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