 out->u.m[1][3] = 0.0f; 679 out->u.m[2][0] = cpitch * syaw; 680 out->u.m[2][1] = -spitch; 681 out->u.m[2][2] = cpitch * cyaw; 682 out->u.m[2][3] = 0.0f; 683 out->u.m[3][0] = 0.0f; 684 out->u.m[3][1] = 0.0f; 685 out->u.m[3][2] = 0.0f; 686 out->u.m[3][3] = 1.0f; 687 688 return out; 689 } 690 691 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) 692 { 693 TRACE("pout %p, angle %f\n", pout, angle); 694 695 D3DXMatrixIdentity(pout); 696 pout->u.m[0][0] = cosf(angle); 697 pout->u.m[1][1] = cosf(angle); 698 pout->u.m[0][1] = sinf(angle); 699 pout->u.m[1][0] = -sinf(angle); 700 return pout; 701 } 702 703 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) 704 { 705 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz); 706 707 D3DXMatrixIdentity(pout); 708 pout->u.m[0][0] = sx; 709 pout->u.m[1][1] = sy; 710 pout->u.m[2][2] = sz; 711 return pout; 712 } 713 714 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane) 715 { 716 D3DXPLANE Nplane; 717 FLOAT dot; 718 719 TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane); 720 721 D3DXPlaneNormalize(&Nplane, pplane); 722 dot = D3DXPlaneDot(&Nplane, plight); 723 pout->u.m[0][0] = dot - Nplane.a * plight->x; 724 pout->u.m[0][1] = -Nplane.a * plight->y; 725 pout->u.m[0][2] = -Nplane.a * plight->z; 726 pout->u.m[0][3] = -Nplane.a * plight->w; 727 pout->u.m[1][0] = -Nplane.b * plight->x; 728 pout->u.m[1][1] = dot - Nplane.b * plight->y; 729 pout->u.m[1][2] = -Nplane.b * plight->z; 730 pout->u.m[1][3] = -Nplane.b * plight->w; 731 pout->u.m[2][0] = -Nplane.c * plight->x; 732 pout->u.m[2][1] = -Nplane.c * plight->y; 733 pout->u.m[2][2] = dot - Nplane.c * plight->z; 734 pout->u.m[2][3] = -Nplane.c * plight->w; 735 pout->u.m[3][0] = -Nplane.d * plight->x; 736 pout->u.m[3][1] = -Nplane.d * plight->y; 737 pout->u.m[3][2] = -Nplane.d * plight->z; 738 pout->u.m[3][3] = dot - Nplane.d * plight->w; 739 return pout; 740 } 741 742 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation) 743 { 744 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7; 745 D3DXQUATERNION prc; 746 D3DXVECTOR3 psc, pt; 747 748 TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n", 749 pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation); 750 751 if ( !pscalingcenter ) 752 { 753 psc.x = 0.0f; 754 psc.y = 0.0f; 755 psc.z = 0.0f; 756 } 757 else 758 { 759 psc.x = pscalingcenter->x; 760 psc.y = pscalingcenter->y; 761 psc.z = pscalingcenter->z; 762 } 763 764 if ( !protationcenter ) 765 { 766 prc.x = 0.0f; 767 prc.y = 0.0f; 768 prc.z = 0.0f; 769 } 770 else 771 { 772 prc.x = protationcenter->x; 773 prc.y = protationcenter->y; 774 prc.z = protationcenter->z; 775 } 776 777 if ( !ptranslation ) 778 { 779 pt.x = 0.0f; 780 pt.y = 0.0f; 781 pt.z = 0.0f; 782 } 783 else 784 { 785 pt.x = ptranslation->x; 786 pt.y = ptranslation->y; 787 pt.z = ptranslation->z; 788 } 789 790 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z); 791 792 if ( !pscalingrotation ) 793 { 794 D3DXMatrixIdentity(&m2); 795 D3DXMatrixIdentity(&m4); 796 } 797 else 798 { 799 D3DXMatrixRotationQuaternion(&m4, pscalingrotation); 800 D3DXMatrixInverse(&m2, NULL, &m4); 801 } 802 803 if ( !pscaling ) D3DXMatrixIdentity(&m3); 804 else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z); 805 806 if ( !protation ) D3DXMatrixIdentity(&m6); 807 else D3DXMatrixRotationQuaternion(&m6, protation); 808 809 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z); 810 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z); 811 D3DXMatrixMultiply(&m1, &m1, &m2); 812 D3DXMatrixMultiply(&m1, &m1, &m3); 813 D3DXMatrixMultiply(&m1, &m1, &m4); 814 D3DXMatrixMultiply(&m1, &m1, &m5); 815 D3DXMatrixMultiply(&m1, &m1, &m6); 816 D3DXMatrixMultiply(pout, &m1, &m7); 817 return pout; 818 } 819 820 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation) 821 { 822 D3DXQUATERNION rot, sca_rot; 823 D3DXVECTOR3 rot_center, sca, sca_center, trans; 824 825 TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n", 826 pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation); 827 828 if ( pscalingcenter ) 829 { 830 sca_center.x=pscalingcenter->x; 831 sca_center.y=pscalingcenter->y; 832 sca_center.z=0.0f; 833 } 834 else 835 { 836 sca_center.x=0.0f; 837 sca_center.y=0.0f; 838 sca_center.z=0.0f; 839 } 840 841 if ( pscaling ) 842 { 843 sca.x=pscaling->x; 844 sca.y=pscaling->y; 845 sca.z=1.0f; 846 } 847 else 848 { 849 sca.x=1.0f; 850 sca.y=1.0f; 851 sca.z=1.0f; 852 } 853 854 if ( protationcenter ) 855 { 856 rot_center.x=protationcenter->x; 857 rot_center.y=protationcenter->y; 858 rot_center.z=0.0f; 859 } 860 else 861 { 862 rot_center.x=0.0f; 863 rot_center.y=0.0f; 864 rot_center.z=0.0f; 865 } 866 867 if ( ptranslation ) 868 { 869 trans.x=ptranslation->x; 870 trans.y=ptranslation->y; 871 trans.z=0.0f; 872 } 873 else 874 { 875 trans.x=0.0f; 876 trans.y=0.0f; 877 trans.z=0.0f; 878 } 879 880 rot.w=cosf(rotation/2.0f); 881 rot.x=0.0f; 882 rot.y=0.0f; 883 rot.z=sinf(rotation/2.0f); 884 885 sca_rot.w=cosf(scalingrotation/2.0f); 886 sca_rot.x=0.0f; 887 sca_rot.y=0.0f; 888 sca_rot.z=sinf(scalingrotation/2.0f); 889 890 D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans); 891 892 return pout; 893 } 894 895 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) 896 { 897 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z); 898 899 D3DXMatrixIdentity(pout); 900 pout->u.m[3][0] = x; 901 pout->u.m[3][1] = y; 902 pout->u.m[3][2] = z; 903 return pout; 904 } 905 906 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm) 907 { 908 const D3DXMATRIX m = *pm; 909 int i,j; 910 911 TRACE("pout %p, pm %p\n", pout, pm); 912 913 for (i=0; i<4; i++) 914 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i]; 915 916 return pout; 917 } 918 919 /*_________________D3DXMatrixStack____________________*/ 920 921 922 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) 923 { 924 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface); 925 } 926 927 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out) 928 { 929 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); 930 931 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack) 932 || IsEqualGUID(riid, &IID_IUnknown)) 933 { 934 ID3DXMatrixStack_AddRef(iface); 935 *out = iface; 936 return S_OK; 937 } 938 939 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); 940 941 *out = NULL; 942 return E_NOINTERFACE; 943 } 944 945 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) 946 { 947 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 948 ULONG ref = InterlockedIncrement(&This->ref); 949 TRACE("(%p) : AddRef from %d\n", This, ref - 1); 950 return ref; 951 } 952 953 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface) 954 { 955 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 956 ULONG ref = InterlockedDecrement(&This->ref); 957 if (!ref) 958 { 959 HeapFree(GetProcessHeap(), 0, This->stack); 960 HeapFree(GetProcessHeap(), 0, This); 961 } 962 TRACE("(%p) : ReleaseRef to %d\n", This, ref); 963 return ref; 964 } 965 966 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) 967 { 968 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 969 970 TRACE("iface %p\n", iface); 971 972 return &This->stack[This->current]; 973 } 974 975 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) 976 { 977 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 978 979 TRACE("iface %p\n", iface); 980 981 D3DXMatrixIdentity(&This->stack[This->current]); 982 983 return D3D_OK; 984 } 985 986 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 987 { 988 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 989 990 TRACE("iface %p, pm %p\n", iface, pm); 991 992 This->stack[This->current] = *pm; 993 994 return D3D_OK; 995 } 996 997 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 998 { 999 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1000 1001 TRACE("iface %p, pm %p\n", iface, pm); 1002 1003 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); 1004 1005 return D3D_OK; 1006 } 1007 1008 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 1009 { 1010 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1011 1012 TRACE("iface %p, pm %p\n", iface, pm); 1013 1014 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); 1015 1016 return D3D_OK; 1017 } 1018 1019 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface) 1020 { 1021 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1022 1023 TRACE("iface %p\n", iface); 1024 1025 /* Popping the last element on the stack returns D3D_OK, but does nothing. */ 1026 if (!This->current) return D3D_OK; 1027 1028 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2) 1029 { 1030 unsigned int new_size; 1031 D3DXMATRIX *new_stack; 1032 1033 new_size = This->stack_size / 2; 1034 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1035 if (new_stack) 1036 { 1037 This->stack_size = new_size; 1038 This->stack = new_stack; 1039 } 1040 } 1041 1042 --This->current; 1043 1044 return D3D_OK; 1045 } 1046 1047 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) 1048 { 1049 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1050 1051 TRACE("iface %p\n", iface); 1052 1053 if (This->current == This->stack_size - 1) 1054 { 1055 unsigned int new_size; 1056 D3DXMATRIX *new_stack; 1057 1058 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY; 1059 1060 new_size = This->stack_size * 2; 1061 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1062 if (!new_stack) return E_OUTOFMEMORY; 1063 1064 This->stack_size = new_size; 1065 This->stack = new_stack; 1066 } 1067 1068 ++This->current; 1069 This->stack[This->current] = This->stack[This->current - 1]; 1070 1071 return D3D_OK; 1072 } 1073 1074 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1075 { 1076 D3DXMATRIX temp; 1077 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1078 1079 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1080 1081 D3DXMatrixRotationAxis(&temp, pv, angle); 1082 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1083 1084 return D3D_OK; 1085 } 1086 1087 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1088 { 1089 D3DXMATRIX temp; 1090 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1091 1092 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1093 1094 D3DXMatrixRotationAxis(&temp, pv, angle); 1095 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1096 1097 return D3D_OK; 1098 } 1099 1100 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1101 { 1102 D3DXMATRIX temp; 1103 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1104 1105 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1106 1107 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1108 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1109 1110 return D3D_OK; 1111 } 1112 1113 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1114 { 1115 D3DXMATRIX temp; 1116 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1117 1118 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1119 1120 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1121 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1122 1123 return D3D_OK; 1124 } 1125 1126 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1127 { 1128 D3DXMATRIX temp; 1129 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1130 1131 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z); 1132 1133 D3DXMatrixScaling(&temp, x, y, z); 1134 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1135 1136 return D3D_OK; 1137 } 1138 1139 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1140 { 1141 D3DXMATRIX temp; 1142 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1143 1144 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1145 1146 D3DXMatrixScaling(&temp, x, y, z); 1147 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1148 1149 return D3D_OK; 1150 } 1151 1152 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1153 { 1154 D3DXMATRIX temp; 1155 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1156 1157 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1158 1159 D3DXMatrixTranslation(&temp, x, y, z); 1160 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1161 1162 return D3D_OK; 1163 } 1164 1165 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1166 { 1167 D3DXMATRIX temp; 1168 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1169 1170 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1171 1172 D3DXMatrixTranslation(&temp, x, y, z); 1173 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); 1174 1175 return D3D_OK; 1176 } 1177 1178 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl = 1179 { 1180 ID3DXMatrixStackImpl_QueryInterface, 1181 ID3DXMatrixStackImpl_AddRef, 1182 ID3DXMatrixStackImpl_Release, 1183 ID3DXMatrixStackImpl_Pop, 1184 ID3DXMatrixStackImpl_Push, 1185 ID3DXMatrixStackImpl_LoadIdentity, 1186 ID3DXMatrixStackImpl_LoadMatrix, 1187 ID3DXMatrixStackImpl_MultMatrix, 1188 ID3DXMatrixStackImpl_MultMatrixLocal, 1189 ID3DXMatrixStackImpl_RotateAxis, 1190 ID3DXMatrixStackImpl_RotateAxisLocal, 1191 ID3DXMatrixStackImpl_RotateYawPitchRoll, 1192 ID3DXMatrixStackImpl_RotateYawPitchRollLocal, 1193 ID3DXMatrixStackImpl_Scale, 1194 ID3DXMatrixStackImpl_ScaleLocal, 1195 ID3DXMatrixStackImpl_Translate, 1196 ID3DXMatrixStackImpl_TranslateLocal, 1197 ID3DXMatrixStackImpl_GetTop 1198 }; 1199 1200 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack) 1201 { 1202 struct ID3DXMatrixStackImpl *object; 1203 1204 TRACE("flags %#x, stack %p.\n", flags, stack); 1205 1206 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) 1207 { 1208 *stack = NULL; 1209 return E_OUTOFMEMORY; 1210 } 1211 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl; 1212 object->ref = 1; 1213 1214 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack)))) 1215 { 1216 HeapFree(GetProcessHeap(), 0, object); 1217 *stack = NULL; 1218 return E_OUTOFMEMORY; 1219 } 1220 1221 object->current = 0; 1222 object->stack_size = INITIAL_STACK_SIZE; 1223 D3DXMatrixIdentity(&object->stack[0]); 1224 1225 TRACE("Created matrix stack %p.\n", object); 1226 1227 *stack = &object->ID3DXMatrixStack_iface; 1228 return D3D_OK; 1229 } 1230 1231 /*_________________D3DXPLANE________________*/ 1232 1233 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) 1234 { 1235 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal); 1236 1237 pout->a = pvnormal->x; 1238 pout->b = pvnormal->y; 1239 pout->c = pvnormal->z; 1240 pout->d = -D3DXVec3Dot(pvpoint, pvnormal); 1241 return pout; 1242 } 1243 1244 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3) 1245 { 1246 D3DXVECTOR3 edge1, edge2, normal, Nnormal; 1247 1248 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 1249 1250 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; 1251 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; 1252 D3DXVec3Subtract(&edge1, pv2, pv1); 1253 D3DXVec3Subtract(&edge2, pv3, pv1); 1254 D3DXVec3Cross(&normal, &edge1, &edge2); 1255 D3DXVec3Normalize(&Nnormal, &normal); 1256 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal); 1257 return pout; 1258 } 1259 1260 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) 1261 { 1262 D3DXVECTOR3 direction, normal; 1263 FLOAT dot, temp; 1264 1265 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2); 1266 1267 normal.x = pp->a; 1268 normal.y = pp->b; 1269 normal.z = pp->c; 1270 direction.x = pv2->x - pv1->x; 1271 direction.y = pv2->y - pv1->y; 1272 direction.z = pv2->z - pv1->z; 1273 dot = D3DXVec3Dot(&normal, &direction); 1274 if ( !dot ) return NULL; 1275 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot; 1276 pout->x = pv1->x - temp * direction.x; 1277 pout->y = pv1->y - temp * direction.y; 1278 pout->z = pv1->z - temp * direction.z; 1279 return pout; 1280 } 1281 1282 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p) 1283 { 1284 FLOAT norm; 1285 1286 TRACE("out %p, p %p\n", out, p); 1287 1288 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c); 1289 if (norm) 1290 { 1291 out->a = p->a / norm; 1292 out->b = p->b / norm; 1293 out->c = p->c / norm; 1294 out->d = p->d / norm; 1295 } 1296 else 1297 { 1298 out->a = 0.0f; 1299 out->b = 0.0f; 1300 out->c = 0.0f; 1301 out->d = 0.0f; 1302 } 1303 1304 return out; 1305 } 1306 1307 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm) 1308 { 1309 const D3DXPLANE plane = *pplane; 1310 1311 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm); 1312 1313 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; 1314 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; 1315 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; 1316 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; 1317 return pout; 1318 } 1319 1320 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1321 { 1322 UINT i; 1323 1324 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1325 1326 for (i = 0; i < elements; ++i) { 1327 D3DXPlaneTransform( 1328 (D3DXPLANE*)((char*)out + outstride * i), 1329 (const D3DXPLANE*)((const char*)in + instride * i), 1330 matrix); 1331 } 1332 return out; 1333 } 1334 1335 /*_________________D3DXQUATERNION________________*/ 1336 1337 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g) 1338 { 1339 D3DXQUATERNION temp1, temp2; 1340 1341 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g); 1342 1343 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); 1344 return pout; 1345 } 1346 1347 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1348 { 1349 FLOAT norm; 1350 1351 TRACE("out %p, q %p\n", out, q); 1352 1353 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z); 1354 if (norm) 1355 { 1356 out->x = sinf(norm) * q->x / norm; 1357 out->y = sinf(norm) * q->y / norm; 1358 out->z = sinf(norm) * q->z / norm; 1359 out->w = cosf(norm); 1360 } 1361 else 1362 { 1363 out->x = 0.0f; 1364 out->y = 0.0f; 1365 out->z = 0.0f; 1366 out->w = 1.0f; 1367 } 1368 1369 return out; 1370 } 1371 1372 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) 1373 { 1374 FLOAT norm; 1375 1376 TRACE("pout %p, pq %p\n", pout, pq); 1377 1378 norm = D3DXQuaternionLengthSq(pq); 1379 1380 pout->x = -pq->x / norm; 1381 pout->y = -pq->y / norm; 1382 pout->z = -pq->z / norm; 1383 pout->w = pq->w / norm; 1384 return pout; 1385 } 1386 1387 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1388 { 1389 FLOAT t; 1390 1391 TRACE("out %p, q %p\n", out, q); 1392 1393 if ((q->w >= 1.0f) || (q->w == -1.0f)) 1394 t = 1.0f; 1395 else 1396 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w); 1397 1398 out->x = t * q->x; 1399 out->y = t * q->y; 1400 out->z = t * q->z; 1401 out->w = 0.0f; 1402 1403 return out; 1404 } 1405 1406 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) 1407 { 1408 D3DXQUATERNION out; 1409 1410 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2); 1411 1412 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; 1413 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; 1414 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w; 1415 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z; 1416 *pout = out; 1417 return pout; 1418 } 1419 1420 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1421 { 1422 FLOAT norm; 1423 1424 TRACE("out %p, q %p\n", out, q); 1425 1426 norm = D3DXQuaternionLength(q); 1427 1428 out->x = q->x / norm; 1429 out->y = q->y / norm; 1430 out->z = q->z / norm; 1431 out->w = q->w / norm; 1432 1433 return out; 1434 } 1435 1436 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle) 1437 { 1438 D3DXVECTOR3 temp; 1439 1440 TRACE("out %p, v %p, angle %f\n", out, v, angle); 1441 1442 D3DXVec3Normalize(&temp, v); 1443 1444 out->x = sinf(angle / 2.0f) * temp.x; 1445 out->y = sinf(angle / 2.0f) * temp.y; 1446 out->z = sinf(angle / 2.0f) * temp.z; 1447 out->w = cosf(angle / 2.0f); 1448 1449 return out; 1450 } 1451 1452 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m) 1453 { 1454 FLOAT s, trace; 1455 1456 TRACE("out %p, m %p\n", out, m); 1457 1458 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f; 1459 if (trace > 1.0f) 1460 { 1461 s = 2.0f * sqrtf(trace); 1462 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s; 1463 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s; 1464 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s; 1465 out->w = 0.25f * s; 1466 } 1467 else 1468 { 1469 int i, maxi = 0; 1470 1471 for (i = 1; i < 3; i++) 1472 { 1473 if (m->u.m[i][i] > m->u.m[maxi][maxi]) 1474 maxi = i; 1475 } 1476 1477 switch (maxi) 1478 { 1479 case 0: 1480 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]); 1481 out->x = 0.25f * s; 1482 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s; 1483 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s; 1484 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s; 1485 break; 1486 1487 case 1: 1488 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]); 1489 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s; 1490 out->y = 0.25f * s; 1491 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s; 1492 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s; 1493 break; 1494 1495 case 2: 1496 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]); 1497 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s; 1498 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s; 1499 out->z = 0.25f * s; 1500 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s; 1501 break; 1502 } 1503 } 1504 1505 return out; 1506 } 1507 1508 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 1509 { 1510 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll; 1511 1512 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 1513 1514 syaw = sinf(yaw / 2.0f); 1515 cyaw = cosf(yaw / 2.0f); 1516 spitch = sinf(pitch / 2.0f); 1517 cpitch = cosf(pitch / 2.0f); 1518 sroll = sinf(roll / 2.0f); 1519 croll = cosf(roll / 2.0f); 1520 1521 out->x = syaw * cpitch * sroll + cyaw * spitch * croll; 1522 out->y = syaw * cpitch * croll - cyaw * spitch * sroll; 1523 out->z = cyaw * cpitch * sroll - syaw * spitch * croll; 1524 out->w = cyaw * cpitch * croll + syaw * spitch * sroll; 1525 1526 return out; 1527 } 1528 1529 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1, 1530 const D3DXQUATERNION *q2, FLOAT t) 1531 { 1532 FLOAT dot, temp; 1533 1534 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t); 1535 1536 temp = 1.0f - t; 1537 dot = D3DXQuaternionDot(q1, q2); 1538 if (dot < 0.0f) 1539 { 1540 t = -t; 1541 dot = -dot; 1542 } 1543 1544 if (1.0f - dot > 0.001f) 1545 { 1546 FLOAT theta = acosf(dot); 1547 1548 temp = sinf(theta * temp) / sinf(theta); 1549 t = sinf(theta * t) / sinf(theta); 1550 } 1551 1552 out->x = temp * q1->x + t * q2->x; 1553 out->y = temp * q1->y + t * q2->y; 1554 out->z = temp * q1->z + t * q2->z; 1555 out->w = temp * q1->w + t * q2->w; 1556 1557 return out; 1558 } 1559 1560 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t) 1561 { 1562 D3DXQUATERNION temp1, temp2; 1563 1564 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t); 1565 1566 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); 1567 return pout; 1568 } 1569 1570 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add) 1571 { 1572 D3DXQUATERNION temp; 1573 1574 temp.x = q1->x + add * q2->x; 1575 temp.y = q1->y + add * q2->y; 1576 temp.z = q1->z + add * q2->z; 1577 temp.w = q1->w + add * q2->w; 1578 1579 return temp; 1580 } 1581 1582 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3) 1583 { 1584 D3DXQUATERNION q, temp1, temp2, temp3, zero; 1585 D3DXQUATERNION aout, cout; 1586 1587 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); 1588 1589 zero.x = 0.0f; 1590 zero.y = 0.0f; 1591 zero.z = 0.0f; 1592 zero.w = 0.0f; 1593 1594 if (D3DXQuaternionDot(pq0, pq1) < 0.0f) 1595 temp2 = add_diff(&zero, pq0, -1.0f); 1596 else 1597 temp2 = *pq0; 1598 1599 if (D3DXQuaternionDot(pq1, pq2) < 0.0f) 1600 cout = add_diff(&zero, pq2, -1.0f); 1601 else 1602 cout = *pq2; 1603 1604 if (D3DXQuaternionDot(&cout, pq3) < 0.0f) 1605 temp3 = add_diff(&zero, pq3, -1.0f); 1606 else 1607 temp3 = *pq3; 1608 1609 D3DXQuaternionInverse(&temp1, pq1); 1610 D3DXQuaternionMultiply(&temp2, &temp1, &temp2); 1611 D3DXQuaternionLn(&temp2, &temp2); 1612 D3DXQuaternionMultiply(&q, &temp1, &cout); 1613 D3DXQuaternionLn(&q, &q); 1614 temp1 = add_diff(&temp2, &q, 1.0f); 1615 temp1.x *= -0.25f; 1616 temp1.y *= -0.25f; 1617 temp1.z *= -0.25f; 1618 temp1.w *= -0.25f; 1619 D3DXQuaternionExp(&temp1, &temp1); 1620 D3DXQuaternionMultiply(&aout, pq1, &temp1); 1621 1622 D3DXQuaternionInverse(&temp1, &cout); 1623 D3DXQuaternionMultiply(&temp2, &temp1, pq1); 1624 D3DXQuaternionLn(&temp2, &temp2); 1625 D3DXQuaternionMultiply(&q, &temp1, &temp3); 1626 D3DXQuaternionLn(&q, &q); 1627 temp1 = add_diff(&temp2, &q, 1.0f); 1628 temp1.x *= -0.25f; 1629 temp1.y *= -0.25f; 1630 temp1.z *= -0.25f; 1631 temp1.w *= -0.25f; 1632 D3DXQuaternionExp(&temp1, &temp1); 1633 D3DXQuaternionMultiply(pbout, &cout, &temp1); 1634 *paout = aout; 1635 *pcout = cout; 1636 } 1637 1638 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) 1639 { 1640 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle); 1641 1642 if (paxis) 1643 { 1644 paxis->x = pq->x; 1645 paxis->y = pq->y; 1646 paxis->z = pq->z; 1647 } 1648 if (pangle) 1649 *pangle = 2.0f * acosf(pq->w); 1650 } 1651 1652 /*_________________D3DXVec2_____________________*/ 1653 1654 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) 1655 { 1656 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1657 1658 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1659 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1660 return pout; 1661 } 1662 1663 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) 1664 { 1665 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1666 1667 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); 1668 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); 1669 return pout; 1670 } 1671 1672 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s) 1673 { 1674 FLOAT h1, h2, h3, h4; 1675 1676 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1677 1678 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1679 h2 = s * s * s - 2.0f * s * s + s; 1680 h3 = -2.0f * s * s * s + 3.0f * s * s; 1681 h4 = s * s * s - s * s; 1682 1683 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1684 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1685 return pout; 1686 } 1687 1688 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) 1689 { 1690 FLOAT norm; 1691 1692 TRACE("pout %p, pv %p\n", pout, pv); 1693 1694 norm = D3DXVec2Length(pv); 1695 if ( !norm ) 1696 { 1697 pout->x = 0.0f; 1698 pout->y = 0.0f; 1699 } 1700 else 1701 { 1702 pout->x = pv->x / norm; 1703 pout->y = pv->y / norm; 1704 } 1705 1706 return pout; 1707 } 1708 1709 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1710 { 1711 D3DXVECTOR4 out; 1712 1713 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1714 1715 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]; 1716 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]; 1717 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2]; 1718 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1719 *pout = out; 1720 return pout; 1721 } 1722 1723 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1724 { 1725 UINT i; 1726 1727 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1728 1729 for (i = 0; i < elements; ++i) { 1730 D3DXVec2Transform( 1731 (D3DXVECTOR4*)((char*)out + outstride * i), 1732 (const D3DXVECTOR2*)((const char*)in + instride * i), 1733 matrix); 1734 } 1735 return out; 1736 } 1737 1738 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1739 { 1740 D3DXVECTOR2 v; 1741 FLOAT norm; 1742 1743 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1744 1745 v = *pv; 1746 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1747 1748 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm; 1749 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm; 1750 1751 return pout; 1752 } 1753 1754 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1755 { 1756 UINT i; 1757 1758 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1759 1760 for (i = 0; i < elements; ++i) { 1761 D3DXVec2TransformCoord( 1762 (D3DXVECTOR2*)((char*)out + outstride * i), 1763 (const D3DXVECTOR2*)((const char*)in + instride * i), 1764 matrix); 1765 } 1766 return out; 1767 } 1768 1769 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1770 { 1771 const D3DXVECTOR2 v = *pv; 1772 1773 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1774 1775 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y; 1776 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y; 1777 return pout; 1778 } 1779 1780 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements) 1781 { 1782 UINT i; 1783 1784 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1785 1786 for (i = 0; i < elements; ++i) { 1787 D3DXVec2TransformNormal( 1788 (D3DXVECTOR2*)((char*)out + outstride * i), 1789 (const D3DXVECTOR2*)((const char*)in + instride * i), 1790 matrix); 1791 } 1792 return out; 1793 } 1794 1795 /*_________________D3DXVec3_____________________*/ 1796 1797 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) 1798 { 1799 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1800 1801 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1802 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1803 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 1804 return pout; 1805 } 1806 1807 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) 1808 { 1809 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1810 1811 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); 1812 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); 1813 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); 1814 return pout; 1815 } 1816 1817 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s) 1818 { 1819 FLOAT h1, h2, h3, h4; 1820 1821 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1822 1823 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1824 h2 = s * s * s - 2.0f * s * s + s; 1825 h3 = -2.0f * s * s * s + 3.0f * s * s; 1826 h4 = s * s * s - s * s; 1827 1828 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1829 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1830 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 1831 return pout; 1832 } 1833 1834 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) 1835 { 1836 FLOAT norm; 1837 1838 TRACE("pout %p, pv %p\n", pout, pv); 1839 1840 norm = D3DXVec3Length(pv); 1841 if ( !norm ) 1842 { 1843 pout->x = 0.0f; 1844 pout->y = 0.0f; 1845 pout->z = 0.0f; 1846 } 1847 else 1848 { 1849 pout->x = pv->x / norm; 1850 pout->y = pv->y / norm; 1851 pout->z = pv->z / norm; 1852 } 1853 1854 return pout; 1855 } 1856 1857 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) 1858 { 1859 D3DXMATRIX m; 1860 1861 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld); 1862 1863 D3DXMatrixIdentity(&m); 1864 if (pworld) D3DXMatrixMultiply(&m, &m, pworld); 1865 if (pview) D3DXMatrixMultiply(&m, &m, pview); 1866 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection); 1867 1868 D3DXVec3TransformCoord(pout, pv, &m); 1869 1870 if (pviewport) 1871 { 1872 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f; 1873 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f; 1874 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ ); 1875 } 1876 return pout; 1877 } 1878 1879 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) 1880 { 1881 UINT i; 1882 1883 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 1884 out, outstride, in, instride, viewport, projection, view, world, elements); 1885 1886 for (i = 0; i < elements; ++i) { 1887 D3DXVec3Project( 1888 (D3DXVECTOR3*)((char*)out + outstride * i), 1889 (const D3DXVECTOR3*)((const char*)in + instride * i), 1890 viewport, projection, view, world); 1891 } 1892 return out; 1893 } 1894 1895 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1896 { 1897 D3DXVECTOR4 out; 1898 1899 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1900 1901 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]; 1902 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]; 1903 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]; 1904 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]; 1905 *pout = out; 1906 return pout; 1907 } 1908 1909 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* 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 D3DXVec3Transform( 1917 (D3DXVECTOR4*)((char*)out + outstride * i), 1918 (const D3DXVECTOR3*)((const char*)in + instride * i), 1919 matrix); 1920 } 1921 return out; 1922 } 1923 1924 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1925 { 1926 D3DXVECTOR3 out; 1927 FLOAT norm; 1928 1929 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1930 1931 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]; 1932 1933 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; 1934 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; 1935 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; 1936 1937 *pout = out; 1938 1939 return pout; 1940 } 1941 1942 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1943 { 1944 UINT i; 1945 1946 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1947 1948 for (i = 0; i < elements; ++i) { 1949 D3DXVec3TransformCoord( 1950 (D3DXVECTOR3*)((char*)out + outstride * i), 1951 (const D3DXVECTOR3*)((const char*)in + instride * i), 1952 matrix); 1953 } 1954 return out; 1955 } 1956 1957 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1958 { 1959 const D3DXVECTOR3 v = *pv; 1960 1961 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1962 1963 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z; 1964 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z; 1965 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z; 1966 return pout; 1967 1968 } 1969 1970 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1971 { 1972 UINT i; 1973 1974 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1975 1976 for (i = 0; i < elements; ++i) { 1977 D3DXVec3TransformNormal( 1978 (D3DXVECTOR3*)((char*)out + outstride * i), 1979 (const D3DXVECTOR3*)((const char*)in + instride * i), 1980 matrix); 1981 } 1982 return out; 1983 } 1984 1985 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) 1986 { 1987 D3DXMATRIX m; 1988 1989 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld); 1990 1991 D3DXMatrixIdentity(&m); 1992 if (pworld) D3DXMatrixMultiply(&m, &m, pworld); 1993 if (pview) D3DXMatrixMultiply(&m, &m, pview); 1994 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection); 1995 D3DXMatrixInverse(&m, NULL, &m); 1996 1997 *pout = *pv; 1998 if (pviewport) 1999 { 2000 pout->x = 2.0f * ( pout->x - pviewport->X ) / pviewport->Width - 1.0f; 2001 pout->y = 1.0f - 2.0f * ( pout->y - pviewport->Y ) / pviewport->Height; 2002 pout->z = ( pout->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ ); 2003 } 2004 D3DXVec3TransformCoord(pout, pout, &m); 2005 return pout; 2006 } 2007 2008 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) 2009 { 2010 UINT i; 2011 2012 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 2013 out, outstride, in, instride, viewport, projection, view, world, elements); 2014 