1 #ifdef __REACTOS__ 2 #include "precomp.h" 3 #else 4 /* 5 * Mathematical operations specific to D3DX9. 6 * 7 * Copyright (C) 2008 David Adam 8 * Copyright (C) 2008 Luis Busquets 9 * Copyright (C) 2008 Jérôme Gardou 10 * Copyright (C) 2008 Philip Nilsson 11 * Copyright (C) 2008 Henri Verbeet 12 * 13 * This library is free software; you can redistribute it and/or 14 * modify it under the terms of the GNU Lesser General Public 15 * License as published by the Free Software Foundation; either 16 * version 2.1 of the License, or (at your option) any later version. 17 * 18 * This library is distributed in the hope that it will be useful, 19 * but WITHOUT ANY WARRANTY; without even the implied warranty of 20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 21 * Lesser General Public License for more details. 22 * 23 * You should have received a copy of the GNU Lesser General Public 24 * License along with this library; if not, write to the Free Software 25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 26 */ 27 28 29 #include <float.h> 30 31 #include "d3dx9_private.h" 32 #endif /* __REACTOS__ */ 33 34 WINE_DEFAULT_DEBUG_CHANNEL(d3dx); 35 36 struct ID3DXMatrixStackImpl 37 { 38 ID3DXMatrixStack ID3DXMatrixStack_iface; 39 LONG ref; 40 41 unsigned int current; 42 unsigned int stack_size; 43 D3DXMATRIX *stack; 44 }; 45 46 static const unsigned int INITIAL_STACK_SIZE = 32; 47 48 /*_________________D3DXColor____________________*/ 49 50 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) 51 { 52 TRACE("pout %p, pc %p, s %f\n", pout, pc, s); 53 54 pout->r = 0.5f + s * (pc->r - 0.5f); 55 pout->g = 0.5f + s * (pc->g - 0.5f); 56 pout->b = 0.5f + s * (pc->b - 0.5f); 57 pout->a = pc->a; 58 return pout; 59 } 60 61 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) 62 { 63 FLOAT grey; 64 65 TRACE("pout %p, pc %p, s %f\n", pout, pc, s); 66 67 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f; 68 pout->r = grey + s * (pc->r - grey); 69 pout->g = grey + s * (pc->g - grey); 70 pout->b = grey + s * (pc->b - grey); 71 pout->a = pc->a; 72 return pout; 73 } 74 75 /*_________________Misc__________________________*/ 76 77 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex) 78 { 79 FLOAT a, d, g, result; 80 81 TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex); 82 83 g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f); 84 a = g + costheta; 85 d = g - costheta; 86 result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f; 87 result *= 0.5f * d * d / (a * a); 88 89 return result; 90 } 91 92 /*_________________D3DXMatrix____________________*/ 93 94 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, 95 const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation) 96 { 97 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n", 98 out, scaling, rotationcenter, rotation, translation); 99 100 D3DXMatrixIdentity(out); 101 102 if (rotation) 103 { 104 FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22; 105 106 temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z); 107 temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w); 108 temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w); 109 temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w); 110 temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z); 111 temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w); 112 temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w); 113 temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w); 114 temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y); 115 116 out->u.m[0][0] = scaling * temp00; 117 out->u.m[0][1] = scaling * temp01; 118 out->u.m[0][2] = scaling * temp02; 119 out->u.m[1][0] = scaling * temp10; 120 out->u.m[1][1] = scaling * temp11; 121 out->u.m[1][2] = scaling * temp12; 122 out->u.m[2][0] = scaling * temp20; 123 out->u.m[2][1] = scaling * temp21; 124 out->u.m[2][2] = scaling * temp22; 125 126 if (rotationcenter) 127 { 128 out->u.m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10 129 - rotationcenter->z * temp20; 130 out->u.m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01 131 - rotationcenter->z * temp21; 132 out->u.m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02 133 - rotationcenter->y * temp12; 134 } 135 } 136 else 137 { 138 out->u.m[0][0] = scaling; 139 out->u.m[1][1] = scaling; 140 out->u.m[2][2] = scaling; 141 } 142 143 if (translation) 144 { 145 out->u.m[3][0] += translation->x; 146 out->u.m[3][1] += translation->y; 147 out->u.m[3][2] += translation->z; 148 } 149 150 return out; 151 } 152 153 D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling, 154 const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation) 155 { 156 FLOAT tmp1, tmp2, s; 157 158 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n", 159 out, scaling, rotationcenter, rotation, translation); 160 161 s = sinf(rotation / 2.0f); 162 tmp1 = 1.0f - 2.0f * s * s; 163 tmp2 = 2.0f * s * cosf(rotation / 2.0f); 164 165 D3DXMatrixIdentity(out); 166 out->u.m[0][0] = scaling * tmp1; 167 out->u.m[0][1] = scaling * tmp2; 168 out->u.m[1][0] = -scaling * tmp2; 169 out->u.m[1][1] = scaling * tmp1; 170 171 if (rotationcenter) 172 { 173 FLOAT x, y; 174 175 x = rotationcenter->x; 176 y = rotationcenter->y; 177 178 out->u.m[3][0] = y * tmp2 - x * tmp1 + x; 179 out->u.m[3][1] = -x * tmp2 - y * tmp1 + y; 180 } 181 182 if (translation) 183 { 184 out->u.m[3][0] += translation->x; 185 out->u.m[3][1] += translation->y; 186 } 187 188 return out; 189 } 190 191 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm) 192 { 193 D3DXMATRIX normalized; 194 D3DXVECTOR3 vec; 195 196 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm); 197 198 /*Compute the scaling part.*/ 199 vec.x=pm->u.m[0][0]; 200 vec.y=pm->u.m[0][1]; 201 vec.z=pm->u.m[0][2]; 202 poutscale->x=D3DXVec3Length(&vec); 203 204 vec.x=pm->u.m[1][0]; 205 vec.y=pm->u.m[1][1]; 206 vec.z=pm->u.m[1][2]; 207 poutscale->y=D3DXVec3Length(&vec); 208 209 vec.x=pm->u.m[2][0]; 210 vec.y=pm->u.m[2][1]; 211 vec.z=pm->u.m[2][2]; 212 poutscale->z=D3DXVec3Length(&vec); 213 214 /*Compute the translation part.*/ 215 pouttranslation->x=pm->u.m[3][0]; 216 pouttranslation->y=pm->u.m[3][1]; 217 pouttranslation->z=pm->u.m[3][2]; 218 219 /*Let's calculate the rotation now*/ 220 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL; 221 222 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x; 223 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x; 224 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x; 225 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y; 226 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y; 227 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y; 228 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z; 229 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z; 230 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z; 231 232 D3DXQuaternionRotationMatrix(poutrotation,&normalized); 233 return S_OK; 234 } 235 236 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm) 237 { 238 FLOAT t[3], v[4]; 239 240 TRACE("pm %p\n", pm); 241 242 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 243 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 244 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 245 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; 246 v[1] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; 247 248 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; 249 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 250 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 251 v[2] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; 252 v[3] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; 253 254 return pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[1] + 255 pm->u.m[0][2] * v[2] + pm->u.m[0][3] * v[3]; 256 } 257 258 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm) 259 { 260 FLOAT det, t[3], v[16]; 261 UINT i, j; 262 263 TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm); 264 265 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 266 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 267 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 268 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; 269 v[4] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; 270 271 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; 272 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 273 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 274 v[8] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; 275 v[12] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; 276 277 det = pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[4] + 278 pm->u.m[0][2] * v[8] + pm->u.m[0][3] * v[12]; 279 if (det == 0.0f) 280 return NULL; 281 if (pdeterminant) 282 *pdeterminant = det; 283 284 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; 285 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2]; 286 t[2] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2]; 287 v[1] = -pm->u.m[0][1] * t[0] + pm->u.m[2][1] * t[1] - pm->u.m[3][1] * t[2]; 288 v[5] = pm->u.m[0][0] * t[0] - pm->u.m[2][0] * t[1] + pm->u.m[3][0] * t[2]; 289 290 t[0] = pm->u.m[0][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[0][1]; 291 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1]; 292 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; 293 v[9] = -pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1]- pm->u.m[0][3] * t[2]; 294 v[13] = pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] + pm->u.m[0][2] * t[2]; 295 296 t[0] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; 297 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2]; 298 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2]; 299 v[2] = pm->u.m[0][1] * t[0] - pm->u.m[1][1] * t[1] + pm->u.m[3][1] * t[2]; 300 v[6] = -pm->u.m[0][0] * t[0] + pm->u.m[1][0] * t[1] - pm->u.m[3][0] * t[2]; 301 302 t[0] = pm->u.m[0][0] * pm->u.m[1][1] - pm->u.m[1][0] * pm->u.m[0][1]; 303 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1]; 304 t[2] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; 305 v[10] = pm->u.m[3][3] * t[0] + pm->u.m[1][3] * t[1] + pm->u.m[0][3] * t[2]; 306 v[14] = -pm->u.m[3][2] * t[0] - pm->u.m[1][2] * t[1] - pm->u.m[0][2] * t[2]; 307 308 t[0] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; 309 t[1] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2]; 310 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2]; 311 v[3] = -pm->u.m[0][1] * t[0] + pm->u.m[1][1] * t[1] - pm->u.m[2][1] * t[2]; 312 v[7] = pm->u.m[0][0] * t[0] - pm->u.m[1][0] * t[1] + pm->u.m[2][0] * t[2]; 313 314 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]) + 315 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]) - 316 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]); 317 318 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]) - 319 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]) + 320 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]); 321 322 det = 1.0f / det; 323 324 for (i = 0; i < 4; i++) 325 for (j = 0; j < 4; j++) 326 pout->u.m[i][j] = v[4 * i + j] * det; 327 328 return pout; 329 } 330 331 D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, 332 const D3DXVECTOR3 *up) 333 { 334 D3DXVECTOR3 right, upn, vec; 335 336 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); 337 338 D3DXVec3Subtract(&vec, at, eye); 339 D3DXVec3Normalize(&vec, &vec); 340 D3DXVec3Cross(&right, up, &vec); 341 D3DXVec3Cross(&upn, &vec, &right); 342 D3DXVec3Normalize(&right, &right); 343 D3DXVec3Normalize(&upn, &upn); 344 out->u.m[0][0] = right.x; 345 out->u.m[1][0] = right.y; 346 out->u.m[2][0] = right.z; 347 out->u.m[3][0] = -D3DXVec3Dot(&right, eye); 348 out->u.m[0][1] = upn.x; 349 out->u.m[1][1] = upn.y; 350 out->u.m[2][1] = upn.z; 351 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); 352 out->u.m[0][2] = vec.x; 353 out->u.m[1][2] = vec.y; 354 out->u.m[2][2] = vec.z; 355 out->u.m[3][2] = -D3DXVec3Dot(&vec, eye); 356 out->u.m[0][3] = 0.0f; 357 out->u.m[1][3] = 0.0f; 358 out->u.m[2][3] = 0.0f; 359 out->u.m[3][3] = 1.0f; 360 361 return out; 362 } 363 364 D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, 365 const D3DXVECTOR3 *up) 366 { 367 D3DXVECTOR3 right, upn, vec; 368 369 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); 370 371 D3DXVec3Subtract(&vec, at, eye); 372 D3DXVec3Normalize(&vec, &vec); 373 D3DXVec3Cross(&right, up, &vec); 374 D3DXVec3Cross(&upn, &vec, &right); 375 D3DXVec3Normalize(&right, &right); 376 D3DXVec3Normalize(&upn, &upn); 377 out->u.m[0][0] = -right.x; 378 out->u.m[1][0] = -right.y; 379 out->u.m[2][0] = -right.z; 380 out->u.m[3][0] = D3DXVec3Dot(&right, eye); 381 out->u.m[0][1] = upn.x; 382 out->u.m[1][1] = upn.y; 383 out->u.m[2][1] = upn.z; 384 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye); 385 out->u.m[0][2] = -vec.x; 386 out->u.m[1][2] = -vec.y; 387 out->u.m[2][2] = -vec.z; 388 out->u.m[3][2] = D3DXVec3Dot(&vec, eye); 389 out->u.m[0][3] = 0.0f; 390 out->u.m[1][3] = 0.0f; 391 out->u.m[2][3] = 0.0f; 392 out->u.m[3][3] = 1.0f; 393 394 return out; 395 } 396 397 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) 398 { 399 D3DXMATRIX out; 400 int i,j; 401 402 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); 403 404 for (i=0; i<4; i++) 405 { 406 for (j=0; j<4; j++) 407 { 408 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]; 409 } 410 } 411 412 *pout = out; 413 return pout; 414 } 415 416 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) 417 { 418 D3DXMATRIX temp; 419 int i, j; 420 421 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); 422 423 for (i = 0; i < 4; i++) 424 for (j = 0; j < 4; j++) 425 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]; 426 427 *pout = temp; 428 return pout; 429 } 430 431 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 432 { 433 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 434 435 D3DXMatrixIdentity(pout); 436 pout->u.m[0][0] = 2.0f / w; 437 pout->u.m[1][1] = 2.0f / h; 438 pout->u.m[2][2] = 1.0f / (zf - zn); 439 pout->u.m[3][2] = zn / (zn - zf); 440 return pout; 441 } 442 443 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 444 { 445 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 446 447 D3DXMatrixIdentity(pout); 448 pout->u.m[0][0] = 2.0f / (r - l); 449 pout->u.m[1][1] = 2.0f / (t - b); 450 pout->u.m[2][2] = 1.0f / (zf -zn); 451 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l); 452 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t); 453 pout->u.m[3][2] = zn / (zn -zf); 454 return pout; 455 } 456 457 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 458 { 459 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 460 461 D3DXMatrixIdentity(pout); 462 pout->u.m[0][0] = 2.0f / (r - l); 463 pout->u.m[1][1] = 2.0f / (t - b); 464 pout->u.m[2][2] = 1.0f / (zn -zf); 465 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l); 466 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t); 467 pout->u.m[3][2] = zn / (zn -zf); 468 return pout; 469 } 470 471 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 472 { 473 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 474 475 D3DXMatrixIdentity(pout); 476 pout->u.m[0][0] = 2.0f / w; 477 pout->u.m[1][1] = 2.0f / h; 478 pout->u.m[2][2] = 1.0f / (zn - zf); 479 pout->u.m[3][2] = zn / (zn - zf); 480 return pout; 481 } 482 483 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) 484 { 485 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); 486 487 D3DXMatrixIdentity(pout); 488 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); 489 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); 490 pout->u.m[2][2] = zf / (zf - zn); 491 pout->u.m[2][3] = 1.0f; 492 pout->u.m[3][2] = (zf * zn) / (zn - zf); 493 pout->u.m[3][3] = 0.0f; 494 return pout; 495 } 496 497 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) 498 { 499 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); 500 501 D3DXMatrixIdentity(pout); 502 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); 503 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); 504 pout->u.m[2][2] = zf / (zn - zf); 505 pout->u.m[2][3] = -1.0f; 506 pout->u.m[3][2] = (zf * zn) / (zn - zf); 507 pout->u.m[3][3] = 0.0f; 508 return pout; 509 } 510 511 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 512 { 513 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 514 515 D3DXMatrixIdentity(pout); 516 pout->u.m[0][0] = 2.0f * zn / w; 517 pout->u.m[1][1] = 2.0f * zn / h; 518 pout->u.m[2][2] = zf / (zf - zn); 519 pout->u.m[3][2] = (zn * zf) / (zn - zf); 520 pout->u.m[2][3] = 1.0f; 521 pout->u.m[3][3] = 0.0f; 522 return pout; 523 } 524 525 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 526 { 527 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 528 529 D3DXMatrixIdentity(pout); 530 pout->u.m[0][0] = 2.0f * zn / (r - l); 531 pout->u.m[1][1] = -2.0f * zn / (b - t); 532 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l); 533 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t); 534 pout->u.m[2][2] = - zf / (zn - zf); 535 pout->u.m[3][2] = (zn * zf) / (zn -zf); 536 pout->u.m[2][3] = 1.0f; 537 pout->u.m[3][3] = 0.0f; 538 return pout; 539 } 540 541 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) 542 { 543 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); 544 545 D3DXMatrixIdentity(pout); 546 pout->u.m[0][0] = 2.0f * zn / (r - l); 547 pout->u.m[1][1] = -2.0f * zn / (b - t); 548 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l); 549 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t); 550 pout->u.m[2][2] = zf / (zn - zf); 551 pout->u.m[3][2] = (zn * zf) / (zn -zf); 552 pout->u.m[2][3] = -1.0f; 553 pout->u.m[3][3] = 0.0f; 554 return pout; 555 } 556 557 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) 558 { 559 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); 560 561 D3DXMatrixIdentity(pout); 562 pout->u.m[0][0] = 2.0f * zn / w; 563 pout->u.m[1][1] = 2.0f * zn / h; 564 pout->u.m[2][2] = zf / (zn - zf); 565 pout->u.m[3][2] = (zn * zf) / (zn - zf); 566 pout->u.m[2][3] = -1.0f; 567 pout->u.m[3][3] = 0.0f; 568 return pout; 569 } 570 571 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane) 572 { 573 D3DXPLANE Nplane; 574 575 TRACE("pout %p, pplane %p\n", pout, pplane); 576 577 D3DXPlaneNormalize(&Nplane, pplane); 578 D3DXMatrixIdentity(pout); 579 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a; 580 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b; 581 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c; 582 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b; 583 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b; 584 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c; 585 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a; 586 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b; 587 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c; 588 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a; 589 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b; 590 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c; 591 return pout; 592 } 593 594 D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle) 595 { 596 D3DXVECTOR3 nv; 597 FLOAT sangle, cangle, cdiff; 598 599 TRACE("out %p, v %p, angle %f\n", out, v, angle); 600 601 D3DXVec3Normalize(&nv, v); 602 sangle = sinf(angle); 603 cangle = cosf(angle); 604 cdiff = 1.0f - cangle; 605 606 out->u.m[0][0] = cdiff * nv.x * nv.x + cangle; 607 out->u.m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z; 608 out->u.m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y; 609 out->u.m[3][0] = 0.0f; 610 out->u.m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z; 611 out->u.m[1][1] = cdiff * nv.y * nv.y + cangle; 612 out->u.m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x; 613 out->u.m[3][1] = 0.0f; 614 out->u.m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y; 615 out->u.m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x; 616 out->u.m[2][2] = cdiff * nv.z * nv.z + cangle; 617 out->u.m[3][2] = 0.0f; 618 out->u.m[0][3] = 0.0f; 619 out->u.m[1][3] = 0.0f; 620 out->u.m[2][3] = 0.0f; 621 out->u.m[3][3] = 1.0f; 622 623 return out; 624 } 625 626 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq) 627 { 628 TRACE("pout %p, pq %p\n", pout, pq); 629 630 D3DXMatrixIdentity(pout); 631 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z); 632 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w); 633 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w); 634 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w); 635 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z); 636 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w); 637 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w); 638 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w); 639 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y); 640 return pout; 641 } 642 643 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) 644 { 645 TRACE("pout %p, angle %f\n", pout, angle); 646 647 D3DXMatrixIdentity(pout); 648 pout->u.m[1][1] = cosf(angle); 649 pout->u.m[2][2] = cosf(angle); 650 pout->u.m[1][2] = sinf(angle); 651 pout->u.m[2][1] = -sinf(angle); 652 return pout; 653 } 654 655 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) 656 { 657 TRACE("pout %p, angle %f\n", pout, angle); 658 659 D3DXMatrixIdentity(pout); 660 pout->u.m[0][0] = cosf(angle); 661 pout->u.m[2][2] = cosf(angle); 662 pout->u.m[0][2] = -sinf(angle); 663 pout->u.m[2][0] = sinf(angle); 664 return pout; 665 } 666 667 D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 668 { 669 FLOAT sroll, croll, spitch, cpitch, syaw, cyaw; 670 671 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 672 673 sroll = sinf(roll); 674 croll = cosf(roll); 675 spitch = sinf(pitch); 676 cpitch = cosf(pitch); 677 syaw = sinf(yaw); 678 cyaw = cosf(yaw); 679 680 out->u.m[0][0] = sroll * spitch * syaw + croll * cyaw; 681 out->u.m[0][1] = sroll * cpitch; 682 out->u.m[0][2] = sroll * spitch * cyaw - croll * syaw; 683 out->u.m[0][3] = 0.0f; 684 out->u.m[1][0] = croll * spitch * syaw - sroll * cyaw; 685 out->u.m[1][1] = croll * cpitch; 686 out->u.m[1][2] = croll * spitch * cyaw + sroll * syaw; 687 out->u.m[1][3] = 0.0f; 688 out->u.m[2][0] = cpitch * syaw; 689 out->u.m[2][1] = -spitch; 690 out->u.m[2][2] = cpitch * cyaw; 691 out->u.m[2][3] = 0.0f; 692 out->u.m[3][0] = 0.0f; 693 out->u.m[3][1] = 0.0f; 694 out->u.m[3][2] = 0.0f; 695 out->u.m[3][3] = 1.0f; 696 697 return out; 698 } 699 700 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) 701 { 702 TRACE("pout %p, angle %f\n", pout, angle); 703 704 D3DXMatrixIdentity(pout); 705 pout->u.m[0][0] = cosf(angle); 706 pout->u.m[1][1] = cosf(angle); 707 pout->u.m[0][1] = sinf(angle); 708 pout->u.m[1][0] = -sinf(angle); 709 return pout; 710 } 711 712 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) 713 { 714 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz); 715 716 D3DXMatrixIdentity(pout); 717 pout->u.m[0][0] = sx; 718 pout->u.m[1][1] = sy; 719 pout->u.m[2][2] = sz; 720 return pout; 721 } 722 723 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane) 724 { 725 D3DXPLANE Nplane; 726 FLOAT dot; 727 728 TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane); 729 730 D3DXPlaneNormalize(&Nplane, pplane); 731 dot = D3DXPlaneDot(&Nplane, plight); 732 pout->u.m[0][0] = dot - Nplane.a * plight->x; 733 pout->u.m[0][1] = -Nplane.a * plight->y; 734 pout->u.m[0][2] = -Nplane.a * plight->z; 735 pout->u.m[0][3] = -Nplane.a * plight->w; 736 pout->u.m[1][0] = -Nplane.b * plight->x; 737 pout->u.m[1][1] = dot - Nplane.b * plight->y; 738 pout->u.m[1][2] = -Nplane.b * plight->z; 739 pout->u.m[1][3] = -Nplane.b * plight->w; 740 pout->u.m[2][0] = -Nplane.c * plight->x; 741 pout->u.m[2][1] = -Nplane.c * plight->y; 742 pout->u.m[2][2] = dot - Nplane.c * plight->z; 743 pout->u.m[2][3] = -Nplane.c * plight->w; 744 pout->u.m[3][0] = -Nplane.d * plight->x; 745 pout->u.m[3][1] = -Nplane.d * plight->y; 746 pout->u.m[3][2] = -Nplane.d * plight->z; 747 pout->u.m[3][3] = dot - Nplane.d * plight->w; 748 return pout; 749 } 750 751 D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center, 752 const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling, 753 const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation, 754 const D3DXVECTOR3 *translation) 755 { 756 static const D3DXVECTOR3 zero_vector; 757 D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt; 758 D3DXVECTOR3 sc, rc; 759 D3DXQUATERNION q; 760 761 TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p," 762 " rotation %p, translation %p.\n", 763 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation); 764 765 if (scaling) 766 { 767 sc = scaling_center ? *scaling_center : zero_vector; 768 D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z); 769 if (scaling_rotation) 770 { 771 q.x = -scaling_rotation->x; 772 q.y = -scaling_rotation->y; 773 q.z = -scaling_rotation->z; 774 q.w = scaling_rotation->w; 775 D3DXMatrixRotationQuaternion(&msr1, &q); 776 D3DXMatrixMultiply(&m1, &m1, &msr1); 777 } 778 D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z); 779 D3DXMatrixMultiply(&m1, &m1, &ms); 780 if (scaling_rotation) 781 { 782 D3DXMatrixRotationQuaternion(&msr, scaling_rotation); 783 D3DXMatrixMultiply(&m1, &m1, &msr); 784 } 785 D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z); 786 D3DXMatrixMultiply(&m1, &m1, &msc); 787 } 788 else 789 { 790 D3DXMatrixIdentity(&m1); 791 } 792 793 if (rotation) 794 { 795 rc = rotation_center ? *rotation_center : zero_vector; 796 D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z); 797 D3DXMatrixMultiply(&m1, &m1, &mrc1); 798 D3DXMatrixRotationQuaternion(&mr, rotation); 799 D3DXMatrixMultiply(&m1, &m1, &mr); 800 D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z); 801 D3DXMatrixMultiply(&m1, &m1, &mrc); 802 } 803 804 if (translation) 805 { 806 D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z); 807 D3DXMatrixMultiply(out, &m1, &mt); 808 } 809 else 810 { 811 *out = m1; 812 } 813 814 return out; 815 } 816 817 static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2) 818 { 819 if (!v2) 820 return; 821 822 v3->x = v2->x; 823 v3->y = v2->y; 824 v3->z = 0.0f; 825 } 826 827 D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center, 828 float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center, 829 float rotation, const D3DXVECTOR2 *translation) 830 { 831 D3DXVECTOR3 r_c, s, s_c, t; 832 D3DXQUATERNION r, s_r; 833 834 TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, " 835 "rotation %.8e, translation %p.\n", 836 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation); 837 838 vec3_from_vec2(&s_c, scaling_center); 839 vec3_from_vec2(&s, scaling); 840 if (scaling) 841 s.z = 1.0f; 842 vec3_from_vec2(&r_c, rotation_center); 843 vec3_from_vec2(&t, translation); 844 845 if (rotation) 846 { 847 r.w = cosf(rotation / 2.0f); 848 r.x = 0.0f; 849 r.y = 0.0f; 850 r.z = sinf(rotation / 2.0f); 851 } 852 853 if (scaling_rotation) 854 { 855 s_r.w = cosf(scaling_rotation / 2.0f); 856 s_r.x = 0.0f; 857 s_r.y = 0.0f; 858 s_r.z = sinf(scaling_rotation / 2.0f); 859 } 860 861 return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL, 862 scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL, 863 rotation ? &r : NULL, translation ? &t : NULL); 864 } 865 866 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) 867 { 868 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z); 869 870 D3DXMatrixIdentity(pout); 871 pout->u.m[3][0] = x; 872 pout->u.m[3][1] = y; 873 pout->u.m[3][2] = z; 874 return pout; 875 } 876 877 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm) 878 { 879 const D3DXMATRIX m = *pm; 880 int i,j; 881 882 TRACE("pout %p, pm %p\n", pout, pm); 883 884 for (i=0; i<4; i++) 885 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i]; 886 887 return pout; 888 } 889 890 /*_________________D3DXMatrixStack____________________*/ 891 892 893 static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) 894 { 895 return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface); 896 } 897 898 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out) 899 { 900 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); 901 902 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack) 903 || IsEqualGUID(riid, &IID_IUnknown)) 904 { 905 ID3DXMatrixStack_AddRef(iface); 906 *out = iface; 907 return S_OK; 908 } 909 910 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); 911 912 *out = NULL; 913 return E_NOINTERFACE; 914 } 915 916 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) 917 { 918 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 919 ULONG ref = InterlockedIncrement(&This->ref); 920 TRACE("(%p) : AddRef from %d\n", This, ref - 1); 921 return ref; 922 } 923 924 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface) 925 { 926 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 927 ULONG ref = InterlockedDecrement(&This->ref); 928 if (!ref) 929 { 930 HeapFree(GetProcessHeap(), 0, This->stack); 931 HeapFree(GetProcessHeap(), 0, This); 932 } 933 TRACE("(%p) : ReleaseRef to %d\n", This, ref); 934 return ref; 935 } 936 937 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) 938 { 939 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 940 941 TRACE("iface %p\n", iface); 942 943 return &This->stack[This->current]; 944 } 945 946 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) 947 { 948 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 949 950 TRACE("iface %p\n", iface); 951 952 D3DXMatrixIdentity(&This->stack[This->current]); 953 954 return D3D_OK; 955 } 956 957 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 958 { 959 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 960 961 TRACE("iface %p, pm %p\n", iface, pm); 962 963 This->stack[This->current] = *pm; 964 965 return D3D_OK; 966 } 967 968 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 969 { 970 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 971 972 TRACE("iface %p, pm %p\n", iface, pm); 973 974 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); 975 976 return D3D_OK; 977 } 978 979 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) 980 { 981 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 982 983 TRACE("iface %p, pm %p\n", iface, pm); 984 985 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); 986 987 return D3D_OK; 988 } 989 990 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface) 991 { 992 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 993 994 TRACE("iface %p\n", iface); 995 996 /* Popping the last element on the stack returns D3D_OK, but does nothing. */ 997 if (!This->current) return D3D_OK; 998 999 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2) 1000 { 1001 unsigned int new_size; 1002 D3DXMATRIX *new_stack; 1003 1004 new_size = This->stack_size / 2; 1005 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1006 if (new_stack) 1007 { 1008 This->stack_size = new_size; 1009 This->stack = new_stack; 1010 } 1011 } 1012 1013 --This->current; 1014 1015 return D3D_OK; 1016 } 1017 1018 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) 1019 { 1020 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1021 1022 TRACE("iface %p\n", iface); 1023 1024 if (This->current == This->stack_size - 1) 1025 { 1026 unsigned int new_size; 1027 D3DXMATRIX *new_stack; 1028 1029 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY; 1030 1031 new_size = This->stack_size * 2; 1032 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); 1033 if (!new_stack) return E_OUTOFMEMORY; 1034 1035 This->stack_size = new_size; 1036 This->stack = new_stack; 1037 } 1038 1039 ++This->current; 1040 This->stack[This->current] = This->stack[This->current - 1]; 1041 1042 return D3D_OK; 1043 } 1044 1045 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1046 { 1047 D3DXMATRIX temp; 1048 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1049 1050 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1051 1052 D3DXMatrixRotationAxis(&temp, pv, angle); 1053 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1054 1055 return D3D_OK; 1056 } 1057 1058 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) 1059 { 1060 D3DXMATRIX temp; 1061 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1062 1063 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); 1064 1065 D3DXMatrixRotationAxis(&temp, pv, angle); 1066 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1067 1068 return D3D_OK; 1069 } 1070 1071 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1072 { 1073 D3DXMATRIX temp; 1074 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1075 1076 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1077 1078 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1079 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1080 1081 return D3D_OK; 1082 } 1083 1084 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1085 { 1086 D3DXMATRIX temp; 1087 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1088 1089 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1090 1091 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); 1092 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1093 1094 return D3D_OK; 1095 } 1096 1097 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1098 { 1099 D3DXMATRIX temp; 1100 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1101 1102 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z); 1103 1104 D3DXMatrixScaling(&temp, x, y, z); 1105 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1106 1107 return D3D_OK; 1108 } 1109 1110 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1111 { 1112 D3DXMATRIX temp; 1113 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1114 1115 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1116 1117 D3DXMatrixScaling(&temp, x, y, z); 1118 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); 1119 1120 return D3D_OK; 1121 } 1122 1123 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1124 { 1125 D3DXMATRIX temp; 1126 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1127 1128 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1129 1130 D3DXMatrixTranslation(&temp, x, y, z); 1131 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); 1132 1133 return D3D_OK; 1134 } 1135 1136 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) 1137 { 1138 D3DXMATRIX temp; 1139 struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 1140 1141 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); 1142 1143 D3DXMatrixTranslation(&temp, x, y, z); 1144 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); 1145 1146 return D3D_OK; 1147 } 1148 1149 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl = 1150 { 1151 ID3DXMatrixStackImpl_QueryInterface, 1152 ID3DXMatrixStackImpl_AddRef, 1153 ID3DXMatrixStackImpl_Release, 1154 ID3DXMatrixStackImpl_Pop, 1155 ID3DXMatrixStackImpl_Push, 1156 ID3DXMatrixStackImpl_LoadIdentity, 1157 ID3DXMatrixStackImpl_LoadMatrix, 1158 ID3DXMatrixStackImpl_MultMatrix, 1159 ID3DXMatrixStackImpl_MultMatrixLocal, 1160 ID3DXMatrixStackImpl_RotateAxis, 1161 ID3DXMatrixStackImpl_RotateAxisLocal, 1162 ID3DXMatrixStackImpl_RotateYawPitchRoll, 1163 ID3DXMatrixStackImpl_RotateYawPitchRollLocal, 1164 ID3DXMatrixStackImpl_Scale, 1165 ID3DXMatrixStackImpl_ScaleLocal, 1166 ID3DXMatrixStackImpl_Translate, 1167 ID3DXMatrixStackImpl_TranslateLocal, 1168 ID3DXMatrixStackImpl_GetTop 1169 }; 1170 1171 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack) 1172 { 1173 struct ID3DXMatrixStackImpl *object; 1174 1175 TRACE("flags %#x, stack %p.