Sweden-Number/dlls/d3dx9_36/math.c

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/*
* Mathematical operations specific to D3DX9.
*
* Copyright (C) 2008 David Adam
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* Copyright (C) 2008 Luis Busquets
* Copyright (C) 2008 Jérôme Gardou
* Copyright (C) 2008 Philip Nilsson
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* Copyright (C) 2008 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <float.h>
#include "d3dx9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
struct ID3DXMatrixStackImpl
{
ID3DXMatrixStack ID3DXMatrixStack_iface;
LONG ref;
unsigned int current;
unsigned int stack_size;
D3DXMATRIX *stack;
};
static const unsigned int INITIAL_STACK_SIZE = 32;
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/*_________________D3DXColor____________________*/
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
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{
TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
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pout->r = 0.5f + s * (pc->r - 0.5f);
pout->g = 0.5f + s * (pc->g - 0.5f);
pout->b = 0.5f + s * (pc->b - 0.5f);
pout->a = pc->a;
return pout;
}
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
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{
FLOAT grey;
TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
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grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
pout->r = grey + s * (pc->r - grey);
pout->g = grey + s * (pc->g - grey);
pout->b = grey + s * (pc->b - grey);
pout->a = pc->a;
return pout;
}
/*_________________Misc__________________________*/
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
{
FLOAT a, d, g, result;
TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex);
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g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f);
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a = g + costheta;
d = g - costheta;
result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f;
result *= 0.5f * d * d / (a * a);
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return result;
}
/*_________________D3DXMatrix____________________*/
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter,
const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
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{
TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
out, scaling, rotationcenter, rotation, translation);
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D3DXMatrixIdentity(out);
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if (rotation)
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{
FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22;
temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z);
temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w);
temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w);
temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w);
temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z);
temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w);
temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w);
temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w);
temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y);
out->m[0][0] = scaling * temp00;
out->m[0][1] = scaling * temp01;
out->m[0][2] = scaling * temp02;
out->m[1][0] = scaling * temp10;
out->m[1][1] = scaling * temp11;
out->m[1][2] = scaling * temp12;
out->m[2][0] = scaling * temp20;
out->m[2][1] = scaling * temp21;
out->m[2][2] = scaling * temp22;
if (rotationcenter)
{
out->m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10
- rotationcenter->z * temp20;
out->m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01
- rotationcenter->z * temp21;
out->m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02
- rotationcenter->y * temp12;
}
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}
else
{
out->m[0][0] = scaling;
out->m[1][1] = scaling;
out->m[2][2] = scaling;
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}
if (translation)
{
out->m[3][0] += translation->x;
out->m[3][1] += translation->y;
out->m[3][2] += translation->z;
}
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return out;
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}
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
{
FLOAT tmp1, tmp2, s;
TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
out, scaling, rotationcenter, rotation, translation);
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s = sinf(rotation / 2.0f);
tmp1 = 1.0f - 2.0f * s * s;
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tmp2 = 2.0f * s * cosf(rotation / 2.0f);
D3DXMatrixIdentity(out);
out->m[0][0] = scaling * tmp1;
out->m[0][1] = scaling * tmp2;
out->m[1][0] = -scaling * tmp2;
out->m[1][1] = scaling * tmp1;
if (rotationcenter)
{
FLOAT x, y;
x = rotationcenter->x;
y = rotationcenter->y;
out->m[3][0] = y * tmp2 - x * tmp1 + x;
out->m[3][1] = -x * tmp2 - y * tmp1 + y;
}
if (translation)
{
out->m[3][0] += translation->x;
out->m[3][1] += translation->y;
}
return out;
}
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HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
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{
D3DXMATRIX normalized;
D3DXVECTOR3 vec;
TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
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/*Compute the scaling part.*/
vec.x = pm->m[0][0];
vec.y = pm->m[0][1];
vec.z = pm->m[0][2];
poutscale->x = D3DXVec3Length(&vec);
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vec.x = pm->m[1][0];
vec.y = pm->m[1][1];
vec.z = pm->m[1][2];
poutscale->y = D3DXVec3Length(&vec);
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vec.x = pm->m[2][0];
vec.y = pm->m[2][1];
vec.z = pm->m[2][2];
poutscale->z = D3DXVec3Length(&vec);
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/*Compute the translation part.*/
pouttranslation->x = pm->m[3][0];
pouttranslation->y = pm->m[3][1];
pouttranslation->z = pm->m[3][2];
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/*Let's calculate the rotation now*/
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if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
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normalized.m[0][0] = pm->m[0][0]/poutscale->x;
normalized.m[0][1] = pm->m[0][1]/poutscale->x;
normalized.m[0][2] = pm->m[0][2]/poutscale->x;
normalized.m[1][0] = pm->m[1][0]/poutscale->y;
normalized.m[1][1] = pm->m[1][1]/poutscale->y;
normalized.m[1][2] = pm->m[1][2]/poutscale->y;
normalized.m[2][0] = pm->m[2][0]/poutscale->z;
normalized.m[2][1] = pm->m[2][1]/poutscale->z;
normalized.m[2][2] = pm->m[2][2]/poutscale->z;
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D3DXQuaternionRotationMatrix(poutrotation,&normalized);
return S_OK;
}
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FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
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{
FLOAT t[3], v[4];
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TRACE("pm %p\n", pm);
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t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2];
t[1] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2];
t[2] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2];
v[0] = pm->m[1][1] * t[0] - pm->m[2][1] * t[1] + pm->m[3][1] * t[2];
v[1] = -pm->m[1][0] * t[0] + pm->m[2][0] * t[1] - pm->m[3][0] * t[2];
t[0] = pm->m[1][0] * pm->m[2][1] - pm->m[2][0] * pm->m[1][1];
t[1] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1];
t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1];
v[2] = pm->m[3][3] * t[0] - pm->m[2][3] * t[1] + pm->m[1][3] * t[2];
v[3] = -pm->m[3][2] * t[0] + pm->m[2][2] * t[1] - pm->m[1][2] * t[2];
return pm->m[0][0] * v[0] + pm->m[0][1] * v[1] +
pm->m[0][2] * v[2] + pm->m[0][3] * v[3];
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}
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D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
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{
FLOAT det, t[3], v[16];
UINT i, j;
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TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm);
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t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2];
t[1] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2];
t[2] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2];
v[0] = pm->m[1][1] * t[0] - pm->m[2][1] * t[1] + pm->m[3][1] * t[2];
v[4] = -pm->m[1][0] * t[0] + pm->m[2][0] * t[1] - pm->m[3][0] * t[2];
t[0] = pm->m[1][0] * pm->m[2][1] - pm->m[2][0] * pm->m[1][1];
t[1] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1];
t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1];
v[8] = pm->m[3][3] * t[0] - pm->m[2][3] * t[1] + pm->m[1][3] * t[2];
v[12] = -pm->m[3][2] * t[0] + pm->m[2][2] * t[1] - pm->m[1][2] * t[2];
det = pm->m[0][0] * v[0] + pm->m[0][1] * v[4] +
pm->m[0][2] * v[8] + pm->m[0][3] * v[12];
if (det == 0.0f)
return NULL;
if (pdeterminant)
*pdeterminant = det;
t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2];
t[1] = pm->m[0][2] * pm->m[3][3] - pm->m[0][3] * pm->m[3][2];
t[2] = pm->m[0][2] * pm->m[2][3] - pm->m[0][3] * pm->m[2][2];
v[1] = -pm->m[0][1] * t[0] + pm->m[2][1] * t[1] - pm->m[3][1] * t[2];
v[5] = pm->m[0][0] * t[0] - pm->m[2][0] * t[1] + pm->m[3][0] * t[2];
t[0] = pm->m[0][0] * pm->m[2][1] - pm->m[2][0] * pm->m[0][1];
t[1] = pm->m[3][0] * pm->m[0][1] - pm->m[0][0] * pm->m[3][1];
t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1];
v[9] = -pm->m[3][3] * t[0] - pm->m[2][3] * t[1]- pm->m[0][3] * t[2];
v[13] = pm->m[3][2] * t[0] + pm->m[2][2] * t[1] + pm->m[0][2] * t[2];
t[0] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2];
t[1] = pm->m[0][2] * pm->m[3][3] - pm->m[0][3] * pm->m[3][2];
t[2] = pm->m[0][2] * pm->m[1][3] - pm->m[0][3] * pm->m[1][2];
v[2] = pm->m[0][1] * t[0] - pm->m[1][1] * t[1] + pm->m[3][1] * t[2];
v[6] = -pm->m[0][0] * t[0] + pm->m[1][0] * t[1] - pm->m[3][0] * t[2];
t[0] = pm->m[0][0] * pm->m[1][1] - pm->m[1][0] * pm->m[0][1];
t[1] = pm->m[3][0] * pm->m[0][1] - pm->m[0][0] * pm->m[3][1];
t[2] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1];
v[10] = pm->m[3][3] * t[0] + pm->m[1][3] * t[1] + pm->m[0][3] * t[2];
v[14] = -pm->m[3][2] * t[0] - pm->m[1][2] * t[1] - pm->m[0][2] * t[2];
t[0] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2];
t[1] = pm->m[0][2] * pm->m[2][3] - pm->m[0][3] * pm->m[2][2];
t[2] = pm->m[0][2] * pm->m[1][3] - pm->m[0][3] * pm->m[1][2];
v[3] = -pm->m[0][1] * t[0] + pm->m[1][1] * t[1] - pm->m[2][1] * t[2];
v[7] = pm->m[0][0] * t[0] - pm->m[1][0] * t[1] + pm->m[2][0] * t[2];
v[11] = -pm->m[0][0] * (pm->m[1][1] * pm->m[2][3] - pm->m[1][3] * pm->m[2][1]) +
pm->m[1][0] * (pm->m[0][1] * pm->m[2][3] - pm->m[0][3] * pm->m[2][1]) -
pm->m[2][0] * (pm->m[0][1] * pm->m[1][3] - pm->m[0][3] * pm->m[1][1]);
v[15] = pm->m[0][0] * (pm->m[1][1] * pm->m[2][2] - pm->m[1][2] * pm->m[2][1]) -
pm->m[1][0] * (pm->m[0][1] * pm->m[2][2] - pm->m[0][2] * pm->m[2][1]) +
pm->m[2][0] * (pm->m[0][1] * pm->m[1][2] - pm->m[0][2] * pm->m[1][1]);
det = 1.0f / det;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
pout->m[i][j] = v[4 * i + j] * det;
return pout;
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}
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D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
const D3DXVECTOR3 *up)
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{
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D3DXVECTOR3 right, upn, vec;
TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
D3DXVec3Subtract(&vec, at, eye);
D3DXVec3Normalize(&vec, &vec);
D3DXVec3Cross(&right, up, &vec);
D3DXVec3Cross(&upn, &vec, &right);
D3DXVec3Normalize(&right, &right);
D3DXVec3Normalize(&upn, &upn);
out->m[0][0] = right.x;
