ReactOS 0.4.16-dev-297-gc569aee
math.c File Reference
#include <float.h>
#include "d3dx9_private.h"
Include dependency graph for math.c:

Go to the source code of this file.

Classes

struct  ID3DXMatrixStackImpl
 

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 *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
 
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D (D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
 
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 *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, const D3DXVECTOR3 *up)
 
D3DXMATRIX *WINAPI D3DXMatrixLookAtRH (D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at, const D3DXVECTOR3 *up)
 
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 *out, const D3DXVECTOR3 *v, 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 *out, 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 *out, const D3DXVECTOR3 *scaling_center, const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling, const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
 
static void vec3_from_vec2 (D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
 
D3DXMATRIX *WINAPI D3DXMatrixTransformation2D (D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center, float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center, float rotation, const D3DXVECTOR2 *translation)
 
D3DXMATRIX *WINAPI D3DXMatrixTranslation (D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
 
D3DXMATRIX *WINAPI D3DXMatrixTranspose (D3DXMATRIX *pout, const D3DXMATRIX *pm)
 
static struct ID3DXMatrixStackImplimpl_from_ID3DXMatrixStack (ID3DXMatrixStack *iface)
 
static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface (ID3DXMatrixStack *iface, REFIID riid, void **out)
 
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)
 
HRESULT WINAPI D3DXCreateMatrixStack (DWORD flags, ID3DXMatrixStack **stack)
 
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 *out, const D3DXPLANE *p)
 
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 *out, const D3DXQUATERNION *q)
 
D3DXQUATERNION *WINAPI D3DXQuaternionInverse (D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
 
D3DXQUATERNION *WINAPI D3DXQuaternionLn (D3DXQUATERNION *out, const D3DXQUATERNION *q)
 
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply (D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
 
D3DXQUATERNION *WINAPI D3DXQuaternionNormalize (D3DXQUATERNION *out, const D3DXQUATERNION *q)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis (D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix (D3DXQUATERNION *out, const D3DXMATRIX *m)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll (D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
 
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp (D3DXQUATERNION *out, const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, FLOAT t)
 
D3DXQUATERNION *WINAPI D3DXQuaternionSquad (D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
 
static D3DXQUATERNION add_diff (const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
 
void WINAPI D3DXQuaternionSquadSetup (D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
 
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 *out, const D3DXVECTOR3 *v, const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view, const D3DXMATRIX *world)
 
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)
 
unsigned short float_32_to_16 (const float in)
 
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array (D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
 
float float_16_to_32 (const unsigned short in)
 
FLOAT *WINAPI D3DXFloat16To32Array (FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
 
FLOAT *WINAPI D3DXSHAdd (FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
 
FLOAT WINAPI D3DXSHDot (UINT order, const FLOAT *a, const FLOAT *b)
 
static void weightedcapintegrale (FLOAT *out, UINT order, FLOAT angle)
 
HRESULT WINAPI D3DXSHEvalConeLight (UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
 
FLOAT *WINAPI D3DXSHEvalDirection (FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
 
HRESULT WINAPI D3DXSHEvalDirectionalLight (UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
 
HRESULT WINAPI D3DXSHEvalHemisphereLight (UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout)
 
HRESULT WINAPI D3DXSHEvalSphericalLight (UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout)
 
FLOAT *WINAPI D3DXSHMultiply2 (FLOAT *out, const FLOAT *a, const FLOAT *b)
 
FLOAT *WINAPI D3DXSHMultiply3 (FLOAT *out, const FLOAT *a, const FLOAT *b)
 
FLOAT *WINAPI D3DXSHMultiply4 (FLOAT *out, const FLOAT *a, const FLOAT *b)
 
static void rotate_X (FLOAT *out, UINT order, FLOAT a, FLOAT *in)
 
HRESULT WINAPI D3DXSHProjectCubeMap (UINT order, IDirect3DCubeTexture9 *cubemap, FLOAT *rout, FLOAT *gout, FLOAT *bout)
 
FLOAT *WINAPI D3DXSHRotate (FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
 
FLOAT *WINAPI D3DXSHRotateZ (FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
 
FLOAT *WINAPI D3DXSHScale (FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
 

Variables

static const unsigned int INITIAL_STACK_SIZE = 32
 
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
 

Function Documentation

◆ add_diff()

static D3DXQUATERNION add_diff ( const D3DXQUATERNION q1,
const D3DXQUATERNION q2,
const FLOAT  add 
)
static

Definition at line 1541 of file math.c.

