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#include "config.h"
#include "windef.h"
#include "wingdi.h"
#include "d3dx9_36_private.h"
#include "wine/debug.h"
Go to the source code of this file.
Defines |
| #define | NONAMELESSUNION |
Functions |
| | WINE_DEFAULT_DEBUG_CHANNEL (d3dx) |
| D3DXCOLOR *WINAPI | D3DXColorAdjustContrast (D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) |
| D3DXCOLOR *WINAPI | D3DXColorAdjustSaturation (D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) |
| FLOAT WINAPI | D3DXFresnelTerm (FLOAT costheta, FLOAT refractionindex) |
| D3DXMATRIX *WINAPI | D3DXMatrixAffineTransformation (D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation) |
| D3DXMATRIX *WINAPI | D3DXMatrixAffineTransformation2D (D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation) |
| HRESULT WINAPI | D3DXMatrixDecompose (D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm) |
| FLOAT WINAPI | D3DXMatrixDeterminant (CONST D3DXMATRIX *pm) |
| D3DXMATRIX *WINAPI | D3DXMatrixInverse (D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm) |
| D3DXMATRIX *WINAPI | D3DXMatrixLookAtLH (D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup) |
| D3DXMATRIX *WINAPI | D3DXMatrixLookAtRH (D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup) |
| D3DXMATRIX *WINAPI | D3DXMatrixMultiply (D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) |
| D3DXMATRIX *WINAPI | D3DXMatrixMultiplyTranspose (D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) |
| D3DXMATRIX *WINAPI | D3DXMatrixOrthoLH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixOrthoOffCenterLH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixOrthoOffCenterRH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixOrthoRH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveFovLH (D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveFovRH (D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveLH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveOffCenterLH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveOffCenterRH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveRH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixReflect (D3DXMATRIX *pout, CONST D3DXPLANE *pplane) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationAxis (D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationQuaternion (D3DXMATRIX *pout, CONST D3DXQUATERNION *pq) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationX (D3DXMATRIX *pout, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationY (D3DXMATRIX *pout, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationYawPitchRoll (D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationZ (D3DXMATRIX *pout, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixScaling (D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) |
| D3DXMATRIX *WINAPI | D3DXMatrixShadow (D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane) |
| D3DXMATRIX *WINAPI | D3DXMatrixTransformation (D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation) |
| D3DXMATRIX *WINAPI | D3DXMatrixTransformation2D (D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation) |
| D3DXMATRIX *WINAPI | D3DXMatrixTranslation (D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) |
| D3DXMATRIX *WINAPI | D3DXMatrixTranspose (D3DXMATRIX *pout, CONST D3DXMATRIX *pm) |
| HRESULT WINAPI | D3DXCreateMatrixStack (DWORD flags, LPD3DXMATRIXSTACK *ppstack) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_QueryInterface (ID3DXMatrixStack *iface, REFIID riid, void **ppobj) |
| static ULONG WINAPI | ID3DXMatrixStackImpl_AddRef (ID3DXMatrixStack *iface) |
| static ULONG WINAPI | ID3DXMatrixStackImpl_Release (ID3DXMatrixStack *iface) |
| static D3DXMATRIX *WINAPI | ID3DXMatrixStackImpl_GetTop (ID3DXMatrixStack *iface) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_LoadIdentity (ID3DXMatrixStack *iface) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_LoadMatrix (ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_MultMatrix (ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_MultMatrixLocal (ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_Pop (ID3DXMatrixStack *iface) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_Push (ID3DXMatrixStack *iface) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_RotateAxis (ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_RotateAxisLocal (ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_RotateYawPitchRoll (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_RotateYawPitchRollLocal (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_Scale (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_ScaleLocal (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_Translate (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) |
| static HRESULT WINAPI | ID3DXMatrixStackImpl_TranslateLocal (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) |
| D3DXPLANE *WINAPI | D3DXPlaneFromPointNormal (D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal) |
| D3DXPLANE *WINAPI | D3DXPlaneFromPoints (D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3) |
| D3DXVECTOR3 *WINAPI | D3DXPlaneIntersectLine (D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) |
| D3DXPLANE *WINAPI | D3DXPlaneNormalize (D3DXPLANE *pout, CONST D3DXPLANE *pp) |
| D3DXPLANE *WINAPI | D3DXPlaneTransform (D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm) |
| D3DXPLANE *WINAPI | D3DXPlaneTransformArray (D3DXPLANE *out, UINT outstride, CONST D3DXPLANE *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionBaryCentric (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionExp (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionInverse (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionLn (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionMultiply (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionNormalize (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationAxis (D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationMatrix (D3DXQUATERNION *pout, CONST D3DXMATRIX *pm) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationYawPitchRoll (D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionSlerp (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionSquad (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t) |
| void WINAPI | D3DXQuaternionToAxisAngle (CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) |
| D3DXVECTOR2 *WINAPI | D3DXVec2BaryCentric (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) |
| D3DXVECTOR2 *WINAPI | D3DXVec2CatmullRom (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s) |
| D3DXVECTOR2 *WINAPI | D3DXVec2Hermite (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s) |
| D3DXVECTOR2 *WINAPI | D3DXVec2Normalize (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) |
| D3DXVECTOR4 *WINAPI | D3DXVec2Transform (D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR4 *WINAPI | D3DXVec2TransformArray (D3DXVECTOR4 *out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXVECTOR2 *WINAPI | D3DXVec2TransformCoord (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR2 *WINAPI | D3DXVec2TransformCoordArray (D3DXVECTOR2 *out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXVECTOR2 *WINAPI | D3DXVec2TransformNormal (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR2 *WINAPI | D3DXVec2TransformNormalArray (D3DXVECTOR2 *out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXVECTOR3 *WINAPI | D3DXVec3BaryCentric (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) |
| D3DXVECTOR3 *WINAPI | D3DXVec3CatmullRom (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s) |
| D3DXVECTOR3 *WINAPI | D3DXVec3Hermite (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s) |
| D3DXVECTOR3 *WINAPI | D3DXVec3Normalize (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) |
| D3DXVECTOR3 *WINAPI | D3DXVec3Project (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) |
| 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) |
| D3DXVECTOR4 *WINAPI | D3DXVec3Transform (D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR4 *WINAPI | D3DXVec3TransformArray (D3DXVECTOR4 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXVECTOR3 *WINAPI | D3DXVec3TransformCoord (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR3 *WINAPI | D3DXVec3TransformCoordArray (D3DXVECTOR3 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXVECTOR3 *WINAPI | D3DXVec3TransformNormal (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR3 *WINAPI | D3DXVec3TransformNormalArray (D3DXVECTOR3 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
| D3DXVECTOR3 *WINAPI | D3DXVec3Unproject (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) |
| 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) |
| D3DXVECTOR4 *WINAPI | D3DXVec4BaryCentric (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) |
| D3DXVECTOR4 *WINAPI | D3DXVec4CatmullRom (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s) |
| D3DXVECTOR4 *WINAPI | D3DXVec4Cross (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3) |
| D3DXVECTOR4 *WINAPI | D3DXVec4Hermite (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s) |
| D3DXVECTOR4 *WINAPI | D3DXVec4Normalize (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv) |
| D3DXVECTOR4 *WINAPI | D3DXVec4Transform (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm) |
| D3DXVECTOR4 *WINAPI | D3DXVec4TransformArray (D3DXVECTOR4 *out, UINT outstride, CONST D3DXVECTOR4 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements) |
Variables |
| static const ID3DXMatrixStackVtbl | ID3DXMatrixStack_Vtbl |
| static const unsigned int | INITIAL_STACK_SIZE = 32 |
Generated on Sun May 27 2012 05:04:11 for ReactOS by
1.7.6.1
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