out->m[1][0] = right.y;
out->m[2][0] = right.z;
out->m[3][0] = -D3DXVec3Dot(&right, eye);
out->m[0][1] = upn.x;
out->m[1][1] = upn.y;
out->m[2][1] = upn.z;
out->m[3][1] = -D3DXVec3Dot(&upn, eye);
out->m[0][2] = vec.x;
out->m[1][2] = vec.y;
out->m[2][2] = vec.z;
out->m[3][2] = -D3DXVec3Dot(&vec, eye);
out->m[0][3] = 0.0f;
out->m[1][3] = 0.0f;
out->m[2][3] = 0.0f;
out->m[3][3] = 1.0f;
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return out;
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}
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D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
const D3DXVECTOR3 *up)
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{
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D3DXVECTOR3 right, upn, vec;
TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
D3DXVec3Subtract(&vec, at, eye);
D3DXVec3Normalize(&vec, &vec);
D3DXVec3Cross(&right, up, &vec);
D3DXVec3Cross(&upn, &vec, &right);
D3DXVec3Normalize(&right, &right);
D3DXVec3Normalize(&upn, &upn);
out->m[0][0] = -right.x;
out->m[1][0] = -right.y;
out->m[2][0] = -right.z;
out->m[3][0] = D3DXVec3Dot(&right, eye);
out->m[0][1] = upn.x;
out->m[1][1] = upn.y;
out->m[2][1] = upn.z;
out->m[3][1] = -D3DXVec3Dot(&upn, eye);
out->m[0][2] = -vec.x;
out->m[1][2] = -vec.y;
out->m[2][2] = -vec.z;
out->m[3][2] = D3DXVec3Dot(&vec, eye);
out->m[0][3] = 0.0f;
out->m[1][3] = 0.0f;
out->m[2][3] = 0.0f;
out->m[3][3] = 1.0f;
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return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
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{
D3DXMATRIX out;
int i,j;
TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
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for (i=0; i<4; i++)
{
for (j=0; j<4; j++)
{
out.m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
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}
}
*pout = out;
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
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{
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D3DXMATRIX temp;
int i, j;
TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
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for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
temp.m[j][i] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
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*pout = temp;
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f / w;
pout->m[1][1] = 2.0f / h;
pout->m[2][2] = 1.0f / (zf - zn);
pout->m[3][2] = zn / (zn - zf);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f / (r - l);
pout->m[1][1] = 2.0f / (t - b);
pout->m[2][2] = 1.0f / (zf -zn);
pout->m[3][0] = -1.0f -2.0f *l / (r - l);
pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
pout->m[3][2] = zn / (zn -zf);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f / (r - l);
pout->m[1][1] = 2.0f / (t - b);
pout->m[2][2] = 1.0f / (zn -zf);
pout->m[3][0] = -1.0f -2.0f *l / (r - l);
pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
pout->m[3][2] = zn / (zn -zf);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f / w;
pout->m[1][1] = 2.0f / h;
pout->m[2][2] = 1.0f / (zn - zf);
pout->m[3][2] = zn / (zn - zf);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
pout->m[1][1] = 1.0f / tanf(fovy/2.0f);
pout->m[2][2] = zf / (zf - zn);
pout->m[2][3] = 1.0f;
pout->m[3][2] = (zf * zn) / (zn - zf);
pout->m[3][3] = 0.0f;
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
pout->m[1][1] = 1.0f / tanf(fovy/2.0f);
pout->m[2][2] = zf / (zn - zf);
pout->m[2][3] = -1.0f;
pout->m[3][2] = (zf * zn) / (zn - zf);
pout->m[3][3] = 0.0f;
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / w;
pout->m[1][1] = 2.0f * zn / h;
pout->m[2][2] = zf / (zf - zn);
pout->m[3][2] = (zn * zf) / (zn - zf);
pout->m[2][3] = 1.0f;
pout->m[3][3] = 0.0f;
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / (r - l);
pout->m[1][1] = -2.0f * zn / (b - t);
pout->m[2][0] = -1.0f - 2.0f * l / (r - l);
pout->m[2][1] = 1.0f + 2.0f * t / (b - t);
pout->m[2][2] = - zf / (zn - zf);
pout->m[3][2] = (zn * zf) / (zn -zf);
pout->m[2][3] = 1.0f;
pout->m[3][3] = 0.0f;
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / (r - l);
pout->m[1][1] = -2.0f * zn / (b - t);
pout->m[2][0] = 1.0f + 2.0f * l / (r - l);
pout->m[2][1] = -1.0f -2.0f * t / (b - t);
pout->m[2][2] = zf / (zn - zf);
pout->m[3][2] = (zn * zf) / (zn -zf);
pout->m[2][3] = -1.0f;
pout->m[3][3] = 0.0f;
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / w;
pout->m[1][1] = 2.0f * zn / h;
pout->m[2][2] = zf / (zn - zf);
pout->m[3][2] = (zn * zf) / (zn - zf);
pout->m[2][3] = -1.0f;
pout->m[3][3] = 0.0f;
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return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
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{
D3DXPLANE Nplane;
TRACE("pout %p, pplane %p\n", pout, pplane);
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D3DXPlaneNormalize(&Nplane, pplane);
D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
pout->m[0][1] = -2.0f * Nplane.a * Nplane.b;
pout->m[0][2] = -2.0f * Nplane.a * Nplane.c;
pout->m[1][0] = -2.0f * Nplane.a * Nplane.b;
pout->m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
pout->m[1][2] = -2.0f * Nplane.b * Nplane.c;
pout->m[2][0] = -2.0f * Nplane.c * Nplane.a;
pout->m[2][1] = -2.0f * Nplane.c * Nplane.b;
pout->m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
pout->m[3][0] = -2.0f * Nplane.d * Nplane.a;
pout->m[3][1] = -2.0f * Nplane.d * Nplane.b;
pout->m[3][2] = -2.0f * Nplane.d * Nplane.c;
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return pout;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
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{
D3DXVECTOR3 nv;
FLOAT sangle, cangle, cdiff;
TRACE("out %p, v %p, angle %f\n", out, v, angle);
D3DXVec3Normalize(&nv, v);
sangle = sinf(angle);
cangle = cosf(angle);
cdiff = 1.0f - cangle;
out->m[0][0] = cdiff * nv.x * nv.x + cangle;
out->m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z;
out->m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y;
out->m[3][0] = 0.0f;
out->m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z;
out->m[1][1] = cdiff * nv.y * nv.y + cangle;
out->m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x;
out->m[3][1] = 0.0f;
out->m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y;
out->m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x;
out->m[2][2] = cdiff * nv.z * nv.z + cangle;
out->m[3][2] = 0.0f;
out->m[0][3] = 0.0f;
out->m[1][3] = 0.0f;
out->m[2][3] = 0.0f;
out->m[3][3] = 1.0f;
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return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
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{
TRACE("pout %p, pq %p\n", pout, pq);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
pout->m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
pout->m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
pout->m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
pout->m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
pout->m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
pout->m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
pout->m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
pout->m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
TRACE("pout %p, angle %f\n", pout, angle);
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D3DXMatrixIdentity(pout);
pout->m[1][1] = cosf(angle);
pout->m[2][2] = cosf(angle);
pout->m[1][2] = sinf(angle);
pout->m[2][1] = -sinf(angle);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
{
TRACE("pout %p, angle %f\n", pout, angle);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = cosf(angle);
pout->m[2][2] = cosf(angle);
pout->m[0][2] = -sinf(angle);
pout->m[2][0] = sinf(angle);
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return pout;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
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{
FLOAT sroll, croll, spitch, cpitch, syaw, cyaw;
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TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
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sroll = sinf(roll);
croll = cosf(roll);
spitch = sinf(pitch);
cpitch = cosf(pitch);
syaw = sinf(yaw);
cyaw = cosf(yaw);
out->m[0][0] = sroll * spitch * syaw + croll * cyaw;
out->m[0][1] = sroll * cpitch;
out->m[0][2] = sroll * spitch * cyaw - croll * syaw;
out->m[0][3] = 0.0f;
out->m[1][0] = croll * spitch * syaw - sroll * cyaw;
out->m[1][1] = croll * cpitch;
out->m[1][2] = croll * spitch * cyaw + sroll * syaw;
out->m[1][3] = 0.0f;
out->m[2][0] = cpitch * syaw;
out->m[2][1] = -spitch;
out->m[2][2] = cpitch * cyaw;
out->m[2][3] = 0.0f;
out->m[3][0] = 0.0f;
out->m[3][1] = 0.0f;
out->m[3][2] = 0.0f;
out->m[3][3] = 1.0f;
return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
{
TRACE("pout %p, angle %f\n", pout, angle);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = cosf(angle);
pout->m[1][1] = cosf(angle);
pout->m[0][1] = sinf(angle);
pout->m[1][0] = -sinf(angle);
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return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{
TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz);
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D3DXMatrixIdentity(pout);
pout->m[0][0] = sx;
pout->m[1][1] = sy;
pout->m[2][2] = sz;
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return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
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{
D3DXPLANE Nplane;
FLOAT dot;
TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane);
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D3DXPlaneNormalize(&Nplane, pplane);
dot = D3DXPlaneDot(&Nplane, plight);
pout->m[0][0] = dot - Nplane.a * plight->x;
pout->m[0][1] = -Nplane.a * plight->y;
pout->m[0][2] = -Nplane.a * plight->z;
pout->m[0][3] = -Nplane.a * plight->w;
pout->m[1][0] = -Nplane.b * plight->x;
pout->m[1][1] = dot - Nplane.b * plight->y;
pout->m[1][2] = -Nplane.b * plight->z;
pout->m[1][3] = -Nplane.b * plight->w;
pout->m[2][0] = -Nplane.c * plight->x;
pout->m[2][1] = -Nplane.c * plight->y;
pout->m[2][2] = dot - Nplane.c * plight->z;
pout->m[2][3] = -Nplane.c * plight->w;
pout->m[3][0] = -Nplane.d * plight->x;
pout->m[3][1] = -Nplane.d * plight->y;
pout->m[3][2] = -Nplane.d * plight->z;
pout->m[3][3] = dot - Nplane.d * plight->w;
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return pout;
}
D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center,
const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling,
const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation,
const D3DXVECTOR3 *translation)
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{
static const D3DXVECTOR3 zero_vector;
D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt;
D3DXVECTOR3 sc, rc;
D3DXQUATERNION q;
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TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p,"
" rotation %p, translation %p.\n",
out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
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if (scaling)
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{
sc = scaling_center ? *scaling_center : zero_vector;
D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z);
if (scaling_rotation)
{
q.x = -scaling_rotation->x;
q.y = -scaling_rotation->y;
q.z = -scaling_rotation->z;
q.w = scaling_rotation->w;
D3DXMatrixRotationQuaternion(&msr1, &q);
D3DXMatrixMultiply(&m1, &m1, &msr1);
}
D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z);
D3DXMatrixMultiply(&m1, &m1, &ms);
if (scaling_rotation)
{
D3DXMatrixRotationQuaternion(&msr, scaling_rotation);
D3DXMatrixMultiply(&m1, &m1, &msr);
}
D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z);
D3DXMatrixMultiply(&m1, &m1, &msc);
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}
else
{
D3DXMatrixIdentity(&m1);
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}
if (rotation)
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{
rc = rotation_center ? *rotation_center : zero_vector;
D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z);
D3DXMatrixMultiply(&m1, &m1, &mrc1);
D3DXMatrixRotationQuaternion(&mr, rotation);
D3DXMatrixMultiply(&m1, &m1, &mr);
D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z);
D3DXMatrixMultiply(&m1, &m1, &mrc);
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}
if (translation)
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{
D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z);
D3DXMatrixMultiply(out, &m1, &mt);
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}
else
{
*out = m1;
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}
return out;
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}
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static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
{
if (!v2)
return;
v3->x = v2->x;
v3->y = v2->y;
v3->z = 0.0f;
}
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D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center,
float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center,
float rotation, const D3DXVECTOR2 *translation)
{
D3DXVECTOR3 r_c, s, s_c, t;
D3DXQUATERNION r, s_r;
TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, "
"rotation %.8e, translation %p.\n",
out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
vec3_from_vec2(&s_c, scaling_center);
vec3_from_vec2(&s, scaling);
if (scaling)
s.z = 1.0f;
vec3_from_vec2(&r_c, rotation_center);
vec3_from_vec2(&t, translation);
if (rotation)
{
r.w = cosf(rotation / 2.0f);
r.x = 0.0f;
r.y = 0.0f;
r.z = sinf(rotation / 2.0f);
}
if (scaling_rotation)
{
s_r.w = cosf(scaling_rotation / 2.0f);
s_r.x = 0.0f;
s_r.y = 0.0f;
s_r.z = sinf(scaling_rotation / 2.0f);
}
return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL,
scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL,
rotation ? &r : NULL, translation ? &t : NULL);
}
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
{
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TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z);
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D3DXMatrixIdentity(pout);
pout->m[3][0] = x;
pout->m[3][1] = y;
pout->m[3][2] = z;
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return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *out, const D3DXMATRIX *in)
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{
unsigned int i, j;
D3DXMATRIX m;
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TRACE("out %p, in %p.\n", out, in);
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m = *in;
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for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j) out->m[i][j] = m.m[j][i];
return out;
}
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/*_________________D3DXMatrixStack____________________*/
static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
{
return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
}
static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
|| IsEqualGUID(riid, &IID_IUnknown))
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{
ID3DXMatrixStack_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
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return E_NOINTERFACE;
}
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static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
return ref;
}
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static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface)
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{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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ULONG ref = InterlockedDecrement(&This->ref);
if (!ref)
{
HeapFree(GetProcessHeap(), 0, This->stack);
HeapFree(GetProcessHeap(), 0, This);
}
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
return ref;
}
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static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p\n", iface);
return &This->stack[This->current];
}
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static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p\n", iface);
D3DXMatrixIdentity(&This->stack[This->current]);
return D3D_OK;
}
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static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
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{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, pm %p\n", iface, pm);
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This->stack[This->current] = *pm;
return D3D_OK;
}
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static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
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{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, pm %p\n", iface, pm);
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D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
return D3D_OK;
}
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static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
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{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, pm %p\n", iface, pm);
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D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p\n", iface);
/* Popping the last element on the stack returns D3D_OK, but does nothing. */
if (!This->current) return D3D_OK;
if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
{
unsigned int new_size;
D3DXMATRIX *new_stack;
new_size = This->stack_size / 2;
new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
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if (new_stack)
{
This->stack_size = new_size;
This->stack = new_stack;
}
}
--This->current;
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p\n", iface);
if (This->current == This->stack_size - 1)
{
unsigned int new_size;
D3DXMATRIX *new_stack;
if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
new_size = This->stack_size * 2;
new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
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if (!new_stack) return E_OUTOFMEMORY;
This->stack_size = new_size;
This->stack = new_stack;
}
++This->current;
This->stack[This->current] = This->stack[This->current - 1];
return D3D_OK;
}
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static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
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{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
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D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
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static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
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{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
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D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
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D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
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D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
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D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
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D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
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D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
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TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
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D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
return D3D_OK;
}
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
{
ID3DXMatrixStackImpl_QueryInterface,
ID3DXMatrixStackImpl_AddRef,
ID3DXMatrixStackImpl_Release,
ID3DXMatrixStackImpl_Pop,
ID3DXMatrixStackImpl_Push,
ID3DXMatrixStackImpl_LoadIdentity,
ID3DXMatrixStackImpl_LoadMatrix,
ID3DXMatrixStackImpl_MultMatrix,
ID3DXMatrixStackImpl_MultMatrixLocal,
ID3DXMatrixStackImpl_RotateAxis,
ID3DXMatrixStackImpl_RotateAxisLocal,
ID3DXMatrixStackImpl_RotateYawPitchRoll,
ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
ID3DXMatrixStackImpl_Scale,
ID3DXMatrixStackImpl_ScaleLocal,
ID3DXMatrixStackImpl_Translate,
ID3DXMatrixStackImpl_TranslateLocal,
ID3DXMatrixStackImpl_GetTop
};
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack)
{
struct ID3DXMatrixStackImpl *object;
TRACE("flags %#x, stack %p.\n", flags, stack);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
{
*stack = NULL;
return E_OUTOFMEMORY;
}
object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
object->ref = 1;
if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack))))
{
HeapFree(GetProcessHeap(), 0, object);
*stack = NULL;
return E_OUTOFMEMORY;
}
object->current = 0;
object->stack_size = INITIAL_STACK_SIZE;
D3DXMatrixIdentity(&object->stack[0]);
TRACE("Created matrix stack %p.\n", object);
*stack = &object->ID3DXMatrixStack_iface;
return D3D_OK;
}
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/*_________________D3DXPLANE________________*/
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D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
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{
TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
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pout->a = pvnormal->x;
pout->b = pvnormal->y;
pout->c = pvnormal->z;
pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
return pout;
}
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D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
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{
D3DXVECTOR3 edge1, edge2, normal, Nnormal;
TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
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edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
D3DXVec3Subtract(&edge1, pv2, pv1);
D3DXVec3Subtract(&edge2, pv3, pv1);
D3DXVec3Cross(&normal, &edge1, &edge2);
D3DXVec3Normalize(&Nnormal, &normal);
D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
return pout;
}
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
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{
D3DXVECTOR3 direction, normal;
FLOAT dot, temp;
TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
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normal.x = pp->a;
normal.y = pp->b;
normal.z = pp->c;
direction.x = pv2->x - pv1->x;
direction.y = pv2->y - pv1->y;
direction.z = pv2->z - pv1->z;
dot = D3DXVec3Dot(&normal, &direction);
if ( !dot ) return NULL;
temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
pout->x = pv1->x - temp * direction.x;
pout->y = pv1->y - temp * direction.y;
pout->z = pv1->z - temp * direction.z;
return pout;
}
D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
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{
FLOAT norm;
TRACE("out %p, p %p\n", out, p);
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norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
if (norm)
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{
out->a = p->a / norm;
out->b = p->b / norm;
out->c = p->c / norm;
out->d = p->d / norm;
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}
else
{
out->a = 0.0f;
out->b = 0.0f;
out->c = 0.0f;
out->d = 0.0f;
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}
return out;
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}
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
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{
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const D3DXPLANE plane = *pplane;
