d3dx9: Use const instead of CONST.

This commit is contained in:
Nozomi Kodama 2013-02-13 06:57:14 -10:00 committed by Alexandre Julliard
parent 88b9ae1ec2
commit 5038a7d915
3 changed files with 253 additions and 244 deletions

View File

@ -50,7 +50,7 @@ struct ID3DXMatrixStackImpl
/*_________________D3DXColor____________________*/ /*_________________D3DXColor____________________*/
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{ {
TRACE("(%p, %p, %f)\n", pout, pc, s); TRACE("(%p, %p, %f)\n", pout, pc, s);
@ -61,7 +61,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc,
return pout; return pout;
} }
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{ {
FLOAT grey; FLOAT grey;
@ -208,7 +208,7 @@ D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scal
return out; return out;
} }
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm) HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
{ {
D3DXMATRIX normalized; D3DXMATRIX normalized;
D3DXVECTOR3 vec; D3DXVECTOR3 vec;
@ -253,7 +253,7 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
return S_OK; return S_OK;
} }
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm) FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
{ {
D3DXVECTOR4 minor, v1, v2, v3; D3DXVECTOR4 minor, v1, v2, v3;
FLOAT det; FLOAT det;
@ -268,7 +268,7 @@ FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
return det; return det;
} }
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm) D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
{ {
int a, i, j; int a, i, j;
D3DXMATRIX out; D3DXMATRIX out;
@ -305,7 +305,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup) D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
{ {
D3DXVECTOR3 right, rightn, up, upn, vec, vec2; D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
@ -336,7 +336,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(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)
{ {
D3DXVECTOR3 right, rightn, up, upn, vec, vec2; D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
@ -367,7 +367,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{ {
D3DXMATRIX out; D3DXMATRIX out;
int i,j; int i,j;
@ -386,7 +386,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{ {
TRACE("%p, %p, %p)\n", pout, pm1, pm2); TRACE("%p, %p, %p)\n", pout, pm1, pm2);
@ -535,7 +535,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane) D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
{ {
D3DXPLANE Nplane; D3DXPLANE Nplane;
@ -590,7 +590,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v
return out; return out;
} }
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq) D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
{ {
TRACE("(%p, %p)\n", pout, pq); TRACE("(%p, %p)\n", pout, pq);
@ -687,7 +687,7 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane) D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
{ {
D3DXPLANE Nplane; D3DXPLANE Nplane;
FLOAT dot; FLOAT dot;
@ -715,7 +715,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight,
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation) D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
{ {
D3DXMATRIX m1, m2, m3, m4, m5, m6, m7; D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
D3DXQUATERNION prc; D3DXQUATERNION prc;
@ -792,7 +792,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation) D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
{ {
D3DXQUATERNION rot, sca_rot; D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans; D3DXVECTOR3 rot_center, sca, sca_center, trans;
@ -877,9 +877,9 @@ D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLO
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm) D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
{ {
CONST D3DXMATRIX m = *pm; const D3DXMATRIX m = *pm;
int i,j; int i,j;
TRACE("(%p, %p)\n", pout, pm); TRACE("(%p, %p)\n", pout, pm);
@ -991,7 +991,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
return D3D_OK; return D3D_OK;
} }
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm) static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{ {
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1002,7 +1002,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, C
return D3D_OK; return D3D_OK;
} }
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm) static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{ {
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1013,7 +1013,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, C
return D3D_OK; return D3D_OK;
} }
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm) static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{ {
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1079,7 +1079,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
return D3D_OK; return D3D_OK;
} }
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle) static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
{ {
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1092,7 +1092,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, C
return D3D_OK; return D3D_OK;
} }
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle) static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
{ {
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1207,7 +1207,7 @@ static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
/*_________________D3DXPLANE________________*/ /*_________________D3DXPLANE________________*/
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal) D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
{ {
TRACE("(%p, %p, %p)\n", pout, pvpoint, pvnormal); TRACE("(%p, %p, %p)\n", pout, pvpoint, pvnormal);
@ -1218,7 +1218,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *p
return pout; return pout;
} }
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3) D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
{ {
D3DXVECTOR3 edge1, edge2, normal, Nnormal; D3DXVECTOR3 edge1, edge2, normal, Nnormal;
@ -1234,7 +1234,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, C
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
{ {
D3DXVECTOR3 direction, normal; D3DXVECTOR3 direction, normal;
FLOAT dot, temp; FLOAT dot, temp;
@ -1281,9 +1281,9 @@ D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
return out; return out;
} }
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm) D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
{ {
CONST D3DXPLANE plane = *pplane; const D3DXPLANE plane = *pplane;
TRACE("(%p, %p, %p)\n", pout, pplane, pm); TRACE("(%p, %p, %p)\n", pout, pplane, pm);
@ -1294,7 +1294,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
return pout; return pout;
} }
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1303,7 +1303,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXPlaneTransform( D3DXPlaneTransform(
(D3DXPLANE*)((char*)out + outstride * i), (D3DXPLANE*)((char*)out + outstride * i),
(CONST D3DXPLANE*)((const char*)in + instride * i), (const D3DXPLANE*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
@ -1311,7 +1311,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
/*_________________D3DXQUATERNION________________*/ /*_________________D3DXQUATERNION________________*/
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g) D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
{ {
D3DXQUATERNION temp1, temp2; D3DXQUATERNION temp1, temp2;
@ -1346,7 +1346,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERN
return out; return out;
} }
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
{ {
D3DXQUATERNION out; D3DXQUATERNION out;
FLOAT norm; FLOAT norm;
@ -1383,7 +1383,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNI
return out; return out;
} }
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
{ {
D3DXQUATERNION out; D3DXQUATERNION out;
@ -1537,7 +1537,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATE
return out; return out;
} }
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t) D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
{ {
D3DXQUATERNION temp1, temp2; D3DXQUATERNION temp1, temp2;
@ -1547,7 +1547,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATE
return pout; return pout;
} }
static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q2, CONST FLOAT add) static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
{ {
D3DXQUATERNION temp; D3DXQUATERNION temp;
@ -1559,7 +1559,7 @@ static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q
return temp; return temp;
} }
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, CONST D3DXQUATERNION *pq0, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3) void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
{ {
D3DXQUATERNION q, temp1, temp2, temp3, zero; D3DXQUATERNION q, temp1, temp2, temp3, zero;
@ -1614,7 +1614,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou
return; return;
} }
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
{ {
TRACE("(%p, %p, %p)\n", pq, paxis, pangle); TRACE("(%p, %p, %p)\n", pq, paxis, pangle);
@ -1626,7 +1626,7 @@ void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *pax
/*_________________D3DXVec2_____________________*/ /*_________________D3DXVec2_____________________*/
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
{ {
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g);
@ -1635,7 +1635,7 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
return pout; return pout;
} }
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s) D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
{ {
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s);
@ -1644,7 +1644,7 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
return pout; return pout;
} }
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s) D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
{ {
FLOAT h1, h2, h3, h4; FLOAT h1, h2, h3, h4;
@ -1660,7 +1660,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
return pout; return pout;
} }
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
{ {
FLOAT norm; FLOAT norm;
@ -1681,7 +1681,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{ {
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("(%p, %p, %p)\n", pout, pv, pm);
@ -1692,7 +1692,7 @@ D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv,
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1701,13 +1701,13 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec2Transform( D3DXVec2Transform(
(D3DXVECTOR4*)((char*)out + outstride * i), (D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i), (const D3DXVECTOR2*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
} }
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{ {
D3DXVECTOR2 v; D3DXVECTOR2 v;
FLOAT norm; FLOAT norm;
@ -1723,7 +1723,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return pout; return pout;
} }
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1732,21 +1732,21 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord( D3DXVec2TransformCoord(
(D3DXVECTOR2*)((char*)out + outstride * i), (D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i), (const D3DXVECTOR2*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
} }
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{ {
CONST D3DXVECTOR2 v = *pv; const D3DXVECTOR2 v = *pv;
pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y; pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y; pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
return pout; return pout;
} }
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1755,7 +1755,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal( D3DXVec2TransformNormal(
(D3DXVECTOR2*)((char*)out + outstride * i), (D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i), (const D3DXVECTOR2*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
@ -1763,7 +1763,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
/*_________________D3DXVec3_____________________*/ /*_________________D3DXVec3_____________________*/
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
{ {
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g);
@ -1773,7 +1773,7 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s) D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
{ {
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s);
@ -1783,7 +1783,7 @@ D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s) D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
{ {
FLOAT h1, h2, h3, h4; FLOAT h1, h2, h3, h4;
@ -1800,7 +1800,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
{ {
FLOAT norm; FLOAT norm;
@ -1823,7 +1823,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
{ {
D3DXMATRIX m; D3DXMATRIX m;
@ -1845,7 +1845,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CO
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection, CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements) D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DVIEWPORT9* viewport, const D3DXMATRIX* projection, const D3DXMATRIX* view, const D3DXMATRIX* world, UINT elements)
{ {
UINT i; UINT i;
@ -1854,13 +1854,13 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3Project( D3DXVec3Project(
(D3DXVECTOR3*)((char*)out + outstride * i), (D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i), (const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world); viewport, projection, view, world);
} }
return out; return out;
} }
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{ {
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("(%p, %p, %p)\n", pout, pv, pm);
@ -1871,7 +1871,7 @@ D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv,
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1880,13 +1880,13 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3Transform( D3DXVec3Transform(
(D3DXVECTOR4*)((char*)out + outstride * i), (D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i), (const D3DXVECTOR3*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
} }
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{ {
D3DXVECTOR3 out; D3DXVECTOR3 out;
FLOAT norm; FLOAT norm;
@ -1904,7 +1904,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1913,15 +1913,15 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord( D3DXVec3TransformCoord(
(D3DXVECTOR3*)((char*)out + outstride * i), (D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i), (const D3DXVECTOR3*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
} }
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{ {
CONST D3DXVECTOR3 v = *pv; const D3DXVECTOR3 v = *pv;
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("(%p, %p, %p)\n", pout, pv, pm);
@ -1932,7 +1932,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
} }
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -1941,13 +1941,13 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal( D3DXVec3TransformNormal(
(D3DXVECTOR3*)((char*)out + outstride * i), (D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i), (const D3DXVECTOR3*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
} }
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
{ {
D3DXMATRIX m; D3DXMATRIX m;
@ -1970,7 +1970,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv,
return pout; return pout;
} }
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection, CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements) D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DVIEWPORT9* viewport, const D3DXMATRIX* projection, const D3DXMATRIX* view, const D3DXMATRIX* world, UINT elements)
{ {
UINT i; UINT i;
@ -1979,7 +1979,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3Unproject( D3DXVec3Unproject(
(D3DXVECTOR3*)((char*)out + outstride * i), (D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i), (const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world); viewport, projection, view, world);
} }
return out; return out;
@ -1987,7 +1987,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
/*_________________D3DXVec4_____________________*/ /*_________________D3DXVec4_____________________*/
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
{ {
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g);
@ -1998,7 +1998,7 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s) D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
{ {
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s);
@ -2009,7 +2009,7 @@ D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3) D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
{ {
D3DXVECTOR4 out; D3DXVECTOR4 out;
@ -2023,7 +2023,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s) D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
{ {
FLOAT h1, h2, h3, h4; FLOAT h1, h2, h3, h4;
@ -2041,7 +2041,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv) D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
{ {
FLOAT norm; FLOAT norm;
@ -2057,7 +2057,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm) D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
{ {
D3DXVECTOR4 out; D3DXVECTOR4 out;
@ -2071,7 +2071,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv,
return pout; return pout;
} }
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{ {
UINT i; UINT i;
@ -2080,7 +2080,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec4Transform( D3DXVec4Transform(
(D3DXVECTOR4*)((char*)out + outstride * i), (D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR4*)((const char*)in + instride * i), (const D3DXVECTOR4*)((const char*)in + instride * i),
matrix); matrix);
} }
return out; return out;
@ -2171,7 +2171,7 @@ unsigned short float_32_to_16(const float in)
return ret; return ret;
} }
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n) D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
{ {
unsigned int i; unsigned int i;
@ -2205,7 +2205,7 @@ static inline float float_16_to_32(const unsigned short in)
} }
} }
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n) FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
{ {
unsigned int i; unsigned int i;
@ -2233,7 +2233,7 @@ FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
return out; return out;
} }
FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b) FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
{ {
FLOAT s; FLOAT s;
UINT i; UINT i;
@ -2247,7 +2247,7 @@ FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b)
return s; return s;
} }
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir) FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
{ {
TRACE("(%p, %u, %p)\n", out, order, dir); TRACE("(%p, %u, %p)\n", out, order, dir);
@ -2307,7 +2307,7 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir
return out; return out;
} }
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
{ {
FLOAT s, temp; FLOAT s, temp;
UINT j; UINT j;
@ -2452,7 +2452,7 @@ FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
return out; return out;
} }
FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b) FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
{ {
FLOAT ta, tb, t; FLOAT ta, tb, t;
@ -2789,7 +2789,7 @@ static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
} }
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in) FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
{ {
FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36]; FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
@ -2920,7 +2920,7 @@ FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *i
return out; return out;
} }
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT scale) FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
{ {
UINT i; UINT i;

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@ -2285,7 +2285,7 @@ static void test_D3DXVec_Array(void)
exp_vec[3].x = 1051.778931f; exp_vec[3].y = 376.462250f; exp_vec[3].z = 0.156329f; exp_vec[3].x = 1051.778931f; exp_vec[3].y = 376.462250f; exp_vec[3].z = 0.156329f;
exp_vec[4].x = 1037.348877f; exp_vec[4].y = 606.827393f; exp_vec[4].z = 0.133813f; exp_vec[4].x = 1037.348877f; exp_vec[4].y = 606.827393f; exp_vec[4].z = 0.133813f;
exp_vec[5].x = 1025.023560f; exp_vec[5].y = 803.591248f; exp_vec[5].z = 0.114581f; exp_vec[5].x = 1025.023560f; exp_vec[5].y = 803.591248f; exp_vec[5].z = 0.114581f;
D3DXVec3ProjectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (CONST D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE); D3DXVec3ProjectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (const D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE);
compare_vectors(exp_vec, out_vec); compare_vectors(exp_vec, out_vec);
/* D3DXVec3UnprojectArray */ /* D3DXVec3UnprojectArray */
@ -2294,7 +2294,7 @@ static void test_D3DXVec_Array(void)
exp_vec[3].x = -2.922839f; exp_vec[3].y = 1.596689f; exp_vec[3].z = 0.380609f; exp_vec[3].x = -2.922839f; exp_vec[3].y = 1.596689f; exp_vec[3].z = 0.380609f;
exp_vec[4].x = -2.456225f; exp_vec[4].y = 1.359290f; exp_vec[4].z = 0.345632f; exp_vec[4].x = -2.456225f; exp_vec[4].y = 1.359290f; exp_vec[4].z = 0.345632f;
exp_vec[5].x = -2.167897f; exp_vec[5].y = 1.212597f; exp_vec[5].z = 0.324019f; exp_vec[5].x = -2.167897f; exp_vec[5].y = 1.212597f; exp_vec[5].z = 0.324019f;
D3DXVec3UnprojectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (CONST D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE); D3DXVec3UnprojectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (const D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE);
compare_vectors(exp_vec, out_vec); compare_vectors(exp_vec, out_vec);
/* D3DXVec2TransformArray */ /* D3DXVec2TransformArray */
@ -2462,7 +2462,7 @@ static void test_D3DXSHDot(void)
{ {
unsigned int i; unsigned int i;
FLOAT a[49], b[49], got; FLOAT a[49], b[49], got;
CONST FLOAT expected[] = const FLOAT expected[] =
{ 0.5f, 0.5f, 25.0f, 262.5f, 1428.0f, 5362.0f, 15873.0f, 39812.0f, }; { 0.5f, 0.5f, 25.0f, 262.5f, 1428.0f, 5362.0f, 15873.0f, 39812.0f, };
for (i = 0; i < 49; i++) for (i = 0; i < 49; i++)
@ -2486,7 +2486,7 @@ static void test_D3DXSHEvalDirection(void)
unsigned int i, order; unsigned int i, order;
D3DXVECTOR3 d; D3DXVECTOR3 d;
FLOAT a[49], expected[49], *received_ptr; FLOAT a[49], expected[49], *received_ptr;
CONST FLOAT table[36] = const FLOAT table[36] =
{ 0.282095f, -0.977205f, 1.465808f, -0.488603f, 2.185097f, -6.555291f, { 0.282095f, -0.977205f, 1.465808f, -0.488603f, 2.185097f, -6.555291f,
8.200181f, -3.277646f, -1.638823f, 1.180087f, 17.343668f, -40.220032f, 8.200181f, -3.277646f, -1.638823f, 1.180087f, 17.343668f, -40.220032f,
47.020218f, -20.110016f, -13.007751f, 6.490479f, -15.020058f, 10.620785f, 47.020218f, -20.110016f, -13.007751f, 6.490479f, -15.020058f, 10.620785f,

View File

@ -37,29 +37,29 @@ typedef struct D3DXVECTOR2
{ {
#ifdef __cplusplus #ifdef __cplusplus
D3DXVECTOR2(); D3DXVECTOR2();
D3DXVECTOR2(CONST FLOAT *pf); D3DXVECTOR2(const FLOAT *pf);
D3DXVECTOR2(FLOAT fx, FLOAT fy); D3DXVECTOR2(FLOAT fx, FLOAT fy);
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
D3DXVECTOR2& operator += (CONST D3DXVECTOR2&); D3DXVECTOR2& operator += (const D3DXVECTOR2&);
D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&); D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
D3DXVECTOR2& operator *= (FLOAT); D3DXVECTOR2& operator *= (FLOAT);
D3DXVECTOR2& operator /= (FLOAT); D3DXVECTOR2& operator /= (FLOAT);
D3DXVECTOR2 operator + () const; D3DXVECTOR2 operator + () const;
D3DXVECTOR2 operator - () const; D3DXVECTOR2 operator - () const;
D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const; D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const; D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
D3DXVECTOR2 operator * (FLOAT) const; D3DXVECTOR2 operator * (FLOAT) const;
D3DXVECTOR2 operator / (FLOAT) const; D3DXVECTOR2 operator / (FLOAT) const;
friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&); friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
BOOL operator == (CONST D3DXVECTOR2&) const; BOOL operator == (const D3DXVECTOR2&) const;
BOOL operator != (CONST D3DXVECTOR2&) const; BOOL operator != (const D3DXVECTOR2&) const;
#endif /* __cplusplus */ #endif /* __cplusplus */
FLOAT x, y; FLOAT x, y;
} D3DXVECTOR2, *LPD3DXVECTOR2; } D3DXVECTOR2, *LPD3DXVECTOR2;
@ -68,30 +68,30 @@ typedef struct D3DXVECTOR2
typedef struct D3DXVECTOR3 : public D3DVECTOR typedef struct D3DXVECTOR3 : public D3DVECTOR
{ {
D3DXVECTOR3(); D3DXVECTOR3();
D3DXVECTOR3(CONST FLOAT *pf); D3DXVECTOR3(const FLOAT *pf);
D3DXVECTOR3(CONST D3DVECTOR& v); D3DXVECTOR3(const D3DVECTOR& v);
D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz); D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
D3DXVECTOR3& operator += (CONST D3DXVECTOR3&); D3DXVECTOR3& operator += (const D3DXVECTOR3&);
D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&); D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
D3DXVECTOR3& operator *= (FLOAT); D3DXVECTOR3& operator *= (FLOAT);
D3DXVECTOR3& operator /= (FLOAT); D3DXVECTOR3& operator /= (FLOAT);
D3DXVECTOR3 operator + () const; D3DXVECTOR3 operator + () const;
D3DXVECTOR3 operator - () const; D3DXVECTOR3 operator - () const;
D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const; D3DXVECTOR3 operator + (const D3DXVECTOR3&) const;
D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const; D3DXVECTOR3 operator - (const D3DXVECTOR3&) const;
D3DXVECTOR3 operator * (FLOAT) const; D3DXVECTOR3 operator * (FLOAT) const;
D3DXVECTOR3 operator / (FLOAT) const; D3DXVECTOR3 operator / (FLOAT) const;
friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&); friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&);
BOOL operator == (CONST D3DXVECTOR3&) const; BOOL operator == (const D3DXVECTOR3&) const;
BOOL operator != (CONST D3DXVECTOR3&) const; BOOL operator != (const D3DXVECTOR3&) const;
} D3DXVECTOR3, *LPD3DXVECTOR3; } D3DXVECTOR3, *LPD3DXVECTOR3;
#else /* !__cplusplus */ #else /* !__cplusplus */
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
@ -101,29 +101,29 @@ typedef struct D3DXVECTOR4
{ {
#ifdef __cplusplus #ifdef __cplusplus
D3DXVECTOR4(); D3DXVECTOR4();
D3DXVECTOR4(CONST FLOAT *pf); D3DXVECTOR4(const FLOAT *pf);
D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw); D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
D3DXVECTOR4& operator += (CONST D3DXVECTOR4&); D3DXVECTOR4& operator += (const D3DXVECTOR4&);
D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&); D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
D3DXVECTOR4& operator *= (FLOAT); D3DXVECTOR4& operator *= (FLOAT);
D3DXVECTOR4& operator /= (FLOAT); D3DXVECTOR4& operator /= (FLOAT);
D3DXVECTOR4 operator + () const; D3DXVECTOR4 operator + () const;
D3DXVECTOR4 operator - () const; D3DXVECTOR4 operator - () const;
D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const; D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const; D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
D3DXVECTOR4 operator * (FLOAT) const; D3DXVECTOR4 operator * (FLOAT) const;
D3DXVECTOR4 operator / (FLOAT) const; D3DXVECTOR4 operator / (FLOAT) const;
friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&); friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&);
BOOL operator == (CONST D3DXVECTOR4&) const; BOOL operator == (const D3DXVECTOR4&) const;
BOOL operator != (CONST D3DXVECTOR4&) const; BOOL operator != (const D3DXVECTOR4&) const;
#endif /* __cplusplus */ #endif /* __cplusplus */
FLOAT x, y, z, w; FLOAT x, y, z, w;
} D3DXVECTOR4, *LPD3DXVECTOR4; } D3DXVECTOR4, *LPD3DXVECTOR4;
@ -132,8 +132,8 @@ typedef struct D3DXVECTOR4
typedef struct D3DXMATRIX : public D3DMATRIX typedef struct D3DXMATRIX : public D3DMATRIX
{ {
D3DXMATRIX(); D3DXMATRIX();
D3DXMATRIX(CONST FLOAT *pf); D3DXMATRIX(const FLOAT *pf);
D3DXMATRIX(CONST D3DMATRIX& mat); D3DXMATRIX(const D3DMATRIX& mat);
D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
@ -143,27 +143,27 @@ typedef struct D3DXMATRIX : public D3DMATRIX
FLOAT operator () (UINT row, UINT col) const; FLOAT operator () (UINT row, UINT col) const;
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
D3DXMATRIX& operator *= (CONST D3DXMATRIX&); D3DXMATRIX& operator *= (const D3DXMATRIX&);
D3DXMATRIX& operator += (CONST D3DXMATRIX&); D3DXMATRIX& operator += (const D3DXMATRIX&);
D3DXMATRIX& operator -= (CONST D3DXMATRIX&); D3DXMATRIX& operator -= (const D3DXMATRIX&);
D3DXMATRIX& operator *= (FLOAT); D3DXMATRIX& operator *= (FLOAT);
D3DXMATRIX& operator /= (FLOAT); D3DXMATRIX& operator /= (FLOAT);
D3DXMATRIX operator + () const; D3DXMATRIX operator + () const;
D3DXMATRIX operator - () const; D3DXMATRIX operator - () const;
D3DXMATRIX operator * (CONST D3DXMATRIX&) const; D3DXMATRIX operator * (const D3DXMATRIX&) const;
D3DXMATRIX operator + (CONST D3DXMATRIX&) const; D3DXMATRIX operator + (const D3DXMATRIX&) const;
D3DXMATRIX operator - (CONST D3DXMATRIX&) const; D3DXMATRIX operator - (const D3DXMATRIX&) const;
D3DXMATRIX operator * (FLOAT) const; D3DXMATRIX operator * (FLOAT) const;
D3DXMATRIX operator / (FLOAT) const; D3DXMATRIX operator / (FLOAT) const;
friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&); friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
BOOL operator == (CONST D3DXMATRIX&) const; BOOL operator == (const D3DXMATRIX&) const;
BOOL operator != (CONST D3DXMATRIX&) const; BOOL operator != (const D3DXMATRIX&) const;
} D3DXMATRIX, *LPD3DXMATRIX; } D3DXMATRIX, *LPD3DXMATRIX;
#else /* !__cplusplus */ #else /* !__cplusplus */
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
@ -173,31 +173,31 @@ typedef struct D3DXQUATERNION
{ {
#ifdef __cplusplus #ifdef __cplusplus
D3DXQUATERNION(); D3DXQUATERNION();
D3DXQUATERNION(CONST FLOAT *pf); D3DXQUATERNION(const FLOAT *pf);
D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw); D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
D3DXQUATERNION& operator += (CONST D3DXQUATERNION&); D3DXQUATERNION& operator += (const D3DXQUATERNION&);
D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&); D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&); D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
D3DXQUATERNION& operator *= (FLOAT); D3DXQUATERNION& operator *= (FLOAT);
D3DXQUATERNION& operator /= (FLOAT); D3DXQUATERNION& operator /= (FLOAT);
D3DXQUATERNION operator + () const; D3DXQUATERNION operator + () const;
D3DXQUATERNION operator - () const; D3DXQUATERNION operator - () const;
D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const; D3DXQUATERNION operator + (const D3DXQUATERNION&) const;
D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const; D3DXQUATERNION operator - (const D3DXQUATERNION&) const;
D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const; D3DXQUATERNION operator * (const D3DXQUATERNION&) const;
D3DXQUATERNION operator * (FLOAT) const; D3DXQUATERNION operator * (FLOAT) const;
D3DXQUATERNION operator / (FLOAT) const; D3DXQUATERNION operator / (FLOAT) const;
friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&); friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&);
BOOL operator == (CONST D3DXQUATERNION&) const; BOOL operator == (const D3DXQUATERNION&) const;
BOOL operator != (CONST D3DXQUATERNION&) const; BOOL operator != (const D3DXQUATERNION&) const;
#endif /* __cplusplus */ #endif /* __cplusplus */
FLOAT x, y, z, w; FLOAT x, y, z, w;
} D3DXQUATERNION, *LPD3DXQUATERNION; } D3DXQUATERNION, *LPD3DXQUATERNION;
@ -206,17 +206,17 @@ typedef struct D3DXPLANE
{ {
#ifdef __cplusplus #ifdef __cplusplus
D3DXPLANE(); D3DXPLANE();
D3DXPLANE(CONST FLOAT *pf); D3DXPLANE(const FLOAT *pf);
D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd); D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
D3DXPLANE operator + () const; D3DXPLANE operator + () const;
D3DXPLANE operator - () const; D3DXPLANE operator - () const;
BOOL operator == (CONST D3DXPLANE&) const; BOOL operator == (const D3DXPLANE&) const;
BOOL operator != (CONST D3DXPLANE&) const; BOOL operator != (const D3DXPLANE&) const;
#endif /* __cplusplus */ #endif /* __cplusplus */
FLOAT a, b, c, d; FLOAT a, b, c, d;
} D3DXPLANE, *LPD3DXPLANE; } D3DXPLANE, *LPD3DXPLANE;
@ -226,38 +226,38 @@ typedef struct D3DXCOLOR
#ifdef __cplusplus #ifdef __cplusplus
D3DXCOLOR(); D3DXCOLOR();
D3DXCOLOR(DWORD col); D3DXCOLOR(DWORD col);
D3DXCOLOR(CONST FLOAT *pf); D3DXCOLOR(const FLOAT *pf);
D3DXCOLOR(CONST D3DCOLORVALUE& col); D3DXCOLOR(const D3DCOLORVALUE& col);
D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa); D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
operator DWORD () const; operator DWORD () const;
operator FLOAT* (); operator FLOAT* ();
operator CONST FLOAT* () const; operator const FLOAT* () const;
operator D3DCOLORVALUE* (); operator D3DCOLORVALUE* ();
operator CONST D3DCOLORVALUE* () const; operator const D3DCOLORVALUE* () const;
operator D3DCOLORVALUE& (); operator D3DCOLORVALUE& ();
operator CONST D3DCOLORVALUE& () const; operator const D3DCOLORVALUE& () const;
D3DXCOLOR& operator += (CONST D3DXCOLOR&); D3DXCOLOR& operator += (const D3DXCOLOR&);
D3DXCOLOR& operator -= (CONST D3DXCOLOR&); D3DXCOLOR& operator -= (const D3DXCOLOR&);
D3DXCOLOR& operator *= (FLOAT); D3DXCOLOR& operator *= (FLOAT);
D3DXCOLOR& operator /= (FLOAT); D3DXCOLOR& operator /= (FLOAT);
D3DXCOLOR operator + () const; D3DXCOLOR operator + () const;
D3DXCOLOR operator - () const; D3DXCOLOR operator - () const;
D3DXCOLOR operator + (CONST D3DXCOLOR&) const; D3DXCOLOR operator + (const D3DXCOLOR&) const;
D3DXCOLOR operator - (CONST D3DXCOLOR&) const; D3DXCOLOR operator - (const D3DXCOLOR&) const;
D3DXCOLOR operator * (FLOAT) const; D3DXCOLOR operator * (FLOAT) const;
D3DXCOLOR operator / (FLOAT) const; D3DXCOLOR operator / (FLOAT) const;
friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&); friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
BOOL operator == (CONST D3DXCOLOR&) const; BOOL operator == (const D3DXCOLOR&) const;
BOOL operator != (CONST D3DXCOLOR&) const; BOOL operator != (const D3DXCOLOR&) const;
#endif /* __cplusplus */ #endif /* __cplusplus */
FLOAT r, g, b, a; FLOAT r, g, b, a;
} D3DXCOLOR, *LPD3DXCOLOR; } D3DXCOLOR, *LPD3DXCOLOR;
@ -267,12 +267,12 @@ typedef struct D3DXFLOAT16
#ifdef __cplusplus #ifdef __cplusplus
D3DXFLOAT16(); D3DXFLOAT16();
D3DXFLOAT16(FLOAT f); D3DXFLOAT16(FLOAT f);
D3DXFLOAT16(CONST D3DXFLOAT16 &f); D3DXFLOAT16(const D3DXFLOAT16 &f);
operator FLOAT (); operator FLOAT ();
BOOL operator == (CONST D3DXFLOAT16 &) const; BOOL operator == (const D3DXFLOAT16 &) const;
BOOL operator != (CONST D3DXFLOAT16 &) const; BOOL operator != (const D3DXFLOAT16 &) const;
#endif /* __cplusplus */ #endif /* __cplusplus */
WORD value; WORD value;
} D3DXFLOAT16, *LPD3DXFLOAT16; } D3DXFLOAT16, *LPD3DXFLOAT16;
@ -281,20 +281,22 @@ typedef struct D3DXFLOAT16
extern "C" { extern "C" {