1542{
1544
1545 temp.x = q1->x + add * q2->x;
1546 temp.y = q1->y + add * q2->y;
1547 temp.z = q1->z + add * q2->z;
1548 temp.w = q1->w + add * q2->w;
1549
1550 return temp;
1551}
static calc_node_t temp
Definition: rpn_ieee.c:38

Referenced by D3DXQuaternionSquadSetup().

◆ D3DXColorAdjustContrast()

D3DXCOLOR *WINAPI D3DXColorAdjustContrast ( D3DXCOLOR pout,
const D3DXCOLOR pc,
FLOAT  s 
)

Definition at line 50 of file math.c.

51{
52 TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
53
54 pout->r = 0.5f + s * (pc->r - 0.5f);
55 pout->g = 0.5f + s * (pc->g - 0.5f);
56 pout->b = 0.5f + s * (pc->b - 0.5f);
57 pout->a = pc->a;
58 return pout;
59}
GLdouble s
Definition: gl.h:2039
#define TRACE(s)
Definition: solgame.cpp:4
FLOAT g
Definition: d3dx9math.h:262
FLOAT a
Definition: d3dx9math.h:262
FLOAT b
Definition: d3dx9math.h:262
FLOAT r
Definition: d3dx9math.h:262

Referenced by D3DXColorTest().

◆ D3DXColorAdjustSaturation()

D3DXCOLOR *WINAPI D3DXColorAdjustSaturation ( D3DXCOLOR pout,
const D3DXCOLOR pc,
FLOAT  s 
)

Definition at line 61 of file math.c.

62{
63 FLOAT grey;
64
65 TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
66
67 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
68 pout->r = grey + s * (pc->r - grey);
69 pout->g = grey + s * (pc->g - grey);
70 pout->b = grey + s * (pc->b - grey);
71 pout->a = pc->a;
72 return pout;
73}
float FLOAT
Definition: typedefs.h:69

Referenced by D3DXColorTest().

◆ D3DXCreateMatrixStack()

HRESULT WINAPI D3DXCreateMatrixStack ( DWORD  flags,
ID3DXMatrixStack **  stack 
)

Definition at line 1171 of file math.c.

1172{
1174
1175 TRACE("flags %#x, stack %p.\n", flags, stack);
1176
1177 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
1178 {
1179 *stack = NULL;
1180 return E_OUTOFMEMORY;
1181 }
1182 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
1183 object->ref = 1;
1184
1185 if (!(object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(*object->stack))))
1186 {
1187 HeapFree(GetProcessHeap(), 0, object);
1188 *stack = NULL;
1189 return E_OUTOFMEMORY;
1190 }
1191
1192 object->current = 0;
1193 object->stack_size = INITIAL_STACK_SIZE;
1194 D3DXMatrixIdentity(&object->stack[0]);
1195
1196 TRACE("Created matrix stack %p.\n", object);
1197
1198 *stack = &object->ID3DXMatrixStack_iface;
1199 return D3D_OK;
1200}
#define D3D_OK
Definition: d3d.h:106
#define E_OUTOFMEMORY
Definition: ddrawi.h:100
#define NULL
Definition: types.h:112
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
Definition: math.c:1149
static const unsigned int INITIAL_STACK_SIZE
Definition: math.c:46
#define GetProcessHeap()
Definition: compat.h:736
#define HeapAlloc
Definition: compat.h:733
#define HeapFree(x, y, z)
Definition: compat.h:735
#define HEAP_ZERO_MEMORY
Definition: compat.h:134
GLbitfield flags
Definition: glext.h:7161
Definition: format.c:80

Referenced by test_matrix_stack().

◆ D3DXFloat16To32Array()

FLOAT *WINAPI D3DXFloat16To32Array ( FLOAT pout,
const D3DXFLOAT16 pin,
UINT  n 
)

Definition at line 2221 of file math.c.

2222{
2223 unsigned int i;
2224
2225 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2226
2227 for (i = 0; i < n; ++i)
2228 {
2229 pout[i] = float_16_to_32(pin[i].value);
2230 }
2231
2232 return pout;
2233}
float float_16_to_32(const unsigned short in)
Definition: math.c:2203
GLdouble n
Definition: glext.h:7729
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
Definition: regsvr.c:104
Definition: pdh_main.c:94

Referenced by convert_component(), test_D3DXFillTexture(), test_D3DXFloat_Array(), weld_float16_2(), and weld_float16_4().

◆ D3DXFloat32To16Array()

D3DXFLOAT16 *WINAPI D3DXFloat32To16Array ( D3DXFLOAT16 pout,
const FLOAT pin,
UINT  n 
)

Definition at line 2187 of file math.c.

2188{
2189 unsigned int i;
2190
2191 TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
2192
2193 for (i = 0; i < n; ++i)
2194 {
2195 pout[i].value = float_32_to_16(pin[i]);
2196 }
2197
2198 return pout;
2199}
unsigned short float_32_to_16(const float in)
Definition: math.c:2102
WORD value
Definition: d3dx9math.h:277

Referenced by convert_float4(), and test_D3DXFloat_Array().

◆ D3DXFresnelTerm()

FLOAT WINAPI D3DXFresnelTerm ( FLOAT  costheta,
FLOAT  refractionindex 
)

Definition at line 77 of file math.c.

78{
79 FLOAT a, d, g, result;
80
81 TRACE("costheta %f, refractionindex %f\n", costheta, refractionindex);
82
83 g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f);
84 a = g + costheta;
85 d = g - costheta;
86 result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f;
87 result *= 0.5f * d * d / (a * a);
88
89 return result;
90}
GLboolean GLboolean g
Definition: glext.h:6204
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6204
GLuint64EXT * result
Definition: glext.h:11304
#define d
Definition: ke_i.h:81
#define a
Definition: ke_i.h:78
#define sqrtf(x)
Definition: mymath.h:59

Referenced by D3DXFresnelTest().

◆ D3DXMatrixAffineTransformation()

D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation ( D3DXMATRIX out,
FLOAT  scaling,
const D3DXVECTOR3 rotationcenter,
const D3DXQUATERNION rotation,
const D3DXVECTOR3 translation 
)

Definition at line 94 of file math.c.

96{
97 TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
98 out, scaling, rotationcenter, rotation, translation);
99
100 D3DXMatrixIdentity(out);
101
102 if (rotation)
103 {
104 FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22;
105
106 temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z);
107 temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w);
108 temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w);
109 temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w);
110 temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z);
111 temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w);
112 temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w);
113 temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w);
114 temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y);
115
116 out->u.m[0][0] = scaling * temp00;
117 out->u.m[0][1] = scaling * temp01;
118 out->u.m[0][2] = scaling * temp02;
119 out->u.m[1][0] = scaling * temp10;
120 out->u.m[1][1] = scaling * temp11;
121 out->u.m[1][2] = scaling * temp12;
122 out->u.m[2][0] = scaling * temp20;
123 out->u.m[2][1] = scaling * temp21;
124 out->u.m[2][2] = scaling * temp22;
125
126 if (rotationcenter)
127 {
128 out->u.m[3][0] = rotationcenter->x * (1.0f - temp00) - rotationcenter->y * temp10
129 - rotationcenter->z * temp20;
130 out->u.m[3][1] = rotationcenter->y * (1.0f - temp11) - rotationcenter->x * temp01
131 - rotationcenter->z * temp21;
132 out->u.m[3][2] = rotationcenter->z * (1.0f - temp22) - rotationcenter->x * temp02
133 - rotationcenter->y * temp12;
134 }
135 }
136 else
137 {
138 out->u.m[0][0] = scaling;
139 out->u.m[1][1] = scaling;
140 out->u.m[2][2] = scaling;
141 }
142
143 if (translation)
144 {
145 out->u.m[3][0] += translation->x;
146 out->u.m[3][1] += translation->y;
147 out->u.m[3][2] += translation->z;
148 }
149
150 return out;
151}
static FILE * out
Definition: regtests2xml.c:44

Referenced by D3DXMatrixTest().

◆ D3DXMatrixAffineTransformation2D()

D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D ( D3DXMATRIX out,
FLOAT  scaling,
const D3DXVECTOR2 rotationcenter,
FLOAT  rotation,
const D3DXVECTOR2 translation 
)

Definition at line 153 of file math.c.

155{
156 FLOAT tmp1, tmp2, s;
157
158 TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
159 out, scaling, rotationcenter, rotation, translation);
160
161 s = sinf(rotation / 2.0f);
162 tmp1 = 1.0f - 2.0f * s * s;
163 tmp2 = 2.0f * s * cosf(rotation / 2.0f);
164
165 D3DXMatrixIdentity(out);
166 out->u.m[0][0] = scaling * tmp1;
167 out->u.m[0][1] = scaling * tmp2;
168 out->u.m[1][0] = -scaling * tmp2;
169 out->u.m[1][1] = scaling * tmp1;
170
171 if (rotationcenter)
172 {
173 FLOAT x, y;
174
175 x = rotationcenter->x;
176 y = rotationcenter->y;
177
178 out->u.m[3][0] = y * tmp2 - x * tmp1 + x;
179 out->u.m[3][1] = -x * tmp2 - y * tmp1 + y;
180 }
181
182 if (translation)
183 {
184 out->u.m[3][0] += translation->x;
185 out->u.m[3][1] += translation->y;
186 }
187
188 return out;
189}
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
_Check_return_ float __cdecl cosf(_In_ float x)
Definition: math.h:224
_Check_return_ float __cdecl sinf(_In_ float x)
Definition: math.h:233
FLOAT x
Definition: d3dx9math.h:64
FLOAT y
Definition: d3dx9math.h:64

Referenced by test_Matrix_AffineTransformation2D().

◆ D3DXMatrixDecompose()

HRESULT WINAPI D3DXMatrixDecompose ( D3DXVECTOR3 poutscale,
D3DXQUATERNION poutrotation,
D3DXVECTOR3 pouttranslation,
const D3DXMATRIX pm 
)

Definition at line 191 of file math.c.

192{
195
196 TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
197
198 /*Compute the scaling part.*/
199 vec.x=pm->u.m[0][0];
200 vec.y=pm->u.m[0][1];
201 vec.z=pm->u.m[0][2];
202 poutscale->x=D3DXVec3Length(&vec);
203
204 vec.x=pm->u.m[1][0];
205 vec.y=pm->u.m[1][1];
206 vec.z=pm->u.m[1][2];
207 poutscale->y=D3DXVec3Length(&vec);
208
209 vec.x=pm->u.m[2][0];
210 vec.y=pm->u.m[2][1];
211 vec.z=pm->u.m[2][2];
212 poutscale->z=D3DXVec3Length(&vec);
213
214 /*Compute the translation part.*/
215 pouttranslation->x=pm->u.m[3][0];
216 pouttranslation->y=pm->u.m[3][1];
217 pouttranslation->z=pm->u.m[3][2];
218
219 /*Let's calculate the rotation now*/
220 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
221
222 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
223 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
224 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
225 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
226 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
227 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
228 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
229 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
230 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
231
233 return S_OK;
234}
#define D3DERR_INVALIDCALL
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
Definition: math.c:1423
FT_Vector * vec
Definition: ftbbox.c:448
GLint GLenum GLboolean normalized
Definition: glext.h:6117
#define S_OK
Definition: intsafe.h:52
static LPMONITOREX pm
Definition: localmon.c:45
FT_Pos x
Definition: ftimage.h:76
FT_Pos y
Definition: ftimage.h:77

Referenced by test_Matrix_Decompose().

◆ D3DXMatrixDeterminant()

FLOAT WINAPI D3DXMatrixDeterminant ( const D3DXMATRIX pm)

Definition at line 236 of file math.c.

237{
238 FLOAT t[3], v[4];
239
240 TRACE("pm %p\n", pm);
241
242 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2];
243 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2];
244 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2];
245 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2];
246 v[1] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2];
247
248 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1];
249 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1];
250 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1];
251 v[2] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2];
252 v[3] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2];
253
254 return pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[1] +
255 pm->u.m[0][2] * v[2] + pm->u.m[0][3] * v[3];
256}
const GLdouble * v
Definition: gl.h:2040
GLdouble GLdouble t
Definition: gl.h:2047

Referenced by D3DXMatrixTest().

◆ D3DXMatrixInverse()

D3DXMATRIX *WINAPI D3DXMatrixInverse ( D3DXMATRIX pout,
FLOAT pdeterminant,
const D3DXMATRIX pm 
)

Definition at line 258 of file math.c.

259{
260 FLOAT det, t[3], v[16];
261 UINT i, j;
262
263 TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm);
264
265 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2];
266 t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2];
267 t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2];
268 v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2];
269 v[4] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2];
270
271 t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1];
272 t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1];
273 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1];
274 v[8] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2];
275 v[12] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2];
276
277 det = pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[4] +
278 pm->u.m[0][2] * v[8] + pm->u.m[0][3] * v[12];
279 if (det == 0.0f)
280 return NULL;
281 if (pdeterminant)
282 *pdeterminant = det;
283
284 t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2];
285 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2];
286 t[2] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2];
287 v[1] = -pm->u.m[0][1] * t[0] + pm->u.m[2][1] * t[1] - pm->u.m[3][1] * t[2];
288 v[5] = pm->u.m[0][0] * t[0] - pm->u.m[2][0] * t[1] + pm->u.m[3][0] * t[2];
289
290 t[0] = pm->u.m[0][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[0][1];
291 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1];
292 t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1];
293 v[9] = -pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1]- pm->u.m[0][3] * t[2];
294 v[13] = pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] + pm->u.m[0][2] * t[2];
295
296 t[0] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2];
297 t[1] = pm->u.m[0][2] * pm->u.m[3][3] - pm->u.m[0][3] * pm->u.m[3][2];
298 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2];
299 v[2] = pm->u.m[0][1] * t[0] - pm->u.m[1][1] * t[1] + pm->u.m[3][1] * t[2];
300 v[6] = -pm->u.m[0][0] * t[0] + pm->u.m[1][0] * t[1] - pm->u.m[3][0] * t[2];
301
302 t[0] = pm->u.m[0][0] * pm->u.m[1][1] - pm->u.m[1][0] * pm->u.m[0][1];
303 t[1] = pm->u.m[3][0] * pm->u.m[0][1] - pm->u.m[0][0] * pm->u.m[3][1];
304 t[2] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1];
305 v[10] = pm->u.m[3][3] * t[0] + pm->u.m[1][3] * t[1] + pm->u.m[0][3] * t[2];
306 v[14] = -pm->u.m[3][2] * t[0] - pm->u.m[1][2] * t[1] - pm->u.m[0][2] * t[2];
307
308 t[0] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2];
309 t[1] = pm->u.m[0][2] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][2];
310 t[2] = pm->u.m[0][2] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][2];
311 v[3] = -pm->u.m[0][1] * t[0] + pm->u.m[1][1] * t[1] - pm->u.m[2][1] * t[2];
312 v[7] = pm->u.m[0][0] * t[0] - pm->u.m[1][0] * t[1] + pm->u.m[2][0] * t[2];
313
314 v[11] = -pm->u.m[0][0] * (pm->u.m[1][1] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][1]) +
315 pm->u.m[1][0] * (pm->u.m[0][1] * pm->u.m[2][3] - pm->u.m[0][3] * pm->u.m[2][1]) -
316 pm->u.m[2][0] * (pm->u.m[0][1] * pm->u.m[1][3] - pm->u.m[0][3] * pm->u.m[1][1]);
317
318 v[15] = pm->u.m[0][0] * (pm->u.m[1][1] * pm->u.m[2][2] - pm->u.m[1][2] * pm->u.m[2][1]) -
319 pm->u.m[1][0] * (pm->u.m[0][1] * pm->u.m[2][2] - pm->u.m[0][2] * pm->u.m[2][1]) +
320 pm->u.m[2][0] * (pm->u.m[0][1] * pm->u.m[1][2] - pm->u.m[0][2] * pm->u.m[1][1]);
321
322 det = 1.0f / det;
323
324 for (i = 0; i < 4; i++)
325 for (j = 0; j < 4; j++)
326 pout->u.m[i][j] = v[4 * i + j] * det;
327
328 return pout;
329}
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint j
Definition: glfuncs.h:250
unsigned int UINT
Definition: ndis.h:50
float m[4][4]
Definition: d3d8types.h:1116

