d3dx8: Implement D3DXMatrixLookAtRH.
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@ -34,7 +34,7 @@
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@ stdcall D3DXMatrixRotationYawPitchRoll(ptr long long long)
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@ stub D3DXMatrixTransformation
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@ stub D3DXMatrixAffineTransformation
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@ stub D3DXMatrixLookAtRH
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@ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr)
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@ stub D3DXMatrixLookAtLH
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@ stub D3DXMatrixPerspectiveRH
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@ stub D3DXMatrixPerspectiveLH
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@ -44,6 +44,35 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
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return det;
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}
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
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{
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D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
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D3DXVec3Subtract(&vec2, pat, peye);
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D3DXVec3Normalize(&vec, &vec2);
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D3DXVec3Cross(&right, pup, &vec);
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D3DXVec3Cross(&up, &vec, &right);
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D3DXVec3Normalize(&rightn, &right);
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D3DXVec3Normalize(&upn, &up);
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pout->m[0][0] = -rightn.x;
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pout->m[1][0] = -rightn.y;
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pout->m[2][0] = -rightn.z;
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pout->m[3][0] = D3DXVec3Dot(&rightn,peye);
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pout->m[0][1] = upn.x;
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pout->m[1][1] = upn.y;
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pout->m[2][1] = upn.z;
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pout->m[3][1] = -D3DXVec3Dot(&upn, peye);
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pout->m[0][2] = -vec.x;
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pout->m[1][2] = -vec.y;
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pout->m[2][2] = -vec.z;
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pout->m[3][2] = D3DXVec3Dot(&vec, peye);
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pout->m[0][3] = 0.0f;
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pout->m[1][3] = 0.0f;
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pout->m[2][3] = 0.0f;
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pout->m[3][3] = 1.0f;
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
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{
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int i,j;
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@ -150,7 +150,7 @@ static void D3DXMatrixTest(void)
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{
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D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
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D3DXQUATERNION q;
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D3DXVECTOR3 axis;
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D3DXVECTOR3 at, axis, eye;
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BOOL expected, got;
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FLOAT angle, expectedfloat, gotfloat;
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@ -170,7 +170,9 @@ static void D3DXMatrixTest(void)
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q.x = 1.0f; q.y = -4.0f; q.z =7.0f; q.w = -11.0f;
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at.x = -2.0f; at.y = 13.0f; at.z = -9.0f;
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axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f;
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eye.x = 8.0f; eye.y = -5.0f; eye.z = 5.75f;
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angle = D3DX_PI/3.0f;
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@ -196,6 +198,14 @@ static void D3DXMatrixTest(void)
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got = D3DXMatrixIsIdentity(NULL);
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ok(expected == got, "Expected : %d, Got : %d\n", expected, got);
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/*____________D3DXMatrixLookatRH_______________*/
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expectedmat.m[0][0] = 0.822465f; expectedmat.m[0][1] = -0.409489f; expectedmat.m[0][2] = 0.394803f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.555856f; expectedmat.m[1][1] = 0.431286f; expectedmat.m[1][2] = -0.710645f; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[2][0] = 0.120729f; expectedmat.m[2][1] = 0.803935f; expectedmat.m[2][2] = 0.582335f; expectedmat.m[2][3] = 0.0f;
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expectedmat.m[3][0] = -4.494634f; expectedmat.m[3][1] = 0.809719f; expectedmat.m[3][2] = -10.060076f; expectedmat.m[3][3] = 1.0f;
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D3DXMatrixLookAtRH(&gotmat,&eye,&at,&axis);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixMultiply______________*/
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expectedmat.m[0][0] = 73.0f; expectedmat.m[0][1] = 193.0f; expectedmat.m[0][2] = -197.0f; expectedmat.m[0][3] = -77.0f;
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expectedmat.m[1][0] = 231.0f; expectedmat.m[1][1] = 551.0f; expectedmat.m[1][2] = -489.0f; expectedmat.m[1][3] = -169.0;
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@ -59,6 +59,7 @@ typedef struct D3DXCOLOR
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} D3DXCOLOR, *LPD3DXCOLOR;
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FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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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 D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
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