diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 660675c82fa..d22100203fb 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -40,7 +40,7 @@ @ stdcall D3DXMatrixPerspectiveLH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveFovRH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long) -@ stub D3DXMatrixPerspectiveOffCenterRH +@ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long) @ stub D3DXMatrixPerspectiveOffCenterLH @ stub D3DXMatrixOrthoRH @ stub D3DXMatrixOrthoLH diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 8a1866b697d..d5e36a8b894 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -152,6 +152,20 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F return pout; } +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) +{ + 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; + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { D3DXMatrixIdentity(pout); diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index 0a143186da8..6d0bbbab554 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -239,13 +239,21 @@ static void D3DXMatrixTest(void) expect_mat(expectedmat,gotmat); /*____________D3DXMatrixPerspectiveLH_______________*/ - expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; + expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 0.783784f; expectedmat.m[2][3] = 1.0f; expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 1.881081f; expectedmat.m[3][3] = 0.0f; D3DXMatrixPerspectiveLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f); expect_mat(expectedmat,gotmat); +/*____________D3DXMatrixPerspectiveOffCenterRH_______________*/ + expectedmat.m[0][0] = 11.636364f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; + expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.576577f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; + expectedmat.m[2][0] = 1.727273f; expectedmat.m[2][1] = 0.567568f; expectedmat.m[2][2] = -0.840796f; expectedmat.m[2][3] = -1.0f; + expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = -2.690547f; expectedmat.m[3][3] = 0.0f; + D3DXMatrixPerspectiveOffCenterRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f, 3.2f, -16.9f); + expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixPerspectiveRH_______________*/ expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index 55636012cc7..f4428703292 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -65,6 +65,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);