Referenced by d3dx9_skin_info_UpdateSkinnedMesh(), D3DXIntersectTri(), D3DXMatrixTest(), and D3DXVec3Unproject().

◆ D3DXMatrixLookAtLH()

D3DXMATRIX *WINAPI D3DXMatrixLookAtLH ( D3DXMATRIX out,
const D3DXVECTOR3 eye,
const D3DXVECTOR3 at,
const D3DXVECTOR3 up 
)

Definition at line 331 of file math.c.

333{
334 D3DXVECTOR3 right, upn, vec;
335
336 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
337
338 D3DXVec3Subtract(&vec, at, eye);
340 D3DXVec3Cross(&right, up, &vec);
341 D3DXVec3Cross(&upn, &vec, &right);
343 D3DXVec3Normalize(&upn, &upn);
344 out->u.m[0][0] = right.x;
345 out->u.m[1][0] = right.y;
346 out->u.m[2][0] = right.z;
347 out->u.m[3][0] = -D3DXVec3Dot(&right, eye);
348 out->u.m[0][1] = upn.x;
349 out->u.m[1][1] = upn.y;
350 out->u.m[2][1] = upn.z;
351 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye);
352 out->u.m[0][2] = vec.x;
353 out->u.m[1][2] = vec.y;
354 out->u.m[2][2] = vec.z;
355 out->u.m[3][2] = -D3DXVec3Dot(&vec, eye);
356 out->u.m[0][3] = 0.0f;
357 out->u.m[1][3] = 0.0f;
358 out->u.m[2][3] = 0.0f;
359 out->u.m[3][3] = 1.0f;
360
361 return out;
362}
D3DXVECTOR3 *WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
Definition: math.c:1805
GLdouble GLdouble right
Definition: glext.h:10859
#define up(mutex)
Definition: glue.h:30

Referenced by D3DXMatrixTest().

◆ D3DXMatrixLookAtRH()

D3DXMATRIX *WINAPI D3DXMatrixLookAtRH ( D3DXMATRIX out,
const D3DXVECTOR3 eye,
const D3DXVECTOR3 at,
const D3DXVECTOR3 up 
)

Definition at line 364 of file math.c.

