/* * Mathematical operations specific to D3DX9. * * Copyright (C) 2008 David Adam * Copyright (C) 2008 Luis Busquets * Copyright (C) 2008 Jérôme Gardou * Copyright (C) 2008 Philip Nilsson * Copyright (C) 2008 Henri Verbeet * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include #include "d3dx9_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx); struct ID3DXMatrixStackImpl { ID3DXMatrixStack ID3DXMatrixStack_iface; LONG ref; unsigned int current; unsigned int stack_size; D3DXMATRIX *stack; }; static const unsigned int INITIAL_STACK_SIZE = 32; /*_________________D3DXColor____________________*/ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) { TRACE("pout %p, pc %p, s %f\n", pout, pc, s); pout->r = 0.5f + s * (pc->r - 0.5f); pout->g = 0.5f + s * (pc->g - 0.5f); pout->b = 0.5f + s * (pc->b - 0.5f); pout->a = pc->a; return pout; } D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) { FLOAT grey; TRACE("pout %p, pc %p, s %f\n", pout, pc, s); grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f; pout->r = grey + s * (pc->r - grey); pout->g = grey + s * (pc->g - grey); pout->b = grey + s * (pc->b - grey); pout->a = pc->a; return pout; } /*_________________Misc__________________________*/ FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex) { FLOAT a, d, g, result; TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex); g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f); a = g + costheta; d = g - costheta; result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f; result *= 0.5f * d * d / (a * a); return result; } /*_________________D3DXMatrix____________________*/ D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation) { TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n", out, scaling, rotationcenter, rotation, translation); D3DXMatrixIdentity(out); if (rotation) { FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22; temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z); temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w); temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w); temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w); temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z); temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w); temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w); temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w); temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y); out->m[0][0] = scaling * temp00; out->m[0][1] = scaling * temp01; out->m[0][2] = scaling * temp02; out->m[1][0] = scaling * temp10; out->m[1][1] = scaling * temp11; out->m[1][2] = scaling * temp12; out->m[2][0] = scaling * temp20; out->m[2][1] = scaling * temp21; out->m[2][2] = scaling * temp22; if (rotationcenter) { out->m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10 - rotationcenter->z * temp20; out->m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01 - rotationcenter->z * temp21; out->m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02 - rotationcenter->y * temp12; } } else { out->m[0][0] = scaling; out->m[1][1] = scaling; out->m[2][2] = scaling; } if (translation) { out->m[3][0] += translation->x; out->m[3][1] += translation->y; out->m[3][2] += translation->z; } return out; } D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation) { FLOAT tmp1, tmp2, s; TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n", out, scaling, rotationcenter, rotation, translation); s = sinf(rotation / 2.0f); tmp1 = 1.0f - 2.0f * s * s; tmp2 = 2.0f * s * cosf(rotation / 2.0f); D3DXMatrixIdentity(out); out->m[0][0] = scaling * tmp1; out->m[0][1] = scaling * tmp2; out->m[1][0] = -scaling * tmp2; out->m[1][1] = scaling * tmp1; if (rotationcenter) { FLOAT x, y; x = rotationcenter->x; y = rotationcenter->y; out->m[3][0] = y * tmp2 - x * tmp1 + x; out->m[3][1] = -x * tmp2 - y * tmp1 + y; } if (translation) { out->m[3][0] += translation->x; out->m[3][1] += translation->y; } return out; } HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm) { D3DXMATRIX normalized; D3DXVECTOR3 vec; TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm); /*Compute the scaling part.*/ vec.x = pm->m[0][0]; vec.y = pm->m[0][1]; vec.z = pm->m[0][2]; poutscale->x = D3DXVec3Length(&vec); vec.x = pm->m[1][0]; vec.y = pm->m[1][1]; vec.z = pm->m[1][2]; poutscale->y = D3DXVec3Length(&vec); vec.x = pm->m[2][0]; vec.y = pm->m[2][1]; vec.z = pm->m[2][2]; poutscale->z = D3DXVec3Length(&vec); /*Compute the translation part.*/ pouttranslation->x = pm->m[3][0]; pouttranslation->y = pm->m[3][1]; pouttranslation->z = pm->m[3][2]; /*Let's calculate the rotation now*/ if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL; normalized.m[0][0] = pm->m[0][0]/poutscale->x; normalized.m[0][1] = pm->m[0][1]/poutscale->x; normalized.m[0][2] = pm->m[0][2]/poutscale->x; normalized.m[1][0] = pm->m[1][0]/poutscale->y; normalized.m[1][1] = pm->m[1][1]/poutscale->y; normalized.m[1][2] = pm->m[1][2]/poutscale->y; normalized.m[2][0] = pm->m[2][0]/poutscale->z; normalized.m[2][1] = pm->m[2][1]/poutscale->z; normalized.m[2][2] = pm->m[2][2]/poutscale->z; D3DXQuaternionRotationMatrix(poutrotation,&normalized); return S_OK; } FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm) { FLOAT t[3], v[4]; TRACE("pm %p\n", pm); t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2]; t[1] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2]; t[2] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2]; v[0] = pm->m[1][1] * t[0] - pm->m[2][1] * t[1] + pm->m[3][1] * t[2]; v[1] = -pm->m[1][0] * t[0] + pm->m[2][0] * t[1] - pm->m[3][0] * t[2]; t[0] = pm->m[1][0] * pm->m[2][1] - pm->m[2][0] * pm->m[1][1]; t[1] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1]; t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1]; v[2] = pm->m[3][3] * t[0] - pm->m[2][3] * t[1] + pm->m[1][3] * t[2]; v[3] = -pm->m[3][2] * t[0] + pm->m[2][2] * t[1] - pm->m[1][2] * t[2]; return pm->m[0][0] * v[0] + pm->m[0][1] * v[1] + pm->m[0][2] * v[2] + pm->m[0][3] * v[3]; } D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm) { FLOAT det, t[3], v[16]; UINT i, j; TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm); t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2]; t[1] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2]; t[2] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2]; v[0] = pm->m[1][1] * t[0] - pm->m[2][1] * t[1] + pm->m[3][1] * t[2]; v[4] = -pm->m[1][0] * t[0] + pm->m[2][0] * t[1] - pm->m[3][0] * t[2]; t[0] = pm->m[1][0] * pm->m[2][1] - pm->m[2][0] * pm->m[1][1]; t[1] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1]; t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1]; v[8] = pm->m[3][3] * t[0] - pm->m[2][3] * t[1] + pm->m[1][3] * t[2]; v[12] = -pm->m[3][2] * t[0] + pm->m[2][2] * t[1] - pm->m[1][2] * t[2]; det = pm->m[0][0] * v[0] + pm->m[0][1] * v[4] + pm->m[0][2] * v[8] + pm->m[0][3] * v[12]; if (det == 0.0f) return NULL; if (pdeterminant) *pdeterminant = det; t[0] = pm->m[2][2] * pm->m[3][3] - pm->m[2][3] * pm->m[3][2]; t[1] = pm->m[0][2] * pm->m[3][3] - pm->m[0][3] * pm->m[3][2]; t[2] = pm->m[0][2] * pm->m[2][3] - pm->m[0][3] * pm->m[2][2]; v[1] = -pm->m[0][1] * t[0] + pm->m[2][1] * t[1] - pm->m[3][1] * t[2]; v[5] = pm->m[0][0] * t[0] - pm->m[2][0] * t[1] + pm->m[3][0] * t[2]; t[0] = pm->m[0][0] * pm->m[2][1] - pm->m[2][0] * pm->m[0][1]; t[1] = pm->m[3][0] * pm->m[0][1] - pm->m[0][0] * pm->m[3][1]; t[2] = pm->m[2][0] * pm->m[3][1] - pm->m[3][0] * pm->m[2][1]; v[9] = -pm->m[3][3] * t[0] - pm->m[2][3] * t[1]- pm->m[0][3] * t[2]; v[13] = pm->m[3][2] * t[0] + pm->m[2][2] * t[1] + pm->m[0][2] * t[2]; t[0] = pm->m[1][2] * pm->m[3][3] - pm->m[1][3] * pm->m[3][2]; t[1] = pm->m[0][2] * pm->m[3][3] - pm->m[0][3] * pm->m[3][2]; t[2] = pm->m[0][2] * pm->m[1][3] - pm->m[0][3] * pm->m[1][2]; v[2] = pm->m[0][1] * t[0] - pm->m[1][1] * t[1] + pm->m[3][1] * t[2]; v[6] = -pm->m[0][0] * t[0] + pm->m[1][0] * t[1] - pm->m[3][0] * t[2]; t[0] = pm->m[0][0] * pm->m[1][1] - pm->m[1][0] * pm->m[0][1]; t[1] = pm->m[3][0] * pm->m[0][1] - pm->m[0][0] * pm->m[3][1]; t[2] = pm->m[1][0] * pm->m[3][1] - pm->m[3][0] * pm->m[1][1]; v[10] = pm->m[3][3] * t[0] + pm->m[1][3] * t[1] + pm->m[0][3] * t[2]; v[14] = -pm->m[3][2] * t[0] - pm->m[1][2] * t[1] - pm->m[0][2] * t[2]; t[0] = pm->m[1][2] * pm->m[2][3] - pm->m[1][3] * pm->m[2][2]; t[1] = pm->m[0][2] * pm->m[2][3] - pm->m[0][3] * pm->m[2][2]; t[2] = pm->m[0][2] * pm->m[1][3] - pm->m[0][3] * pm->m[1][2]; v[3] = -pm->m[0][1] * t[0] + pm->m[1][1] * t[1] - pm->m[2][1] * t[2]; v[7] = pm->m[0][0] * t[0] - pm->m[1][0] * t[1] + pm->m[2][0] * t[2]; v[11] = -pm->m[0][0] * (pm->m[1][1] * pm->m[2][3] - pm->m[1][3] * pm->m[2][1]) + pm->m[1][0] * (pm->m[0][1] * pm->m[2][3] - pm->m[0][3] * pm->m[2][1]) - pm->m[2][0] * (pm->m[0][1] * pm->m[1][3] - pm->m[0][3] * pm->m[1][1]); v[15] = pm->m[0][0] * (pm->m[1][1] * pm->m[2][2] - pm->m[1][2] * pm->m[2][1]) - pm->m[1][0] * (pm->m[0][1] * pm->m[2][2] - pm->m[0][2] * pm->m[2][1]) + pm->m[2][0] * (pm->m[0][1] * pm->m[1][2] - pm->m[0][2] * pm->m[1][1]); det = 1.0f / det; for (i = 0; i < 4; i++) for (j = 0; j < 4; j++) pout->m[i][j] = v[4 * i + j] * det; return pout; } D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, const D3DXVECTOR3 *up) { D3DXVECTOR3 