d3dx8: Implement D3DXMatrixPerspectiveOffCenterRH.
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@ -40,7 +40,7 @@
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@ stdcall D3DXMatrixPerspectiveLH(ptr long long long long)
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@ stdcall D3DXMatrixPerspectiveFovRH(ptr long long long long)
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@ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long)
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@ stub D3DXMatrixPerspectiveOffCenterRH
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@ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long)
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@ stub D3DXMatrixPerspectiveOffCenterLH
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@ stub D3DXMatrixOrthoRH
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@ stub D3DXMatrixOrthoLH
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@ -152,6 +152,20 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
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{
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D3DXMatrixIdentity(pout);
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pout->m[0][0] = 2.0f * zn / (r - l);
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pout->m[1][1] = -2.0f * zn / (b - t);
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pout->m[2][0] = 1.0f + 2.0f * l / (r - l);
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pout->m[2][1] = -1.0f -2.0f * t / (b - t);
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pout->m[2][2] = zf / (zn - zf);
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pout->m[3][2] = (zn * zf) / (zn -zf);
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pout->m[2][3] = -1.0f;
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pout->m[3][3] = 0.0f;
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
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{
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D3DXMatrixIdentity(pout);
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@ -239,13 +239,21 @@ static void D3DXMatrixTest(void)
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixPerspectiveLH_______________*/
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expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 0.783784f; expectedmat.m[2][3] = 1.0f;
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expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 1.881081f; expectedmat.m[3][3] = 0.0f;
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D3DXMatrixPerspectiveLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixPerspectiveOffCenterRH_______________*/
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expectedmat.m[0][0] = 11.636364f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.576577f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[2][0] = 1.727273f; expectedmat.m[2][1] = 0.567568f; expectedmat.m[2][2] = -0.840796f; expectedmat.m[2][3] = -1.0f;
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expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = -2.690547f; expectedmat.m[3][3] = 0.0f;
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D3DXMatrixPerspectiveOffCenterRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f, 3.2f, -16.9f);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixPerspectiveRH_______________*/
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expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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@ -65,6 +65,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
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