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TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
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pout->a = pm->m[0][0] * plane.a + pm->m[1][0] * plane.b + pm->m[2][0] * plane.c + pm->m[3][0] * plane.d;
pout->b = pm->m[0][1] * plane.a + pm->m[1][1] * plane.b + pm->m[2][1] * plane.c + pm->m[3][1] * plane.d;
pout->c = pm->m[0][2] * plane.a + pm->m[1][2] * plane.b + pm->m[2][2] * plane.c + pm->m[3][2] * plane.d;
pout->d = pm->m[0][3] * plane.a + pm->m[1][3] * plane.b + pm->m[2][3] * plane.c + pm->m[3][3] * plane.d;
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return pout;
}
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D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
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{
UINT i;
TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXPlaneTransform(
(D3DXPLANE*)((char*)out + outstride * i),
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(const D3DXPLANE*)((const char*)in + instride * i),
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matrix);
}
return out;
}
/*_________________D3DXQUATERNION________________*/
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
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{
D3DXQUATERNION temp1, temp2;
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TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
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D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
return pout;
}
D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
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{
FLOAT norm;
TRACE("out %p, q %p\n", out, q);
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norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
if (norm)
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{
out->x = sinf(norm) * q->x / norm;
out->y = sinf(norm) * q->y / norm;
out->z = sinf(norm) * q->z / norm;
out->w = cosf(norm);
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}
else
{
out->x = 0.0f;
out->y = 0.0f;
out->z = 0.0f;
out->w = 1.0f;
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}
return out;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
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{
FLOAT norm;
TRACE("pout %p, pq %p\n", pout, pq);
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norm = D3DXQuaternionLengthSq(pq);
pout->x = -pq->x / norm;
pout->y = -pq->y / norm;
pout->z = -pq->z / norm;
pout->w = pq->w / norm;
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return pout;
}
D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
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{
FLOAT t;
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TRACE("out %p, q %p\n", out, q);
if ((q->w >= 1.0f) || (q->w == -1.0f))
t = 1.0f;
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else
t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
out->x = t * q->x;
out->y = t * q->y;
out->z = t * q->z;
out->w = 0.0f;
return out;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
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{
D3DXQUATERNION out;
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TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
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out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
*pout = out;
return pout;
}
D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q)
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{
FLOAT norm;
TRACE("out %p, q %p\n", out, q);
norm = D3DXQuaternionLength(q);
out->x = q->x / norm;
out->y = q->y / norm;
out->z = q->z / norm;
out->w = q->w / norm;
return out;
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}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
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{
D3DXVECTOR3 temp;
TRACE("out %p, v %p, angle %f\n", out, v, angle);
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D3DXVec3Normalize(&temp, v);
out->x = sinf(angle / 2.0f) * temp.x;
out->y = sinf(angle / 2.0f) * temp.y;
out->z = sinf(angle / 2.0f) * temp.z;
out->w = cosf(angle / 2.0f);
return out;
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}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
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{
FLOAT s, trace;
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TRACE("out %p, m %p\n", out, m);
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trace = m->m[0][0] + m->m[1][1] + m->m[2][2] + 1.0f;
if (trace > 1.0f)
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{
s = 2.0f * sqrtf(trace);
out->x = (m->m[1][2] - m->m[2][1]) / s;
out->y = (m->m[2][0] - m->m[0][2]) / s;
out->z = (m->m[0][1] - m->m[1][0]) / s;
out->w = 0.25f * s;
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}
else
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{
int i, maxi = 0;
for (i = 1; i < 3; i++)
{
if (m->m[i][i] > m->m[maxi][maxi])
maxi = i;
}
switch (maxi)
{
case 0:
s = 2.0f * sqrtf(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]);
out->x = 0.25f * s;
out->y = (m->m[0][1] + m->m[1][0]) / s;
out->z = (m->m[0][2] + m->m[2][0]) / s;
out->w = (m->m[1][2] - m->m[2][1]) / s;
break;
case 1:
s = 2.0f * sqrtf(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]);
out->x = (m->m[0][1] + m->m[1][0]) / s;
out->y = 0.25f * s;
out->z = (m->m[1][2] + m->m[2][1]) / s;
out->w = (m->m[2][0] - m->m[0][2]) / s;
break;
case 2:
s = 2.0f * sqrtf(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]);
out->x = (m->m[0][2] + m->m[2][0]) / s;
out->y = (m->m[1][2] + m->m[2][1]) / s;
out->z = 0.25f * s;
out->w = (m->m[0][1] - m->m[1][0]) / s;
break;
}
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}
return out;
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}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
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{
FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
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TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
syaw = sinf(yaw / 2.0f);
cyaw = cosf(yaw / 2.0f);
spitch = sinf(pitch / 2.0f);
cpitch = cosf(pitch / 2.0f);
sroll = sinf(roll / 2.0f);
croll = cosf(roll / 2.0f);
out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
return out;
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}
D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
const D3DXQUATERNION *q2, FLOAT t)
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{
FLOAT dot, temp;
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TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
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temp = 1.0f - t;
dot = D3DXQuaternionDot(q1, q2);
if (dot < 0.0f)
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{
t = -t;
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dot = -dot;
}
if (1.0f - dot > 0.001f)
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{
FLOAT theta = acosf(dot);
temp = sinf(theta * temp) / sinf(theta);
t = sinf(theta * t) / sinf(theta);
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}
out->x = temp * q1->x + t * q2->x;
out->y = temp * q1->y + t * q2->y;
out->z = temp * q1->z + t * q2->z;
out->w = temp * q1->w + t * q2->w;
return out;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
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{
D3DXQUATERNION temp1, temp2;
TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
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D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
return pout;
}
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static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
{
D3DXQUATERNION temp;
temp.x = q1->x + add * q2->x;
temp.y = q1->y + add * q2->y;
temp.z = q1->z + add * q2->z;
temp.w = q1->w + add * q2->w;
return temp;
}
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void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
{
D3DXQUATERNION q, temp1, temp2, temp3, zero;
D3DXQUATERNION aout, cout;
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TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
zero.x = 0.0f;
zero.y = 0.0f;
zero.z = 0.0f;
zero.w = 0.0f;
if (D3DXQuaternionDot(pq0, pq1) < 0.0f)
temp2 = add_diff(&zero, pq0, -1.0f);
else
temp2 = *pq0;
if (D3DXQuaternionDot(pq1, pq2) < 0.0f)
cout = add_diff(&zero, pq2, -1.0f);
else
cout = *pq2;
if (D3DXQuaternionDot(&cout, pq3) < 0.0f)
temp3 = add_diff(&zero, pq3, -1.0f);
else
temp3 = *pq3;
D3DXQuaternionInverse(&temp1, pq1);
D3DXQuaternionMultiply(&temp2, &temp1, &temp2);
D3DXQuaternionLn(&temp2, &temp2);
D3DXQuaternionMultiply(&q, &temp1, &cout);
D3DXQuaternionLn(&q, &q);
temp1 = add_diff(&temp2, &q, 1.0f);
temp1.x *= -0.25f;
temp1.y *= -0.25f;
temp1.z *= -0.25f;
temp1.w *= -0.25f;
D3DXQuaternionExp(&temp1, &temp1);
D3DXQuaternionMultiply(&aout, pq1, &temp1);
D3DXQuaternionInverse(&temp1, &cout);
D3DXQuaternionMultiply(&temp2, &temp1, pq1);
D3DXQuaternionLn(&temp2, &temp2);
D3DXQuaternionMultiply(&q, &temp1, &temp3);
D3DXQuaternionLn(&q, &q);
temp1 = add_diff(&temp2, &q, 1.0f);
temp1.x *= -0.25f;
temp1.y *= -0.25f;
temp1.z *= -0.25f;
temp1.w *= -0.25f;
D3DXQuaternionExp(&temp1, &temp1);
D3DXQuaternionMultiply(pbout, &cout, &temp1);
*paout = aout;
*pcout = cout;
}
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void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
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{
TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
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if (paxis)
{
paxis->x = pq->x;
paxis->y = pq->y;
paxis->z = pq->z;
}
if (pangle)
*pangle = 2.0f * acosf(pq->w);
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}
/*_________________D3DXVec2_____________________*/
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
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{
TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
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pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
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{
TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
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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);
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);
return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
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{
FLOAT h1, h2, h3, h4;
TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
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h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s;
h3 = -2.0f * s * s * s + 3.0f * s * s;
h4 = s * s * s - s * s;
pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
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{
FLOAT norm;
TRACE("pout %p, pv %p\n", pout, pv);
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norm = D3DXVec2Length(pv);
if ( !norm )
{
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pout->x = 0.0f;
pout->y = 0.0f;
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}
else
{
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pout->x = pv->x / norm;
pout->y = pv->y / norm;
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}
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return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
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{
D3DXVECTOR4 out;
TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0];
out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1];
out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[3][2];
out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
*pout = out;
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return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
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{
UINT i;
TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
