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d3dx9math.h
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1/*
2 * Copyright (C) 2007 David Adam
3 * Copyright (C) 2007 Tony Wasserka
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20#include <d3dx9.h>
21
22#ifndef __D3DX9MATH_H__
23#define __D3DX9MATH_H__
24
25#include <math.h>
26
27#define D3DX_PI ((FLOAT)3.141592654)
28#define D3DX_1BYPI ((FLOAT)0.318309886)
29
30#define D3DXSH_MINORDER 2
31#define D3DXSH_MAXORDER 6
32
33#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
34#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
35
36typedef struct D3DXVECTOR2
37{
38#ifdef __cplusplus
40 D3DXVECTOR2(const FLOAT *pf);
42
43 operator FLOAT* ();
44 operator const FLOAT* () const;
45
47 D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
48 D3DXVECTOR2& operator *= (FLOAT);
49 D3DXVECTOR2& operator /= (FLOAT);
50
53
58
60
61 BOOL operator == (const D3DXVECTOR2&) const;
62 BOOL operator != (const D3DXVECTOR2&) const;
63#endif /* __cplusplus */
66
67#ifdef __cplusplus
68typedef struct D3DXVECTOR3 : public D3DVECTOR
69{
71 D3DXVECTOR3(const FLOAT *pf);
72 D3DXVECTOR3(const D3DVECTOR& v);
74
75 operator FLOAT* ();
76 operator const FLOAT* () const;
77
79 D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
80 D3DXVECTOR3& operator *= (FLOAT);
81 D3DXVECTOR3& operator /= (FLOAT);
82
85
90
91 friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&);
92
93 BOOL operator == (const D3DXVECTOR3&) const;
94 BOOL operator != (const D3DXVECTOR3&) const;
96#else /* !__cplusplus */
98#endif /* !__cplusplus */
99
100typedef struct D3DXVECTOR4
101{
102#ifdef __cplusplus
103 D3DXVECTOR4();
104 D3DXVECTOR4(const FLOAT *pf);
106
107 operator FLOAT* ();
108 operator const FLOAT* () const;
109
111 D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
112 D3DXVECTOR4& operator *= (FLOAT);
113 D3DXVECTOR4& operator /= (FLOAT);
114
115 D3DXVECTOR4 operator + () const;
116 D3DXVECTOR4 operator - () const;
117
118 D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
119 D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
122
124
125 BOOL operator == (const D3DXVECTOR4&) const;
126 BOOL operator != (const D3DXVECTOR4&) const;
127#endif /* __cplusplus */
128 FLOAT x, y, z, w;
130
131#ifdef __cplusplus
132typedef struct D3DXMATRIX : public D3DMATRIX
133{
134 D3DXMATRIX();
135 D3DXMATRIX(const FLOAT *pf);
136 D3DXMATRIX(const D3DMATRIX& mat);
137 D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
138 FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
139 FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
140 FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
141
142 FLOAT& operator () (UINT row, UINT col);
143 FLOAT operator () (UINT row, UINT col) const;
144
145 operator FLOAT* ();
146 operator const FLOAT* () const;
147
148 D3DXMATRIX& operator *= (const D3DXMATRIX&);
150 D3DXMATRIX& operator -= (const D3DXMATRIX&);
151 D3DXMATRIX& operator *= (FLOAT);
152 D3DXMATRIX& operator /= (FLOAT);
153
154 D3DXMATRIX operator + () const;
155 D3DXMATRIX operator - () const;
156
157 D3DXMATRIX operator * (const D3DXMATRIX&) const;
158 D3DXMATRIX operator + (const D3DXMATRIX&) const;
159 D3DXMATRIX operator - (const D3DXMATRIX&) const;
162
163 friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
164
165 BOOL operator == (const D3DXMATRIX&) const;
166 BOOL operator != (const D3DXMATRIX&) const;
168#else /* !__cplusplus */
170#endif /* !__cplusplus */
171
172typedef struct D3DXQUATERNION
173{
174#ifdef __cplusplus
176 D3DXQUATERNION(const FLOAT *pf);
178
179 operator FLOAT* ();
180 operator const FLOAT* () const;
181
183 D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
184 D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
185 D3DXQUATERNION& operator *= (FLOAT);
186 D3DXQUATERNION& operator /= (FLOAT);
187
190
196
198
199 BOOL operator == (const D3DXQUATERNION&) const;
200 BOOL operator != (const D3DXQUATERNION&) const;
201#endif /* __cplusplus */
202 FLOAT x, y, z, w;
204
205typedef struct D3DXPLANE
206{
207#ifdef __cplusplus
208 D3DXPLANE();
209 D3DXPLANE(const FLOAT *pf);
211
212 operator FLOAT* ();
213 operator const FLOAT* () const;
214
215 D3DXPLANE operator + () const;
216 D3DXPLANE operator - () const;
217
218 BOOL operator == (const D3DXPLANE&) const;
219 BOOL operator != (const D3DXPLANE&) const;
220#endif /* __cplusplus */
221 FLOAT a, b, c, d;
223
224typedef struct D3DXCOLOR
225{
226#ifdef __cplusplus
227 D3DXCOLOR();
228 D3DXCOLOR(DWORD col);
229 D3DXCOLOR(const FLOAT *pf);
230 D3DXCOLOR(const D3DCOLORVALUE& col);
231 D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
232
233 operator DWORD () const;
234
235 operator FLOAT* ();
236 operator const FLOAT* () const;
237
238 operator D3DCOLORVALUE* ();
239 operator const D3DCOLORVALUE* () const;
240
241 operator D3DCOLORVALUE& ();
242 operator const D3DCOLORVALUE& () const;
243
245 D3DXCOLOR& operator -= (const D3DXCOLOR&);
246 D3DXCOLOR& operator *= (FLOAT);
247 D3DXCOLOR& operator /= (FLOAT);
248
249 D3DXCOLOR operator + () const;
250 D3DXCOLOR operator - () const;
251
252 D3DXCOLOR operator + (const D3DXCOLOR&) const;
253 D3DXCOLOR operator - (const D3DXCOLOR&) const;
256
257 friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
258
259 BOOL operator == (const D3DXCOLOR&) const;
260 BOOL operator != (const D3DXCOLOR&) const;
261#endif /* __cplusplus */
262 FLOAT r, g, b, a;
264
265typedef struct D3DXFLOAT16
266{
267#ifdef __cplusplus
268 D3DXFLOAT16();
270 D3DXFLOAT16(const D3DXFLOAT16 &f);
271
272 operator FLOAT ();
273
274 BOOL operator == (const D3DXFLOAT16 &) const;
275 BOOL operator != (const D3DXFLOAT16 &) const;
276#endif /* __cplusplus */
279
280#ifdef __cplusplus
281extern "C" {
282#endif
283
286
287FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
288
289D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
290 const D3DXVECTOR3 *translation);
291D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
292 const D3DXVECTOR2 *ptranslation);
293HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
295D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
296D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
297D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
318D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
319D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
320 const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
321D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
322 const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
325
326D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
330D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
331D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
332
344 const D3DXQUATERNION *pq4, FLOAT t);
346 const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
347void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
348
350D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
351D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
359
361D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
362D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
364D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
365 const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
366D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
367 const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
374D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
375 const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
376D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
377 const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
379D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
380D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
381D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
385
388
389FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
390FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
391HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
393HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
395HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
396FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
397FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
398FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
399HRESULT WINAPI D3DXSHProjectCubeMap(UINT order, IDirect3DCubeTexture9 *cubemap, FLOAT *rout, FLOAT *gout, FLOAT *bout);
403
404#ifdef __cplusplus
405}
406#endif
407
408typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
409
410DEFINE_GUID(IID_ID3DXMatrixStack,
4110xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
412
413#undef INTERFACE
414#define INTERFACE ID3DXMatrixStack
415
416DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
417{
421 STDMETHOD(Pop)(THIS) PURE;
422 STDMETHOD(Push)(THIS) PURE;
423 STDMETHOD(LoadIdentity)(THIS) PURE;
424 STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
425 STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
426 STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
427 STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
428 STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
429 STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
430 STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
431 STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
432 STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
433 STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
434 STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
435 STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
436};
437
438#undef INTERFACE
439
440#if !defined(__cplusplus) || defined(CINTERFACE)
441
442#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
443#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
444#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
445#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
446#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
447#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
448#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
449#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
450#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
451#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
452#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
453#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
454#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
455#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
456#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
457#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
458#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
459#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
460
461#endif
462
463#ifdef __cplusplus
464extern "C" {
465#endif
466
468
469#ifdef __cplusplus
470}
471#endif
472
473#include <d3dx9math.inl>
474
475#endif /* __D3DX9MATH_H__ */
bool _STLP_CALL operator!=(const allocator< _T1 > &, const allocator< _T2 > &) _STLP_NOTHROW
Definition: _alloc.h:384
complex< _Tp > _STLP_CALL operator/(const _Tp &__x, const complex< _Tp > &__z)
Definition: _complex.h:652
complex< _Tp > _STLP_CALL operator-(const complex< _Tp > &__z)
Definition: _complex.h:622
complex< _Tp > _STLP_CALL operator*(const _Tp &__x, const complex< _Tp > &__z)
Definition: _complex.h:644
rope< _CharT, _Alloc > & operator+=(rope< _CharT, _Alloc > &__left, const rope< _CharT, _Alloc > &__right)
Definition: _rope.h:2202
unsigned int dir
Definition: maze.c:112
#define DECLARE_INTERFACE_(i, b)
Definition: basetyps.h:78
#define PURE
Definition: basetyps.h:64
#define THIS_
Definition: basetyps.h:65
#define THIS
Definition: basetyps.h:66
#define STDMETHOD_(t, m)
Definition: basetyps.h:63
#define STDMETHOD(m)
Definition: basetyps.h:62
PFOR_CONTEXT fc
Definition: for.c:57
r l[0]
Definition: byte_order.h:168
_In_ BOOLEAN Release
Definition: cdrom.h:920
CHString WINAPI operator+(CHSTRING_WCHAR ch, const CHString &string)
Definition: chstring.cpp:1356
Definition: _stack.h:55
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
Definition: math.c:1377
D3DXQUATERNION *WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
Definition: math.c:1318
D3DXQUATERNION *WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
Definition: math.c:1308
D3DXVECTOR4 *WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
Definition: math.c:2057
D3DXQUATERNION *WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
Definition: math.c:1531
D3DXPLANE *WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1291
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
Definition: math.c:1740
D3DXMATRIX *WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
Definition: math.c:751
HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
Definition: math.c:2481
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
Definition: math.c:511
D3DXVECTOR2 *WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
Definition: math.c:1625
HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
Definition: math.c:2292
D3DXMATRIX *WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane)
Definition: math.c:723
D3DXVECTOR4 *WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
Definition: math.c:2073
D3DXVECTOR2 *WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
Definition: math.c:1643
D3DXMATRIX *WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
Definition: math.c:416
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
Definition: math.c:2221
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
Definition: math.c:443
D3DXCOLOR *WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
Definition: math.c:50
D3DXPLANE *WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
Definition: math.c:1278
FLOAT *WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
Definition: math.c:2639
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
Definition: math.c:1895
D3DXVECTOR4 *WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
Definition: math.c:2025
D3DXVECTOR3 *WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n)
Definition: math.c:1985
D3DXMATRIX *WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
Definition: math.c:655
D3DXMATRIX *WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
Definition: math.c:700
D3DXMATRIX *WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
Definition: math.c:571
D3DXQUATERNION *WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
Definition: math.c:1358
