d3dx9: Implement the D3DXVec*Array functions.
This commit is contained in:
parent
c0b3af34b9
commit
0457333f55
|
@ -8,7 +8,8 @@ IMPORTS = d3d9 d3dx8 kernel32
|
|||
|
||||
C_SRCS = \
|
||||
d3dx9_36_main.c \
|
||||
font.c
|
||||
font.c \
|
||||
math.c
|
||||
|
||||
@MAKE_DLL_RULES@
|
||||
|
||||
|
|
|
@ -307,30 +307,30 @@
|
|||
@ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec2Hermite
|
||||
@ stdcall D3DXVec2Normalize(ptr ptr) d3dx8.D3DXVec2Normalize
|
||||
@ stdcall D3DXVec2Transform(ptr ptr ptr) d3dx8.D3DXVec2Transform
|
||||
@ stub D3DXVec2TransformArray
|
||||
@ stdcall D3DXVec2TransformArray(ptr long ptr long ptr long)
|
||||
@ stdcall D3DXVec2TransformCoord(ptr ptr ptr) d3dx8.D3DXVec2TransformCoord
|
||||
@ stub D3DXVec2TransformCoordArray
|
||||
@ stdcall D3DXVec2TransformCoordArray(ptr long ptr long ptr long)
|
||||
@ stdcall D3DXVec2TransformNormal(ptr ptr ptr) d3dx8.D3DXVec2TransformNormal
|
||||
@ stub D3DXVec2TransformNormalArray
|
||||
@ stdcall D3DXVec2TransformNormalArray(ptr long ptr long ptr long)
|
||||
@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec3BaryCentric
|
||||
@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3CatmullRom
|
||||
@ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3Hermite
|
||||
@ stdcall D3DXVec3Normalize(ptr ptr) d3dx8.D3DXVec3Normalize
|
||||
@ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Project
|
||||
@ stub D3DXVec3ProjectArray
|
||||
@ stdcall D3DXVec3ProjectArray(ptr long ptr long ptr ptr ptr ptr long)
|
||||
@ stdcall D3DXVec3Transform(ptr ptr ptr) d3dx8.D3DXVec3Transform
|
||||
@ stub D3DXVec3TransformArray
|
||||
@ stdcall D3DXVec3TransformArray(ptr long ptr long ptr long)
|
||||
@ stdcall D3DXVec3TransformCoord(ptr ptr ptr) d3dx8.D3DXVec3TransformCoord
|
||||
@ stub D3DXVec3TransformCoordArray
|
||||
@ stdcall D3DXVec3TransformCoordArray(ptr long ptr long ptr long)
|
||||
@ stdcall D3DXVec3TransformNormal(ptr ptr ptr) d3dx8.D3DXVec3TransformNormal
|
||||
@ stub D3DXVec3TransformNormalArray
|
||||
@ stdcall D3DXVec3TransformNormalArray(ptr long ptr long ptr long)
|
||||
@ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Unproject
|
||||
@ stub D3DXVec3UnprojectArray
|
||||
@ stdcall D3DXVec3UnprojectArray(ptr long ptr long ptr ptr ptr ptr long)
|
||||
@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec4BaryCentric
|
||||
@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4CatmullRom
|
||||
@ stdcall D3DXVec4Cross(ptr ptr ptr ptr) d3dx8.D3DXVec4Cross
|
||||
@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4Hermite
|
||||
@ stdcall D3DXVec4Normalize(ptr ptr) d3dx8.D3DXVec4Normalize
|
||||
@ stdcall D3DXVec4Transform(ptr ptr ptr) d3dx8.D3DXVec4Transform
|
||||
@ stub D3DXVec4TransformArray
|
||||
@ stdcall D3DXVec4TransformArray(ptr long ptr long ptr long)
|
||||
@ stub D3DXWeldVertices
|
||||
|
|
|
@ -0,0 +1,195 @@
|
|||
/*
|
||||
* Mathematical operations specific to D3DX9.
|
||||
*
|
||||
* Copyright (C) 2008 Philip Nilsson
|
||||
*
|
||||
* 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 "config.h"
|
||||
#include "windef.h"
|
||||
#include "wingdi.h"
|
||||
#include "wine/debug.h"
|
||||
#include "d3dx9.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec2TransformArray
|
||||
*
|
||||
* Transform an array of vectors by a matrix.
|
||||
*/
|
||||
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
|
||||
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
|
||||
CONST D3DXMATRIX* matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec2Transform(
|
||||
(D3DXVECTOR4*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec2TransformCoordArray
|
||||
*/
|
||||
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
|
||||
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
|
||||
CONST D3DXMATRIX* matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec2TransformCoord(
|
||||
(D3DXVECTOR2*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec2TransformNormalArray
|
||||
*/
|
||||
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
|
||||
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
|
||||
CONST D3DXMATRIX *matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec2TransformNormal(
|
||||
(D3DXVECTOR2*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec3ProjectArray
|
||||
*
|
||||
* Projects an array of vectors to the screen.
|
||||
*/
|
||||
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)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec3Project(
|
||||
(D3DXVECTOR3*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
|
||||
viewport, projection, view, world);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec3TransformArray
|
||||
*/
|
||||
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
|
||||
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
|
||||
CONST D3DXMATRIX* matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec3Transform(
|
||||
(D3DXVECTOR4*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec3TransformCoordArray
|
||||
*/
|
||||
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
|
||||
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
|
||||
CONST D3DXMATRIX* matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec3TransformCoord(
|
||||
(D3DXVECTOR3*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec3TransformNormalArray
|
||||
*/
|
||||
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
|
||||
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
|
||||
CONST D3DXMATRIX* matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec3TransformNormal(
|
||||
(D3DXVECTOR3*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec3UnprojectArray
|
||||
*/
|
||||
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)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec3Unproject(
|
||||
(D3DXVECTOR3*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
|
||||
viewport, projection, view, world);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/*************************************************************************
|
||||
* D3DXVec4TransformArray
|
||||
*/
|
||||
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
|
||||
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
|
||||
CONST D3DXMATRIX* matrix, UINT elements)
|
||||
{
|
||||
unsigned int i;
|
||||
TRACE("\n");
|
||||
for (i = 0; i < elements; ++i) {
|
||||
D3DXVec4Transform(
|
||||
(D3DXVECTOR4*)((char*)out + outstride * i),
|
||||
(CONST D3DXVECTOR4*)((const char*)in + instride * i),
|
||||
matrix);
|
||||
}
|
||||
return out;
|
||||
}
|
|
@ -321,18 +321,26 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
|
|||
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
|
||||
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
|
||||
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
|
||||
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
|
||||
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
|
||||
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
|
||||
|
||||
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
|
||||
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
|
||||
|
@ -340,6 +348,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
|
|||
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
|
||||
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
|
||||
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
|
||||
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue