d3dx8: Implement D3XMatrixMultiplyTranspose.
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@ -22,6 +22,7 @@
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@ stdcall D3DXVec4Transform(ptr ptr ptr)
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@ stdcall D3DXVec4Transform(ptr ptr ptr)
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@ stdcall D3DXMatrixfDeterminant(ptr)
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@ stdcall D3DXMatrixfDeterminant(ptr)
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@ stdcall D3DXMatrixMultiply(ptr ptr ptr)
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@ stdcall D3DXMatrixMultiply(ptr ptr ptr)
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@ stdcall D3DXMatrixMultiplyTranspose(ptr ptr ptr)
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@ stdcall D3DXMatrixTranspose(ptr ptr)
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@ stdcall D3DXMatrixTranspose(ptr ptr)
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@ stdcall D3DXMatrixInverse(ptr ptr ptr)
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@ stdcall D3DXMatrixInverse(ptr ptr ptr)
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@ stdcall D3DXMatrixScaling(ptr long long long)
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@ stdcall D3DXMatrixScaling(ptr long long long)
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@ -158,6 +158,15 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
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return pout;
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return pout;
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}
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}
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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;
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D3DXMatrixMultiply(&temp, pm1, pm2);
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D3DXMatrixTranspose(pout, &temp);
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
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{
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{
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D3DXMatrixIdentity(pout);
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D3DXMatrixIdentity(pout);
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@ -235,6 +235,14 @@ static void D3DXMatrixTest(void)
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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expect_mat(expectedmat,gotmat);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixMultiplyTranspose____*/
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expectedmat.m[0][0] = 73.0f; expectedmat.m[0][1] = 231.0f; expectedmat.m[0][2] = 239.0f; expectedmat.m[0][3] = -164.0f;
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expectedmat.m[1][0] = 193.0f; expectedmat.m[1][1] = 551.0f; expectedmat.m[1][2] = 523.0f; expectedmat.m[1][3] = -320.0;
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expectedmat.m[2][0] = -197.0f; expectedmat.m[2][1] = -489.0f; expectedmat.m[2][2] = -400.0f; expectedmat.m[2][3] = 187.0f;
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expectedmat.m[3][0] = -77.0f; expectedmat.m[3][1] = -169.0f; expectedmat.m[3][2] = -116.0f; expectedmat.m[3][3] = 31.0f;
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D3DXMatrixMultiplyTranspose(&gotmat,&mat,&mat2);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixOrthoLH_______________*/
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/*____________D3DXMatrixOrthoLH_______________*/
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U(expectedmat).m[0][0] = 0.8f; U(expectedmat).m[0][1] = 0.0f; U(expectedmat).m[0][2] = 0.0f; U(expectedmat).m[0][3] = 0.0f;
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U(expectedmat).m[0][0] = 0.8f; U(expectedmat).m[0][1] = 0.0f; U(expectedmat).m[0][2] = 0.0f; U(expectedmat).m[0][3] = 0.0f;
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U(expectedmat).m[1][0] = 0.0f; U(expectedmat).m[1][1] = 0.270270f; U(expectedmat).m[1][2] = 0.0f; U(expectedmat).m[1][3] = 0.0f;
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U(expectedmat).m[1][0] = 0.0f; U(expectedmat).m[1][1] = 0.270270f; U(expectedmat).m[1][2] = 0.0f; U(expectedmat).m[1][3] = 0.0f;
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@ -264,6 +264,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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