\n", flags, stack); 1176 1177 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) 1178 { 1179 *stack = NULL; 1180 return E_OUTOFMEMORY; 1181 } 1182 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl; 1183 object->ref = 1; 1184 1185 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack)))) 1186 { 1187 HeapFree(GetProcessHeap(), 0, object); 1188 *stack = NULL; 1189 return E_OUTOFMEMORY; 1190 } 1191 1192 object->current = 0; 1193 object->stack_size = INITIAL_STACK_SIZE; 1194 D3DXMatrixIdentity(&object->stack[0]); 1195 1196 TRACE("Created matrix stack %p.\n", object); 1197 1198 *stack = &object->ID3DXMatrixStack_iface; 1199 return D3D_OK; 1200 } 1201 1202 /*_________________D3DXPLANE________________*/ 1203 1204 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) 1205 { 1206 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal); 1207 1208 pout->a = pvnormal->x; 1209 pout->b = pvnormal->y; 1210 pout->c = pvnormal->z; 1211 pout->d = -D3DXVec3Dot(pvpoint, pvnormal); 1212 return pout; 1213 } 1214 1215 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3) 1216 { 1217 D3DXVECTOR3 edge1, edge2, normal, Nnormal; 1218 1219 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 1220 1221 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; 1222 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; 1223 D3DXVec3Subtract(&edge1, pv2, pv1); 1224 D3DXVec3Subtract(&edge2, pv3, pv1); 1225 D3DXVec3Cross(&normal, &edge1, &edge2); 1226 D3DXVec3Normalize(&Nnormal, &normal); 1227 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal); 1228 return pout; 1229 } 1230 1231 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) 1232 { 1233 D3DXVECTOR3 direction, normal; 1234 FLOAT dot, temp; 1235 1236 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2); 1237 1238 normal.x = pp->a; 1239 normal.y = pp->b; 1240 normal.z = pp->c; 1241 direction.x = pv2->x - pv1->x; 1242 direction.y = pv2->y - pv1->y; 1243 direction.z = pv2->z - pv1->z; 1244 dot = D3DXVec3Dot(&normal, &direction); 1245 if ( !dot ) return NULL; 1246 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot; 1247 pout->x = pv1->x - temp * direction.x; 1248 pout->y = pv1->y - temp * direction.y; 1249 pout->z = pv1->z - temp * direction.z; 1250 return pout; 1251 } 1252 1253 D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p) 1254 { 1255 FLOAT norm; 1256 1257 TRACE("out %p, p %p\n", out, p); 1258 1259 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c); 1260 if (norm) 1261 { 1262 out->a = p->a / norm; 1263 out->b = p->b / norm; 1264 out->c = p->c / norm; 1265 out->d = p->d / norm; 1266 } 1267 else 1268 { 1269 out->a = 0.0f; 1270 out->b = 0.0f; 1271 out->c = 0.0f; 1272 out->d = 0.0f; 1273 } 1274 1275 return out; 1276 } 1277 1278 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm) 1279 { 1280 const D3DXPLANE plane = *pplane; 1281 1282 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm); 1283 1284 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; 1285 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; 1286 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; 1287 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; 1288 return pout; 1289 } 1290 1291 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1292 { 1293 UINT i; 1294 1295 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1296 1297 for (i = 0; i < elements; ++i) { 1298 D3DXPlaneTransform( 1299 (D3DXPLANE*)((char*)out + outstride * i), 1300 (const D3DXPLANE*)((const char*)in + instride * i), 1301 matrix); 1302 } 1303 return out; 1304 } 1305 1306 /*_________________D3DXQUATERNION________________*/ 1307 1308 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g) 1309 { 1310 D3DXQUATERNION temp1, temp2; 1311 1312 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g); 1313 1314 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); 1315 return pout; 1316 } 1317 1318 D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1319 { 1320 FLOAT norm; 1321 1322 TRACE("out %p, q %p\n", out, q); 1323 1324 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z); 1325 if (norm) 1326 { 1327 out->x = sinf(norm) * q->x / norm; 1328 out->y = sinf(norm) * q->y / norm; 1329 out->z = sinf(norm) * q->z / norm; 1330 out->w = cosf(norm); 1331 } 1332 else 1333 { 1334 out->x = 0.0f; 1335 out->y = 0.0f; 1336 out->z = 0.0f; 1337 out->w = 1.0f; 1338 } 1339 1340 return out; 1341 } 1342 1343 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) 1344 { 1345 FLOAT norm; 1346 1347 TRACE("pout %p, pq %p\n", pout, pq); 1348 1349 norm = D3DXQuaternionLengthSq(pq); 1350 1351 pout->x = -pq->x / norm; 1352 pout->y = -pq->y / norm; 1353 pout->z = -pq->z / norm; 1354 pout->w = pq->w / norm; 1355 return pout; 1356 } 1357 1358 D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1359 { 1360 FLOAT t; 1361 1362 TRACE("out %p, q %p\n", out, q); 1363 1364 if ((q->w >= 1.0f) || (q->w == -1.0f)) 1365 t = 1.0f; 1366 else 1367 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w); 1368 1369 out->x = t * q->x; 1370 out->y = t * q->y; 1371 out->z = t * q->z; 1372 out->w = 0.0f; 1373 1374 return out; 1375 } 1376 1377 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) 1378 { 1379 D3DXQUATERNION out; 1380 1381 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2); 1382 1383 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; 1384 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; 1385 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w; 1386 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z; 1387 *pout = out; 1388 return pout; 1389 } 1390 1391 D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q) 1392 { 1393 FLOAT norm; 1394 1395 TRACE("out %p, q %p\n", out, q); 1396 1397 norm = D3DXQuaternionLength(q); 1398 1399 out->x = q->x / norm; 1400 out->y = q->y / norm; 1401 out->z = q->z / norm; 1402 out->w = q->w / norm; 1403 1404 return out; 1405 } 1406 1407 D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle) 1408 { 1409 D3DXVECTOR3 temp; 1410 1411 TRACE("out %p, v %p, angle %f\n", out, v, angle); 1412 1413 D3DXVec3Normalize(&temp, v); 1414 1415 out->x = sinf(angle / 2.0f) * temp.x; 1416 out->y = sinf(angle / 2.0f) * temp.y; 1417 out->z = sinf(angle / 2.0f) * temp.z; 1418 out->w = cosf(angle / 2.0f); 1419 1420 return out; 1421 } 1422 1423 D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m) 1424 { 1425 FLOAT s, trace; 1426 1427 TRACE("out %p, m %p\n", out, m); 1428 1429 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f; 1430 if (trace > 1.0f) 1431 { 1432 s = 2.0f * sqrtf(trace); 1433 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s; 1434 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s; 1435 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s; 1436 out->w = 0.25f * s; 1437 } 1438 else 1439 { 1440 int i, maxi = 0; 1441 1442 for (i = 1; i < 3; i++) 1443 { 1444 if (m->u.m[i][i] > m->u.m[maxi][maxi]) 1445 maxi = i; 1446 } 1447 1448 switch (maxi) 1449 { 1450 case 0: 1451 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]); 1452 out->x = 0.25f * s; 1453 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s; 1454 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s; 1455 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s; 1456 break; 1457 1458 case 1: 1459 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]); 1460 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s; 1461 out->y = 0.25f * s; 1462 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s; 1463 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s; 1464 break; 1465 1466 case 2: 1467 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]); 1468 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s; 1469 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s; 1470 out->z = 0.25f * s; 1471 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s; 1472 break; 1473 } 1474 } 1475 1476 return out; 1477 } 1478 1479 D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll) 1480 { 1481 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll; 1482 1483 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); 1484 1485 syaw = sinf(yaw / 2.0f); 1486 cyaw = cosf(yaw / 2.0f); 1487 spitch = sinf(pitch / 2.0f); 1488 cpitch = cosf(pitch / 2.0f); 1489 sroll = sinf(roll / 2.0f); 1490 croll = cosf(roll / 2.0f); 1491 1492 out->x = syaw * cpitch * sroll + cyaw * spitch * croll; 1493 out->y = syaw * cpitch * croll - cyaw * spitch * sroll; 1494 out->z = cyaw * cpitch * sroll - syaw * spitch * croll; 1495 out->w = cyaw * cpitch * croll + syaw * spitch * sroll; 1496 1497 return out; 1498 } 1499 1500 D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1, 1501 const D3DXQUATERNION *q2, FLOAT t) 1502 { 1503 FLOAT dot, temp; 1504 1505 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t); 1506 1507 temp = 1.0f - t; 1508 dot = D3DXQuaternionDot(q1, q2); 1509 if (dot < 0.0f) 1510 { 1511 t = -t; 1512 dot = -dot; 1513 } 1514 1515 if (1.0f - dot > 0.001f) 1516 { 1517 FLOAT theta = acosf(dot); 1518 1519 temp = sinf(theta * temp) / sinf(theta); 1520 t = sinf(theta * t) / sinf(theta); 1521 } 1522 1523 out->x = temp * q1->x + t * q2->x; 1524 out->y = temp * q1->y + t * q2->y; 1525 out->z = temp * q1->z + t * q2->z; 1526 out->w = temp * q1->w + t * q2->w; 1527 1528 return out; 1529 } 1530 1531 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t) 1532 { 1533 D3DXQUATERNION temp1, temp2; 1534 1535 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t); 1536 1537 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); 1538 return pout; 1539 } 1540 1541 static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add) 1542 { 1543 D3DXQUATERNION temp; 1544 1545 temp.x = q1->x + add * q2->x; 1546 temp.y = q1->y + add * q2->y; 1547 temp.z = q1->z + add * q2->z; 1548 temp.w = q1->w + add * q2->w; 1549 1550 return temp; 1551 } 1552 1553 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3) 1554 { 1555 D3DXQUATERNION q, temp1, temp2, temp3, zero; 1556 D3DXQUATERNION aout, cout; 1557 1558 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); 1559 1560 zero.x = 0.0f; 1561 zero.y = 0.0f; 1562 zero.z = 0.0f; 1563 zero.w = 0.0f; 1564 1565 if (D3DXQuaternionDot(pq0, pq1) < 0.0f) 1566 temp2 = add_diff(&zero, pq0, -1.0f); 1567 else 1568 temp2 = *pq0; 1569 1570 if (D3DXQuaternionDot(pq1, pq2) < 0.0f) 1571 cout = add_diff(&zero, pq2, -1.0f); 1572 else 1573 cout = *pq2; 1574 1575 if (D3DXQuaternionDot(&cout, pq3) < 0.0f) 1576 temp3 = add_diff(&zero, pq3, -1.0f); 1577 else 1578 temp3 = *pq3; 1579 1580 D3DXQuaternionInverse(&temp1, pq1); 1581 D3DXQuaternionMultiply(&temp2, &temp1, &temp2); 1582 D3DXQuaternionLn(&temp2, &temp2); 1583 D3DXQuaternionMultiply(&q, &temp1, &cout); 1584 D3DXQuaternionLn(&q, &q); 1585 temp1 = add_diff(&temp2, &q, 1.0f); 1586 temp1.x *= -0.25f; 1587 temp1.y *= -0.25f; 1588 temp1.z *= -0.25f; 1589 temp1.w *= -0.25f; 1590 D3DXQuaternionExp(&temp1, &temp1); 