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(const D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
}
return out;
}
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
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{
D3DXVECTOR2 v;
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FLOAT norm;
TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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v = *pv;
norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
pout->x = (pm->m[0][0] * v.x + pm->m[1][0] * v.y + pm->m[3][0]) / norm;
pout->y = (pm->m[0][1] * v.x + pm->m[1][1] * v.y + pm->m[3][1]) / norm;
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return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
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{
UINT i;
TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
(D3DXVECTOR2*)((char*)out + outstride * i),
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(const D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
}
return out;
}
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
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{
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const D3DXVECTOR2 v = *pv;
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TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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pout->x = pm->m[0][0] * v.x + pm->m[1][0] * v.y;
pout->y = pm->m[0][1] * v.x + pm->m[1][1] * v.y;
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return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
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{
UINT i;
TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
(D3DXVECTOR2*)((char*)out + outstride * i),
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(const D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
}
return out;
}
/*_________________D3DXVec3_____________________*/
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D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
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{
TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
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pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
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{
TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
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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);
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);
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);
return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
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{
FLOAT h1, h2, h3, h4;
TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
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h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s;
h3 = -2.0f * s * s * s + 3.0f * s * s;
h4 = s * s * s - s * s;
pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
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{
FLOAT norm;
TRACE("pout %p, pv %p\n", pout, pv);
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norm = D3DXVec3Length(pv);
if ( !norm )
{
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pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
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}
else
{
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pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
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}
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return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
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{
D3DXMATRIX m;
TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
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D3DXMatrixIdentity(&m);
if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
if (pview) D3DXMatrixMultiply(&m, &m, pview);
if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
D3DXVec3TransformCoord(pout, pv, &m);
if (pviewport)
{
pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f;
pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f;
pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ );
}
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return pout;
}
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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)
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{
UINT i;
TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
out, outstride, in, instride, viewport, projection, view, world, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec3Project(
(D3DXVECTOR3*)((char*)out + outstride * i),
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(const D3DXVECTOR3*)((const char*)in + instride * i),
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viewport, projection, view, world);
}
return out;
}
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
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{
D3DXVECTOR4 out;
TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0];
out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1];
out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2];
out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3];
*pout = out;
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return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
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{
UINT i;
TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
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(const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
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{
D3DXVECTOR3 out;
FLOAT norm;
TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3];
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out.x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm;
out.y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm;
out.z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm;
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*pout = out;
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return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
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TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
(D3DXVECTOR3*)((char*)out + outstride * i),
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(const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
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{
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const D3DXVECTOR3 v = *pv;
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TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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pout->x = pm->m[0][0] * v.x + pm->m[1][0] * v.y + pm->m[2][0] * v.z;
pout->y = pm->m[0][1] * v.x + pm->m[1][1] * v.y + pm->m[2][1] * v.z;
pout->z = pm->m[0][2] * v.x + pm->m[1][2] * v.y + pm->m[2][2] * v.z;
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return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
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TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
(D3DXVECTOR3*)((char*)out + outstride * i),
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(const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v,
const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view,
const D3DXMATRIX *world)
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{
D3DXMATRIX m;
TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n",
out, v, viewport, projection, view, world);
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D3DXMatrixIdentity(&m);
if (world)
D3DXMatrixMultiply(&m, &m, world);
if (view)
D3DXMatrixMultiply(&m, &m, view);
if (projection)
D3DXMatrixMultiply(&m, &m, projection);
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D3DXMatrixInverse(&m, NULL, &m);
*out = *v;
if (viewport)
{
out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f;
out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height;
out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ);
}
D3DXVec3TransformCoord(out, out, &m);
return out;
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}
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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)
{
UINT i;
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TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
out, outstride, in, instride, viewport, projection, view, world, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
(D3DXVECTOR3*)((char*)out + outstride * i),
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(const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
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/*_________________D3DXVec4_____________________*/
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
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{
TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
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pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
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{
TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
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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);
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);
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);
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);
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
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{
D3DXVECTOR4 out;
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TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
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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);
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));
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);
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));
*pout = out;
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
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{
FLOAT h1, h2, h3, h4;
TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
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h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s;
h3 = -2.0f * s * s * s + 3.0f * s * s;
h4 = s * s * s - s * s;
pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
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{
FLOAT norm;
TRACE("pout %p, pv %p\n", pout, pv);
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norm = D3DXVec4Length(pv);
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pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
pout->w = pv->w / norm;
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return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
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{
D3DXVECTOR4 out;
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TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w;
out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w;
out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w;
out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w;
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*pout = out;
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
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TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
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for (i = 0; i < elements; ++i) {
D3DXVec4Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
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(const D3DXVECTOR4*)((const char*)in + instride * i),
matrix);
}
return out;
}
unsigned short float_32_to_16(const float in)
{
int exp = 0, origexp;
2014-01-02 15:23:49 +01:00
float tmp = fabsf(in);
int sign = (copysignf(1, in) < 0);
unsigned int mantissa;