right, upn, vec; TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); D3DXVec3Subtract(&vec, at, eye); D3DXVec3Normalize(&vec, &vec); D3DXVec3Cross(&right, up, &vec); D3DXVec3Cross(&upn, &vec, &right); D3DXVec3Normalize(&right, &right); D3DXVec3Normalize(&upn, &upn); out->m[0][0] = right.x; out->m[1][0] = right.y; out->m[2][0] = right.z; out->m[3][0] = -D3DXVec3Dot(&right, eye); out->m[0][1] = upn.x; out->m[1][1] = upn.y; out->m[2][1] = upn.z; out->m[3][1] = -D3DXVec3Dot(&upn, eye); out->m[0][2] = vec.x; out->m[1][2] = vec.y; out->m[2][2] = vec.z; out->m[3][2] = -D3DXVec3Dot(&vec, eye); out->m[0][3] = 0.0f; out->m[1][3] = 0.0f; out->m[2][3] = 0.0f; out->m[3][3] = 1.0f; return out; } D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, const D3DXVECTOR3 *up) { D3DXVECTOR3 right, upn, vec; TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up); D3DXVec3Subtract(&vec, at, eye); D3DXVec3Normalize(&vec, &vec); D3DXVec3Cross(&right, up, &vec); D3DXVec3Cross(&upn, &vec, &right); D3DXVec3Normalize(&right, &right); D3DXVec3Normalize(&upn, &upn); out->m[0][0] = -right.x; out->m[1][0] = -right.y; out->m[2][0] = -right.z; out->m[3][0] = D3DXVec3Dot(&right, eye); out->m[0][1] = upn.x; out->m[1][1] = upn.y; out->m[2][1] = upn.z; out->m[3][1] = -D3DXVec3Dot(&upn, eye); out->m[0][2] = -vec.x; out->m[1][2] = -vec.y; out->m[2][2] = -vec.z; out->m[3][2] = D3DXVec3Dot(&vec, eye); out->m[0][3] = 0.0f; out->m[1][3] = 0.0f; out->m[2][3] = 0.0f; out->m[3][3] = 1.0f; return out; } D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) { D3DXMATRIX out; int i,j; TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); for (i=0; i<4; i++) { for (j=0; j<4; j++) { out.m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j]; } } *pout = out; return pout; } D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) { D3DXMATRIX temp; int i, j; TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); for (i = 0; i < 4; i++) for (j = 0; j < 4; j++) temp.m[j][i] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j]; *pout = temp; return pout; } D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f / w; pout->m[1][1] = 2.0f / h; pout->m[2][2] = 1.0f / (zf - zn); pout->m[3][2] = zn / (zn - zf); return pout; } D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f / (r - l); pout->m[1][1] = 2.0f / (t - b); pout->m[2][2] = 1.0f / (zf -zn); pout->m[3][0] = -1.0f -2.0f *l / (r - l); pout->m[3][1] = 1.0f + 2.0f * t / (b - t); pout->m[3][2] = zn / (zn -zf); return pout; } D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f / (r - l); pout->m[1][1] = 2.0f / (t - b); pout->m[2][2] = 1.0f / (zn -zf); pout->m[3][0] = -1.0f -2.0f *l / (r - l); pout->m[3][1] = 1.0f + 2.0f * t / (b - t); pout->m[3][2] = zn / (zn -zf); return pout; } D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f / w; pout->m[1][1] = 2.0f / h; pout->m[2][2] = 1.0f / (zn - zf); pout->m[3][2] = zn / (zn - zf); return pout; } D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) { TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); pout->m[1][1] = 1.0f / tanf(fovy/2.0f); pout->m[2][2] = zf / (zf - zn); pout->m[2][3] = 1.0f; pout->m[3][2] = (zf * zn) / (zn - zf); pout->m[3][3] = 0.0f; return pout; } D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) { TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); pout->m[1][1] = 1.0f / tanf(fovy/2.0f); pout->m[2][2] = zf / (zn - zf); pout->m[2][3] = -1.0f; pout->m[3][2] = (zf * zn) / (zn - zf); pout->m[3][3] = 0.0f; return pout; } D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f * zn / w; pout->m[1][1] = 2.0f * zn / h; pout->m[2][2] = zf / (zf - zn); pout->m[3][2] = (zn * zf) / (zn - zf); pout->m[2][3] = 1.0f; pout->m[3][3] = 0.0f; return pout; } D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f * zn / (r - l); pout->m[1][1] = -2.0f * zn / (b - t); pout->m[2][0] = -1.0f - 2.0f * l / (r - l); pout->m[2][1] = 1.0f + 2.0f * t / (b - t); pout->m[2][2] = - zf / (zn - zf); pout->m[3][2] = (zn * zf) / (zn -zf); pout->m[2][3] = 1.0f; pout->m[3][3] = 0.0f; return pout; } D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f * zn / (r - l); pout->m[1][1] = -2.0f * zn / (b - t); pout->m[2][0] = 1.0f + 2.0f * l / (r - l); pout->m[2][1] = -1.0f -2.0f * t / (b - t); pout->m[2][2] = zf / (zn - zf); pout->m[3][2] = (zn * zf) / (zn -zf); pout->m[2][3] = -1.0f; pout->m[3][3] = 0.0f; return pout; } D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->m[0][0] = 2.0f * zn / w; pout->m[1][1] = 2.0f * zn / h; pout->m[2][2] = zf / (zn - zf); pout->m[3][2] = (zn * zf) / (zn - zf); pout->m[2][3] = -1.0f; pout->m[3][3] = 0.0f; return pout; } D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane) { D3DXPLANE Nplane; TRACE("pout %p, pplane %p\n", pout, pplane); D3DXPlaneNormalize(&Nplane, pplane); D3DXMatrixIdentity(pout); pout->m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a; pout->m[0][1] = -2.0f * Nplane.a * Nplane.b; pout->m[0][2] = -2.0f * Nplane.a * Nplane.c; pout->m[1][0] = -2.0f * Nplane.a * Nplane.b; pout->m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b; pout->m[1][2] = -2.0f * Nplane.b * Nplane.c; pout->m[2][0] = -2.0f * Nplane.c * Nplane.a; pout->m[2][1] = -2.0f * Nplane.c * Nplane.b; pout->m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c; pout->m[3][0] = -2.0f * Nplane.d * Nplane.a; pout->m[3][1] = -2.0f * Nplane.d * Nplane.b; pout->m[3][2] = -2.0f * Nplane.d * Nplane.c; return pout; } D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle) { D3DXVECTOR3 nv; FLOAT sangle, cangle, cdiff; TRACE("out %p, v %p, angle %f\n", out, v, angle); D3DXVec3Normalize(&nv, v); sangle = sinf(angle); cangle = cosf(angle); cdiff = 1.0f - cangle; out->m[0][0] = cdiff * nv.x * nv.x + cangle; out->m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z; out->m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y; out->m[3][0] = 0.0f; out->m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z; out->m[1][1] = cdiff * nv.y * nv.y + cangle; out->m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x; out->m[3][1] = 0.0f; out->m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y; out->m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x; out->m[2][2] = cdiff * nv.z * nv.z + cangle; out->m[3][2] = 0.0f; out->m[0][3] = 0.0f; out->m[1][3] = 0.0f; out->m[2][3] = 0.0f; out->m[3][3] = 1.0f; return out; } D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq) { TRACE("pout %p, pq %p\n", pout, pq); D3DXMatrixIdentity(pout); pout->m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z); pout->m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w); pout->m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w); pout->m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w); pout->m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z); pout->m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w); pout->m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w); pout->m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w); pout->m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y); return pout; } D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) { TRACE("pout %p, angle %f\n", pout, angle); D3DXMatrixIdentity(pout); pout->m[1][1] = cosf(angle); pout->m[2][2] = cosf(angle); pout->m[1][2] = sinf(angle); pout->m[2][1] = -sinf(angle); return pout; } D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) { TRACE("pout %p, angle %f\n", pout, angle); D3DXMatrixIdentity(pout); pout->m[0][0] = cosf(angle); pout->m[2][2] = cosf(angle); pout->m[0][2] = -sinf(angle); pout->m[2][0] = sinf(angle); return pout; } D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll) { FLOAT sroll, croll, spitch, cpitch, syaw, cyaw; TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); sroll = sinf(roll); croll = cosf(roll); spitch = sinf(pitch); cpitch = cosf(pitch); syaw = sinf(yaw); cyaw = cosf(yaw); out->m[0][0] = sroll * spitch * syaw + croll * cyaw; out->m[0][1] = sroll * cpitch; out->m[0][2] = sroll * spitch * cyaw - croll * syaw; out->m[0][3] = 0.0f; out->m[1][0] = croll * spitch * syaw - sroll * cyaw; out->m[1][1] = croll * cpitch; out->m[1][2] = croll * spitch * cyaw + sroll * syaw; out->m[1][3] = 0.0f; out->m[2][0] = cpitch * syaw; out->m[2][1] = -spitch; out->m[2][2] = cpitch * cyaw; out->m[2][3] = 0.0f; out->m[3][0] = 0.0f; out->m[3][1] = 0.0f; out->m[3][2] = 0.0f; out->m[3][3] = 1.0f; return out; } D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) { TRACE("pout %p, angle %f\n", pout, angle); D3DXMatrixIdentity(pout); pout->m[0][0] = cosf(angle); pout->m[1][1] = cosf(angle); pout->m[0][1] = sinf(angle); pout->m[1][0] = -sinf(angle); return pout; } D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) { TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz); D3DXMatrixIdentity(pout); pout->m[0][0] = sx; pout->m[1][1] = sy; pout->m[2][2] = sz; return pout; } D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane) { D3DXPLANE Nplane; FLOAT dot; TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane); D3DXPlaneNormalize(&Nplane, pplane); dot = D3DXPlaneDot(&Nplane, plight); pout->m[0][0] = dot - Nplane.a * plight->x; pout->m[0][1] = -Nplane.a * plight->y; pout->m[0][2] = -Nplane.a * plight->z; pout->m[0][3] = -Nplane.a * plight->w; pout->m[1][0] = -Nplane.b * plight->x; pout->m[1][1] = dot - Nplane.b * plight->y; pout->m[1][2] = -Nplane.b * plight->z; pout->m[1][3] = -Nplane.b * plight->w; pout->m[2][0] = -Nplane.c * plight->x; pout->m[2][1] = -Nplane.c * plight->y; pout->m[2][2] = dot - Nplane.c * plight->z; pout->m[2][3] = -Nplane.c * plight->w; pout->m[3][0] = -Nplane.d * plight->x; pout->m[3][1] = -Nplane.d * plight->y; pout->m[3][2] = -Nplane.d * plight->z; pout->m[3][3] = dot - Nplane.d * plight->w; return pout; } D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center, const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling, const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation) { static const D3DXVECTOR3 zero_vector; D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt; D3DXVECTOR3 sc, rc; D3DXQUATERNION q; TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p," " rotation %p, translation %p.