d3dx8: Implement D3DXMatrixLookAtLH.
This commit is contained in:
parent
8d996a22a8
commit
324aad4545
|
@ -35,7 +35,7 @@
|
|||
@ stub D3DXMatrixTransformation
|
||||
@ stub D3DXMatrixAffineTransformation
|
||||
@ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr)
|
||||
@ stub D3DXMatrixLookAtLH
|
||||
@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr)
|
||||
@ stub D3DXMatrixPerspectiveRH
|
||||
@ stub D3DXMatrixPerspectiveLH
|
||||
@ stub D3DXMatrixPerspectiveFovRH
|
||||
|
|
|
@ -44,6 +44,35 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
|
|||
return det;
|
||||
}
|
||||
|
||||
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
|
||||
{
|
||||
D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
|
||||
|
||||
D3DXVec3Subtract(&vec2, pat, peye);
|
||||
D3DXVec3Normalize(&vec, &vec2);
|
||||
D3DXVec3Cross(&right, pup, &vec);
|
||||
D3DXVec3Cross(&up, &vec, &right);
|
||||
D3DXVec3Normalize(&rightn, &right);
|
||||
D3DXVec3Normalize(&upn, &up);
|
||||
pout->m[0][0] = rightn.x;
|
||||
pout->m[1][0] = rightn.y;
|
||||
pout->m[2][0] = rightn.z;
|
||||
pout->m[3][0] = -D3DXVec3Dot(&rightn,peye);
|
||||
pout->m[0][1] = upn.x;
|
||||
pout->m[1][1] = upn.y;
|
||||
pout->m[2][1] = upn.z;
|
||||
pout->m[3][1] = -D3DXVec3Dot(&upn, peye);
|
||||
pout->m[0][2] = vec.x;
|
||||
pout->m[1][2] = vec.y;
|
||||
pout->m[2][2] = vec.z;
|
||||
pout->m[3][2] = -D3DXVec3Dot(&vec, peye);
|
||||
pout->m[0][3] = 0.0f;
|
||||
pout->m[1][3] = 0.0f;
|
||||
pout->m[2][3] = 0.0f;
|
||||
pout->m[3][3] = 1.0f;
|
||||
return pout;
|
||||
}
|
||||
|
||||
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
|
||||
{
|
||||
D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
|
||||
|
|
|
@ -198,6 +198,14 @@ static void D3DXMatrixTest(void)
|
|||
got = D3DXMatrixIsIdentity(NULL);
|
||||
ok(expected == got, "Expected : %d, Got : %d\n", expected, got);
|
||||
|
||||
/*____________D3DXMatrixLookatLH_______________*/
|
||||
expectedmat.m[0][0] = -0.822465f; expectedmat.m[0][1] = -0.409489f; expectedmat.m[0][2] = -0.394803f; expectedmat.m[0][3] = 0.0f;
|
||||
expectedmat.m[1][0] = -0.555856f; expectedmat.m[1][1] = 0.431286f; expectedmat.m[1][2] = 0.710645f; expectedmat.m[1][3] = 0.0f;
|
||||
expectedmat.m[2][0] = -0.120729f; expectedmat.m[2][1] = 0.803935f; expectedmat.m[2][2] = -0.582335f; expectedmat.m[2][3] = 0.0f;
|
||||
expectedmat.m[3][0] = 4.494634f; expectedmat.m[3][1] = 0.809719f; expectedmat.m[3][2] = 10.060076f; expectedmat.m[3][3] = 1.0f;
|
||||
D3DXMatrixLookAtLH(&gotmat,&eye,&at,&axis);
|
||||
expect_mat(expectedmat,gotmat);
|
||||
|
||||
/*____________D3DXMatrixLookatRH_______________*/
|
||||
expectedmat.m[0][0] = 0.822465f; expectedmat.m[0][1] = -0.409489f; expectedmat.m[0][2] = 0.394803f; expectedmat.m[0][3] = 0.0f;
|
||||
expectedmat.m[1][0] = 0.555856f; expectedmat.m[1][1] = 0.431286f; expectedmat.m[1][2] = -0.710645f; expectedmat.m[1][3] = 0.0f;
|
||||
|
|
|
@ -59,6 +59,7 @@ typedef struct D3DXCOLOR
|
|||
} D3DXCOLOR, *LPD3DXCOLOR;
|
||||
|
||||
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
|
||||
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
|
||||
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
|
||||
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
|
||||
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
|
||||
|
|
Loading…
Reference in New Issue