unsigned short ret;
/* Deal with special numbers */
if (isinf(in)) return (sign ? 0xffff : 0x7fff);
if (isnan(in)) return (sign ? 0xffff : 0x7fff);
if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
if (tmp < (float)(1u << 10))
{
do
{
tmp *= 2.0f;
exp--;
} while (tmp < (float)(1u << 10));
}
else if (tmp >= (float)(1u << 11))
{
do
{
tmp /= 2.0f;
exp++;
} while (tmp >= (float)(1u << 11));
}
exp += 10; /* Normalize the mantissa */
exp += 15; /* Exponent is encoded with excess 15 */
origexp = exp;
mantissa = (unsigned int) tmp;
if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
(tmp - mantissa > 0.5f))
{
mantissa++; /* round to nearest, away from zero */
}
if (mantissa == 2048)
{
mantissa = 1024;
exp++;
}
if (exp > 31)
{
/* too big */
ret = 0x7fff; /* INF */
}
else if (exp <= 0)
{
unsigned int rounding = 0;
/* Denormalized half float */
/* return 0x0000 (=0.0) for numbers too small to represent in half floats */
if (exp < -11)
return (sign ? 0x8000 : 0x0000);
exp = origexp;
/* the 13 extra bits from single precision are used for rounding */
mantissa = (unsigned int)(tmp * (1u << 13));
mantissa >>= 1 - exp; /* denormalize */
mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
/* remove 13 least significant bits to get half float precision */
mantissa >>= 12;
rounding = mantissa & 1;
mantissa >>= 1;
ret = mantissa + rounding;
}
else
{
ret = (exp << 10) | (mantissa & 0x3ff);
}
ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
return ret;
}
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D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
{
unsigned int i;
TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
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for (i = 0; i < n; ++i)
{
pout[i].value = float_32_to_16(pin[i]);
}
return pout;
}
/* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
* regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
float float_16_to_32(const unsigned short in)
{
const unsigned short s = (in & 0x8000);
const unsigned short e = (in & 0x7C00) >> 10;
const unsigned short m = in & 0x3FF;
const float sgn = (s ? -1.0f : 1.0f);
if (e == 0)
{
if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
else return sgn * powf(2, -14.0f) * (m / 1024.0f);
}
else
{
return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
}
}
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FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
{
unsigned int i;
TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
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for (i = 0; i < n; ++i)
{
pout[i] = float_16_to_32(pin[i].value);
}
return pout;
}
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/*_________________D3DXSH________________*/
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FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
{
UINT i;
TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
for (i = 0; i < order * order; i++)
out[i] = a[i] + b[i];
return out;
}
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FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
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{
FLOAT s;
UINT i;
TRACE("order %u, a %p, b %p\n", order, a, b);
s = a[0] * b[0];
for (i = 1; i < order * order; i++)
s += a[i] * b[i];
return s;
}
static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle)
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{
FLOAT coeff[3];
coeff[0] = cosf(angle);
out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]);
out[1] = D3DX_PI * sinf(angle) * sinf(angle);
if (order <= 2)
return;
out[2] = coeff[0] * out[1];
if (order == 3)
return;
coeff[1] = coeff[0] * coeff[0];
coeff[2] = coeff[1] * coeff[1];
out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f);
if (order == 4)
return;
out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f);
if (order == 5)
return;
out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f);
}
HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
{
FLOAT cap[6], clamped_angle, norm, scale, temp;
UINT i, index, j;
TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
if (radius <= 0.0f)
return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout);
clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius;
norm = sinf(clamped_angle) * sinf(clamped_angle);
if (order > D3DXSH_MAXORDER)
{
WARN("Order clamped at D3DXSH_MAXORDER\n");
order = D3DXSH_MAXORDER;
}
weightedcapintegrale(cap, order, radius);
D3DXSHEvalDirection(rout, order, dir);
for (i = 0; i < order; i++)
{
scale = cap[i] / norm;
for (j = 0; j < 2 * i + 1; j++)
{
index = i * i + j;
temp = rout[index] * scale;
rout[index] = temp * Rintensity;
if (gout)
gout[index] = temp * Gintensity;
if (bout)
bout[index] = temp * Bintensity;
}
}
return D3D_OK;
}
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FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
{
const FLOAT dirxx = dir->x * dir->x;
const FLOAT dirxy = dir->x * dir->y;
const FLOAT dirxz = dir->x * dir->z;
const FLOAT diryy = dir->y * dir->y;
const FLOAT diryz = dir->y * dir->z;
const FLOAT dirzz = dir->z * dir->z;
const FLOAT dirxxxx = dirxx * dirxx;
const FLOAT diryyyy = diryy * diryy;
const FLOAT dirzzzz = dirzz * dirzz;
const FLOAT dirxyxy = dirxy * dirxy;
TRACE("out %p, order %u, dir %p\n", out, order, dir);
if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER))
return out;
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out[0] = 0.5f / sqrtf(D3DX_PI);
out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y;
out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z;
out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x;
if (order == 2)
return out;
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out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy;
out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz;
out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f);
out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz;
out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy);
if (order == 3)
return out;
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out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy);
out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z;
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out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz);
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out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f);
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out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz);
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out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy);
out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy);
if (order == 4)
return out;
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out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy);
out[17] = 3.0f * dir->z * out[9];
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out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f);
out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz);
out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f);
out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz);
out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f);
out[23] = 3.0f * dir->z * out[15];
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out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy);
if (order == 5)
return out;
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out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy);
out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy);
out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz);
out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f);
out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f);
out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f);
out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz);
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out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy);
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out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy);
return out;
}
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HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
{
FLOAT s, temp;
UINT j;
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);
s = 0.75f;
if ( order > 2 )
s += 5.0f / 16.0f;
if ( order > 4 )
s -= 3.0f / 32.0f;
s /= D3DX_PI;
D3DXSHEvalDirection(Rout, order, dir);
for (j = 0; j < order * order; j++)
{
temp = Rout[j] / s;
Rout[j] = Rintensity * temp;
if ( Gout )
Gout[j] = Gintensity * temp;
if ( Bout )
Bout[j] = Bintensity * temp;
}
return D3D_OK;
}
HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom,
FLOAT *rout, FLOAT *gout, FLOAT *bout)
{
FLOAT a[2], temp[4];
UINT i, j;
TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout);
D3DXSHEvalDirection(temp, 2, dir);
a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI;
a[1] = (top.r - bottom.r) * D3DX_PI;
for (i = 0; i < order; i++)
for (j = 0; j < 2 * i + 1; j++)
if (i < 2)
rout[i * i + j] = temp[i * i + j] * a[i];
else
rout[i * i + j] = 0.0f;
if (gout)
{
a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI;
a[1] = (top.g - bottom.g) * D3DX_PI;
for (i = 0; i < order; i++)
for (j = 0; j < 2 * i + 1; j++)
if (i < 2)
gout[i * i + j] = temp[i * i + j] * a[i];
else
gout[i * i + j] = 0.0f;
}
if (bout)
{
a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI;
a[1] = (top.b - bottom.b) * D3DX_PI;
for (i = 0; i < order; i++)
for (j = 0; j < 2 * i + 1; j++)
if (i < 2)
bout[i * i + j] = temp[i * i + j] * a[i];
else
bout[i * i + j] = 0.0f;
}
return D3D_OK;
}
HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius,
FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
{
D3DXVECTOR3 normal;
FLOAT cap[6], clamped_angle, dist, temp;
UINT i, index, j;
TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
if (order > D3DXSH_MAXORDER)
{
WARN("Order clamped at D3DXSH_MAXORDER\n");
order = D3DXSH_MAXORDER;
}
if (radius < 0.0f)
radius = -radius;
dist = D3DXVec3Length(dir);
clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist);
weightedcapintegrale(cap, order, clamped_angle);
D3DXVec3Normalize(&normal, dir);
D3DXSHEvalDirection(rout, order, &normal);
for (i = 0; i < order; i++)
for (j = 0; j < 2 * i + 1; j++)
{
index = i * i + j;
temp = rout[index] * cap[i];
rout[index] = temp * Rintensity;
if (gout)
gout[index] = temp * Gintensity;
if (bout)
bout[index] = temp * Bintensity;
}
return D3D_OK;
}
FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b)
{
FLOAT ta, tb;
TRACE("out %p, a %p, b %p\n", out, a, b);
ta = 0.28209479f * a[0];
tb = 0.28209479f * b[0];
out[0] = 0.28209479f * D3DXSHDot(2, a, b);
out[1] = ta * b[1] + tb * a[1];
out[2] = ta * b[2] + tb * a[2];
out[3] = ta * b[3] + tb * a[3];
return out;
}
FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
{
FLOAT t, ta, tb;
TRACE("out %p, a %p, b %p\n", out, a, b);
out[0] = 0.28209479f * a[0] * b[0];
ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
out[1] = ta * b[1] + tb * a[1];
t = a[1] * b[1];
out[0] += 0.28209479f * t;
out[6] = -0.12615663f * t;
out[8] = -0.21850969f * t;
ta = 0.21850969f * a[5];
tb = 0.21850969f * b[5];
out[1] += ta * b[2] + tb * a[2];
out[2] = ta * b[1] + tb * a[1];
t = a[1] * b[2] +a[2] * b[1];
out[5] = 0.21850969f * t;
ta = 0.21850969f * a[4];
tb = 0.21850969f * b[4];
out[1] += ta * b[3] + tb * a[3];
out[3] = ta * b[1] + tb * a[1];
t = a[1] * b[3] + a[3] * b[1];
out[4] = 0.21850969f * t;
ta = 0.28209480f * a[0] + 0.25231326f * a[6];
tb = 0.28209480f * b[0] + 0.25231326f * b[6];
out[2] += ta * b[2] + tb * a[2];
t = a[2] * b[2];
out[0] += 0.28209480f * t;
out[6] += 0.25231326f * t;
ta = 0.21850969f * a[7];
tb = 0.21850969f * b[7];
out[2] += ta * b[3] + tb * a[3];
out[3] += ta * b[2] + tb * a[2];
t = a[2] * b[3] + a[3] * b[2];
out[7] = 0.21850969f * t;
ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
out[3] += ta * b[3] + tb * a[3];