1591 D3DXQuaternionMultiply(&aout, pq1, &temp1); 1592 1593 D3DXQuaternionInverse(&temp1, &cout); 1594 D3DXQuaternionMultiply(&temp2, &temp1, pq1); 1595 D3DXQuaternionLn(&temp2, &temp2); 1596 D3DXQuaternionMultiply(&q, &temp1, &temp3); 1597 D3DXQuaternionLn(&q, &q); 1598 temp1 = add_diff(&temp2, &q, 1.0f); 1599 temp1.x *= -0.25f; 1600 temp1.y *= -0.25f; 1601 temp1.z *= -0.25f; 1602 temp1.w *= -0.25f; 1603 D3DXQuaternionExp(&temp1, &temp1); 1604 D3DXQuaternionMultiply(pbout, &cout, &temp1); 1605 *paout = aout; 1606 *pcout = cout; 1607 } 1608 1609 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) 1610 { 1611 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle); 1612 1613 if (paxis) 1614 { 1615 paxis->x = pq->x; 1616 paxis->y = pq->y; 1617 paxis->z = pq->z; 1618 } 1619 if (pangle) 1620 *pangle = 2.0f * acosf(pq->w); 1621 } 1622 1623 /*_________________D3DXVec2_____________________*/ 1624 1625 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) 1626 { 1627 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1628 1629 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1630 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1631 return pout; 1632 } 1633 1634 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) 1635 { 1636 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1637 1638 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); 1639 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); 1640 return pout; 1641 } 1642 1643 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s) 1644 { 1645 FLOAT h1, h2, h3, h4; 1646 1647 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1648 1649 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1650 h2 = s * s * s - 2.0f * s * s + s; 1651 h3 = -2.0f * s * s * s + 3.0f * s * s; 1652 h4 = s * s * s - s * s; 1653 1654 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1655 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1656 return pout; 1657 } 1658 1659 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) 1660 { 1661 FLOAT norm; 1662 1663 TRACE("pout %p, pv %p\n", pout, pv); 1664 1665 norm = D3DXVec2Length(pv); 1666 if ( !norm ) 1667 { 1668 pout->x = 0.0f; 1669 pout->y = 0.0f; 1670 } 1671 else 1672 { 1673 pout->x = pv->x / norm; 1674 pout->y = pv->y / norm; 1675 } 1676 1677 return pout; 1678 } 1679 1680 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1681 { 1682 D3DXVECTOR4 out; 1683 1684 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1685 1686 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]; 1687 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]; 1688 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2]; 1689 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1690 *pout = out; 1691 return pout; 1692 } 1693 1694 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1695 { 1696 UINT i; 1697 1698 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1699 1700 for (i = 0; i < elements; ++i) { 1701 D3DXVec2Transform( 1702 (D3DXVECTOR4*)((char*)out + outstride * i), 1703 (const D3DXVECTOR2*)((const char*)in + instride * i), 1704 matrix); 1705 } 1706 return out; 1707 } 1708 1709 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1710 { 1711 D3DXVECTOR2 v; 1712 FLOAT norm; 1713 1714 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1715 1716 v = *pv; 1717 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 1718 1719 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm; 1720 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm; 1721 1722 return pout; 1723 } 1724 1725 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1726 { 1727 UINT i; 1728 1729 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1730 1731 for (i = 0; i < elements; ++i) { 1732 D3DXVec2TransformCoord( 1733 (D3DXVECTOR2*)((char*)out + outstride * i), 1734 (const D3DXVECTOR2*)((const char*)in + instride * i), 1735 matrix); 1736 } 1737 return out; 1738 } 1739 1740 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) 1741 { 1742 const D3DXVECTOR2 v = *pv; 1743 1744 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1745 1746 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y; 1747 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y; 1748 return pout; 1749 } 1750 1751 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements) 1752 { 1753 UINT i; 1754 1755 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1756 1757 for (i = 0; i < elements; ++i) { 1758 D3DXVec2TransformNormal( 1759 (D3DXVECTOR2*)((char*)out + outstride * i), 1760 (const D3DXVECTOR2*)((const char*)in + instride * i), 1761 matrix); 1762 } 1763 return out; 1764 } 1765 1766 /*_________________D3DXVec3_____________________*/ 1767 1768 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) 1769 { 1770 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 1771 1772 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 1773 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 1774 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 1775 return pout; 1776 } 1777 1778 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) 1779 { 1780 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 1781 1782 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); 1783 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); 1784 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); 1785 return pout; 1786 } 1787 1788 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s) 1789 { 1790 FLOAT h1, h2, h3, h4; 1791 1792 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 1793 1794 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 1795 h2 = s * s * s - 2.0f * s * s + s; 1796 h3 = -2.0f * s * s * s + 3.0f * s * s; 1797 h4 = s * s * s - s * s; 1798 1799 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 1800 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 1801 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 1802 return pout; 1803 } 1804 1805 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) 1806 { 1807 FLOAT norm; 1808 1809 TRACE("pout %p, pv %p\n", pout, pv); 1810 1811 norm = D3DXVec3Length(pv); 1812 if ( !norm ) 1813 { 1814 pout->x = 0.0f; 1815 pout->y = 0.0f; 1816 pout->z = 0.0f; 1817 } 1818 else 1819 { 1820 pout->x = pv->x / norm; 1821 pout->y = pv->y / norm; 1822 pout->z = pv->z / norm; 1823 } 1824 1825 return pout; 1826 } 1827 1828 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) 1829 { 1830 D3DXMATRIX m; 1831 1832 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld); 1833 1834 D3DXMatrixIdentity(&m); 1835 if (pworld) D3DXMatrixMultiply(&m, &m, pworld); 1836 if (pview) D3DXMatrixMultiply(&m, &m, pview); 1837 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection); 1838 1839 D3DXVec3TransformCoord(pout, pv, &m); 1840 1841 if (pviewport) 1842 { 1843 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f; 1844 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f; 1845 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ ); 1846 } 1847 return pout; 1848 } 1849 1850 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) 1851 { 1852 UINT i; 1853 1854 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 1855 out, outstride, in, instride, viewport, projection, view, world, elements); 1856 1857 for (i = 0; i < elements; ++i) { 1858 D3DXVec3Project( 1859 (D3DXVECTOR3*)((char*)out + outstride * i), 1860 (const D3DXVECTOR3*)((const char*)in + instride * i), 1861 viewport, projection, view, world); 1862 } 1863 return out; 1864 } 1865 1866 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1867 { 1868 D3DXVECTOR4 out; 1869 1870 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1871 1872 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]; 1873 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]; 1874 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]; 1875 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]; 1876 *pout = out; 1877 return pout; 1878 } 1879 1880 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1881 { 1882 UINT i; 1883 1884 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1885 1886 for (i = 0; i < elements; ++i) { 1887 D3DXVec3Transform( 1888 (D3DXVECTOR4*)((char*)out + outstride * i), 1889 (const D3DXVECTOR3*)((const char*)in + instride * i), 1890 matrix); 1891 } 1892 return out; 1893 } 1894 1895 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1896 { 1897 D3DXVECTOR3 out; 1898 FLOAT norm; 1899 1900 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1901 1902 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]; 1903 1904 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; 1905 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; 1906 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; 1907 1908 *pout = out; 1909 1910 return pout; 1911 } 1912 1913 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1914 { 1915 UINT i; 1916 1917 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1918 1919 for (i = 0; i < elements; ++i) { 1920 D3DXVec3TransformCoord( 1921 (D3DXVECTOR3*)((char*)out + outstride * i), 1922 (const D3DXVECTOR3*)((const char*)in + instride * i), 1923 matrix); 1924 } 1925 return out; 1926 } 1927 1928 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) 1929 { 1930 const D3DXVECTOR3 v = *pv; 1931 1932 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 1933 1934 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z; 1935 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z; 1936 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z; 1937 return pout; 1938 1939 } 1940 1941 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 1942 { 1943 UINT i; 1944 1945 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 1946 1947 for (i = 0; i < elements; ++i) { 1948 D3DXVec3TransformNormal( 1949 (D3DXVECTOR3*)((char*)out + outstride * i), 1950 (const D3DXVECTOR3*)((const char*)in + instride * i), 1951 matrix); 1952 } 1953 return out; 1954 } 1955 1956 D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v, 1957 const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view, 1958 const D3DXMATRIX *world) 1959 { 1960 D3DXMATRIX m; 1961 1962 TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n", 1963 out, v, viewport, projection, view, world); 1964 1965 D3DXMatrixIdentity(&m); 1966 if (world) 1967 D3DXMatrixMultiply(&m, &m, world); 1968 if (view) 1969 D3DXMatrixMultiply(&m, &m, view); 1970 if (projection) 1971 D3DXMatrixMultiply(&m, &m, projection); 1972 D3DXMatrixInverse(&m, NULL, &m); 1973 1974 *out = *v; 1975 if (viewport) 1976 { 1977 out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f; 1978 out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height; 1979 out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ); 1980 } 1981 D3DXVec3TransformCoord(out, out, &m); 1982 return out; 1983 } 1984 1985 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) 1986 { 1987 UINT i; 1988 1989 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", 1990 out, outstride, in, instride, viewport, projection, view, world, elements); 1991 1992 for (i = 0; i < elements; ++i) { 1993 D3DXVec3Unproject( 1994 (D3DXVECTOR3*)((char*)out + outstride * i), 1995 (const D3DXVECTOR3*)((const char*)in + instride * i), 1996 viewport, projection, view, world); 1997 } 1998 return out; 1999 } 2000 2001 /*_________________D3DXVec4_____________________*/ 2002 2003 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) 2004 { 2005 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); 2006 2007 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); 2008 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); 2009 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); 