\n", out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation); if (scaling) { sc = scaling_center ? *scaling_center : zero_vector; D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z); if (scaling_rotation) { q.x = -scaling_rotation->x; q.y = -scaling_rotation->y; q.z = -scaling_rotation->z; q.w = scaling_rotation->w; D3DXMatrixRotationQuaternion(&msr1, &q); D3DXMatrixMultiply(&m1, &m1, &msr1); } D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z); D3DXMatrixMultiply(&m1, &m1, &ms); if (scaling_rotation) { D3DXMatrixRotationQuaternion(&msr, scaling_rotation); D3DXMatrixMultiply(&m1, &m1, &msr); } D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z); D3DXMatrixMultiply(&m1, &m1, &msc); } else { D3DXMatrixIdentity(&m1); } if (rotation) { rc = rotation_center ? *rotation_center : zero_vector; D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z); D3DXMatrixMultiply(&m1, &m1, &mrc1); D3DXMatrixRotationQuaternion(&mr, rotation); D3DXMatrixMultiply(&m1, &m1, &mr); D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z); D3DXMatrixMultiply(&m1, &m1, &mrc); } if (translation) { D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z); D3DXMatrixMultiply(out, &m1, &mt); } else { *out = m1; } return out; } static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2) { if (!v2) return; v3->x = v2->x; v3->y = v2->y; v3->z = 0.0f; } D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center, float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center, float rotation, const D3DXVECTOR2 *translation) { D3DXVECTOR3 r_c, s, s_c, t; D3DXQUATERNION r, s_r; TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, " "rotation %.8e, translation %p.\n", out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation); vec3_from_vec2(&s_c, scaling_center); vec3_from_vec2(&s, scaling); if (scaling) s.z = 1.0f; vec3_from_vec2(&r_c, rotation_center); vec3_from_vec2(&t, translation); if (rotation) { r.w = cosf(rotation / 2.0f); r.x = 0.0f; r.y = 0.0f; r.z = sinf(rotation / 2.0f); } if (scaling_rotation) { s_r.w = cosf(scaling_rotation / 2.0f); s_r.x = 0.0f; s_r.y = 0.0f; s_r.z = sinf(scaling_rotation / 2.0f); } return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL, scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL, rotation ? &r : NULL, translation ? &t : NULL); } D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) { TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z); D3DXMatrixIdentity(pout); pout->m[3][0] = x; pout->m[3][1] = y; pout->m[3][2] = z; return pout; } D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *out, const D3DXMATRIX *in) { unsigned int i, j; D3DXMATRIX m; TRACE("out %p, in %p.\n", out, in); m = *in; for (i = 0; i < 4; ++i) for (j = 0; j < 4; ++j) out->m[i][j] = m.m[j][i]; return out; } /*_________________D3DXMatrixStack____________________*/ static inline struct ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) { return CONTAINING_RECORD(iface, struct ID3DXMatrixStackImpl, ID3DXMatrixStack_iface); } static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out) { TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); if (IsEqualGUID(riid, &IID_ID3DXMatrixStack) || IsEqualGUID(riid, &IID_IUnknown)) { ID3DXMatrixStack_AddRef(iface); *out = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) { struct ID3DXMatrixStackImpl *stack = impl_from_ID3DXMatrixStack(iface); ULONG refcount = InterlockedIncrement(&stack->ref); TRACE("%p increasing refcount to %lu.\n", iface, refcount); return refcount; } static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface) { struct ID3DXMatrixStackImpl *stack = impl_from_ID3DXMatrixStack(iface); ULONG refcount = InterlockedDecrement(&stack->ref); TRACE("%p decreasing refcount to %lu.\n", iface, refcount); if (!refcount) { HeapFree(GetProcessHeap(), 0, stack->stack); HeapFree(GetProcessHeap(), 0, stack); } return refcount; } static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p\n", iface); return &This->stack[This->current]; } static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p\n", iface); D3DXMatrixIdentity(&This->stack[This->current]); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, pm %p\n", iface, pm); This->stack[This->current] = *pm; return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, pm %p\n", iface, pm); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, pm %p\n", iface, pm); D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p\n", iface); /* Popping the last element on the stack returns D3D_OK, but does nothing. */ if (!This->current) return D3D_OK; if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2) { unsigned int new_size; D3DXMATRIX *new_stack; new_size = This->stack_size / 2; new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); if (new_stack) { This->stack_size = new_size; This->stack = new_stack; } } --This->current; return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p\n", iface); if (This->current == This->stack_size - 1) { unsigned int new_size; D3DXMATRIX *new_stack; if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY; new_size = This->stack_size * 2; new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack)); if (!new_stack) return E_OUTOFMEMORY; This->stack_size = new_size; This->stack = new_stack; } ++This->current; This->stack[This->current] = This->stack[This->current - 1]; return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); D3DXMatrixRotationAxis(&temp, pv, angle); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); D3DXMatrixRotationAxis(&temp, pv, angle); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixScaling(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixScaling(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixTranslation(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixTranslation(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); return D3D_OK; } static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl = { ID3DXMatrixStackImpl_QueryInterface, ID3DXMatrixStackImpl_AddRef, ID3DXMatrixStackImpl_Release, ID3DXMatrixStackImpl_Pop, ID3DXMatrixStackImpl_Push, ID3DXMatrixStackImpl_LoadIdentity, ID3DXMatrixStackImpl_LoadMatrix, ID3DXMatrixStackImpl_MultMatrix, ID3DXMatrixStackImpl_MultMatrixLocal, ID3DXMatrixStackImpl_RotateAxis, ID3DXMatrixStackImpl_RotateAxisLocal, ID3DXMatrixStackImpl_RotateYawPitchRoll, ID3DXMatrixStackImpl_RotateYawPitchRollLocal, ID3DXMatrixStackImpl_Scale, ID3DXMatrixStackImpl_ScaleLocal, ID3DXMatrixStackImpl_Translate, ID3DXMatrixStackImpl_TranslateLocal, ID3DXMatrixStackImpl_GetTop }; HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack) { struct ID3DXMatrixStackImpl *object; TRACE("flags %#lx, stack %p.\n", flags, stack); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) { *stack = NULL; return E_OUTOFMEMORY; } object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl; object->ref = 1; if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack)))) { HeapFree(GetProcessHeap(), 0, object); *stack = NULL; return E_OUTOFMEMORY; } object->current = 0; object->stack_size = INITIAL_STACK_SIZE; D3DXMatrixIdentity(&object->stack[0]); TRACE("Created matrix stack %p.\n", object); *stack = &object->ID3DXMatrixStack_iface; return D3D_OK; } /*_________________D3DXPLANE________________*/ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) { TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal); pout->a = pvnormal->x; pout->b = pvnormal->y; pout->c = pvnormal->z; pout->d = -D3DXVec3Dot(pvpoint, pvnormal); return pout; } D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3) { D3DXVECTOR3 edge1, edge2, normal, Nnormal; TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; D3DXVec3Subtract(&edge1, pv2, pv1); D3DXVec3Subtract(&edge2, pv3, pv1); D3DXVec3Cross(&normal, &edge1, &edge2); D3DXVec3Normalize(&Nnormal, &normal); D3DXPlaneFromPointNormal(pout, pv1, &Nnormal); return pout; } D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) { D3DXVECTOR3 direction, normal; FLOAT dot, temp; TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2); normal.x = pp->a; normal.y = pp->b; normal.z = pp->c; direction.x = pv2->x - pv1->x; direction.y = pv2->y - pv1->y; direction.z = pv2->z - pv1->z; dot = D3DXVec3Dot(&normal, &direction); if ( !dot ) return NULL; temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot; pout->x = pv1->x - temp * direction.x; pout->y = pv1->y - temp * direction.y; pout->z = pv1->z - temp * direction.z; return pout; } D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p) { FLOAT norm; TRACE("out %p, p %p\n", out, p); norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c); if (norm) { out->a = p->a / norm; out->b = p->b / norm; out->c = p->c / norm; out->d = p->d / norm; } else { out->a = 0.0f; out->b = 0.0f; out->c = 0.0f; out->d = 0.0f; } return