2015 for (i = 0; i < elements; ++i) { 2016 D3DXVec3Unproject( 2017 (D3DXVECTOR3*)((char*)out + outstride * i), 2018 (const D3DXVECTOR3*)((const char*)in + instride * i), 2019 viewport, projection, view, world); 2020 } 2021 return out; 2022 } 2023 2024 /*_________________D3DXVec4_____________________*/ 2025 2026 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) 2027 { 2028 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 2029 2030 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 2031 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 2032 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 2033 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w); 2034 return pout; 2035 } 2036 2037 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) 2038 { 2039 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 2040 2041 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); 2042 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); 2043 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); 2044 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); 2045 return pout; 2046 } 2047 2048 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3) 2049 { 2050 D3DXVECTOR4 out; 2051 2052 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 2053 2054 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); 2055 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)); 2056 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); 2057 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)); 2058 *pout = out; 2059 return pout; 2060 } 2061 2062 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s) 2063 { 2064 FLOAT h1, h2, h3, h4; 2065 2066 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 2067 2068 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 2069 h2 = s * s * s - 2.0f * s * s + s; 2070 h3 = -2.0f * s * s * s + 3.0f * s * s; 2071 h4 = s * s * s - s * s; 2072 2073 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 2074 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 2075 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 2076 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w); 2077 return pout; 2078 } 2079 2080 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) 2081 { 2082 FLOAT norm; 2083 2084 TRACE("pout %p, pv %p\n", pout, pv); 2085 2086 norm = D3DXVec4Length(pv); 2087 2088 pout->x = pv->x / norm; 2089 pout->y = pv->y / norm; 2090 pout->z = pv->z / norm; 2091 pout->w = pv->w / norm; 2092 2093 return pout; 2094 } 2095 2096 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm) 2097 { 2098 D3DXVECTOR4 out; 2099 2100 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 2101 2102 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; 2103 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; 2104 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; 2105 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; 2106 *pout = out; 2107 return pout; 2108 } 2109 2110 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 2111 { 2112 UINT i; 2113 2114 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 2115 2116 for (i = 0; i < elements; ++i) { 2117 D3DXVec4Transform( 2118 (D3DXVECTOR4*)((char*)out + outstride * i), 2119 (const D3DXVECTOR4*)((const char*)in + instride * i), 2120 matrix); 2121 } 2122 return out; 2123 } 2124 2125 unsigned short float_32_to_16(const float in) 2126 { 2127 int exp = 0, origexp; 2128 float tmp = fabsf(in); 2129 int sign = (copysignf(1, in) < 0); 2130 unsigned int mantissa; 2131 unsigned short ret; 2132 2133 /* Deal with special numbers */ 2134 if (isinf(in)) return (sign ? 0xffff : 0x7fff); 2135 if (isnan(in)) return (sign ? 0xffff : 0x7fff); 2136 if (in == 0.0f) return (sign ? 0x8000 : 0x0000); 2137 2138 if (tmp < (float)(1u << 10)) 2139 { 2140 do 2141 { 2142 tmp *= 2.0f; 2143 exp--; 2144 } while (tmp < (float)(1u << 10)); 2145 } 2146 else if (tmp >= (float)(1u << 11)) 2147 { 2148 do 2149 { 2150 tmp /= 2.0f; 2151 exp++; 2152 } while (tmp >= (float)(1u << 11)); 2153 } 2154 2155 exp += 10; /* Normalize the mantissa */ 2156 exp += 15; /* Exponent is encoded with excess 15 */ 2157 2158 origexp = exp; 2159 2160 mantissa = (unsigned int) tmp; 2161 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */ 2162 (tmp - mantissa > 0.5f)) 2163 { 2164 mantissa++; /* round to nearest, away from zero */ 2165 } 2166 if (mantissa == 2048) 2167 { 2168 mantissa = 1024; 2169 exp++; 2170 } 2171 2172 if (exp > 31) 2173 { 2174 /* too big */ 2175 ret = 0x7fff; /* INF */ 2176 } 2177 else if (exp <= 0) 2178 { 2179 unsigned int rounding = 0; 2180 2181 /* Denormalized half float */ 2182 2183 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */ 2184 if (exp < -11) 2185 return (sign ? 0x8000 : 0x0000); 2186 2187 exp = origexp; 2188 2189 /* the 13 extra bits from single precision are used for rounding */ 2190 mantissa = (unsigned int)(tmp * (1u << 13)); 2191 mantissa >>= 1 - exp; /* denormalize */ 2192 2193 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */ 2194 /* remove 13 least significant bits to get half float precision */ 2195 mantissa >>= 12; 2196 rounding = mantissa & 1; 2197 mantissa >>= 1; 2198 2199 ret = mantissa + rounding; 2200 } 2201 else 2202 { 2203 ret = (exp << 10) | (mantissa & 0x3ff); 2204 } 2205 2206 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */ 2207 return ret; 2208 } 2209 2210 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n) 2211 { 2212 unsigned int i; 2213 2214 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2215 2216 for (i = 0; i < n; ++i) 2217 { 2218 pout[i].value = float_32_to_16(pin[i]); 2219 } 2220 2221 return pout; 2222 } 2223 2224 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a 2225 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ 2226 float float_16_to_32(const unsigned short in) 2227 { 2228 const unsigned short s = (in & 0x8000); 2229 const unsigned short e = (in & 0x7C00) >> 10; 2230 const unsigned short m = in & 0x3FF; 2231 const float sgn = (s ? -1.0f : 1.0f); 2232 2233 if (e == 0) 2234 { 2235 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 2236 else return sgn * powf(2, -14.0f) * (m / 1024.0f); 2237 } 2238 else 2239 { 2240 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f)); 2241 } 2242 } 2243 2244 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) 2245 { 2246 unsigned int i; 2247 2248 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2249 2250 for (i = 0; i < n; ++i) 2251 { 2252 pout[i] = float_16_to_32(pin[i].value); 2253 } 2254 2255 return pout; 2256 } 2257 2258 /*_________________D3DXSH________________*/ 2259 2260 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b) 2261 { 2262 UINT i; 2263 2264 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b); 2265 2266 for (i = 0; i < order * order; i++) 2267 out[i] = a[i] + b[i]; 2268 2269 return out; 2270 } 2271 2272 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b) 2273 { 2274 FLOAT s; 2275 UINT i; 2276 2277 TRACE("order %u, a %p, b %p\n", order, a, b); 2278 2279 s = a[0] * b[0]; 2280 for (i = 1; i < order * order; i++) 2281 s += a[i] * b[i]; 2282 2283 return s; 2284 } 2285 2286 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle) 2287 { 2288 FLOAT coeff[3]; 2289 2290 coeff[0] = cosf(angle); 2291 2292 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]); 2293 out[1] = D3DX_PI * sinf(angle) * sinf(angle); 2294 if (order <= 2) 2295 return; 2296 2297 out[2] = coeff[0] * out[1]; 2298 if (order == 3) 2299 return; 2300 2301 coeff[1] = coeff[0] * coeff[0]; 2302 coeff[2] = coeff[1] * coeff[1]; 2303 2304 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f); 2305 if (order == 4) 2306 return; 2307 2308 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f); 2309 if (order == 5) 2310 return; 2311 2312 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f); 2313 } 2314 2315 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2316 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2317 { 2318 FLOAT cap[6], clamped_angle, norm, scale, temp; 2319 UINT i, index, j; 2320 2321 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2322 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2323 2324 if (radius <= 0.0f) 2325 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2326 2327 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius; 2328 norm = sinf(clamped_angle) * sinf(clamped_angle); 2329 2330 if (order > D3DXSH_MAXORDER) 2331 { 2332 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2333 order = D3DXSH_MAXORDER; 2334 } 2335 2336 weightedcapintegrale(cap, order, radius); 2337 D3DXSHEvalDirection(rout, order, dir); 2338 2339 for (i = 0; i < order; i++) 2340 { 2341 scale = cap[i] / norm; 2342 2343 for (j = 0; j < 2 * i + 1; j++) 2344 { 2345 index = i * i + j; 2346 temp = rout[index] * scale; 2347 2348 rout[index] = temp * Rintensity; 2349 if (gout) 2350 gout[index] = temp * Gintensity; 2351 if (bout) 2352 bout[index] = temp * Bintensity; 2353 } 2354 } 2355 2356 return D3D_OK; 2357 } 2358 2359 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) 2360 { 2361 const FLOAT dirxx = dir->x * dir->x; 2362 const FLOAT dirxy = dir->x * dir->y; 2363 const FLOAT dirxz = dir->x * dir->z; 2364 const FLOAT diryy = dir->y * dir->y; 2365 const FLOAT diryz = dir->y * dir->z; 2366 const FLOAT dirzz = dir->z * dir->z; 2367 const FLOAT dirxxxx = dirxx * dirxx; 2368 const FLOAT diryyyy = diryy * diryy; 2369 const FLOAT dirzzzz = dirzz * dirzz; 2370 const FLOAT dirxyxy = dirxy * dirxy; 2371 2372 TRACE("out %p, order %u, dir %p\n", out, order, dir); 2373 2374 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER)) 2375 return out; 2376 2377 out[0] = 0.5f / sqrtf(D3DX_PI); 2378 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y; 2379 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z; 2380 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x; 2381 if (order == 2) 2382 return out; 2383 2384 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy; 2385 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz; 2386 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f); 2387 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz; 2388 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy); 2389 if (order == 3) 2390 return out; 2391 2392 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy); 2393 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z; 2394 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz); 2395 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f); 2396 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz); 2397 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy); 2398 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy); 2399 if (order == 4) 2400 return out; 2401 2402 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy); 2403 out[17] = 3.0f * dir->z * out[9]; 2404 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f); 2405 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz); 2406 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f); 2407 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz); 2408 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f); 2409 out[23] = 3.0f * dir->z * out[15]; 2410 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2411 if (order == 5) 2412 return out; 2413 2414 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy); 2415 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy); 2416 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz); 2417 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f); 2418 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2419 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f); 2420 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2421 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f); 2422 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz); 2423 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2424 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy); 2425 2426 return out; 2427 } 2428 2429 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) 2430 { 2431 FLOAT s, temp; 2432 UINT j; 2433 2434 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); 2435 2436 s = 0.75f; 2437 if ( order > 2 ) 2438 s += 5.0f / 16.0f; 2439 if ( order > 4 ) 2440 s -= 3.0f / 32.0f; 2441 s /= D3DX_PI; 2442 2443 D3DXSHEvalDirection(Rout, order, dir); 2444 for (j = 0; j < order * order; j++) 2445 { 2446 temp = Rout[j] / s; 2447 2448 Rout[j] = Rintensity * temp; 2449 if ( Gout ) 2450 Gout[j] = Gintensity * temp; 2451 if ( Bout ) 2452 Bout[j] = Bintensity * temp; 2453 } 2454 2455 return D3D_OK; 2456 } 2457 2458 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, 2459 FLOAT *rout, FLOAT *gout, FLOAT *bout) 2460 { 2461 FLOAT a[2], temp[4]; 2462 UINT i, j; 2463 2464 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout); 2465 2466 D3DXSHEvalDirection(temp, 2, dir); 2467 2468 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI; 2469 a[1] = (top.r - bottom.r) * D3DX_PI; 2470 for (i = 0; i < order; i++) 2471 for (j = 0; j < 2 * i + 1; j++) 2472 if (i < 2) 2473 rout[i * i + j] = temp[i * i + j] * a[i]; 2474 else 2475 rout[i * i + j] = 0.0f; 2476 2477 if (gout) 2478 { 2479 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI; 2480 a[1] = (top.g - bottom.g) * D3DX_PI; 2481 for (i = 0; i < order; i++) 2482 for (j = 0; j < 2 * i + 1; j++) 2483 if (i < 2) 2484 gout[i * i + j] = temp[i * i + j] * a[i]; 2485 else 2486 gout[i * i + j] = 0.0f; 2487 } 2488 2489 if (bout) 2490 { 2491 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI; 2492 a[1] = (top.b - bottom.b) * D3DX_PI; 2493 for (i = 0; i < order; i++) 2494 for (j = 0; j < 2 * i + 1; j++) 2495 if (i < 2) 2496 bout[i * i + j] = temp[i * i + j] * a[i]; 2497 else 2498 bout[i * i + j] = 0.0f; 2499 } 2500 2501 return D3D_OK; 2502 } 2503 2504 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2505 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2506 { 2507 D3DXVECTOR3 normal; 2508 FLOAT cap[6], clamped_angle, dist, temp; 2509 UINT i, index, j; 2510 2511 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2512 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2513 2514 if (order > D3DXSH_MAXORDER) 2515 { 2516 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2517 order = D3DXSH_MAXORDER; 2518 } 2519 2520 if (radius < 0.0f) 2521 radius = -radius; 2522 2523 dist = D3DXVec3Length(dir); 2524 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist); 2525 2526 weightedcapintegrale(cap, order, clamped_angle); 2527 D3DXVec3Normalize(&normal, dir); 2528 D3DXSHEvalDirection(rout, order, &normal); 2529 2530 for (i = 0; i < order; i++) 2531 for (j = 0; j < 2 * i + 1; j++) 2532 { 2533 index = i * i + j; 2534 temp = rout[index] * cap[i]; 2535 2536 rout[index] = temp * Rintensity; 2537 if (gout) 2538 gout[index] = temp * Gintensity; 2539 if (bout) 2540 bout[index] = temp * Bintensity; 2541 } 2542 2543 return D3D_OK; 2544 } 2545 2546 FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b) 2547 { 2548 FLOAT ta, tb; 2549 2550 TRACE("out %p, a %p, b %p\n", out, a, b); 2551 2552 ta = 0.28209479f * a[0]; 2553 tb = 0.28209479f * b[0]; 2554 2555 out[0] = 0.28209479f * D3DXSHDot(2, a, b); 2556 out[1] = ta * b[1] + tb * a[1]; 2557 out[2] = ta * b[2] + tb * a[2]; 2558 out[3] = ta * b[3] + tb * a[3]; 2559 2560 return out; 2561 } 2562 2563 FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b) 2564 { 2565 FLOAT t, ta, tb; 2566 2567 TRACE("out %p, a %p, b %p\n", out, a, b); 2568 2569 out[0] = 0.28209479f * a[0] * b[0]; 2570 2571 ta = 0.28209479f * a[0] - 0.12615662f * a[6] - 0.21850968f * a[8]; 2572 tb = 0.28209479f * b[0] - 0.12615662f * b[6] - 0.21850968f * b[8]; 2573 out[1] = ta * b[1] + tb * a[1]; 2574 t = a[1] * b[1]; 2575 out[0] += 0.28209479f * t; 2576 out[6] = -0.12615662f * t; 2577 out[8] = -0.21850968f * t; 2578 2579 ta = 0.21850968f * a[5]; 2580 tb = 0.21850968f * b[5]; 2581 out[1] += ta * b[2] + tb * a[2]; 2582 out[2] = ta * b[1] + tb * a[1]; 2583 t = a[1] * b[2] +a[2] * b[1]; 2584 out[5] = 0.21850968f * t; 2585 2586 ta = 0.21850968f * a[4]; 2587 tb = 0.21850968f * b[4]; 2588 out[1] += ta * b[3] + tb * a[3]; 2589 out[3] = ta * b[1] + tb * a[1]; 2590 t = a[1] * b[3] + a[3] * b[1]; 2591 out[4] = 0.21850968f * t; 2592 2593 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2594 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2595 out[2] += ta * b[2] + tb * a[2]; 2596 t = a[2] * b[2]; 2597 out[0] += 0.28209480f * t; 2598 out[6] += 0.25231326f * t; 2599 2600 ta = 0.21850969f * a[7]; 2601 tb = 0.21850969f * b[7]; 2602 out[2] += ta * b[3] + tb * a[3]; 2603 out[3] += ta * b[2] + tb * a[2]; 2604 t = a[2] * b[3] + a[3] * b[2]; 2605 out[7] = 0.21850969f * t; 2606 2607 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2608 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2609 out[3] += ta * b[3] + tb * a[3]; 2610 t = a[3] * b[3]; 2611 out[0] += 0.28209479f * t; 2612 out[6] -= 0.12615663f * t; 2613 out[8] += 0.21850969f * t; 2614 2615 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2616 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2617 out[4] += ta * b[4] + tb * a[4]; 2618 t = a[4] * b[4]; 2619 out[0] += 0.28209479f * t; 2620 out[6] -= 0.18022375f * t; 2621 2622 ta = 0.15607835f * a[7]; 2623 tb = 0.15607835f * b[7]; 2624 out[4] += ta * b[5] + tb * a[5]; 2625 out[5] += ta * b[4] + tb * a[4]; 2626 t = a[4] * b[5] + a[5] * b[4]; 2627 out[7] += 0.15607834f * t; 2628 2629 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8]; 2630 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8]; 2631 out[5] += ta * b[5] + tb * a[5]; 2632 t = a[5] * b[5]; 2633 out[0] += 0.28209479f * t; 2634 out[6] += 0.09011186f * t; 2635 out[8] -= 0.15607835f * t; 2636 2637 ta = 0.28209480f * a[0]; 2638 tb = 0.28209480f * b[0]; 2639 out[6] += ta * b[6] + tb * a[6]; 2640 t = a[6] * b[6]; 2641 out[0] += 0.28209480f * t; 2642 out[6] += 0.18022376f * t; 2643 2644 ta = 0.28209479f * a[0] + 0.09011186f * a[6] + 0.15607835f * a[8]; 2645 tb = 0.28209479f * b[0] + 0.09011186f * b[6] + 0.15607835f * b[8]; 2646 out[7] += ta * b[7] + tb * a[7]; 2647 t = a[7] * b[7]; 2648 out[0] += 0.28209479f * t; 2649 out[6] += 0.09011186f * t; 2650 out[8] += 0.15607835f * t; 2651 2652 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2653 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2654 out[8] += ta * b[8] + tb * a[8]; 2655 t = a[8] * b[8]; 2656 out[0] += 0.28209479f * t; 2657 out[6] -= 0.18022375f * t; 2658 2659 return out; 2660 } 2661 2662 FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b) 2663 { 2664 FLOAT ta, tb, t; 2665 2666 TRACE("out %p, a %p, b %p\n", out, a, b); 2667 2668 out[0] = 0.28209479f * a[0] * b[0]; 2669 2670 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2671 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2672 out[1] = ta * b[1] + tb * a[1]; 2673 t = a[1] * b[1]; 2674 out[0] += 0.28209479f * t; 2675 out[6] = -0.12615663f * t; 2676 out[8] = -0.21850969f * t; 2677 2678 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15]; 2679 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15]; 2680 out[1] += ta * b[4] + tb * a[4]; 2681 out[4] = ta * b[1] + tb * a[1]; 2682 t = a[1] * b[4] + a[4] * b[1]; 2683 out[3] = 0.21850969f * t; 2684 out[13] = -0.05839917f * t; 2685 out[15] = -0.22617901f * t; 2686 2687 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14]; 2688 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14]; 2689 out[1] += ta * b[5] + tb * a[5]; 2690 out[5] = ta * b[1] + tb * a[1]; 2691 t = a[1] * b[5] + a[5] * b[1]; 2692 out[2] = 0.21850969f * t; 2693 out[12] = -0.14304817f * t; 2694 out[14] = -0.18467439f * t; 2695 2696 ta = 0.20230066f * a[11]; 2697 tb = 0.20230066f * b[11]; 2698 out[1] += ta * b[6] + tb * a[6]; 2699 out[6] += ta * b[1] + tb * a[1]; 2700 t = a[1] * b[6] + a[6] * b[1]; 2701 out[11] = 0.20230066f * t; 2702 2703 ta = 0.22617901f * a[9] + 0.05839917f * a[11]; 2704 tb = 0.22617901f * b[9] + 0.05839917f * b[11]; 2705 out[1] += ta * b[8] + tb * a[8]; 2706 out[8] += ta * b[1] + tb * a[1]; 2707 t = a[1] * b[8] + a[8] * b[1]; 2708 out[9] = 0.22617901f * t; 2709 out[11] += 0.05839917f * t; 2710 2711 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2712 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2713 out[2] += ta * b[2] + tb * a[2]; 2714 t = a[2] * b[2]; 2715 out[0] += 0.28209480f * t; 2716 out[6] += 0.25231326f * t; 2717 2718 ta = 0.24776671f * a[12]; 2719 tb = 0.24776671f * b[12]; 2720 out[2] += ta * b[6] + tb * a[6]; 2721 out[6] += ta * b[2] + tb * a[2]; 2722 t = a[2] * b[6] + a[6] * b[2]; 2723 out[12] += 0.24776671f * t; 2724 2725 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2726 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2727 out[3] += ta * b[3] + tb * a[3]; 2728 t = a[3] * b[3]; 2729 out[0] += 0.28209480f * t; 2730 out[6] -= 0.12615663f * t; 2731 out[8] += 0.21850969f * t; 2732 2733 ta = 0.20230066f * a[13]; 2734 tb = 0.20230066f * b[13]; 2735 out[3] += ta * b[6] + tb * a[6]; 2736 out[6] += ta * b[3] + tb * a[3]; 2737 t = a[3] * b[6] + a[6] * b[3]; 2738 out[13] += 0.20230066f * t; 2739 2740 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14]; 2741 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14]; 2742 out[3] += ta * b[7] + tb * a[7]; 2743 out[7] = ta * b[3] + tb * a[3]; 2744 t = a[3] * b[7] + a[7] * b[3]; 2745 out[2] += 0.21850969f * t; 2746 out[12] -= 0.14304817f * t; 2747 out[14] += 0.18467439f * t; 2748 2749 ta = -0.05839917f * a[13] + 0.22617901f * a[15]; 2750 tb = -0.05839917f * b[13] + 0.22617901f * b[15]; 2751 out[3] += ta * b[8] + tb * a[8]; 2752 out[8] += ta * b[3] + tb * a[3]; 2753 t = a[3] * b[8] + a[8] * b[3]; 2754 out[13] -= 0.05839917f * t; 2755 out[15] += 0.22617901f * t; 2756 2757 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2758 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2759 out[4] += ta * b[4] + tb * a[4]; 2760 t = a[4] * b[4]; 2761 out[0] += 0.28209479f * t; 2762 out[6] -= 0.18022375f * t; 2763 2764 ta = 0.15607835f * a[7]; 2765 tb = 0.15607835f * b[7]; 2766 out[4] += ta * b[5] + tb * a[5]; 2767 out[5] += ta * b[4] + tb * a[4]; 2768 t = a[4] * b[5] + a[5] * b[4]; 2769 out[7] += 0.15607835f * t; 2770 2771 ta = 0.22617901f * a[3] - 0.09403160f * a[13]; 2772 tb = 0.22617901f * b[3] - 0.09403160f * b[13]; 2773 out[4] += ta * b[9] + tb * a[9]; 2774 out[9] += ta * b[4] + tb * a[4]; 2775 t = a[4] * b[9] + a[9] * b[4]; 2776 out[3] += 0.22617901f * t; 2777 out[13] -= 0.09403160f * t; 2778 2779 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2780 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2781 out[4] += ta * b[10] + tb * a [10]; 2782 out[10] = ta * b[4] + tb * a[4]; 2783 t = a[4] * b[10] + a[10] * b[4]; 2784 out[2] += 0.18467439f * t; 2785 out[12] -= 0.18806319f * t; 2786 2787 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15]; 2788 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15]; 2789 out[4] += ta * b[11] + tb * a[11]; 2790 out[11] += ta * b[4] + tb * a[4]; 2791 t = a[4] * b[11] + a[11] * b[4]; 2792 out[3] -= 0.05839917f * t; 2793 out[13] += 0.14567312f * t; 2794 out[15] += 0.09403160f * t; 2795 2796 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8]; 2797 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8]; 2798 out[5] += ta * b[5] + tb * a[5]; 2799 t = a[5] * b[5]; 2800 out[0] += 0.28209479f * t; 2801 out[6] += 0.09011186f * t; 2802 out[8] -= 0.15607835f * t; 2803 2804 ta = 0.14867701f * a[14]; 2805 tb = 0.14867701f * b[14]; 2806 out[5] += ta * b[9] + tb * a[9]; 2807 out[9] += ta * b[5] + tb * a[5]; 2808 t = a[5] * b[9] + a[9] * b[5]; 2809 out[14] += 0.14867701f * t; 2810 2811 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15]; 2812 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15]; 2813 out[5] += ta * b[10] + tb * a[10]; 2814 out[10] += ta * b[5] + tb * a[5]; 2815 t = a[5] * b[10] + a[10] * b[5]; 2816 out[3] += 0.18467439f * t; 2817 out[13] += 0.11516472f * t; 2818 out[15] -= 0.14867701f * t; 2819 2820 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14]; 2821 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14]; 2822 out[5] += ta * b[11] + tb * a[11]; 2823 out[11] += ta * b[5] + tb * a[5]; 2824 t = a[5] * b[11] + a[11] * b[5]; 2825 out[2] += 0.23359668f * t; 2826 out[12] += 0.05947080f * t; 2827 out[14] -= 0.11516472f * t; 2828 2829 ta = 0.28209479f * a[0]; 2830 tb = 0.28209479f * b[0]; 2831 out[6] += ta * b[6] + tb * a[6]; 2832 t = a[6] * b[6]; 2833 out[0] += 0.28209479f * t; 2834 out[6] += 0.18022376f * t; 2835 2836 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8]; 2837 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8]; 2838 out[7] += ta * b[7] + tb * a[7]; 2839 t = a[7] * b[7]; 2840 out[6] += 0.09011186f * t; 2841 out[0] += 0.28209479f * t; 2842 out[8] += 0.15607835f * t; 2843 2844 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11]; 2845 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11]; 2846 out[7] += ta * b[10] + tb * a[10]; 2847 out[10] += ta * b[7] + tb * a[7]; 2848 t = a[7] * b[10] + a[10] * b[7]; 2849 out[9] += 0.14867701f * t; 2850 out[1] += 0.18467439f * t; 2851 out[11] += 0.11516472f * t; 2852 2853 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14]; 2854 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14]; 2855 out[7] += ta * b[13] + tb * a[13]; 2856 out[13] += ta * b[7]+ tb * a[7]; 2857 t = a[7] * b[13] + a[13] * b[7]; 2858 out[12] += 0.05947080f * t; 2859 out[2] += 0.23359668f * t; 2860 out[14] += 0.11516472f * t; 2861 2862 ta = 0.14867701f * a[15]; 2863 tb = 0.14867701f * b[15]; 2864 out[7] += ta * b[14] + tb * a[14]; 2865 out[14] += ta * b[7] + tb * a[7]; 2866 t = a[7] * b[14] + a[14] * b[7]; 2867 out[15] += 0.14867701f * t; 2868 2869 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2870 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2871 out[8] += ta * b[8] + tb * a[8]; 2872 t = a[8] * b[8]; 2873 out[0] += 0.28209479f * t; 2874 out[6] -= 0.18022375f * t; 2875 2876 ta = -0.09403160f * a[11]; 2877 tb = -0.09403160f * b[11]; 2878 out[8] += ta * b[9] + tb * a[9]; 2879 out[9] += ta * b[8] + tb * a[8]; 2880 t = a[8] * b[9] + a[9] * b[8]; 2881 out[11] -= 0.09403160f * t; 2882 2883 ta = -0.09403160f * a[15]; 2884 tb = -0.09403160f * b[15]; 2885 out[8] += ta * b[13] + tb * a[13]; 2886 out[13] += ta * b[8] + tb * a[8]; 2887 t = a[8] * b[13] + a[13] * b[8]; 2888 out[15] -= 0.09403160f * t; 2889 2890 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2891 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2892 out[8] += ta * b[14] + tb * a[14]; 2893 out[14] += ta * b[8] + tb * a[8]; 2894 t = a[8] * b[14] + a[14] * b[8]; 2895 out[2] += 0.18467439f * t; 2896 out[12] -= 0.18806319f * t; 2897 2898 ta = -0.21026104f * a[6] + 0.28209479f * a[0]; 2899 tb = -0.21026104f * b[6] + 0.28209479f * b[0]; 2900 out[9] += ta * b[9] + tb * a[9]; 2901 t = a[9] * b[9]; 2902 out[6] -= 0.21026104f * t; 2903 out[0] += 0.28209479f * t; 2904 2905 ta = 0.28209479f * a[0]; 2906 tb = 0.28209479f * b[0]; 2907 out[10] += ta * b[10] + tb * a[10]; 2908 t = a[10] * b[10]; 2909 out[0] += 0.28209479f * t; 2910 2911 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8]; 2912 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8]; 2913 out[11] += ta * b[11] + tb * a[11]; 2914 t = a[11] * b[11]; 2915 out[0] += 0.28209479f * t; 2916 out[6] += 0.12615663f * t; 2917 out[8] -= 0.14567312f * t; 2918 2919 ta = 0.28209479f * a[0] + 0.16820885f * a[6]; 2920 tb = 0.28209479f * b[0] + 0.16820885f * b[6]; 2921 out[12] += ta * b[12] + tb * a[12]; 2922 t = a[12] * b[12]; 2923 out[0] += 0.28209479f * t; 2924 out[6] += 0.16820885f * t; 2925 2926 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6]; 2927 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6]; 2928 out[13] += ta * b[13] + tb * a[13]; 2929 t = a[13] * b[13]; 2930 out[0] += 0.28209479f * t; 2931 out[8] += 0.14567312f * t; 2932 out[6] += 0.12615663f * t; 2933 2934 ta = 0.28209479f * a[0]; 2935 tb = 0.28209479f * b[0]; 2936 out[14] += ta * b[14] + tb * a[14]; 2937 t = a[14] * b[14]; 2938 out[0] += 0.28209479f * t; 2939 2940 ta = 0.28209479f * a[0] - 0.21026104f * a[6]; 2941 tb = 0.28209479f * b[0] - 0.21026104f * b[6]; 2942 out[15] += ta * b[15] + tb * a[15]; 2943 t = a[15] * b[15]; 2944 out[0] += 0.28209479f * t; 2945 out[6] -= 0.21026104f * t; 2946 2947 return out; 2948 } 2949 2950 static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in) 2951 { 2952 out[0] = in[0]; 2953 2954 out[1] = a * in[2]; 2955 out[2] = -a * in[1]; 2956 out[3] = in[3]; 2957 2958 out[4] = a * in[7]; 2959 out[5] = -in[5]; 2960 out[6] = -0.5f * in[6] - 0.8660253882f * in[8]; 2961 out[7] = -a * in[4]; 2962 out[8] = -0.8660253882f * in[6] + 0.5f * in[8]; 2963 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14]; 2964 2965 out[10] = -in[10]; 2966 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14]; 2967 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11]; 2968 out[13] = -0.25f * in[13] - 0.9682458639f * in[15]; 2969 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11]; 2970 out[15] = -0.9682458639f * in[13] + 0.25f * in[15]; 2971 if (order == 4) 2972 return; 2973 2974 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23]; 2975 out[17] = -0.75f * in[17] + 0.6614378095f * in[19]; 2976 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23]; 2977 out[19] = 0.6614378095f * in[17] + 0.75f * in[19]; 2978 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24]; 2979 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18]; 2980 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24]; 2981 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18]; 2982 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24]; 2983 if (order == 5) 2984 return; 2985 2986 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34]; 2987 out[26] = -0.5f * in[26] + 0.8660253882f * in[28]; 2988 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34]; 2989 out[28] = 0.8660253882f * in[26] + 0.5f * in[28]; 2990 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34]; 2991 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29]; 2992 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35]; 2993 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29]; 2994 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35]; 2995 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29]; 2996 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; 2997 } 2998 2999 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in) 3000 { 3001 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36]; 3002 3003 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in); 3004 3005 out[0] = in[0]; 3006 3007 if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER)) 3008 return out; 3009 3010 if (order <= 3) 3011 { 3012 out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3]; 3013 out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3]; 3014 out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3]; 3015 3016 if (order == 3) 3017 { 3018 FLOAT coeff[]={ 3019 matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1], 3020 matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0], 3021 matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1], 3022 matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1], 3023 matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0], 3024 matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], }; 3025 3026 out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4]; 3027 out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5]; 3028 out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6]; 3029 out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7]; 3030 out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8]; 3031 3032 out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5]; 3033 out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4]; 3034 out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6]; 3035 out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7]; 3036 out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8]; 3037 3038 out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6]; 3039 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4]; 3040 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5]; 3041 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7]; 3042 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f * 3043 (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8]; 3044 3045 out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7]; 3046 out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4]; 3047 out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5]; 3048 out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6]; 3049 out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8]; 3050 3051 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8]; 3052 out[8] += (coeff[0] - coeff[1]) * in[4]; 3053 out[8] += (coeff[2] - coeff[3]) * in[5]; 3054 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6]; 3055 out[8] += (coeff[7] - coeff[6]) * in[7]; 3056 } 3057 3058 return out; 3059 } 3060 3061 if (fabsf(matrix->u.m[2][2]) != 1.0f) 3062 { 3063 sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]); 3064 alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb); 3065 beta = atan2f(sinb, matrix->u.m[2][2]); 3066 gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb); 3067 } 3068 else 3069 { 3070 alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]); 3071 beta = 0.0f; 3072 gamma = 0.0f; 3073 } 3074 3075 D3DXSHRotateZ(temp, order, gamma, in); 3076 rotate_X(temp1, order, 1.0f, temp); 3077 D3DXSHRotateZ(temp, order, beta, temp1); 3078 rotate_X(temp1, order, -1.0f, temp); 3079 D3DXSHRotateZ(out, order, alpha, temp1); 3080 3081 return out; 3082 } 3083 3084 FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in) 3085 { 3086 UINT i, sum = 0; 3087 FLOAT c[5], s[5]; 3088 3089 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in); 3090 3091 order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER); 3092 3093 out[0] = in[0]; 3094 3095 for (i = 1; i < order; i++) 3096 { 3097 UINT j; 3098 3099 c[i - 1] = cosf(i * angle); 3100 s[i - 1] = sinf(i * angle); 3101 sum += i * 2; 3102 3103 out[sum - i] = c[i - 1] * in[sum - i]; 3104 out[sum - i] += s[i - 1] * in[sum + i]; 3105 for (j = i - 1; j > 0; j--) 3106 { 3107 out[sum - j] = 0.0f; 3108 out[sum - j] = c[j - 1] * in[sum - j]; 3109 out[sum - j] += s[j - 1] * in[sum + j]; 3110 } 3111 3112 if (in == out) 3113 out[sum] = 0.0f; 3114 else 3115 out[sum] = in[sum]; 3116 3117 for (j = 1; j < i; j++) 3118 { 3119 out[sum + j] = 0.0f; 3120 out[sum + j] = -s[j - 1] * in[sum - j]; 3121 out[sum + j] += c[j - 1] * in[sum + j]; 3122 } 3123 out[sum + i] = -s[i - 1] * in[sum - i]; 3124 out[sum + i] += c[i - 1] * in[sum + i]; 3125 } 3126 3127 return out; 3128 } 3129 3130 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale) 3131 { 3132 UINT i; 3133 3134 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale); 3135 3136 for (i = 0; i < order * order; i++) 3137 out[i] = a[i] * scale; 3138 3139 return out; 3140 } 3141