2010 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w); 2011 return pout; 2012 } 2013 2014 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) 2015 { 2016 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); 2017 2018 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); 2019 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); 2020 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); 2021 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); 2022 return pout; 2023 } 2024 2025 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3) 2026 { 2027 D3DXVECTOR4 out; 2028 2029 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); 2030 2031 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); 2032 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)); 2033 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); 2034 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)); 2035 *pout = out; 2036 return pout; 2037 } 2038 2039 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s) 2040 { 2041 FLOAT h1, h2, h3, h4; 2042 2043 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); 2044 2045 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; 2046 h2 = s * s * s - 2.0f * s * s + s; 2047 h3 = -2.0f * s * s * s + 3.0f * s * s; 2048 h4 = s * s * s - s * s; 2049 2050 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); 2051 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); 2052 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); 2053 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w); 2054 return pout; 2055 } 2056 2057 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) 2058 { 2059 FLOAT norm; 2060 2061 TRACE("pout %p, pv %p\n", pout, pv); 2062 2063 norm = D3DXVec4Length(pv); 2064 2065 pout->x = pv->x / norm; 2066 pout->y = pv->y / norm; 2067 pout->z = pv->z / norm; 2068 pout->w = pv->w / norm; 2069 2070 return pout; 2071 } 2072 2073 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm) 2074 { 2075 D3DXVECTOR4 out; 2076 2077 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 2078 2079 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; 2080 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; 2081 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; 2082 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; 2083 *pout = out; 2084 return pout; 2085 } 2086 2087 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) 2088 { 2089 UINT i; 2090 2091 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); 2092 2093 for (i = 0; i < elements; ++i) { 2094 D3DXVec4Transform( 2095 (D3DXVECTOR4*)((char*)out + outstride * i), 2096 (const D3DXVECTOR4*)((const char*)in + instride * i), 2097 matrix); 2098 } 2099 return out; 2100 } 2101 2102 unsigned short float_32_to_16(const float in) 2103 { 2104 int exp = 0, origexp; 2105 float tmp = fabsf(in); 2106 int sign = (copysignf(1, in) < 0); 2107 unsigned int mantissa; 2108 unsigned short ret; 2109 2110 /* Deal with special numbers */ 2111 if (isinf(in)) return (sign ? 0xffff : 0x7fff); 2112 if (isnan(in)) return (sign ? 0xffff : 0x7fff); 2113 if (in == 0.0f) return (sign ? 0x8000 : 0x0000); 2114 2115 if (tmp < (float)(1u << 10)) 2116 { 2117 do 2118 { 2119 tmp *= 2.0f; 2120 exp--; 2121 } while (tmp < (float)(1u << 10)); 2122 } 2123 else if (tmp >= (float)(1u << 11)) 2124 { 2125 do 2126 { 2127 tmp /= 2.0f; 2128 exp++; 2129 } while (tmp >= (float)(1u << 11)); 2130 } 2131 2132 exp += 10; /* Normalize the mantissa */ 2133 exp += 15; /* Exponent is encoded with excess 15 */ 2134 2135 origexp = exp; 2136 2137 mantissa = (unsigned int) tmp; 2138 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */ 2139 (tmp - mantissa > 0.5f)) 2140 { 2141 mantissa++; /* round to nearest, away from zero */ 2142 } 2143 if (mantissa == 2048) 2144 { 2145 mantissa = 1024; 2146 exp++; 2147 } 2148 2149 if (exp > 31) 2150 { 2151 /* too big */ 2152 ret = 0x7fff; /* INF */ 2153 } 2154 else if (exp <= 0) 2155 { 2156 unsigned int rounding = 0; 2157 2158 /* Denormalized half float */ 2159 2160 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */ 2161 if (exp < -11) 2162 return (sign ? 0x8000 : 0x0000); 2163 2164 exp = origexp; 2165 2166 /* the 13 extra bits from single precision are used for rounding */ 2167 mantissa = (unsigned int)(tmp * (1u << 13)); 2168 mantissa >>= 1 - exp; /* denormalize */ 2169 2170 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */ 2171 /* remove 13 least significant bits to get half float precision */ 2172 mantissa >>= 12; 2173 rounding = mantissa & 1; 2174 mantissa >>= 1; 2175 2176 ret = mantissa + rounding; 2177 } 2178 else 2179 { 2180 ret = (exp << 10) | (mantissa & 0x3ff); 2181 } 2182 2183 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */ 2184 return ret; 2185 } 2186 2187 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n) 2188 { 2189 unsigned int i; 2190 2191 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2192 2193 for (i = 0; i < n; ++i) 2194 { 2195 pout[i].value = float_32_to_16(pin[i]); 2196 } 2197 2198 return pout; 2199 } 2200 2201 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a 2202 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ 2203 float float_16_to_32(const unsigned short in) 2204 { 2205 const unsigned short s = (in & 0x8000); 2206 const unsigned short e = (in & 0x7C00) >> 10; 2207 const unsigned short m = in & 0x3FF; 2208 const float sgn = (s ? -1.0f : 1.0f); 2209 2210 if (e == 0) 2211 { 2212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 2213 else return sgn * powf(2, -14.0f) * (m / 1024.0f); 2214 } 2215 else 2216 { 2217 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f)); 2218 } 2219 } 2220 2221 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) 2222 { 2223 unsigned int i; 2224 2225 TRACE("pout %p, pin %p, n %u\n", pout, pin, n); 2226 2227 for (i = 0; i < n; ++i) 2228 { 2229 pout[i] = float_16_to_32(pin[i].value); 2230 } 2231 2232 return pout; 2233 } 2234 2235 /*_________________D3DXSH________________*/ 2236 2237 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b) 2238 { 2239 UINT i; 2240 2241 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b); 2242 2243 for (i = 0; i < order * order; i++) 2244 out[i] = a[i] + b[i]; 2245 2246 return out; 2247 } 2248 2249 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b) 2250 { 2251 FLOAT s; 2252 UINT i; 2253 2254 TRACE("order %u, a %p, b %p\n", order, a, b); 2255 2256 s = a[0] * b[0]; 2257 for (i = 1; i < order * order; i++) 2258 s += a[i] * b[i]; 2259 2260 return s; 2261 } 2262 2263 static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle) 2264 { 2265 FLOAT coeff[3]; 2266 2267 coeff[0] = cosf(angle); 2268 2269 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]); 2270 out[1] = D3DX_PI * sinf(angle) * sinf(angle); 2271 if (order <= 2) 2272 return; 2273 2274 out[2] = coeff[0] * out[1]; 2275 if (order == 3) 2276 return; 2277 2278 coeff[1] = coeff[0] * coeff[0]; 2279 coeff[2] = coeff[1] * coeff[1]; 2280 2281 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f); 2282 if (order == 4) 2283 return; 2284 2285 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f); 2286 if (order == 5) 2287 return; 2288 2289 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f); 2290 } 2291 2292 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2293 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2294 { 2295 FLOAT cap[6], clamped_angle, norm, scale, temp; 2296 UINT i, index, j; 2297 2298 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2299 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2300 2301 if (radius <= 0.0f) 2302 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2303 2304 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius; 2305 norm = sinf(clamped_angle) * sinf(clamped_angle); 2306 2307 if (order > D3DXSH_MAXORDER) 2308 { 2309 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2310 order = D3DXSH_MAXORDER; 2311 } 2312 2313 weightedcapintegrale(cap, order, radius); 2314 D3DXSHEvalDirection(rout, order, dir); 2315 2316 for (i = 0; i < order; i++) 2317 { 2318 scale = cap[i] / norm; 2319 2320 for (j = 0; j < 2 * i + 1; j++) 2321 { 2322 index = i * i + j; 2323 temp = rout[index] * scale; 2324 2325 rout[index] = temp * Rintensity; 2326 if (gout) 2327 gout[index] = temp * Gintensity; 2328 if (bout) 2329 bout[index] = temp * Bintensity; 2330 } 2331 } 2332 2333 return D3D_OK; 2334 } 2335 2336 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) 2337 { 2338 const FLOAT dirxx = dir->x * dir->x; 2339 const FLOAT dirxy = dir->x * dir->y; 2340 const FLOAT dirxz = dir->x * dir->z; 2341 const FLOAT diryy = dir->y * dir->y; 2342 const FLOAT diryz = dir->y * dir->z; 2343 const FLOAT dirzz = dir->z * dir->z; 2344 const FLOAT dirxxxx = dirxx * dirxx; 2345 const FLOAT diryyyy = diryy * diryy; 2346 const FLOAT dirzzzz = dirzz * dirzz; 2347 const FLOAT dirxyxy = dirxy * dirxy; 2348 2349 TRACE("out %p, order %u, dir %p\n", out, order, dir); 2350 2351 if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER)) 2352 return out; 2353 2354 out[0] = 0.5f / sqrtf(D3DX_PI); 2355 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y; 2356 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z; 2357 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x; 2358 if (order == 2) 2359 return out; 2360 2361 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy; 2362 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz; 2363 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f); 2364 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz; 2365 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy); 2366 if (order == 3) 2367 return out; 2368 2369 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy); 2370 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z; 2371 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz); 2372 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f); 2373 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz); 2374 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy); 2375 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy); 2376 if (order == 4) 2377 return out; 2378 2379 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy); 2380 out[17] = 3.0f * dir->z * out[9]; 2381 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f); 2382 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz); 2383 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f); 2384 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz); 2385 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f); 2386 out[23] = 3.0f * dir->z * out[15]; 2387 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2388 if (order == 5) 2389 return out; 2390 2391 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy); 2392 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy); 2393 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz); 2394 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f); 2395 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2396 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f); 2397 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); 2398 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f); 2399 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz); 2400 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy); 2401 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy); 2402 2403 return out; 2404 } 2405 2406 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) 2407 { 2408 FLOAT s, temp; 2409 UINT j; 2410 2411 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); 2412 2413 s = 0.75f; 2414 if ( order > 2 ) 2415 s += 