out; } D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm) { const D3DXPLANE plane = *pplane; TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm); pout->a = pm->m[0][0] * plane.a + pm->m[1][0] * plane.b + pm->m[2][0] * plane.c + pm->m[3][0] * plane.d; pout->b = pm->m[0][1] * plane.a + pm->m[1][1] * plane.b + pm->m[2][1] * plane.c + pm->m[3][1] * plane.d; pout->c = pm->m[0][2] * plane.a + pm->m[1][2] * plane.b + pm->m[2][2] * plane.c + pm->m[3][2] * plane.d; pout->d = pm->m[0][3] * plane.a + pm->m[1][3] * plane.b + pm->m[2][3] * plane.c + pm->m[3][3] * plane.d; return pout; } D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXPlaneTransform( (D3DXPLANE*)((char*)out + outstride * i), (const D3DXPLANE*)((const char*)in + instride * i), matrix); } return out; } /*_________________D3DXQUATERNION________________*/ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g) { D3DXQUATERNION temp1, temp2; TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g); D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); return pout; } D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q) { FLOAT norm; TRACE("out %p, q %p\n", out, q); norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z); if (norm) { out->x = sinf(norm) * q->x / norm; out->y = sinf(norm) * q->y / norm; out->z = sinf(norm) * q->z / norm; out->w = cosf(norm); } else { out->x = 0.0f; out->y = 0.0f; out->z = 0.0f; out->w = 1.0f; } return out; } D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) { FLOAT norm; TRACE("pout %p, pq %p\n", pout, pq); norm = D3DXQuaternionLengthSq(pq); pout->x = -pq->x / norm; pout->y = -pq->y / norm; pout->z = -pq->z / norm; pout->w = pq->w / norm; return pout; } D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q) { FLOAT t; TRACE("out %p, q %p\n", out, q); if ((q->w >= 1.0f) || (q->w == -1.0f)) t = 1.0f; else t = acosf(q->w) / sqrtf(1.0f - q->w * q->w); out->x = t * q->x; out->y = t * q->y; out->z = t * q->z; out->w = 0.0f; return out; } D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) { D3DXQUATERNION out; TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2); out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w; out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z; *pout = out; return pout; } D3DXQUATERNION * WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *out, const D3DXQUATERNION *q) { FLOAT norm; TRACE("out %p, q %p\n", out, q); norm = D3DXQuaternionLength(q); out->x = q->x / norm; out->y = q->y / norm; out->z = q->z / norm; out->w = q->w / norm; return out; } D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle) { D3DXVECTOR3 temp; TRACE("out %p, v %p, angle %f\n", out, v, angle); D3DXVec3Normalize(&temp, v); out->x = sinf(angle / 2.0f) * temp.x; out->y = sinf(angle / 2.0f) * temp.y; out->z = sinf(angle / 2.0f) * temp.z; out->w = cosf(angle / 2.0f); return out; } D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m) { FLOAT s, trace; TRACE("out %p, m %p\n", out, m); trace = m->m[0][0] + m->m[1][1] + m->m[2][2] + 1.0f; if (trace > 1.0f) { s = 2.0f * sqrtf(trace); out->x = (m->m[1][2] - m->m[2][1]) / s; out->y = (m->m[2][0] - m->m[0][2]) / s; out->z = (m->m[0][1] - m->m[1][0]) / s; out->w = 0.25f * s; } else { int i, maxi = 0; for (i = 1; i < 3; i++) { if (m->m[i][i] > m->m[maxi][maxi]) maxi = i; } switch (maxi) { case 0: s = 2.0f * sqrtf(1.0f + m->m[0][0] - m->m[1][1] - m->m[2][2]); out->x = 0.25f * s; out->y = (m->m[0][1] + m->m[1][0]) / s; out->z = (m->m[0][2] + m->m[2][0]) / s; out->w = (m->m[1][2] - m->m[2][1]) / s; break; case 1: s = 2.0f * sqrtf(1.0f + m->m[1][1] - m->m[0][0] - m->m[2][2]); out->x = (m->m[0][1] + m->m[1][0]) / s; out->y = 0.25f * s; out->z = (m->m[1][2] + m->m[2][1]) / s; out->w = (m->m[2][0] - m->m[0][2]) / s; break; case 2: s = 2.0f * sqrtf(1.0f + m->m[2][2] - m->m[0][0] - m->m[1][1]); out->x = (m->m[0][2] + m->m[2][0]) / s; out->y = (m->m[1][2] + m->m[2][1]) / s; out->z = 0.25f * s; out->w = (m->m[0][1] - m->m[1][0]) / s; break; } } return out; } D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll) { FLOAT syaw, cyaw, spitch, cpitch, sroll, croll; TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll); syaw = sinf(yaw / 2.0f); cyaw = cosf(yaw / 2.0f); spitch = sinf(pitch / 2.0f); cpitch = cosf(pitch / 2.0f); sroll = sinf(roll / 2.0f); croll = cosf(roll / 2.0f); out->x = syaw * cpitch * sroll + cyaw * spitch * croll; out->y = syaw * cpitch * croll - cyaw * spitch * sroll; out->z = cyaw * cpitch * sroll - syaw * spitch * croll; out->w = cyaw * cpitch * croll + syaw * spitch * sroll; return out; } D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, FLOAT t) { FLOAT dot, temp; TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t); temp = 1.0f - t; dot = D3DXQuaternionDot(q1, q2); if (dot < 0.0f) { t = -t; dot = -dot; } if (1.0f - dot > 0.001f) { FLOAT theta = acosf(dot); temp = sinf(theta * temp) / sinf(theta); t = sinf(theta * t) / sinf(theta); } out->x = temp * q1->x + t * q2->x; out->y = temp * q1->y + t * q2->y; out->z = temp * q1->z + t * q2->z; out->w = temp * q1->w + t * q2->w; return out; } D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t) { D3DXQUATERNION temp1, temp2; TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t); D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); return pout; } static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add) { D3DXQUATERNION temp; temp.x = q1->x + add * q2->x; temp.y = q1->y + add * q2->y; temp.z = q1->z + add * q2->z; temp.w = q1->w + add * q2->w; return temp; } 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 aout, cout; TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); zero.x = 0.0f; zero.y = 0.0f; zero.z = 0.0f; zero.w = 0.0f; if (D3DXQuaternionDot(pq0, pq1) < 0.0f) temp2 = add_diff(&zero, pq0, -1.0f); else temp2 = *pq0; if (D3DXQuaternionDot(pq1, pq2) < 0.0f) cout = add_diff(&zero, pq2, -1.0f); else cout = *pq2; if (D3DXQuaternionDot(&cout, pq3) < 0.0f) temp3 = add_diff(&zero, pq3, -1.0f); else temp3 = *pq3; D3DXQuaternionInverse(&temp1, pq1); D3DXQuaternionMultiply(&temp2, &temp1, &temp2); D3DXQuaternionLn(&temp2, &temp2); D3DXQuaternionMultiply(&q, &temp1, &cout); D3DXQuaternionLn(&q, &q); temp1 = add_diff(&temp2, &q, 1.0f); temp1.x *= -0.25f; temp1.y *= -0.25f; temp1.z *= -0.25f; temp1.w *= -0.25f; D3DXQuaternionExp(&temp1, &temp1); D3DXQuaternionMultiply(&aout, pq1, &temp1); D3DXQuaternionInverse(&temp1, &cout); D3DXQuaternionMultiply(&temp2, &temp1, pq1); D3DXQuaternionLn(&temp2, &temp2); D3DXQuaternionMultiply(&q, &temp1, &temp3); D3DXQuaternionLn(&q, &q); temp1 = add_diff(&temp2, &q, 1.0f); temp1.x *= -0.25f; temp1.y *= -0.25f; temp1.z *= -0.25f; temp1.w *= -0.25f; D3DXQuaternionExp(&temp1, &temp1); D3DXQuaternionMultiply(pbout, &cout, &temp1); *paout = aout; *pcout = cout; } void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) { TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle); if (paxis) { paxis->x = pq->x; paxis->y = pq->y; paxis->z = pq->z; } if (pangle) *pangle = 2.0f * acosf(pq->w); } /*_________________D3DXVec2_____________________*/ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) { TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); return pout; } D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) { TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); return pout; } D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s) { FLOAT h1, h2, h3, h4; TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h2 = s * s * s - 2.0f * s * s + s; h3 = -2.0f * s * s * s + 3.0f * s * s; h4 = s * s * s - s * s; pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); return pout; } D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) { FLOAT norm; TRACE("pout %p, pv %p\n", pout, pv); norm = D3DXVec2Length(pv); if ( !norm ) { pout->x = 0.0f; pout->y = 0.0f; } else { pout->x = pv->x / norm; pout->y = pv->y / norm; } return pout; } D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) { D3DXVECTOR4 out; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0]; out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1]; out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[3][2]; out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3]; *pout = out; return pout; } D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec2Transform( (D3DXVECTOR4*)((char*)out + outstride * i), (const D3DXVECTOR2*)((const char*)in + instride * i), matrix); } return out; } D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) { D3DXVECTOR2 v; FLOAT norm; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); v = *pv; norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3]; pout->x = (pm->m[0][0] * v.x + pm->m[1][0] * v.y + pm->m[3][0]) / norm; pout->y = (pm->m[0][1] * v.x + pm->m[1][1] * v.y + pm->m[3][1]) / norm; return pout; } D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec2TransformCoord( (D3DXVECTOR2*)((char*)out + outstride * i), (const D3DXVECTOR2*)((const char*)in + instride * i), matrix); } return out; } D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) { const D3DXVECTOR2 v = *pv; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); pout->x = pm->m[0][0] * v.x + pm->m[1][0] * v.y; pout->y = pm->m[0][1] * v.x + pm->m[1][1] * v.y; return pout; } D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec2TransformNormal( (D3DXVECTOR2*)((char*)out + outstride * i), (const D3DXVECTOR2*)((const char*)in + instride * i), matrix); } return