D3DXVECTOR4 *WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
Definition: math.c:1680
D3DXVECTOR4 *WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:2087
FLOAT *WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
Definition: math.c:3075
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
Definition: math.c:191
D3DXMATRIX *WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
Definition: math.c:397
D3DXPLANE *WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
Definition: math.c:1215
FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
Definition: math.c:236
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
Definition: math.c:2406
D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
Definition: math.c:1479
D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
Definition: math.c:667
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
Definition: math.c:541
struct _D3DMATRIX D3DXMATRIX
Definition: d3dx9math.h:169
D3DXVECTOR2 *WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
Definition: math.c:1634
D3DXMATRIX *WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
Definition: math.c:364
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
Definition: math.c:1709
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t)
Definition: math.c:1500
FLOAT *WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b)
Definition: math.c:2523
D3DXMATRIX *WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
Definition: math.c:258
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1941
struct D3DXVECTOR2 * LPD3DXVECTOR2
D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle)
Definition: math.c:1407
D3DXVECTOR3 *WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
Definition: math.c:1828
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1725
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
Definition: math.c:525
struct D3DXVECTOR4 * LPD3DXVECTOR4
struct _D3DMATRIX * LPD3DXMATRIX
Definition: d3dx9math.h:169
interface ID3DXMatrixStack * LPD3DXMATRIXSTACK
Definition: d3dx9math.h:408
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
Definition: math.c:1553
D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
Definition: math.c:2003
D3DXMATRIX *WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
Definition: math.c:331
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack)
Definition: math.c:1171
struct D3DXQUATERNION * LPD3DXQUATERNION
D3DXVECTOR2 *WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
Definition: math.c:1659
D3DXMATRIX *WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
Definition: math.c:827
D3DXMATRIX *WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
Definition: math.c:471
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
Definition: math.c:1928
D3DXVECTOR3 *WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
Definition: math.c:1956
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1751
D3DXMATRIX *WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
Definition: math.c:877
D3DXVECTOR3 *WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
Definition: math.c:1805
D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
Definition: math.c:626
D3DXQUATERNION *WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
Definition: math.c:1343
D3DXQUATERNION *WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
Definition: math.c:1391
FLOAT *WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
Definition: math.c:2540
struct _D3DVECTOR D3DXVECTOR3
Definition: d3dx9math.h:97
struct _D3DVECTOR * LPD3DXVECTOR3
Definition: d3dx9math.h:97
D3DXVECTOR4 *WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
Definition: math.c:2039
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
Definition: math.c:2187
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
Definition: math.c:77
D3DXVECTOR4 *WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
Definition: math.c:2014
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
Definition: math.c:94
FLOAT *WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
Definition: math.c:2990
HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout)
Definition: math.c:2435
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm)
Definition: math.c:1423
D3DXMATRIX *WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:866
FLOAT *WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
Definition: math.c:2237
HRESULT WINAPI D3DXSHProjectCubeMap(UINT order, IDirect3DCubeTexture9 *cubemap, FLOAT *rout, FLOAT *gout, FLOAT *bout)
Definition: math.c:2976
D3DXVECTOR3 *WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
Definition: math.c:1231
D3DXPLANE *WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
Definition: math.c:1204
FLOAT *WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
Definition: math.c:2336
void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
Definition: math.c:1609
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
Definition: math.c:497
D3DXPLANE *WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp)
Definition: math.c:1253
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
Definition: math.c:483
D3DXVECTOR3 *WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
Definition: math.c:1768
D3DXMATRIX *WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle)
Definition: math.c:594
struct D3DXCOLOR * LPD3DXCOLOR
D3DXVECTOR4 *WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
Definition: math.c:1866
D3DXVECTOR3 *WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
Definition: math.c:1788
D3DXCOLOR *WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
Definition: math.c:61
FLOAT *WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
Definition: math.c:3121
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1913
D3DXVECTOR4 *WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1880
D3DXVECTOR4 *WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n)
Definition: math.c:1694
D3DXMATRIX *WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
Definition: math.c:431
struct D3DXFLOAT16 * LPD3DXFLOAT16
D3DXMATRIX *WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
Definition: math.c:643
FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
Definition: math.c:2249
struct D3DXPLANE * LPD3DXPLANE
D3DXVECTOR3 *WINAPI D3DXVec3CatmullRom(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
Definition: math.c:1778
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
Definition: math.c:457
D3DXVECTOR3 *WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n)
Definition: math.c:1850
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
Definition: math.c:557
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
Definition: math.c:153
D3DXMATRIX *WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
Definition: math.c:712
struct png_info_def *typedef unsigned char **typedef struct png_info_def *typedef struct png_info_def *typedef struct png_info_def *typedef unsigned char ** row
Definition: typeof.h:78
unsigned int BOOL
Definition: ntddk_ex.h:94
unsigned long DWORD
Definition: ntddk_ex.h:95
unsigned short WORD
Definition: ntddk_ex.h:93
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
const GLdouble * v
Definition: gl.h:2040
GLdouble s
Definition: gl.h:2039
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
GLdouble GLdouble t
Definition: gl.h:2047
GLdouble n
Definition: glext.h:7729
GLenum GLenum GLenum GLenum GLenum scale
Definition: glext.h:9032
GLdouble GLdouble GLdouble GLdouble top
Definition: glext.h:10859
GLfloat f
Definition: glext.h:7540
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
GLuint GLenum matrix
Definition: glext.h:9407
GLuint in
Definition: glext.h:9616
GLbitfield flags
Definition: glext.h:7161
GLint GLint bottom
Definition: glext.h:7726
GLboolean GLboolean g
Definition: glext.h:6204
GLfloat angle
Definition: glext.h:10853
GLuint GLdouble GLdouble GLint GLint order
Definition: glext.h:11194
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6204
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6102
GLdouble GLdouble z
Definition: glext.h:5874
GLdouble GLdouble GLint GLint GLdouble GLdouble GLint vstride
Definition: glext.h:8308
GLfloat GLfloat GLfloat GLfloat h
Definition: glext.h:7723
#define FLOAT
Definition: i386-dis.c:525
REFIID riid
Definition: atlbase.h:39
static LPMONITOR2 pm2
Definition: localmon.c:46
static LPMONITOREX pm
Definition: localmon.c:45
static const MAT2 mat
Definition: font.c:66
static HRESULT QueryInterface(REFIID, void **)
Definition: events.c:2587
static ULONG WINAPI AddRef(IStream *iface)
Definition: clist.c:90
unsigned int UINT
Definition: ndis.h:50
#define DWORD
Definition: nt_native.h:44
#define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8)
Definition: guiddef.h:68
#define REFIID
Definition: guiddef.h:118
static FILE * out
Definition: regtests2xml.c:44
static int fd
Definition: io.c:51
f_args fa
Definition: format.c:280
FLOAT g
Definition: d3dx9math.h:262
FLOAT a
Definition: d3dx9math.h:262
FLOAT b
Definition: d3dx9math.h:262
FLOAT r
Definition: d3dx9math.h:262
WORD value
Definition: d3dx9math.h:277
FLOAT a
Definition: d3dx9math.h:221
FLOAT c
Definition: d3dx9math.h:221
FLOAT d
Definition: d3dx9math.h:221
FLOAT b
Definition: d3dx9math.h:221
FLOAT x
Definition: d3dx9math.h:64
FLOAT y
Definition: d3dx9math.h:64
Definition: regsvr.c:104
bool operator==(const TKeyDef &t1, const TKeyDef &t2)
Definition: tkeydef.cpp:122
GLfixed fx
Definition: tritemp.h:484
GLfixed fy
Definition: tritemp.h:490
float FLOAT
Definition: typedefs.h:69
uint32_t ULONG
Definition: typedefs.h:59
#define WINAPI
Definition: msvc.h:6