d3dx9: Implement the D3DXVec*Array functions.
This commit is contained in:
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c0b3af34b9
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0457333f55
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@ -8,7 +8,8 @@ IMPORTS = d3d9 d3dx8 kernel32
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C_SRCS = \
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C_SRCS = \
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d3dx9_36_main.c \
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d3dx9_36_main.c \
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font.c
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font.c \
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math.c
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@MAKE_DLL_RULES@
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@MAKE_DLL_RULES@
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@ -307,30 +307,30 @@
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@ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec2Hermite
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@ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec2Hermite
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@ stdcall D3DXVec2Normalize(ptr ptr) d3dx8.D3DXVec2Normalize
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@ stdcall D3DXVec2Normalize(ptr ptr) d3dx8.D3DXVec2Normalize
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@ stdcall D3DXVec2Transform(ptr ptr ptr) d3dx8.D3DXVec2Transform
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@ stdcall D3DXVec2Transform(ptr ptr ptr) d3dx8.D3DXVec2Transform
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@ stub D3DXVec2TransformArray
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@ stdcall D3DXVec2TransformArray(ptr long ptr long ptr long)
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@ stdcall D3DXVec2TransformCoord(ptr ptr ptr) d3dx8.D3DXVec2TransformCoord
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@ stdcall D3DXVec2TransformCoord(ptr ptr ptr) d3dx8.D3DXVec2TransformCoord
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@ stub D3DXVec2TransformCoordArray
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@ stdcall D3DXVec2TransformCoordArray(ptr long ptr long ptr long)
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@ stdcall D3DXVec2TransformNormal(ptr ptr ptr) d3dx8.D3DXVec2TransformNormal
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@ stdcall D3DXVec2TransformNormal(ptr ptr ptr) d3dx8.D3DXVec2TransformNormal
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@ stub D3DXVec2TransformNormalArray
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@ stdcall D3DXVec2TransformNormalArray(ptr long ptr long ptr long)
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@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec3BaryCentric
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@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec3BaryCentric
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@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3CatmullRom
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@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3CatmullRom
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@ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3Hermite
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@ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3Hermite
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@ stdcall D3DXVec3Normalize(ptr ptr) d3dx8.D3DXVec3Normalize
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@ stdcall D3DXVec3Normalize(ptr ptr) d3dx8.D3DXVec3Normalize
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@ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Project
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@ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Project
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@ stub D3DXVec3ProjectArray
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@ stdcall D3DXVec3ProjectArray(ptr long ptr long ptr ptr ptr ptr long)
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@ stdcall D3DXVec3Transform(ptr ptr ptr) d3dx8.D3DXVec3Transform
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@ stdcall D3DXVec3Transform(ptr ptr ptr) d3dx8.D3DXVec3Transform
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@ stub D3DXVec3TransformArray
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@ stdcall D3DXVec3TransformArray(ptr long ptr long ptr long)
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@ stdcall D3DXVec3TransformCoord(ptr ptr ptr) d3dx8.D3DXVec3TransformCoord
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@ stdcall D3DXVec3TransformCoord(ptr ptr ptr) d3dx8.D3DXVec3TransformCoord
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@ stub D3DXVec3TransformCoordArray
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@ stdcall D3DXVec3TransformCoordArray(ptr long ptr long ptr long)
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@ stdcall D3DXVec3TransformNormal(ptr ptr ptr) d3dx8.D3DXVec3TransformNormal
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@ stdcall D3DXVec3TransformNormal(ptr ptr ptr) d3dx8.D3DXVec3TransformNormal
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@ stub D3DXVec3TransformNormalArray
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@ stdcall D3DXVec3TransformNormalArray(ptr long ptr long ptr long)
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@ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Unproject
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@ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Unproject
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@ stub D3DXVec3UnprojectArray
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@ stdcall D3DXVec3UnprojectArray(ptr long ptr long ptr ptr ptr ptr long)
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@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec4BaryCentric
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@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec4BaryCentric
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@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4CatmullRom
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@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4CatmullRom
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@ stdcall D3DXVec4Cross(ptr ptr ptr ptr) d3dx8.D3DXVec4Cross
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@ stdcall D3DXVec4Cross(ptr ptr ptr ptr) d3dx8.D3DXVec4Cross
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@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4Hermite
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@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4Hermite
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@ stdcall D3DXVec4Normalize(ptr ptr) d3dx8.D3DXVec4Normalize
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@ stdcall D3DXVec4Normalize(ptr ptr) d3dx8.D3DXVec4Normalize
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@ stdcall D3DXVec4Transform(ptr ptr ptr) d3dx8.D3DXVec4Transform
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@ stdcall D3DXVec4Transform(ptr ptr ptr) d3dx8.D3DXVec4Transform
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@ stub D3DXVec4TransformArray
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@ stdcall D3DXVec4TransformArray(ptr long ptr long ptr long)
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@ stub D3DXWeldVertices
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@ stub D3DXWeldVertices
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@ -0,0 +1,195 @@
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/*
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* Mathematical operations specific to D3DX9.
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*
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* Copyright (C) 2008 Philip Nilsson
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "windef.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3dx9.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/*************************************************************************
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* D3DXVec2TransformArray
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*
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* Transform an array of vectors by a matrix.
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*/
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D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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(CONST D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec2TransformCoordArray
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*/
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
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D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformCoord(
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(D3DXVECTOR2*)((char*)out + outstride * i),
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(CONST D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec2TransformNormalArray
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*/
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
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D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
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CONST D3DXMATRIX *matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformNormal(
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(D3DXVECTOR2*)((char*)out + outstride * i),
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(CONST D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3ProjectArray
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*
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* Projects an array of vectors to the screen.
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*/
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D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Project(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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viewport, projection, view, world);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3TransformArray
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*/
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D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3TransformCoordArray
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*/
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformCoord(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3TransformNormalArray
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*/
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformNormal(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3UnprojectArray
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*/
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D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Unproject(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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viewport, projection, view, world);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec4TransformArray
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*/
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D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec4Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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(CONST D3DXVECTOR4*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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@ -321,18 +321,26 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
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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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D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
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D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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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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D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
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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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D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
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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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D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
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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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D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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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);
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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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);
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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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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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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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D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
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@ -340,6 +348,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
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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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D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
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D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
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#ifdef __cplusplus
|
#ifdef __cplusplus
|
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}
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}
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Loading…
Reference in New Issue