out; } /*_________________D3DXVec3_____________________*/ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) { TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); return pout; } D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) { TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s); return pout; } D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s) { FLOAT h1, h2, h3, h4; TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h2 = s * s * s - 2.0f * s * s + s; h3 = -2.0f * s * s * s + 3.0f * s * s; h4 = s * s * s - s * s; pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); return pout; } D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) { FLOAT norm; TRACE("pout %p, pv %p\n", pout, pv); norm = D3DXVec3Length(pv); if ( !norm ) { pout->x = 0.0f; pout->y = 0.0f; pout->z = 0.0f; } else { pout->x = pv->x / norm; pout->y = pv->y / norm; pout->z = pv->z / norm; } return pout; } D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) { D3DXMATRIX m; TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld); D3DXMatrixIdentity(&m); if (pworld) D3DXMatrixMultiply(&m, &m, pworld); if (pview) D3DXMatrixMultiply(&m, &m, pview); if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection); D3DXVec3TransformCoord(pout, pv, &m); if (pviewport) { pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f; pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f; pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ ); } 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) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", out, outstride, in, instride, viewport, projection, view, world, elements); for (i = 0; i < elements; ++i) { D3DXVec3Project( (D3DXVECTOR3*)((char*)out + outstride * i), (const D3DXVECTOR3*)((const char*)in + instride * i), viewport, projection, view, world); } return out; } D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) { D3DXVECTOR4 out; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]; out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]; out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]; out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3]; *pout = out; return pout; } D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec3Transform( (D3DXVECTOR4*)((char*)out + outstride * i), (const D3DXVECTOR3*)((const char*)in + instride * i), matrix); } return out; } D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) { D3DXVECTOR3 out; FLOAT norm; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3]; out.x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm; out.y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm; out.z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm; *pout = out; return pout; } D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec3TransformCoord( (D3DXVECTOR3*)((char*)out + outstride * i), (const D3DXVECTOR3*)((const char*)in + instride * i), matrix); } return out; } D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) { const D3DXVECTOR3 v = *pv; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); pout->x = pm->m[0][0] * v.x + pm->m[1][0] * v.y + pm->m[2][0] * v.z; pout->y = pm->m[0][1] * v.x + pm->m[1][1] * v.y + pm->m[2][1] * v.z; pout->z = pm->m[0][2] * v.x + pm->m[1][2] * v.y + pm->m[2][2] * v.z; return pout; } D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec3TransformNormal( (D3DXVECTOR3*)((char*)out + outstride * i), (const D3DXVECTOR3*)((const char*)in + instride * i), matrix); } return out; } D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v, const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view, const D3DXMATRIX *world) { D3DXMATRIX m; TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n", out, v, viewport, projection, view, world); D3DXMatrixIdentity(&m); if (world) D3DXMatrixMultiply(&m, &m, world); if (view) D3DXMatrixMultiply(&m, &m, view); if (projection) D3DXMatrixMultiply(&m, &m, projection); D3DXMatrixInverse(&m, NULL, &m); *out = *v; if (viewport) { out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f; out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height; out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ); } D3DXVec3TransformCoord(out, out, &m); return out; } 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; TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", out, outstride, in, instride, viewport, projection, view, world, elements); for (i = 0; i < elements; ++i) { D3DXVec3Unproject( (D3DXVECTOR3*)((char*)out + outstride * i), (const D3DXVECTOR3*)((const char*)in + instride * i), viewport, projection, view, world); } return out; } /*_________________D3DXVec4_____________________*/ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) { TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z); pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w); return pout; } D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) { TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s); pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s); return pout; } D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3) { D3DXVECTOR4 out; TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); out.x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y); out.y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z)); out.z = pv1->x * (pv2->y * pv3->w - pv3->y * pv2->w) - pv1->y * (pv2->x *pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->y - pv3->x * pv2->y); out.w = -(pv1->x * (pv2->y * pv3->z - pv3->y * pv2->z) - pv1->y * (pv2->x * pv3->z - pv3->x *pv2->z) + pv1->z * (pv2->x * pv3->y - pv3->x * pv2->y)); *pout = out; return pout; } D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s) { FLOAT h1, h2, h3, h4; TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h2 = s * s * s - 2.0f * s * s + s; h3 = -2.0f * s * s * s + 3.0f * s * s; h4 = s * s * s - s * s; pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x); pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y); pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z); pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w); return pout; } D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) { FLOAT norm; TRACE("pout %p, pv %p\n", pout, pv); norm = D3DXVec4Length(pv); pout->x = pv->x / norm; pout->y = pv->y / norm; pout->z = pv->z / norm; pout->w = pv->w / norm; return pout; } D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm) { D3DXVECTOR4 out; TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); out.x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w; out.y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w; out.z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w; out.w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w; *pout = out; return pout; } D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements) { UINT i; TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec4Transform( (D3DXVECTOR4*)((char*)out + outstride * i), (const D3DXVECTOR4*)((const char*)in + instride * i), matrix); } return out; } unsigned short float_32_to_16(const float in) { int exp = 0, origexp; float tmp = fabsf(in); int sign = (copysignf(1, in) < 0); unsigned int mantissa; unsigned short ret; /* Deal with special numbers */ if (isinf(in)) return (sign ? 0xffff : 0x7fff); if (isnan(in)) return (sign ? 0xffff : 0x7fff); if (in == 0.0f) return (sign ? 0x8000 : 0x0000); if (tmp < (float)(1u << 10)) { do { tmp *= 2.0f; exp--; } while (tmp < (float)(1u << 10)); } else if (tmp >= (float)(1u << 11)) { do { tmp /= 2.0f; exp++; } while (tmp >= (float)(1u << 11)); } exp += 10; /* Normalize the mantissa */ exp += 15; /* Exponent is encoded with excess 15 */ origexp = exp; mantissa = (unsigned int) tmp; if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */ (tmp - mantissa > 0.5f)) { mantissa++; /* round to nearest, away from zero */ } if (mantissa == 2048) { mantissa = 1024; exp++; } if (exp > 31) { /* too big */ ret = 0x7fff; /* INF */ } else if (exp <= 0) { unsigned int rounding = 0; /* Denormalized half float */ /* return 0x0000 (=0.0) for numbers too small to represent in half floats */ if (exp < -11) return (sign ? 0x8000 : 0x0000); exp = origexp; /* the 13 extra bits from single precision are used for rounding */ mantissa = (unsigned int)(tmp * (1u << 13)); mantissa >>= 1 - exp; /* denormalize */ mantissa -= ~(mantissa >> 13) & 1; /* round half to even */ /* remove 13 least significant bits to get half float precision */ mantissa >>= 12; rounding = mantissa & 1; mantissa >>= 1; ret = mantissa + rounding; } else { ret = (exp << 10) | (mantissa & 0x3ff); } ret |= ((sign ? 