t = a[3] * b[3];
out[0] += 0.28209479f * t;
out[6] -= 0.12615663f * t;
out[8] += 0.21850969f * t;
ta = 0.28209479f * a[0] - 0.18022375f * a[6];
tb = 0.28209479f * b[0] - 0.18022375f * b[6];
out[4] += ta * b[4] + tb * a[4];
t = a[4] * b[4];
out[0] += 0.28209479f * t;
out[6] -= 0.18022375f * t;
ta = 0.15607835f * a[7];
tb = 0.15607835f * b[7];
out[4] += ta * b[5] + tb * a[5];
out[5] += ta * b[4] + tb * a[4];
t = a[4] * b[5] + a[5] * b[4];
out[7] += 0.15607835f * t;
ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8];
tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8];
out[5] += ta * b[5] + tb * a[5];
t = a[5] * b[5];
out[0] += 0.28209479f * t;
out[6] += 0.09011188f * t;
out[8] -= 0.15607835f * t;
ta = 0.28209480f * a[0];
tb = 0.28209480f * b[0];
out[6] += ta * b[6] + tb * a[6];
t = a[6] * b[6];
out[0] += 0.28209480f * t;
out[6] += 0.18022376f * t;
ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8];
tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8];
out[7] += ta * b[7] + tb * a[7];
t = a[7] * b[7];
out[0] += 0.28209479f * t;
out[6] += 0.09011188f * t;
out[8] += 0.15607835f * t;
ta = 0.28209479f * a[0] - 0.18022375f * a[6];
tb = 0.28209479f * b[0] - 0.18022375f * b[6];
out[8] += ta * b[8] + tb * a[8];
t = a[8] * b[8];
out[0] += 0.28209479f * t;
out[6] -= 0.18022375f * t;
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return out;
}
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FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
2012-10-02 08:10:17 +02:00
{
FLOAT ta, tb, t;
TRACE("out %p, a %p, b %p\n", out, a, b);
out[0] = 0.28209479f * a[0] * b[0];
ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
out[1] = ta * b[1] + tb * a[1];
t = a[1] * b[1];
out[0] += 0.28209479f * t;
out[6] = -0.12615663f * t;
out[8] = -0.21850969f * t;
ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15];
tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15];
out[1] += ta * b[4] + tb * a[4];
out[4] = ta * b[1] + tb * a[1];
t = a[1] * b[4] + a[4] * b[1];
out[3] = 0.21850969f * t;
out[13] = -0.05839917f * t;
out[15] = -0.22617901f * t;
ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14];
tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14];
out[1] += ta * b[5] + tb * a[5];
out[5] = ta * b[1] + tb * a[1];
t = a[1] * b[5] + a[5] * b[1];
out[2] = 0.21850969f * t;
out[12] = -0.14304817f * t;
out[14] = -0.18467439f * t;
ta = 0.20230066f * a[11];
tb = 0.20230066f * b[11];
out[1] += ta * b[6] + tb * a[6];
out[6] += ta * b[1] + tb * a[1];
t = a[1] * b[6] + a[6] * b[1];
out[11] = 0.20230066f * t;
ta = 0.22617901f * a[9] + 0.05839917f * a[11];
tb = 0.22617901f * b[9] + 0.05839917f * b[11];
out[1] += ta * b[8] + tb * a[8];
out[8] += ta * b[1] + tb * a[1];
t = a[1] * b[8] + a[8] * b[1];
out[9] = 0.22617901f * t;
out[11] += 0.05839917f * t;
ta = 0.28209480f * a[0] + 0.25231326f * a[6];
tb = 0.28209480f * b[0] + 0.25231326f * b[6];
out[2] += ta * b[2] + tb * a[2];
t = a[2] * b[2];
out[0] += 0.28209480f * t;
out[6] += 0.25231326f * t;
ta = 0.24776671f * a[12];
tb = 0.24776671f * b[12];
out[2] += ta * b[6] + tb * a[6];
out[6] += ta * b[2] + tb * a[2];
t = a[2] * b[6] + a[6] * b[2];
out[12] += 0.24776671f * t;
ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
out[3] += ta * b[3] + tb * a[3];
t = a[3] * b[3];
out[0] += 0.28209480f * t;
out[6] -= 0.12615663f * t;
out[8] += 0.21850969f * t;
ta = 0.20230066f * a[13];
tb = 0.20230066f * b[13];
out[3] += ta * b[6] + tb * a[6];
out[6] += ta * b[3] + tb * a[3];
t = a[3] * b[6] + a[6] * b[3];
out[13] += 0.20230066f * t;
ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14];
tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14];
out[3] += ta * b[7] + tb * a[7];
out[7] = ta * b[3] + tb * a[3];
t = a[3] * b[7] + a[7] * b[3];
out[2] += 0.21850969f * t;
out[12] -= 0.14304817f * t;
out[14] += 0.18467439f * t;
ta = -0.05839917f * a[13] + 0.22617901f * a[15];
tb = -0.05839917f * b[13] + 0.22617901f * b[15];
out[3] += ta * b[8] + tb * a[8];
out[8] += ta * b[3] + tb * a[3];
t = a[3] * b[8] + a[8] * b[3];
out[13] -= 0.05839917f * t;
out[15] += 0.22617901f * t;
ta = 0.28209479f * a[0] - 0.18022375f * a[6];
tb = 0.28209479f * b[0] - 0.18022375f * b[6];
out[4] += ta * b[4] + tb * a[4];
t = a[4] * b[4];
out[0] += 0.28209479f * t;
out[6] -= 0.18022375f * t;
ta = 0.15607835f * a[7];
tb = 0.15607835f * b[7];
out[4] += ta * b[5] + tb * a[5];
out[5] += ta * b[4] + tb * a[4];
t = a[4] * b[5] + a[5] * b[4];
out[7] += 0.15607835f * t;
ta = 0.22617901f * a[3] - 0.09403160f * a[13];
tb = 0.22617901f * b[3] - 0.09403160f * b[13];
out[4] += ta * b[9] + tb * a[9];
out[9] += ta * b[4] + tb * a[4];
t = a[4] * b[9] + a[9] * b[4];
out[3] += 0.22617901f * t;
out[13] -= 0.09403160f * t;
ta = 0.18467439f * a[2] - 0.18806319f * a[12];
tb = 0.18467439f * b[2] - 0.18806319f * b[12];
out[4] += ta * b[10] + tb * a [10];
out[10] = ta * b[4] + tb * a[4];
t = a[4] * b[10] + a[10] * b[4];
out[2] += 0.18467439f * t;
out[12] -= 0.18806319f * t;
ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15];
tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15];
out[4] += ta * b[11] + tb * a[11];
out[11] += ta * b[4] + tb * a[4];
t = a[4] * b[11] + a[11] * b[4];
out[3] -= 0.05839917f * t;
out[13] += 0.14567312f * t;
out[15] += 0.09403160f * t;
ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8];
tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8];
out[5] += ta * b[5] + tb * a[5];
t = a[5] * b[5];
out[0] += 0.28209479f * t;
out[6] += 0.09011186f * t;
out[8] -= 0.15607835f * t;
ta = 0.14867701f * a[14];
tb = 0.14867701f * b[14];
out[5] += ta * b[9] + tb * a[9];
out[9] += ta * b[5] + tb * a[5];
t = a[5] * b[9] + a[9] * b[5];
out[14] += 0.14867701f * t;
ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15];
tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15];
out[5] += ta * b[10] + tb * a[10];
out[10] += ta * b[5] + tb * a[5];
t = a[5] * b[10] + a[10] * b[5];
out[3] += 0.18467439f * t;
out[13] += 0.11516472f * t;
out[15] -= 0.14867701f * t;
ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14];
tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14];
out[5] += ta * b[11] + tb * a[11];
out[11] += ta * b[5] + tb * a[5];
t = a[5] * b[11] + a[11] * b[5];
out[2] += 0.23359668f * t;
out[12] += 0.05947080f * t;
out[14] -= 0.11516472f * t;
ta = 0.28209479f * a[0];
tb = 0.28209479f * b[0];
out[6] += ta * b[6] + tb * a[6];
t = a[6] * b[6];
out[0] += 0.28209479f * t;
out[6] += 0.18022376f * t;
ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8];
tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8];
out[7] += ta * b[7] + tb * a[7];
t = a[7] * b[7];
out[6] += 0.09011186f * t;
out[0] += 0.28209479f * t;
out[8] += 0.15607835f * t;
ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11];
tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11];
out[7] += ta * b[10] + tb * a[10];
out[10] += ta * b[7] + tb * a[7];
t = a[7] * b[10] + a[10] * b[7];
out[9] += 0.14867701f * t;
out[1] += 0.18467439f * t;
out[11] += 0.11516472f * t;
ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14];
tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14];
out[7] += ta * b[13] + tb * a[13];
out[13] += ta * b[7]+ tb * a[7];
t = a[7] * b[13] + a[13] * b[7];
out[12] += 0.05947080f * t;
out[2] += 0.23359668f * t;
out[14] += 0.11516472f * t;
ta = 0.14867701f * a[15];
tb = 0.14867701f * b[15];
out[7] += ta * b[14] + tb * a[14];
out[14] += ta * b[7] + tb * a[7];
t = a[7] * b[14] + a[14] * b[7];
out[15] += 0.14867701f * t;
ta = 0.28209479f * a[0] - 0.18022375f * a[6];
tb = 0.28209479f * b[0] - 0.18022375f * b[6];
out[8] += ta * b[8] + tb * a[8];
t = a[8] * b[8];
out[0] += 0.28209479f * t;
out[6] -= 0.18022375f * t;
ta = -0.09403160f * a[11];
tb = -0.09403160f * b[11];
out[8] += ta * b[9] + tb * a[9];
out[9] += ta * b[8] + tb * a[8];
t = a[8] * b[9] + a[9] * b[8];
out[11] -= 0.09403160f * t;
ta = -0.09403160f * a[15];
tb = -0.09403160f * b[15];
out[8] += ta * b[13] + tb * a[13];
out[13] += ta * b[8] + tb * a[8];
t = a[8] * b[13] + a[13] * b[8];
out[15] -= 0.09403160f * t;
ta = 0.18467439f * a[2] - 0.18806319f * a[12];
tb = 0.18467439f * b[2] - 0.18806319f * b[12];
out[8] += ta * b[14] + tb * a[14];
out[14] += ta * b[8] + tb * a[8];
t = a[8] * b[14] + a[14] * b[8];
out[2] += 0.18467439f * t;
out[12] -= 0.18806319f * t;
ta = -0.21026104f * a[6] + 0.28209479f * a[0];
tb = -0.21026104f * b[6] + 0.28209479f * b[0];
out[9] += ta * b[9] + tb * a[9];
t = a[9] * b[9];
out[6] -= 0.21026104f * t;
out[0] += 0.28209479f * t;
ta = 0.28209479f * a[0];
tb = 0.28209479f * b[0];
out[10] += ta * b[10] + tb * a[10];
t = a[10] * b[10];
out[0] += 0.28209479f * t;
ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8];
tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8];
out[11] += ta * b[11] + tb * a[11];
t = a[11] * b[11];
out[0] += 0.28209479f * t;
out[6] += 0.12615663f * t;
out[8] -= 0.14567312f * t;
ta = 0.28209479f * a[0] + 0.16820885f * a[6];
tb = 0.28209479f * b[0] + 0.16820885f * b[6];
out[12] += ta * b[12] + tb * a[12];
t = a[12] * b[12];
out[0] += 0.28209479f * t;
out[6] += 0.16820885f * t;
ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6];
tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6];
out[13] += ta * b[13] + tb * a[13];
t = a[13] * b[13];
out[0] += 0.28209479f * t;
out[8] += 0.14567312f * t;
out[6] += 0.12615663f * t;
ta = 0.28209479f * a[0];
tb = 0.28209479f * b[0];
out[14] += ta * b[14] + tb * a[14];
t = a[14] * b[14];
out[0] += 0.28209479f * t;
ta = 0.28209479f * a[0] - 0.21026104f * a[6];
tb = 0.28209479f * b[0] - 0.21026104f * b[6];
out[15] += ta * b[15] + tb * a[15];
t = a[15] * b[15];
out[0] += 0.28209479f * t;
out[6] -= 0.21026104f * t;
return out;
}
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static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
{
out[0] = in[0];
out[1] = a * in[2];
out[2] = -a * in[1];
out[3] = in[3];
out[4] = a * in[7];
out[5] = -in[5];
out[6] = -0.5f * in[6] - 0.8660253882f * in[8];
out[7] = -a * in[4];
out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
out[10] = -in[10];
out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11];
out[13] = -0.25f * in[13] - 0.9682458639f * in[15];
out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11];
out[15] = -0.9682458639f * in[13] + 0.25f * in[15];
if (order == 4)
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return;
out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23];
out[17] = -0.75f * in[17] + 0.6614378095f * in[19];
out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23];
out[19] = 0.6614378095f * in[17] + 0.75f * in[19];
out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24];
out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18];
out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24];
out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18];
out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24];
if (order == 5)
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return;
out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34];
out[26] = -0.5f * in[26] + 0.8660253882f * in[28];
2014-01-02 15:23:50 +01:00
out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34];
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out[28] = 0.8660253882f * in[26] + 0.5f * in[28];
out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34];
out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29];
out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35];
out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29];
out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
}
static void set_vec3(D3DXVECTOR3 *v, float x, float y, float z)
{
v->x = x;
v->y = y;
v->z = z;
}
/*
* The following implementation of D3DXSHProjectCubeMap is based on the
* SHProjectCubeMap() implementation from Microsoft's DirectXMath library,
* covered under the following copyright:
*
* Copyright (c) Microsoft Corporation.
* Licensed under the MIT License.