366{
367 D3DXVECTOR3 right, upn, vec;
368
369 TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
370
371 D3DXVec3Subtract(&vec, at, eye);
373 D3DXVec3Cross(&right, up, &vec);
374 D3DXVec3Cross(&upn, &vec, &right);
376 D3DXVec3Normalize(&upn, &upn);
377 out->u.m[0][0] = -right.x;
378 out->u.m[1][0] = -right.y;
379 out->u.m[2][0] = -right.z;
380 out->u.m[3][0] = D3DXVec3Dot(&right, eye);
381 out->u.m[0][1] = upn.x;
382 out->u.m[1][1] = upn.y;
383 out->u.m[2][1] = upn.z;
384 out->u.m[3][1] = -D3DXVec3Dot(&upn, eye);
385 out->u.m[0][2] = -vec.x;
386 out->u.m[1][2] = -vec.y;
387 out->u.m[2][2] = -vec.z;
388 out->u.m[3][2] = D3DXVec3Dot(&vec, eye);
389 out->u.m[0][3] = 0.0f;
390 out->u.m[1][3] = 0.0f;
391 out->u.m[2][3] = 0.0f;
392 out->u.m[3][3] = 1.0f;
393
394 return out;
395}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixMultiply()

D3DXMATRIX *WINAPI D3DXMatrixMultiply ( D3DXMATRIX pout,
const D3DXMATRIX pm1,
const D3DXMATRIX pm2 
)

Definition at line 397 of file math.c.

398{
400 int i,j;
401
402 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
403
404 for (i=0; i<4; i++)
405 {
406 for (j=0; j<4; j++)
407 {
408 out.u.m[i][j] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
409 }
410 }
411
412 *pout = out;
413 return pout;
414}
static LPMONITOR2 pm2
Definition: localmon.c:46

Referenced by d3dx9_skin_info_UpdateSkinnedMesh(), D3DXMatrixTest(), D3DXMatrixTransformation(), D3DXVec3Project(), D3DXVec3Unproject(), D3DXVector3Test(), ID3DXMatrixStackImpl_MultMatrix(), ID3DXMatrixStackImpl_MultMatrixLocal(), ID3DXMatrixStackImpl_RotateAxis(), ID3DXMatrixStackImpl_RotateAxisLocal(), ID3DXMatrixStackImpl_RotateYawPitchRoll(), ID3DXMatrixStackImpl_RotateYawPitchRollLocal(), ID3DXMatrixStackImpl_Scale(), ID3DXMatrixStackImpl_ScaleLocal(), ID3DXMatrixStackImpl_Translate(), ID3DXMatrixStackImpl_TranslateLocal(), and parse_frame().

◆ D3DXMatrixMultiplyTranspose()

D3DXMATRIX *WINAPI D3DXMatrixMultiplyTranspose ( D3DXMATRIX pout,
const D3DXMATRIX pm1,
const D3DXMATRIX pm2 
)

Definition at line 416 of file math.c.

417{
419 int i, j;
420
421 TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
422
423 for (i = 0; i < 4; i++)
424 for (j = 0; j < 4; j++)
425 temp.u.m[j][i] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
426
427 *pout = temp;
428 return pout;
429}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixOrthoLH()

D3DXMATRIX *WINAPI D3DXMatrixOrthoLH ( D3DXMATRIX pout,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 431 of file math.c.

432{
433 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
434
435 D3DXMatrixIdentity(pout);
436 pout->u.m[0][0] = 2.0f / w;
437 pout->u.m[1][1] = 2.0f / h;
438 pout->u.m[2][2] = 1.0f / (zf - zn);
439 pout->u.m[3][2] = zn / (zn - zf);
440 return pout;
441}
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6102
GLfloat GLfloat GLfloat GLfloat h
Definition: glext.h:7723

Referenced by D3DXMatrixTest(), and draw_quad_with_shader9().

◆ D3DXMatrixOrthoOffCenterLH()

D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterLH ( D3DXMATRIX pout,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 443 of file math.c.