1 : 0) << 15); /* Add the sign */ return ret; } D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n) { unsigned int i; TRACE("pout %p, pin %p, n %u\n", pout, pin, n); for (i = 0; i < n; ++i) { pout[i].value = float_32_to_16(pin[i]); } return pout; } /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ float float_16_to_32(const unsigned short in) { const unsigned short s = (in & 0x8000); const unsigned short e = (in & 0x7C00) >> 10; const unsigned short m = in & 0x3FF; const float sgn = (s ? -1.0f : 1.0f); if (e == 0) { if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -14.0f) * (m / 1024.0f); } else { return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f)); } } FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) { unsigned int i; TRACE("pout %p, pin %p, n %u\n", pout, pin, n); for (i = 0; i < n; ++i) { pout[i] = float_16_to_32(pin[i].value); } return pout; } /*_________________D3DXSH________________*/ FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b) { UINT i; TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b); for (i = 0; i < order * order; i++) out[i] = a[i] + b[i]; return out; } FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b) { FLOAT s; UINT i; TRACE("order %u, a %p, b %p\n", order, a, b); s = a[0] * b[0]; for (i = 1; i < order * order; i++) s += a[i] * b[i]; return s; } static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle) { FLOAT coeff[3]; coeff[0] = cosf(angle); out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]); out[1] = D3DX_PI * sinf(angle) * sinf(angle); if (order <= 2) return; out[2] = coeff[0] * out[1]; if (order == 3) return; coeff[1] = coeff[0] * coeff[0]; coeff[2] = coeff[1] * coeff[1]; out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f); if (order == 4) return; out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f); if (order == 5) return; out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f); } HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) { FLOAT cap[6], clamped_angle, norm, scale, temp; UINT i, index, j; TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); if (radius <= 0.0f) return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout); clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius; norm = sinf(clamped_angle) * sinf(clamped_angle); if (order > D3DXSH_MAXORDER) { WARN("Order clamped at D3DXSH_MAXORDER\n"); order = D3DXSH_MAXORDER; } weightedcapintegrale(cap, order, radius); D3DXSHEvalDirection(rout, order, dir); for (i = 0; i < order; i++) { scale = cap[i] / norm; for (j = 0; j < 2 * i + 1; j++) { index = i * i + j; temp = rout[index] * scale; rout[index] = temp * Rintensity; if (gout) gout[index] = temp * Gintensity; if (bout) bout[index] = temp * Bintensity; } } return D3D_OK; } FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) { const FLOAT dirxx = dir->x * dir->x; const FLOAT dirxy = dir->x * dir->y; const FLOAT dirxz = dir->x * dir->z; const FLOAT diryy = dir->y * dir->y; const FLOAT diryz = dir->y * dir->z; const FLOAT dirzz = dir->z * dir->z; const FLOAT dirxxxx = dirxx * dirxx; const FLOAT diryyyy = diryy * diryy; const FLOAT dirzzzz = dirzz * dirzz; const FLOAT dirxyxy = dirxy * dirxy; TRACE("out %p, order %u, dir %p\n", out, order, dir); if ((order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER)) return out; out[0] = 0.5f / sqrtf(D3DX_PI); out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y; out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z; out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x; if (order == 2) return out; out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy; out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz; out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f); out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz; out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy); if (order == 3) return out; out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy); out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z; out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz); out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f); out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz); out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy); out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy); if (order == 4) return out; out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy); out[17] = 3.0f * dir->z * out[9]; out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f); out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz); out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f); out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz); out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f); out[23] = 3.0f * dir->z * out[15]; out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy); if (order == 5) return out; out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy); out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy); out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz); out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f); out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f); out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f); out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f); out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz); out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy); out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy); return out; } HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) { FLOAT s, temp; UINT j; TRACE("Order %u, Vector %p, Red %f, Green %f, Blue %f, Rout %p, Gout %p, Bout %p\n", order, dir, Rintensity, Gintensity, Bintensity, Rout, Gout, Bout); s = 0.75f; if ( order > 2 ) s += 5.0f / 16.0f; if ( order > 4 ) s -= 3.0f / 32.0f; s /= D3DX_PI; D3DXSHEvalDirection(Rout, order, dir); for (j = 0; j < order * order; j++) { temp = Rout[j] / s; Rout[j] = Rintensity * temp; if ( Gout ) Gout[j] = Gintensity * temp; if ( Bout ) Bout[j] = Bintensity * temp; } return D3D_OK; } HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout) { FLOAT a[2], temp[4]; UINT i, j; TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout); D3DXSHEvalDirection(temp, 2, dir); a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI; a[1] = (top.r - bottom.r) * D3DX_PI; for (i = 0; i < order; i++) for (j = 0; j < 2 * i + 1; j++) if (i < 2) rout[i * i + j] = temp[i * i + j] * a[i]; else rout[i * i + j] = 0.0f; if (gout) { a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI; a[1] = (top.g - bottom.g) * D3DX_PI; for (i = 0; i < order; i++) for (j = 0; j < 2 * i + 1; j++) if (i < 2) gout[i * i + j] = temp[i * i + j] * a[i]; else gout[i * i + j] = 0.0f; } if (bout) { a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI; a[1] = (top.b - bottom.b) * D3DX_PI; for (i = 0; i < order; i++) for (j = 0; j < 2 * i + 1; j++) if (i < 2) bout[i * i + j] = temp[i * i + j] * a[i]; else bout[i * i + j] = 0.0f; } return D3D_OK; } HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) { D3DXVECTOR3 normal; FLOAT cap[6], clamped_angle, dist, temp; UINT i, index, j; TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n", order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout); if (order > D3DXSH_MAXORDER) { WARN("Order clamped at D3DXSH_MAXORDER\n"); order = D3DXSH_MAXORDER; } if (radius < 0.0f) radius = -radius; dist = D3DXVec3Length(dir); clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist); weightedcapintegrale(cap, order, clamped_angle); D3DXVec3Normalize(&normal, dir); D3DXSHEvalDirection(rout, order, &normal); for (i = 0; i < order; i++) for (j = 0; j < 2 * i + 1; j++) { index = i * i + j; temp = rout[index] * cap[i]; rout[index] = temp * Rintensity; if (gout) gout[index] = temp * Gintensity; if (bout) bout[index] = temp * Bintensity; } return D3D_OK; } FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b) { FLOAT ta, tb; TRACE("out %p, a %p, b %p\n", out, a, b); ta = 0.28209479f * a[0]; tb = 0.28209479f * b[0]; out[0] = 0.28209479f * D3DXSHDot(2, a, b); out[1] = ta * b[1] + tb * a[1]; out[2] = ta * b[2] + tb * a[2]; out[3] = ta * b[3] + tb * a[3]; return out; } FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b) { FLOAT t, ta, tb; TRACE("out %p, a %p, b %p\n", out, a, b); out[0] = 0.28209479f * a[0] * b[0]; ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; out[1] = ta * b[1] + tb * a[1]; t = a[1] * b[1]; out[0] += 0.28209479f * t; out[6] = -0.12615663f * t; out[8] = -0.21850969f * t; ta = 0.21850969f * a[5]; tb = 0.21850969f * b[5]; out[1] += ta * b[2] + tb * a[2]; out[2] = ta * b[1] + tb * a[1]; t = a[1] * b[2] +a[2] * b[1]; out[5] = 0.21850969f * t; ta = 0.21850969f * a[4]; tb = 0.21850969f * b[4]; out[1] += ta * b[3] + tb * a[3]; out[3] = ta * b[1] + tb * a[1]; t = a[1] * b[3] + a[3] * b[1]; out[4] = 0.21850969f * t; ta = 0.28209480f * a[0] + 0.25231326f * a[6]; tb = 0.28209480f * b[0] + 0.25231326f * b[6]; out[2] += ta * b[2] + tb * a[2]; t = a[2] * b[2]; out[0] += 0.28209480f * t; out[6] += 0.25231326f * t; ta = 0.21850969f * a[7]; tb = 0.21850969f * b[7]; out[2] += ta * b[3] + tb * a[3]; out[3] += ta * b[2] + tb * a[2]; t = a[2] * b[3] + a[3] * b[2]; out[7] = 0.21850969f * t; ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; out[3] += ta * b[3] + tb * a[3]; t = a[3] * b[3]; out[0] += 0.28209479f * t; out[6] -= 0.12615663f * t; out[8] += 0.21850969f * t; ta = 0.28209479f * a[0] - 0.18022375f * a[6]; tb = 0.28209479f * b[0] - 0.18022375f * b[6]; out[4] += ta * b[4] + tb * a[4]; t = a[4] * b[4]; out[0] += 0.28209479f * t; out[6] -= 0.18022375f * t; ta = 0.15607835f * a[7]; tb = 0.15607835f * b[7]; out[4] += ta * b[5] + tb * a[5]; out[5] += ta * b[4] + tb * a[4]; t = a[4] * b[5] + a[5] * b[4]; out[7] += 0.15607835f * t; ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8]; tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8]; out[5] += ta * b[5] + tb * a[5]; t = a[5] * b[5]; out[0] += 0.28209479f * t; out[6] += 0.09011188f * t; out[8] -= 0.15607835f * t; ta = 0.28209480f * a[0]; tb = 0.28209480f * b[0]; out[6] += ta * b[6] + tb * a[6]; t = a[6] * b[6]; out[0] += 0.28209480f * t; out[6] += 0.18022376f * t; ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8]; tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8]; out[7] += ta * b[7] + tb * a[7]; t = a[7] * b[7]; out[0] += 0.28209479f * t; out[6] += 0.09011188f * t; out[8] += 0.15607835f * t; ta = 0.28209479f * a[0] - 0.18022375f * a[6]; tb = 0.28209479f * b[0] - 0.18022375f * b[6]; out[8] += ta * b[8] + tb * a[8]; t = a[8] * b[8]; out[0] += 0.28209479f * t; out[6] -= 0.18022375f * t; return out; } FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b) { FLOAT ta, tb, t; TRACE("out %p, a %p, b %p\n", out, a, b); out[0] = 0.28209479f * a[0] * b[0]; ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8]; tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8]; out[1] = ta * b[1] + tb * a[1]; t = a[1] * b[1]; out[0] += 0.28209479f * t; out[6] = -0.12615663f * t; out[8] = -0.21850969f * t; ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15]; tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15]; out[1] += ta * b[4] + tb * a[4]; out[4] = ta * b[1] + tb * a[1]; t = a[1] * b[4] + a[4] * b[1]; out[3] = 0.21850969f * t; out[13] = -0.05839917f * t; out[15] = -0.22617901f * t; ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14]; tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14]; out[1] += ta * b[5] + tb * a[5]; out[5] = ta * b[1] + tb * a[1]; t = a[1] * b[5] + a[5] * b[1]; out[2] = 0.21850969f * t; out[12] = -0.14304817f * t; out[14] = -0.18467439f * t; ta = 0.20230066f * a[11]; tb = 0.20230066f * b[11]; out[1] += ta * b[6] + tb * a[6]; out[6] += ta * b[1] + tb * a[1]; t = a[1] * b[6] + a[6] * b[1]; out[11] = 0.20230066f * t; ta = 0.22617901f * a[9] + 0.05839917f * a[11]; tb = 0.22617901f * b[9] + 0.05839917f * b[11]; out[1] += ta * b[8] + tb * a[8]; out[8] += ta * b[1] + tb * a[1]; t = a[1] * b[8] + a[8] * b[1]; out[9] = 0.22617901f * t; out[11] += 0.05839917f * t; ta = 0.28209480f * a[0] + 0.25231326f * a[6]; tb = 0.28209480f * b[0] + 0.25231326f * b[6]; out[2] += ta * b[2] + tb * a[2]; t = a[2] * b[2]; out[0] += 0.28209480f * t; out[6] += 0.25231326f * t; ta = 0.24776671f * a[12]; tb = 0.24776671f * b[12]; out[2] += ta * b[6] + tb * a[6]; out[6] += ta * b[2] + tb * a[2]; t = a[2] * b[6] + a[6] * b[2]; out[12] += 0.24776671f * t; ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8]; tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8]; out[3] += ta * b[3] + tb * a[3]; t = a[3] * b[3]; out[0] += 0.28209480f * t; out[6] -= 0.12615663f * t; out[8] += 0.21850969f * t; ta = 0.20230066f * a[13]; tb = 0.20230066f * b[13]; out[3] += ta * b[6] + tb * a[6]; out[6] += ta * b[3] + tb * a[3]; t = a[3] * b[6] + a[6] * b[3]; out[13] += 0.20230066f * t; ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14]; tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14]; out[3] += ta * b[7] + tb * a[7]; out[7] = ta * b[3] + tb * a[3]; t = a[3] * b[7] + a[7] * b[3]; out[2] += 0.21850969f * t; out[12] -= 0.14304817f * t; out[14] += 0.18467439f * t; ta = -0.05839917f * a[13] + 0.22617901f * a[15]; tb = -0.05839917f * b[13] + 0.22617901f * b[15]; out[3] += ta * b[8] + tb * a[8]; out[8] += ta * b[3] + tb * a[3]; t = a[3] * b[8] + a[8] * b[3]; out[13] -= 0.05839917f * t; out[15] += 0.22617901f * t; ta = 0.28209479f * a[0] - 0.18022375f * a[6]; tb = 0.28209479f * b[0] - 0.18022375f * b[6]; out[4] += ta * b[4] + tb * a[4]; t = a[4] * b[4]; out[0] += 0.28209479f * t; out[6] -= 0.18022375f * t; ta = 0.15607835f * a[7]; tb = 0.15607835f * b[7]; out[4] += ta * b[5] + tb * a[5]; out[5] += ta * b[4] + tb * a[4]; t = a[4] * b[5] + a[5] * b[4]; out[7] += 0.15607835f * t; ta = 0.22617901f * a[3] - 0.09403160f * a[13]; tb = 0.22617901f * b[3] - 0.09403160f * b[13]; out[4] += ta * b[9] + tb * a[9]; out[9] += ta * b[4] + tb * a[4]; t = a[4] * b[9] + a[9] * b[4]; out[3] += 0.22617901f * t; out[13] -= 0.09403160f * t; ta = 0.18467439f * a[2] - 0.18806319f * a[12]; tb = 0.18467439f * b[2] - 0.18806319f * b[12]; out[4] += ta * b[10] + tb * a [10]; out[10] = ta * b[4] + tb * a[4]; t = a[4] * b[10] + a[10] * b[4]; out[2] += 0.18467439f * t; out[12] -= 0.18806319f * t; ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15]; tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15]; out[4] += ta * b[11] + tb * a[11]; out[11] += ta * b[4] + tb * a[4]; t = a[4] * b[11] + a[11] * b[4]; out[3] -= 0.05839917f * t; out[13] += 0.14567312f * t; out[15] += 0.09403160f * t; ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8]; tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8]; out[5] += ta * b[5] + tb * a[5]; t = a[5] * b[5]; out[0] += 0.28209479f * t; out[6] += 0.09011186f * t; out[8] -= 0.15607835f * t; ta = 0.14867701f * a[14]; tb = 0.14867701f * b[14]; out[5] += ta * b[9] + tb * a[9]; out[9] += ta * b[5] + tb * a[5]; t = a[5] * b[9] + a[9] * b[5]; out[14] += 0.14867701f * t; ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15]; tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15]; out[5] += ta * b[10] + tb * a[10]; out[10] += ta * b[5] + tb * a[5]; t = a[5] * b[10] + a[10] * b[5]; out[3] += 0.18467439f * t; out[13] += 0.11516472f * t; out[15] -= 0.14867701f * t; ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14]; tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14]; out[5] += ta * b[11] + tb * a[11]; out[11] += ta * b[5] + tb * a[5]; t = a[5] * b[11] + a[11] * b[5]; out[2] += 0.23359668f * t; out[12] += 0.05947080f * t; out[14] -= 0.11516472f * t; ta = 0.28209479f * a[0]; tb = 0.28209479f * b[0]; out[6] += ta * b[6] + tb * a[6]; t = a[6] * b[6]; out[0] += 0.28209479f * t; out[6] += 0.18022376f * t; ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8]; tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8]; out[7] += ta * b[7] + tb * a[7]; t = a[7] * b[7]; out[6] += 0.09011186f * t; out[0] += 0.28209479f * t; out[8] += 0.15607835f * t; ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11]; tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11]; out[7] += ta * b[10] + tb * a[10]; out[10] += ta * b[7] + tb * a[7]; t = a[7] * b[10] + a[10] * b[7]; out[9] += 0.14867701f * t; out[1] += 0.18467439f * t; out[11] += 0.11516472f * t; ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14]; tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14]; out[7] += ta * b[13] + tb * a[13]; out[13] += ta * b[7]+ tb * a[7]; t = a[7] * b[13] + a[13] * b[7]; out[12] += 0.05947080f * t; out[2] += 0.23359668f * t; out[14] += 0.11516472f * t; ta = 0.14867701f * a[15]; tb = 0.14867701f * b[15]; out[7] += ta * b[14] + tb * a[14]; out[14] += ta * b[7] + tb * a[7]; t = a[7] * b[14] + a[14] * b[7]; out[15] += 0.14867701f * t; ta = 0.28209479f * a[0] - 0.18022375f * a[6]; tb = 0.28209479f * b[0] - 0.18022375f * b[6]; out[8] += ta * b[8] + tb * a[8]; t = a[8] * b[8]; out[0] += 0.28209479f * t; out[6] -= 0.18022375f * t; ta = -0.09403160f * a[11]; tb = -0.09403160f * b[11]; out[8] += ta * b[9] + tb * a[9]; out[9] += ta * b[8] + tb * a[8]; t = a[8] * b[9] + a[9] * b[8]; out[11] -= 0.09403160f * t; ta = -0.09403160f * a[15]; tb = -0.09403160f * b[15]; out[8] += ta * b[13] + tb * a[13]; out[13] += ta * b[8] + tb * a[8]; t = a[8] * b[13] + a[13] * b[8]; out[15] -= 0.09403160f * t; ta = 0.18467439f * a[2] - 0.18806319f * a[12]; tb = 0.18467439f * b[2] - 0.18806319f * b[12]; out[8] += ta * b[14] + tb * a[14]; out[14] += ta * b[8] + tb * a[8]; t = a[8] * b[14] + a[14] * b[8]; out[2] += 0.18467439f * t; out[12] -= 0.18806319f * t; ta = -0.21026104f * a[6] + 0.28209479f * a[0]; tb = -0.21026104f * b[6] + 0.28209479f * b[0]; out[9] += ta * b[9] + tb * a[9]; t = a[9] * b[9]; out[6] -= 0.21026104f * t; out[0] += 0.28209479f * t; ta = 0.28209479f * a[0]; tb = 0.28209479f * b[0]; out[10] += ta * b[10] + tb * a[10]; t = a[10] * b[10]; out[0] += 0.28209479f * t; ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8]; tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8]; out[11] += ta * b[11] + tb * a[11]; t = a[11] * b[11]; out[0] += 0.28209479f * t; out[6] += 0.12615663f * t; out[8] -= 0.14567312f * t; ta = 0.28209479f * a[0] + 0.16820885f * a[6]; tb = 0.28209479f * b[0] + 0.16820885f * b[6]; out[12] += ta * b[12] + tb * a[12]; t = a[12] * b[12]; out[0] += 0.28209479f * t; out[6] += 0.16820885f * t; ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6]; tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6]; out[13] += ta * b[13] + tb * a[13]; t = a[13] * b[13]; out[0] += 0.28209479f * t; out[8] += 0.14567312f * t; out[6] += 0.12615663f * t; ta = 0.28209479f * a[0]; tb = 0.28209479f * b[0]; out[14] += ta * b[14] + tb * a[14]; t = a[14] * b[14]; out[0] += 0.28209479f * t; ta = 0.28209479f * a[0] - 0.21026104f * a[6]; tb = 0.28209479f * b[0] - 0.21026104f * b[6]; out[15] += ta * b[15] + tb * a[15]; t = a[15] * b[15]; out[0] += 0.28209479f * t; out[6] -= 0.21026104f * t; return out; } static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in) { out[0] = in[0]; out[1] = a * in[2]; out[2] = -a * in[1]; out[3] = in[3]; out[4] = a * in[7]; out[5] = -in[5]; out[6] = -0.5f * in[6] - 0.8660253882f * in[8]; out[7] = -a * in[4]; out[8] = -0.8660253882f * in[6] + 0.5f * in[8]; out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14]; out[10] = -in[10]; out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14]; out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11]; out[13] = -0.25f * in[13] - 0.9682458639f * in[15]; out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11]; out[15] = -0.9682458639f * in[13] + 0.25f * in[15]; if (order == 