*/
HRESULT WINAPI D3DXSHProjectCubeMap(unsigned int order, IDirect3DCubeTexture9 *texture, float *red, float *green, float *blue)
{
const unsigned int order_square = order * order;
const struct pixel_format_desc *format;
unsigned int x, y, i, face;
float B, S, proj_normal;
D3DSURFACE_DESC desc;
float Wt = 0.0f;
float *temp;
HRESULT hr;
TRACE("order %u, texture %p, red %p, green %p, blue %p.\n", order, texture, red, green, blue);
if (!texture || !red || order < D3DXSH_MINORDER || order > D3DXSH_MAXORDER)
return D3DERR_INVALIDCALL;
memset(red, 0, order_square * sizeof(float));
if (green)
memset(green, 0, order_square * sizeof(float));
if (blue)
memset(blue, 0, order_square * sizeof(float));
if (FAILED(hr = IDirect3DCubeTexture9_GetLevelDesc(texture, 0, &desc)))
{
ERR("Failed to get level desc, hr %#x.\n", hr);
return hr;
}
format = get_format_info(desc.Format);
if (format->type != FORMAT_ARGB && format->type != FORMAT_ARGBF16 && format->type != FORMAT_ARGBF)
{
FIXME("Unsupported texture format %#x.\n", desc.Format);
return D3DERR_INVALIDCALL;
}
if (!(temp = malloc(order_square * sizeof(*temp))))
return E_OUTOFMEMORY;
B = -1.0f + 1.0f / desc.Width;
if (desc.Width > 1)
S = 2.0f * (1.0f - 1.0f / desc.Width) / (desc.Width - 1.0f);
else
S = 0.0f;
for (face = 0; face < 6; ++face)
{
D3DLOCKED_RECT map_desc;
if (FAILED(hr = IDirect3DCubeTexture9_LockRect(texture, face, 0, &map_desc, NULL, D3DLOCK_READONLY)))
{
ERR("Failed to map texture, hr %#x.\n", hr);
free(temp);
return hr;
}
for (y = 0; y < desc.Height; ++y)
{
const BYTE *row = (const BYTE *)map_desc.pBits + y * map_desc.Pitch;
for (x = 0; x < desc.Width; ++x)
{
float diff_solid, x_3d, y_3d;
const float u = x * S + B;
const float v = y * S + B;
struct vec4 colour;
D3DXVECTOR3 dir;
x_3d = (x * 2.0f + 1.0f) / desc.Width - 1.0f;
y_3d = (y * 2.0f + 1.0f) / desc.Width - 1.0f;
switch (face)
{
case D3DCUBEMAP_FACE_POSITIVE_X:
set_vec3(&dir, 1.0f, -y_3d, -x_3d);
break;
case D3DCUBEMAP_FACE_NEGATIVE_X:
set_vec3(&dir, -1.0f, -y_3d, x_3d);
break;
case D3DCUBEMAP_FACE_POSITIVE_Y:
set_vec3(&dir, x_3d, 1.0f, y_3d);
break;
case D3DCUBEMAP_FACE_NEGATIVE_Y:
set_vec3(&dir, x_3d, -1.0f, -y_3d);
break;
case D3DCUBEMAP_FACE_POSITIVE_Z:
set_vec3(&dir, x_3d, -y_3d, 1.0f);
break;
case D3DCUBEMAP_FACE_NEGATIVE_Z:
set_vec3(&dir, -x_3d, -y_3d, -1.0f);
break;
}
/* This is more complex than powf(..., 1.5f), but also happens
* to be slightly more accurate, and slightly faster as well. */
diff_solid = 4.0f / ((1.0f + u * u + v * v) * sqrtf(1.0f + u * u + v * v));
Wt += diff_solid;
D3DXVec3Normalize(&dir, &dir);
D3DXSHEvalDirection(temp, order, &dir);
format_to_vec4(format, &row[x * format->block_byte_count], &colour);
for (i = 0; i < order_square; ++i)
{
red[i] += temp[i] * colour.x * diff_solid;
if (green)
green[i] += temp[i] * colour.y * diff_solid;
if (blue)
blue[i] += temp[i] * colour.z * diff_solid;
}
}
}
IDirect3DCubeTexture9_UnlockRect(texture, face, 0);
}
proj_normal = (4.0f * M_PI) / Wt;
D3DXSHScale(red, order, red, proj_normal);
if (green)
D3DXSHScale(green, order, green, proj_normal);
if (blue)
D3DXSHScale(blue, order, blue, proj_normal);
free(temp);
return D3D_OK;
}
2013-02-13 17:57:14 +01:00
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
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{
FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
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TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in);
out[0] = in[0];
if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER))
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return out;
if (order <= 3)
{
out[1] = matrix->m[1][1] * in[1] - matrix->m[2][1] * in[2] + matrix->m[0][1] * in[3];
out[2] = -matrix->m[1][2] * in[1] + matrix->m[2][2] * in[2] - matrix->m[0][2] * in[3];
out[3] = matrix->m[1][0] * in[1] - matrix->m[2][0] * in[2] + matrix->m[0][0] * in[3];
if (order == 3)
{
float coeff[] =
{
matrix->m[1][0] * matrix->m[0][0], matrix->m[1][1] * matrix->m[0][1],
matrix->m[1][1] * matrix->m[2][1], matrix->m[1][0] * matrix->m[2][0],
matrix->m[2][0] * matrix->m[2][0], matrix->m[2][1] * matrix->m[2][1],
matrix->m[0][0] * matrix->m[2][0], matrix->m[0][1] * matrix->m[2][1],
matrix->m[0][1] * matrix->m[0][1], matrix->m[1][0] * matrix->m[1][0],
matrix->m[1][1] * matrix->m[1][1], matrix->m[0][0] * matrix->m[0][0],
};
out[4] = (matrix->m[1][1] * matrix->m[0][0] + matrix->m[0][1] * matrix->m[1][0]) * in[4];
out[4] -= (matrix->m[1][0] * matrix->m[2][1] + matrix->m[1][1] * matrix->m[2][0]) * in[5];
out[4] += 1.7320508076f * matrix->m[2][0] * matrix->m[2][1] * in[6];
out[4] -= (matrix->m[0][1] * matrix->m[2][0] + matrix->m[0][0] * matrix->m[2][1]) * in[7];
out[4] += (matrix->m[0][0] * matrix->m[0][1] - matrix->m[1][0] * matrix->m[1][1]) * in[8];
out[5] = (matrix->m[1][1] * matrix->m[2][2] + matrix->m[1][2] * matrix->m[2][1]) * in[5];
out[5] -= (matrix->m[1][1] * matrix->m[0][2] + matrix->m[1][2] * matrix->m[0][1]) * in[4];
out[5] -= 1.7320508076f * matrix->m[2][2] * matrix->m[2][1] * in[6];
out[5] += (matrix->m[0][2] * matrix->m[2][1] + matrix->m[0][1] * matrix->m[2][2]) * in[7];
out[5] -= (matrix->m[0][1] * matrix->m[0][2] - matrix->m[1][1] * matrix->m[1][2]) * in[8];
out[6] = (matrix->m[2][2] * matrix->m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6];
out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->m[1][2] * matrix->m[0][2]) * in[4];
out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->m[1][2] * matrix->m[2][2]) * in[5];
out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->m[0][2] * matrix->m[2][2]) * in[7];
out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f *
(matrix->m[1][2] * matrix->m[1][2] - matrix->m[0][2] * matrix->m[0][2])) * in[8];
out[7] = (matrix->m[0][0] * matrix->m[2][2] + matrix->m[0][2] * matrix->m[2][0]) * in[7];
out[7] -= (matrix->m[1][0] * matrix->m[0][2] + matrix->m[1][2] * matrix->m[0][0]) * in[4];
out[7] += (matrix->m[1][0] * matrix->m[2][2] + matrix->m[1][2] * matrix->m[2][0]) * in[5];
out[7] -= 1.7320508076f * matrix->m[2][2] * matrix->m[2][0] * in[6];
out[7] -= (matrix->m[0][0] * matrix->m[0][2] - matrix->m[1][0] * matrix->m[1][2]) * in[8];
out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8];
out[8] += (coeff[0] - coeff[1]) * in[4];
out[8] += (coeff[2] - coeff[3]) * in[5];
out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6];
out[8] += (coeff[7] - coeff[6]) * in[7];
}
return out;
}
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if (fabsf(matrix->m[2][2]) != 1.0f)
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{
sinb = sqrtf(1.0f - matrix->m[2][2] * matrix->m[2][2]);
alpha = atan2f(matrix->m[2][1] / sinb, matrix->m[2][0] / sinb);
beta = atan2f(sinb, matrix->m[2][2]);
gamma = atan2f(matrix->m[1][2] / sinb, -matrix->m[0][2] / sinb);
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}
else
{
alpha = atan2f(matrix->m[0][1], matrix->m[0][0]);
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beta = 0.0f;
gamma = 0.0f;
}
D3DXSHRotateZ(temp, order, gamma, in);
rotate_X(temp1, order, 1.0f, temp);
D3DXSHRotateZ(temp, order, beta, temp1);
rotate_X(temp1, order, -1.0f, temp);
D3DXSHRotateZ(out, order, alpha, temp1);
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return out;
}
FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
{
UINT i, sum = 0;
FLOAT c[5], s[5];
TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER);
out[0] = in[0];
for (i = 1; i < order; i++)
{
UINT j;
c[i - 1] = cosf(i * angle);
s[i - 1] = sinf(i * angle);
sum += i * 2;
out[sum - i] = c[i - 1] * in[sum - i];
out[sum - i] += s[i - 1] * in[sum + i];
for (j = i - 1; j > 0; j--)
{
out[sum - j] = 0.0f;
out[sum - j] = c[j - 1] * in[sum - j];
out[sum - j] += s[j - 1] * in[sum + j];
}
if (in == out)
out[sum] = 0.0f;
else
out[sum] = in[sum];
for (j = 1; j < i; j++)
{
out[sum + j] = 0.0f;
out[sum + j] = -s[j - 1] * in[sum - j];
out[sum + j] += c[j - 1] * in[sum + j];
}
out[sum + i] = -s[i - 1] * in[sum - i];
out[sum + i] += c[i - 1] * in[sum + i];
}
return out;
}
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FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
{
UINT i;
TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale);
for (i = 0; i < order * order; i++)
out[i] = a[i] * scale;
return out;
}