5.0f / 16.0f; 2416 if ( order > 4 ) 2417 s -= 3.0f / 32.0f; 2418 s /= D3DX_PI; 2419 2420 D3DXSHEvalDirection(Rout, order, dir); 2421 for (j = 0; j < order * order; j++) 2422 { 2423 temp = Rout[j] / s; 2424 2425 Rout[j] = Rintensity * temp; 2426 if ( Gout ) 2427 Gout[j] = Gintensity * temp; 2428 if ( Bout ) 2429 Bout[j] = Bintensity * temp; 2430 } 2431 2432 return D3D_OK; 2433 } 2434 2435 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, 2436 FLOAT *rout, FLOAT *gout, FLOAT *bout) 2437 { 2438 FLOAT a[2], temp[4]; 2439 UINT i, j; 2440 2441 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout); 2442 2443 D3DXSHEvalDirection(temp, 2, dir); 2444 2445 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI; 2446 a[1] = (top.r - bottom.r) * D3DX_PI; 2447 for (i = 0; i < order; i++) 2448 for (j = 0; j < 2 * i + 1; j++) 2449 if (i < 2) 2450 rout[i * i + j] = temp[i * i + j] * a[i]; 2451 else 2452 rout[i * i + j] = 0.0f; 2453 2454 if (gout) 2455 { 2456 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI; 2457 a[1] = (top.g - bottom.g) * D3DX_PI; 2458 for (i = 0; i < order; i++) 2459 for (j = 0; j < 2 * i + 1; j++) 2460 if (i < 2) 2461 gout[i * i + j] = temp[i * i + j] * a[i]; 2462 else 2463 gout[i * i + j] = 0.0f; 2464 } 2465 2466 if (bout) 2467 { 2468 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI; 2469 a[1] = (top.b - bottom.b) * D3DX_PI; 2470 for (i = 0; i < order; i++) 2471 for (j = 0; j < 2 * i + 1; j++) 2472 if (i < 2) 2473 bout[i * i + j] = temp[i * i + j] * a[i]; 2474 else 2475 bout[i * i + j] = 0.0f; 2476 } 2477 2478 return D3D_OK; 2479 } 2480 2481 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, 2482 FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2483 { 2484 D3DXVECTOR3 normal; 2485 FLOAT cap[6], clamped_angle, dist, temp; 2486 UINT i, index, j; 2487 2488 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", 2489 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); 2490 2491 if (order > D3DXSH_MAXORDER) 2492 { 2493 WARN("Order clamped at D3DXSH_MAXORDER\n"); 2494 order = D3DXSH_MAXORDER; 2495 } 2496 2497 if (radius < 0.0f) 2498 radius = -radius; 2499 2500 dist = D3DXVec3Length(dir); 2501 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist); 2502 2503 weightedcapintegrale(cap, order, clamped_angle); 2504 D3DXVec3Normalize(&normal, dir); 2505 D3DXSHEvalDirection(rout, order, &normal); 2506 2507 for (i = 0; i < order; i++) 2508 for (j = 0; j < 2 * i + 1; j++) 2509 { 2510 index = i * i + j; 2511 temp = rout[index] * cap[i]; 2512 2513 rout[index] = temp * Rintensity; 2514 if (gout) 2515 gout[index] = temp * Gintensity; 2516 if (bout) 2517 bout[index] = temp * Bintensity; 2518 } 2519 2520 return D3D_OK; 2521 } 2522 2523 FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b) 2524 { 2525 FLOAT ta, tb; 2526 2527 TRACE("out %p, a %p, b %p\n", out, a, b); 2528 2529 ta = 0.28209479f * a[0]; 2530 tb = 0.28209479f * b[0]; 2531 2532 out[0] = 0.28209479f * D3DXSHDot(2, a, b); 2533 out[1] = ta * b[1] + tb * a[1]; 2534 out[2] = ta * b[2] + tb * a[2]; 2535 out[3] = ta * b[3] + tb * a[3]; 2536 2537 return out; 2538 } 2539 2540 FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b) 2541 { 2542 FLOAT t, ta, tb; 2543 2544 TRACE("out %p, a %p, b %p\n", out, a, b); 2545 2546 out[0] = 0.28209479f * a[0] * b[0]; 2547 2548 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2549 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2550 out[1] = ta * b[1] + tb * a[1]; 2551 t = a[1] * b[1]; 2552 out[0] += 0.28209479f * t; 2553 out[6] = -0.12615663f * t; 2554 out[8] = -0.21850969f * t; 2555 2556 ta = 0.21850969f * a[5]; 2557 tb = 0.21850969f * b[5]; 2558 out[1] += ta * b[2] + tb * a[2]; 2559 out[2] = ta * b[1] + tb * a[1]; 2560 t = a[1] * b[2] +a[2] * b[1]; 2561 out[5] = 0.21850969f * t; 2562 2563 ta = 0.21850969f * a[4]; 2564 tb = 0.21850969f * b[4]; 2565 out[1] += ta * b[3] + tb * a[3]; 2566 out[3] = ta * b[1] + tb * a[1]; 2567 t = a[1] * b[3] + a[3] * b[1]; 2568 out[4] = 0.21850969f * t; 2569 2570 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2571 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2572 out[2] += ta * b[2] + tb * a[2]; 2573 t = a[2] * b[2]; 2574 out[0] += 0.28209480f * t; 2575 out[6] += 0.25231326f * t; 2576 2577 ta = 0.21850969f * a[7]; 2578 tb = 0.21850969f * b[7]; 2579 out[2] += ta * b[3] + tb * a[3]; 2580 out[3] += ta * b[2] + tb * a[2]; 2581 t = a[2] * b[3] + a[3] * b[2]; 2582 out[7] = 0.21850969f * t; 2583 2584 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2585 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2586 out[3] += ta * b[3] + tb * a[3]; 2587 t = a[3] * b[3]; 2588 out[0] += 0.28209479f * t; 2589 out[6] -= 0.12615663f * t; 2590 out[8] += 0.21850969f * t; 2591 2592 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2593 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2594 out[4] += ta * b[4] + tb * a[4]; 2595 t = a[4] * b[4]; 2596 out[0] += 0.28209479f * t; 2597 out[6] -= 0.18022375f * t; 2598 2599 ta = 0.15607835f * a[7]; 2600 tb = 0.15607835f * b[7]; 2601 out[4] += ta * b[5] + tb * a[5]; 2602 out[5] += ta * b[4] + tb * a[4]; 2603 t = a[4] * b[5] + a[5] * b[4]; 2604 out[7] += 0.15607835f * t; 2605 2606 ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8]; 2607 tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8]; 2608 out[5] += ta * b[5] + tb * a[5]; 2609 t = a[5] * b[5]; 2610 out[0] += 0.28209479f * t; 2611 out[6] += 0.09011188f * t; 2612 out[8] -= 0.15607835f * t; 2613 2614 ta = 0.28209480f * a[0]; 2615 tb = 0.28209480f * b[0]; 2616 out[6] += ta * b[6] + tb * a[6]; 2617 t = a[6] * b[6]; 2618 out[0] += 0.28209480f * t; 2619 out[6] += 0.18022376f * t; 2620 2621 ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8]; 2622 tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8]; 2623 out[7] += ta * b[7] + tb * a[7]; 2624 t = a[7] * b[7]; 2625 out[0] += 0.28209479f * t; 2626 out[6] += 0.09011188f * t; 2627 out[8] += 0.15607835f * t; 2628 2629 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2630 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2631 out[8] += ta * b[8] + tb * a[8]; 2632 t = a[8] * b[8]; 2633 out[0] += 0.28209479f * t; 2634 out[6] -= 0.18022375f * t; 2635 2636 return out; 2637 } 2638 2639 FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b) 2640 { 2641 FLOAT ta, tb, t; 2642 2643 TRACE("out %p, a %p, b %p\n", out, a, b); 2644 2645 out[0] = 0.28209479f * a[0] * b[0]; 2646 2647 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; 2648 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; 2649 out[1] = ta * b[1] + tb * a[1]; 2650 t = a[1] * b[1]; 2651 out[0] += 0.28209479f * t; 2652 out[6] = -0.12615663f * t; 2653 out[8] = -0.21850969f * t; 2654 2655 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15]; 2656 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15]; 2657 out[1] += ta * b[4] + tb * a[4]; 2658 out[4] = ta * b[1] + tb * a[1]; 2659 t = a[1] * b[4] + a[4] * b[1]; 2660 out[3] = 0.21850969f * t; 2661 out[13] = -0.05839917f * t; 2662 out[15] = -0.22617901f * t; 2663 2664 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14]; 2665 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14]; 2666 out[1] += ta * b[5] + tb * a[5]; 2667 out[5] = ta * b[1] + tb * a[1]; 2668 t = a[1] * b[5] + a[5] * b[1]; 2669 out[2] = 0.21850969f * t; 2670 out[12] = -0.14304817f * t; 2671 out[14] = -0.18467439f * t; 2672 2673 ta = 0.20230066f * a[11]; 2674 tb = 0.20230066f * b[11]; 2675 out[1] += ta * b[6] + tb * a[6]; 2676 out[6] += ta * b[1] + tb * a[1]; 2677 t = a[1] * b[6] + a[6] * b[1]; 2678 out[11] = 0.20230066f * t; 2679 2680 ta = 0.22617901f * a[9] + 0.05839917f * a[11]; 2681 tb = 0.22617901f * b[9] + 0.05839917f * b[11]; 2682 out[1] += ta * b[8] + tb * a[8]; 2683 out[8] += ta * b[1] + tb * a[1]; 2684 t = a[1] * b[8] + a[8] * b[1]; 2685 out[9] = 0.22617901f * t; 2686 out[11] += 0.05839917f * t; 2687 2688 ta = 0.28209480f * a[0] + 0.25231326f * a[6]; 2689 tb = 0.28209480f * b[0] + 0.25231326f * b[6]; 2690 out[2] += ta * b[2] + tb * a[2]; 2691 t = a[2] * b[2]; 2692 out[0] += 0.28209480f * t; 2693 out[6] += 0.25231326f * t; 2694 2695 ta = 0.24776671f * a[12]; 2696 tb = 0.24776671f * b[12]; 2697 out[2] += ta * b[6] + tb * a[6]; 2698 out[6] += ta * b[2] + tb * a[2]; 2699 t = a[2] * b[6] + a[6] * b[2]; 2700 out[12] += 0.24776671f * t; 2701 2702 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; 2703 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; 2704 out[3] += ta * b[3] + tb * a[3]; 2705 t = a[3] * b[3]; 2706 out[0] += 0.28209480f * t; 2707 out[6] -= 0.12615663f * t; 2708 out[8] += 0.21850969f * t; 2709 2710 ta = 0.20230066f * a[13]; 2711 tb = 0.20230066f * b[13]; 2712 out[3] += ta * b[6] + tb * a[6]; 2713 out[6] += ta * b[3] + tb * a[3]; 2714 t = a[3] * b[6] + a[6] * b[3]; 2715 out[13] += 0.20230066f * t; 2716 2717 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14]; 2718 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14]; 2719 out[3] += ta * b[7] + tb * a[7]; 2720 out[7] = ta * b[3] + tb * a[3]; 2721 t = a[3] * b[7] + a[7] * b[3]; 2722 out[2] += 0.21850969f * t; 2723 out[12] -= 0.14304817f * t; 2724 out[14] += 0.18467439f * t; 2725 2726 ta = -0.05839917f * a[13] + 0.22617901f * a[15]; 2727 tb = -0.05839917f * b[13] + 0.22617901f * b[15]; 2728 out[3] += ta * b[8] + tb * a[8]; 2729 out[8] += ta * b[3] + tb * a[3]; 2730 t = a[3] * b[8] + a[8] * b[3]; 2731 out[13] -= 0.05839917f * t; 2732 out[15] += 0.22617901f * t; 2733 2734 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2735 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2736 out[4] += ta * b[4] + tb * a[4]; 2737 t = a[4] * b[4]; 2738 out[0] += 0.28209479f * t; 2739 out[6] -= 0.18022375f * t; 2740 2741 ta = 0.15607835f * a[7]; 2742 tb = 0.15607835f * b[7]; 2743 out[4] += ta * b[5] + tb * a[5]; 2744 out[5] += ta * b[4] + tb * a[4]; 2745 t = a[4] * b[5] + a[5] * b[4]; 2746 out[7] += 0.15607835f * t; 2747 2748 ta = 0.22617901f * a[3] - 0.09403160f * a[13]; 2749 tb = 0.22617901f * b[3] - 0.09403160f * b[13]; 2750 out[4] += ta * b[9] + tb * a[9]; 2751 out[9] += ta * b[4] + tb * a[4]; 2752 t = a[4] * b[9] + a[9] * b[4]; 2753 out[3] += 0.22617901f * t; 2754 out[13] -= 0.09403160f * t; 2755 2756 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2757 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2758 out[4] += ta * b[10] + tb * a [10]; 2759 out[10] = ta * b[4] + tb * a[4]; 2760 t = a[4] * b[10] + a[10] * b[4]; 2761 out[2] += 0.18467439f * t; 2762 out[12] -= 0.18806319f * t; 2763 2764 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15]; 2765 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15]; 2766 out[4] += ta * b[11] + tb * a[11]; 2767 out[11] += ta * b[4] + tb * a[4]; 2768 t = a[4] * b[11] + a[11] * b[4]; 2769 out[3] -= 0.05839917f * t; 2770 out[13] += 0.14567312f * t; 2771 out[15] += 0.09403160f * t; 2772 2773 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8]; 2774 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8]; 2775 out[5] += ta * b[5] + tb * a[5]; 2776 t = a[5] * b[5]; 2777 out[0] += 0.28209479f * t; 2778 out[6] += 0.09011186f * t; 2779 out[8] -= 0.15607835f * t; 2780 2781 ta = 0.14867701f * a[14]; 2782 tb = 0.14867701f * b[14]; 2783 out[5] += ta * b[9] + tb * a[9]; 2784 out[9] += ta * b[5] + tb * a[5]; 2785 t = a[5] * b[9] + a[9] * b[5]; 2786 out[14] += 0.14867701f * t; 2787 2788 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15]; 2789 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15]; 2790 out[5] += ta * b[10] + tb * a[10]; 2791 out[10] += ta * b[5] + tb * a[5]; 2792 t = a[5] * b[10] + a[10] * b[5]; 2793 out[3] += 0.18467439f * t; 2794 out[13] += 0.11516472f * t; 2795 out[15] -= 0.14867701f * t; 2796 2797 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14]; 2798 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14]; 2799 out[5] += ta * b[11] + tb * a[11]; 2800 out[11] += ta * b[5] + tb * a[5]; 2801 t = a[5] * b[11] + a[11] * b[5]; 2802 out[2] += 0.23359668f * t; 2803 out[12] += 0.05947080f * t; 2804 out[14] -= 0.11516472f * t; 2805 2806 ta = 0.28209479f * a[0]; 2807 tb = 0.28209479f * b[0]; 2808 out[6] += ta * b[6] + tb * a[6]; 2809 t = a[6] * b[6]; 2810 out[0] += 0.28209479f * t; 2811 out[6] += 0.18022376f * t; 2812 2813 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8]; 2814 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8]; 2815 out[7] += ta * b[7] + tb * a[7]; 2816 t = a[7] * b[7]; 2817 out[6] += 0.09011186f * t; 2818 out[0] += 0.28209479f * t; 2819 out[8] += 0.15607835f * t; 2820 2821 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11]; 2822 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11]; 2823 out[7] += ta * b[10] + tb * a[10]; 2824 out[10] += ta * b[7] + tb * a[7]; 2825 t = a[7] * b[10] + a[10] * b[7]; 2826 out[9] += 0.14867701f * t; 2827 out[1] += 0.18467439f * t; 2828 out[11] += 0.11516472f * t; 2829 2830 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14]; 2831 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14]; 2832 out[7] += ta * b[13] + tb * a[13]; 2833 out[13] += ta * b[7]+ tb * a[7]; 2834 t = a[7] * b[13] + a[13] * b[7]; 2835 out[12] += 0.05947080f * t; 2836 out[2] += 0.23359668f * t; 2837 out[14] += 0.11516472f * t; 2838 2839 ta = 0.14867701f * a[15]; 2840 tb = 0.14867701f * b[15]; 2841 out[7] += ta * b[14] + tb * a[14]; 2842 out[14] += ta * b[7] + tb * a[7]; 2843 t = a[7] * b[14] + a[14] * b[7]; 2844 out[15] += 0.14867701f * t; 2845 2846 ta = 0.28209479f * a[0] - 0.18022375f * a[6]; 2847 tb = 0.28209479f * b[0] - 0.18022375f * b[6]; 2848 out[8] += ta * b[8] + tb * a[8]; 2849 t = a[8] * b[8]; 2850 out[0] += 0.28209479f * t; 2851 out[6] -= 0.18022375f * t; 2852 2853 ta = -0.09403160f * a[11]; 2854 tb = -0.09403160f * b[11]; 2855 out[8] += ta * b[9] + tb * a[9]; 2856 out[9] += ta * b[8] + tb * a[8]; 2857 t = a[8] * b[9] + a[9] * b[8]; 2858 out[11] -= 0.09403160f * t; 2859 2860 ta = -0.09403160f * a[15]; 2861 tb = -0.09403160f * b[15]; 2862 out[8] += ta * b[13] + tb * a[13]; 2863 out[13] += ta * b[8] + tb * a[8]; 2864 t = a[8] * b[13] + a[13] * b[8]; 2865 out[15] -= 0.09403160f * t; 2866 2867 ta = 0.18467439f * a[2] - 0.18806319f * a[12]; 2868 tb = 0.18467439f * b[2] - 0.18806319f * b[12]; 2869 out[8] += ta * b[14] + tb * a[14]; 2870 out[14] += ta * b[8] + tb * a[8]; 2871 t = a[8] * b[14] + a[14] * b[8]; 2872 out[2] += 0.18467439f * t; 2873 out[12] -= 0.18806319f * t; 2874 2875 ta = -0.21026104f * a[6] + 0.28209479f * a[0]; 2876 tb = -0.21026104f * b[6] + 0.28209479f * b[0]; 2877 out[9] += ta * b[9] + tb * a[9]; 2878 t = a[9] * b[9]; 2879 out[6] -= 0.21026104f * t; 2880 out[0] += 0.28209479f * t; 2881 2882 ta = 0.28209479f * a[0]; 2883 tb = 0.28209479f * b[0]; 2884 out[10] += ta * b[10] + tb * a[10]; 2885 t = a[10] * b[10]; 2886 out[0] += 0.28209479f * t; 2887 2888 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8]; 2889 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8]; 2890 out[11] += ta * b[11] + tb * a[11]; 2891 t = a[11] * b[11]; 2892 out[0] += 0.28209479f * t; 2893 out[6] += 0.12615663f * t; 2894 out[8] -= 0.14567312f * t; 2895 2896 ta = 0.28209479f * a[0] + 0.16820885f * a[6]; 2897 tb = 0.28209479f * b[0] + 0.16820885f * b[6]; 2898 out[12] += ta * b[12] + tb * a[12]; 2899 t = a[12] * b[12]; 2900 out[0] += 0.28209479f * t; 2901 out[6] += 0.16820885f * t; 2902 2903 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6]; 2904 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6]; 2905 out[13] += ta * b[13] + tb * a[13]; 2906 t = a[13] * b[13]; 2907 out[0] += 0.28209479f * t; 2908 out[8] += 0.14567312f * t; 2909 out[6] += 0.12615663f * t; 2910 2911 ta = 0.28209479f * a[0]; 2912 tb = 0.28209479f * b[0]; 2913 out[14] += ta * b[14] + tb * a[14]; 2914 t = a[14] * b[14]; 2915 out[0] += 0.28209479f * t; 2916 2917 ta = 0.28209479f * a[0] - 0.21026104f * a[6]; 2918 tb = 0.28209479f * b[0] - 0.21026104f * b[6]; 2919 out[15] += ta * b[15] + tb * a[15]; 2920 t = a[15] * b[15]; 2921 out[0] += 0.28209479f * t; 2922 out[6] -= 0.21026104f * t; 2923 2924 return out; 2925 } 2926 2927 static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in) 2928 { 2929 out[0] = in[0]; 2930 2931 out[1] = a * in[2]; 2932 out[2] = -a * in[1]; 2933 out[3] = in[3]; 2934 2935 out[4] = a * in[7]; 2936 out[5] = -in[5]; 2937 out[6] = -0.5f * in[6] - 0.8660253882f * in[8]; 2938 out[7] = -a * in[4]; 2939 out[8] = -0.8660253882f * in[6] + 0.5f * in[8]; 2940 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14]; 2941 2942 out[10] = -in[10]; 2943 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14]; 2944 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11]; 2945 out[13] = -0.25f * in[13] - 0.9682458639f * in[15]; 2946 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11]; 2947 out[15] = -0.9682458639f * in[13] + 0.25f * in[15]; 2948 if (order == 4) 2949 return; 2950 2951 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23]; 2952 out[17] = -0.75f * in[17] + 0.6614378095f * in[19]; 2953 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23]; 2954 out[19] = 0.6614378095f * in[17] + 0.75f * in[19]; 2955 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24]; 2956 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18]; 2957 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24]; 2958 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18]; 2959 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24]; 2960 if (order == 5) 2961 return; 2962 2963 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34]; 2964 out[26] = -0.5f * in[26] + 0.8660253882f * in[28]; 2965 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34]; 2966 out[28] = 0.8660253882f * in[26] + 0.5f * in[28]; 2967 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34]; 2968 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29]; 2969 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35]; 2970 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29]; 2971 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35]; 2972 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29]; 2973 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; 2974 } 2975 2976 HRESULT WINAPI D3DXSHProjectCubeMap(UINT order, IDirect3DCubeTexture9 *cubemap, FLOAT *rout, FLOAT *gout, FLOAT *bout) 2977 { 2978 FIXME("order %u, cubemap %p, rout %p, gout %p, bout %p: stub!\n", order, cubemap, rout, gout, bout); 2979 2980 if(!cubemap || order < D3DXSH_MINORDER || order > D3DXSH_MAXORDER) 2981 return D3DERR_INVALIDCALL; 2982 2983 *rout = 0.0f; 2984 *gout = 0.0f; 2985 *bout = 0.0f; 2986 2987 return D3D_OK; 2988 } 2989 2990 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in) 2991 { 2992 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36]; 2993 2994 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in); 2995 2996 out[0] = in[0]; 2997 2998 if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER)) 2999 return out; 3000 3001 if (order <= 3) 3002 { 3003 out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3]; 3004 out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3]; 3005 out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3]; 3006 3007 if (order == 3) 3008 { 3009 FLOAT coeff[]={ 3010 matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1], 3011 matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0], 3012 matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1], 3013 matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1], 3014 matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0], 3015 matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], }; 3016 3017 out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4]; 3018 out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5]; 3019 out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6]; 3020 out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7]; 3021 out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8]; 3022 3023 out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5]; 3024 out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4]; 3025 out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6]; 3026 out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7]; 3027 out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8]; 3028 3029 out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6]; 3030 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4]; 3031 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5]; 3032 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7]; 3033 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f * 3034 (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8]; 3035 3036 out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7]; 3037 out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4]; 3038 out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5]; 3039 out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6]; 3040 out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8]; 3041 3042 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8]; 3043 out[8] += (coeff[0] - coeff[1]) * in[4]; 3044 out[8] += (coeff[2] - coeff[3]) * in[5]; 3045 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6]; 3046 out[8] += (coeff[7] - coeff[6]) * in[7]; 3047 } 3048 3049 return out; 3050 } 3051 3052 if (fabsf(matrix->u.m[2][2]) != 1.0f) 3053 { 3054 sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]); 3055 alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb); 3056 beta = atan2f(sinb, matrix->u.m[2][2]); 3057 gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb); 3058 } 3059 else 3060 { 3061 alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]); 3062 beta = 0.0f; 3063 gamma = 0.0f; 3064 } 3065 3066 D3DXSHRotateZ(temp, order, gamma, in); 3067 rotate_X(temp1, order, 1.0f, temp); 3068 D3DXSHRotateZ(temp, order, beta, temp1); 3069 rotate_X(temp1, order, -1.0f, temp); 3070 D3DXSHRotateZ(out, order, alpha, temp1); 3071 3072 return out; 3073 } 3074 3075 FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in) 3076 { 3077 UINT i, sum = 0; 3078 FLOAT c[5], s[5]; 3079 3080 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in); 3081 3082 order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER); 3083 3084 out[0] = in[0]; 3085 3086 for (i = 1; i < order; i++) 3087 { 3088 UINT j; 3089 3090 c[i - 1] = cosf(i * angle); 3091 s[i - 1] = sinf(i * angle); 3092 sum += i * 2; 3093 3094 out[sum - i] = c[i - 1] * in[sum - i]; 3095 out[sum - i] += s[i - 1] * in[sum + i]; 3096 for (j = i - 1; j > 0; j--) 3097 { 3098 out[sum - j] = 0.0f; 3099 out[sum - j] = c[j - 1] * in[sum - j]; 3100 out[sum - j] += s[j - 1] * in[sum + j]; 3101 } 3102 3103 if (in == out) 3104 out[sum] = 0.0f; 3105 else 3106 out[sum] = in[sum]; 3107 3108 for (j = 1; j < i; j++) 3109 { 3110 out[sum + j] = 0.0f; 3111 out[sum + j] = -s[j - 1] * in[sum - j]; 3112 out[sum + j] += c[j - 1] * in[sum + j]; 3113 } 3114 out[sum + i] = -s[i - 1] * in[sum - i]; 3115 out[sum + i] += c[i - 1] * in[sum + i]; 3116 } 3117 3118 return out; 3119 } 3120 3121 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale) 3122 { 3123 UINT i; 3124 3125 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale); 3126 3127 for (i = 0; i < order * order; i++) 3128 out[i] = a[i] * scale; 3129 3130 return out; 3131 } 3132