#endif #endif
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s); D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s); D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex); FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation); D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation); const D3DXVECTOR3 *translation);
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm); const D3DXVECTOR2 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm); HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); 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 D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
@ -305,88 +307,95 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, 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 D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane); D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane);
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq); D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz); D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane); D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation); D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation); const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z); D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal); D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3); D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2); D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp); D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp);
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm); D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, CONST D3DXPLANE *pplane, UINT pstride, CONST D3DXMATRIX *pm, UINT n); D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g); D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq); D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq); D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq); D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2); D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq); D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm); D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t); D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t); D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, CONST D3DXQUATERNION *pq0, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3); const D3DXQUATERNION *pq4, FLOAT t);
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle); void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g); D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s); D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s); D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv); D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g); D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s); D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s); D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv); D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv);
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld); D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
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); const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld); D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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); D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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);
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g); D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n);
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s); FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n);
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n); FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n); FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir);
FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT *b); HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b); FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir); FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b); FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in);
FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b); FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in);
FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b); FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale);
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in);
FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in);
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT scale);
#ifdef __cplusplus #ifdef __cplusplus
} }
@ -408,11 +417,11 @@ DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
STDMETHOD(Pop)(THIS) PURE; STDMETHOD(Pop)(THIS) PURE;
STDMETHOD(Push)(THIS) PURE; STDMETHOD(Push)(THIS) PURE;
STDMETHOD(LoadIdentity)(THIS) PURE; STDMETHOD(LoadIdentity)(THIS) PURE;
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;