4) return; out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23]; out[17] = -0.75f * in[17] + 0.6614378095f * in[19]; out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23]; out[19] = 0.6614378095f * in[17] + 0.75f * in[19]; out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24]; out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18]; out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24]; out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18]; out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24]; if (order == 5) return; out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34]; out[26] = -0.5f * in[26] + 0.8660253882f * in[28]; out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34]; out[28] = 0.8660253882f * in[26] + 0.5f * in[28]; out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34]; out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29]; out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35]; out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29]; out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35]; out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29]; out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; } static void set_vec3(D3DXVECTOR3 *v, float x, float y, float z) { v->x = x; v->y = y; v->z = z; } /* * The following implementation of D3DXSHProjectCubeMap is based on the * SHProjectCubeMap() implementation from Microsoft's DirectXMath library, * covered under the following copyright: * * Copyright (c) Microsoft Corporation. * Licensed under the MIT License. */ HRESULT WINAPI D3DXSHProjectCubeMap(unsigned int order, IDirect3DCubeTexture9 *texture, float *red, float *green, float *blue) { const unsigned int order_square = order * order; const struct pixel_format_desc *format; unsigned int x, y, i, face; float B, S, proj_normal; D3DSURFACE_DESC desc; float Wt = 0.0f; float *temp; HRESULT hr; TRACE("order %u, texture %p, red %p, green %p, blue %p.\n", order, texture, red, green, blue); if (!texture || !red || order < D3DXSH_MINORDER || order > D3DXSH_MAXORDER) return D3DERR_INVALIDCALL; memset(red, 0, order_square * sizeof(float)); if (green) memset(green, 0, order_square * sizeof(float)); if (blue) memset(blue, 0, order_square * sizeof(float)); if (FAILED(hr = IDirect3DCubeTexture9_GetLevelDesc(texture, 0, &desc))) { ERR("Failed to get level desc, hr %#lx.\n", hr); return hr; } format = get_format_info(desc.Format); if (format->type != FORMAT_ARGB && format->type != FORMAT_ARGBF16 && format->type != FORMAT_ARGBF) { FIXME("Unsupported texture format %#x.\n", desc.Format); return D3DERR_INVALIDCALL; } if (!(temp = malloc(order_square * sizeof(*temp)))) return E_OUTOFMEMORY; B = -1.0f + 1.0f / desc.Width; if (desc.Width > 1) S = 2.0f * (1.0f - 1.0f / desc.Width) / (desc.Width - 1.0f); else S = 0.0f; for (face = 0; face < 6; ++face) { D3DLOCKED_RECT map_desc; if (FAILED(hr = IDirect3DCubeTexture9_LockRect(texture, face, 0, &map_desc, NULL, D3DLOCK_READONLY))) { ERR("Failed to map texture, hr %#lx.\n", hr); free(temp); return hr; } for (y = 0; y < desc.Height; ++y) { const BYTE *row = (const BYTE *)map_desc.pBits + y * map_desc.Pitch; for (x = 0; x < desc.Width; ++x) { float diff_solid, x_3d, y_3d; const float u = x * S + B; const float v = y * S + B; struct vec4 colour; D3DXVECTOR3 dir; x_3d = (x * 2.0f + 1.0f) / desc.Width - 1.0f; y_3d = (y * 2.0f + 1.0f) / desc.Width - 1.0f; switch (face) { case D3DCUBEMAP_FACE_POSITIVE_X: set_vec3(&dir, 1.0f, -y_3d, -x_3d); break; case D3DCUBEMAP_FACE_NEGATIVE_X: set_vec3(&dir, -1.0f, -y_3d, x_3d); break; case D3DCUBEMAP_FACE_POSITIVE_Y: set_vec3(&dir, x_3d, 1.0f, y_3d); break; case D3DCUBEMAP_FACE_NEGATIVE_Y: set_vec3(&dir, x_3d, -1.0f, -y_3d); break; case D3DCUBEMAP_FACE_POSITIVE_Z: set_vec3(&dir, x_3d, -y_3d, 1.0f); break; case D3DCUBEMAP_FACE_NEGATIVE_Z: set_vec3(&dir, -x_3d, -y_3d, -1.0f); break; } /* This is more complex than powf(..., 1.5f), but also happens * to be slightly more accurate, and slightly faster as well. */ diff_solid = 4.0f / ((1.0f + u * u + v * v) * sqrtf(1.0f + u * u + v * v)); Wt += diff_solid; D3DXVec3Normalize(&dir, &dir); D3DXSHEvalDirection(temp, order, &dir); format_to_vec4(format, &row[x * format->block_byte_count], &colour); for (i = 0; i < order_square; ++i) { red[i] += temp[i] * colour.x * diff_solid; if (green) green[i] += temp[i] * colour.y * diff_solid; if (blue) blue[i] += temp[i] * colour.z * diff_solid; } } } IDirect3DCubeTexture9_UnlockRect(texture, face, 0); } proj_normal = (4.0f * M_PI) / Wt; D3DXSHScale(red, order, red, proj_normal); if (green) D3DXSHScale(green, order, green, proj_normal); if (blue) D3DXSHScale(blue, order, blue, proj_normal); free(temp); return D3D_OK; } FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in) { FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36]; TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in); out[0] = in[0]; if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER)) return out; if (order <= 3) { out[1] = matrix->m[1][1] * in[1] - matrix->m[2][1] * in[2] + matrix->m[0][1] * in[3]; out[2] = -matrix->m[1][2] * in[1] + matrix->m[2][2] * in[2] - matrix->m[0][2] * in[3]; out[3] = matrix->m[1][0] * in[1] - matrix->m[2][0] * in[2] + matrix->m[0][0] * in[3]; if (order == 3) { float coeff[] = { matrix->m[1][0] * matrix->m[0][0], matrix->m[1][1] * matrix->m[0][1], matrix->m[1][1] * matrix->m[2][1], matrix->m[1][0] * matrix->m[2][0], matrix->m[2][0] * matrix->m[2][0], matrix->m[2][1] * matrix->m[2][1], matrix->m[0][0] * matrix->m[2][0], matrix->m[0][1] * matrix->m[2][1], matrix->m[0][1] * matrix->m[0][1], matrix->m[1][0] * matrix->m[1][0], matrix->m[1][1] * matrix->m[1][1], matrix->m[0][0] * matrix->m[0][0], }; out[4] = (matrix->m[1][1] * matrix->m[0][0] + matrix->m[0][1] * matrix->m[1][0]) * in[4]; out[4] -= (matrix->m[1][0] * matrix->m[2][1] + matrix->m[1][1] * matrix->m[2][0]) * in[5]; out[4] += 1.7320508076f * matrix->m[2][0] * matrix->m[2][1] * in[6]; out[4] -= (matrix->m[0][1] * matrix->m[2][0] + matrix->m[0][0] * matrix->m[2][1]) * in[7]; out[4] += (matrix->m[0][0] * matrix->m[0][1] - matrix->m[1][0] * matrix->m[1][1]) * in[8]; out[5] = (matrix->m[1][1] * matrix->m[2][2] + matrix->m[1][2] * matrix->m[2][1]) * in[5]; out[5] -= (matrix->m[1][1] * matrix->m[0][2] + matrix->m[1][2] * matrix->m[0][1]) * in[4]; out[5] -= 1.7320508076f * matrix->m[2][2] * matrix->m[2][1] * in[6]; out[5] += (matrix->m[0][2] * matrix->m[2][1] + matrix->m[0][1] * matrix->m[2][2]) * in[7]; out[5] -= (matrix->m[0][1] * matrix->m[0][2] - matrix->m[1][1] * matrix->m[1][2]) * in[8]; out[6] = (matrix->m[2][2] * matrix->m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6]; out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->m[1][2] * matrix->m[0][2]) * in[4]; out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->m[1][2] * matrix->m[2][2]) * in[5]; out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->m[0][2] * matrix->m[2][2]) * in[7]; out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f * (matrix->m[1][2] * matrix->m[1][2] - matrix->m[0][2] * matrix->m[0][2])) * in[8]; out[7] = (matrix->m[0][0] * matrix->m[2][2] + matrix->m[0][2] * matrix->m[2][0]) * in[7]; out[7] -= (matrix->m[1][0] * matrix->m[0][2] + matrix->m[1][2] * matrix->m[0][0]) * in[4]; out[7] += (matrix->m[1][0] * matrix->m[2][2] + matrix->m[1][2] * matrix->m[2][0]) * in[5]; out[7] -= 1.7320508076f * matrix->m[2][2] * matrix->m[2][0] * in[6]; out[7] -= (matrix->m[0][0] * matrix->m[0][2] - matrix->m[1][0] * matrix->m[1][2]) * in[8]; out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8]; out[8] += (coeff[0] - coeff[1]) * in[4]; out[8] += (coeff[2] - coeff[3]) * in[5]; out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6]; out[8] += (coeff[7] - coeff[6]) * in[7]; } return out; } if (fabsf(matrix->m[2][2]) != 1.0f) { sinb = sqrtf(1.0f - matrix->m[2][2] * matrix->m[2][2]); alpha = atan2f(matrix->m[2][1] / sinb, matrix->m[2][0] / sinb); beta = atan2f(sinb, matrix->m[2][2]); gamma = atan2f(matrix->m[1][2] / sinb, -matrix->m[0][2] / sinb); } else { alpha = atan2f(matrix->m[0][1], matrix->m[0][0]); beta = 0.0f; gamma = 0.0f; } D3DXSHRotateZ(temp, order, gamma, in); rotate_X(temp1, order, 1.0f, temp); D3DXSHRotateZ(temp, order, beta, temp1); rotate_X(temp1, order, -1.0f, temp); D3DXSHRotateZ(out, order, alpha, temp1); return out; } FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in) { UINT i, sum = 0; FLOAT c[5], s[5]; TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in); order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER); out[0] = in[0]; for (i = 1; i < order; i++) { UINT j; c[i - 1] = cosf(i * angle); s[i - 1] = sinf(i * angle); sum += i * 2; out[sum - i] = c[i - 1] * in[sum - i]; out[sum - i] += s[i - 1] * in[sum + i]; for (j = i - 1; j > 0; j--) { out[sum - j] = 0.0f; out[sum - j] = c[j - 1] * in[sum - j]; out[sum - j] += s[j - 1] * in[sum + j]; } if (in == out) out[sum] = 0.0f; else out[sum] = in[sum]; for (j = 1; j < i; j++) { out[sum + j] = 0.0f; out[sum + j] = -s[j - 1] * in[sum - j]; out[sum + j] += c[j - 1] * in[sum + j]; } out[sum + i] = -s[i - 1] * in[sum - i]; out[sum + i] += c[i - 1] * in[sum + i]; } return out; } FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale) { UINT i; TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale); for (i = 0; i < order * order; i++) out[i] = a[i] * scale; return out; }