d3dx8: Implement D3DXMatrixPerspectiveFovRH.
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@ -38,7 +38,7 @@
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@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr)
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@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr)
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@ stdcall D3DXMatrixPerspectiveRH(ptr long long long long)
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@ stdcall D3DXMatrixPerspectiveRH(ptr long long long long)
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@ stdcall D3DXMatrixPerspectiveLH(ptr long long long long)
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@ stdcall D3DXMatrixPerspectiveLH(ptr long long long long)
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@ stub D3DXMatrixPerspectiveFovRH
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@ stdcall D3DXMatrixPerspectiveFovRH(ptr long long long long)
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@ stub D3DXMatrixPerspectiveFovLH
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@ stub D3DXMatrixPerspectiveFovLH
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@ stub D3DXMatrixPerspectiveOffCenterRH
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@ stub D3DXMatrixPerspectiveOffCenterRH
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@ stub D3DXMatrixPerspectiveOffCenterLH
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@ stub D3DXMatrixPerspectiveOffCenterLH
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@ -116,6 +116,18 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
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return pout;
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return pout;
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}
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}
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
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{
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D3DXMatrixIdentity(pout);
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pout->m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
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pout->m[1][1] = 1.0f / tan(fovy/2.0f);
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pout->m[2][2] = zf / (zn - zf);
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pout->m[2][3] = -1.0f;
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pout->m[3][2] = (zf * zn) / (zn - zf);
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pout->m[3][3] = 0.0f;
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(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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@ -222,6 +222,14 @@ static void D3DXMatrixTest(void)
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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expect_mat(expectedmat,gotmat);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixPerspectiveFovRH_______________*/
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expectedmat.m[0][0] = 13.288858f; 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] = 9.966644f; 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] = -0.783784f; expectedmat.m[2][3] = -1.0f;
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expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 1.881081f; expectedmat.m[3][3] = 0.0f;
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D3DXMatrixPerspectiveFovRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixPerspectiveLH_______________*/
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/*____________D3DXMatrixPerspectiveLH_______________*/
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expectedmat.m[0][0] = -24.0f; 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] = -24.0f; 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] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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