d3dx8: Implement D3DXMatrixOrthoOffCenterRH.
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@ -44,7 +44,7 @@
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@ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long)
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@ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long)
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@ stdcall D3DXMatrixOrthoRH(ptr long long long long)
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@ stdcall D3DXMatrixOrthoRH(ptr long long long long)
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@ stdcall D3DXMatrixOrthoLH(ptr long long long long)
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@ stdcall D3DXMatrixOrthoLH(ptr long long long long)
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@ stub D3DXMatrixOrthoOffCenterRH
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@ stdcall D3DXMatrixOrthoOffCenterRH(ptr long long long long long long)
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@ stub D3DXMatrixOrthoOffCenterLH
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@ stub D3DXMatrixOrthoOffCenterLH
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@ stub D3DXMatrixShadow
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@ stub D3DXMatrixShadow
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@ stub D3DXMatrixReflect
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@ stub D3DXMatrixReflect
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@ -126,6 +126,18 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z
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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 D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
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{
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D3DXMatrixIdentity(pout);
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pout->m[0][0] = 2.0f / (r - l);
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pout->m[1][1] = 2.0f / (t - b);
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pout->m[2][2] = 1.0f / (zn -zf);
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pout->m[3][0] = -1.0f -2.0f *l / (r - l);
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pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
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pout->m[3][2] = zn / (zn -zf);
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(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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@ -230,6 +230,14 @@ static void D3DXMatrixTest(void)
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D3DXMatrixOrthoLH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f);
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D3DXMatrixOrthoLH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f);
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expect_mat(expectedmat,gotmat);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixOrthoOffCenterRH_______________*/
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expectedmat.m[0][0] = 3.636364f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.180180f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 0.045662f; expectedmat.m[2][3] = 0.0f;
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expectedmat.m[3][0] = -1.727272f; expectedmat.m[3][1] = -0.567568f; expectedmat.m[3][2] = 0.424658f; expectedmat.m[3][3] = 1.0f;
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D3DXMatrixOrthoOffCenterRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f, 9.3, -12.6);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixOrthoRH_______________*/
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/*____________D3DXMatrixOrthoRH_______________*/
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expectedmat.m[0][0] = 0.8f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[0][0] = 0.8f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.270270f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.270270f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
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@ -63,6 +63,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
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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 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 D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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