444{
445 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
446
447 D3DXMatrixIdentity(pout);
448 pout->u.m[0][0] = 2.0f / (r - l);
449 pout->u.m[1][1] = 2.0f / (t - b);
450 pout->u.m[2][2] = 1.0f / (zf -zn);
451 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
452 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
453 pout->u.m[3][2] = zn / (zn -zf);
454 return pout;
455}
r l[0]
Definition: byte_order.h:168
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
#define b
Definition: ke_i.h:79

Referenced by d3dx9_line_Begin(), D3DXMatrixTest(), set_states(), and test_ID3DXSprite().

◆ D3DXMatrixOrthoOffCenterRH()

D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterRH ( D3DXMATRIX pout,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 457 of file math.c.

458{
459 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
460
461 D3DXMatrixIdentity(pout);
462 pout->u.m[0][0] = 2.0f / (r - l);
463 pout->u.m[1][1] = 2.0f / (t - b);
464 pout->u.m[2][2] = 1.0f / (zn -zf);
465 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
466 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
467 pout->u.m[3][2] = zn / (zn -zf);
468 return pout;
469}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixOrthoRH()

D3DXMATRIX *WINAPI D3DXMatrixOrthoRH ( D3DXMATRIX pout,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 471 of file math.c.

472{
473 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
474
475 D3DXMatrixIdentity(pout);
476 pout->u.m[0][0] = 2.0f / w;
477 pout->u.m[1][1] = 2.0f / h;
478 pout->u.m[2][2] = 1.0f / (zn - zf);
479 pout->u.m[3][2] = zn / (zn - zf);
480 return pout;
481}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixPerspectiveFovLH()

D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH ( D3DXMATRIX pout,
FLOAT  fovy,
FLOAT  aspect,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 483 of file math.c.

484{
485 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
486
487 D3DXMatrixIdentity(pout);
488 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
489 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f);
490 pout->u.m[2][2] = zf / (zf - zn);
491 pout->u.m[2][3] = 1.0f;
492 pout->u.m[3][2] = (zf * zn) / (zn - zf);
493 pout->u.m[3][3] = 0.0f;
494 return pout;
495}
_Check_return_ float __cdecl tanf(_In_ float x)
Definition: math.h:236

Referenced by D3DXMatrixTest(), D3DXVector3Test(), and test_D3DXVec_Array().

◆ D3DXMatrixPerspectiveFovRH()

D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovRH ( D3DXMATRIX pout,
FLOAT  fovy,
FLOAT  aspect,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 497 of file math.c.

498{
499 TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
500
501 D3DXMatrixIdentity(pout);
502 pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f));
503 pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f);
504 pout->u.m[2][2] = zf / (zn - zf);
505 pout->u.m[2][3] = -1.0f;
506 pout->u.m[3][2] = (zf * zn) / (zn - zf);
507 pout->u.m[3][3] = 0.0f;
508 return pout;
509}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixPerspectiveLH()

D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH ( D3DXMATRIX pout,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 511 of file math.c.

512{
513 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
514
515 D3DXMatrixIdentity(pout);
516 pout->u.m[0][0] = 2.0f * zn / w;
517 pout->u.m[1][1] = 2.0f * zn / h;
518 pout->u.m[2][2] = zf / (zf - zn);
519 pout->u.m[3][2] = (zn * zf) / (zn - zf);
520 pout->u.m[2][3] = 1.0f;
521 pout->u.m[3][3] = 0.0f;
522 return pout;
523}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixPerspectiveOffCenterLH()

D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterLH ( D3DXMATRIX pout,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 525 of file math.c.

526{
527 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
528
529 D3DXMatrixIdentity(pout);
530 pout->u.m[0][0] = 2.0f * zn / (r - l);
531 pout->u.m[1][1] = -2.0f * zn / (b - t);
532 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
533 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
534 pout->u.m[2][2] = - zf / (zn - zf);
535 pout->u.m[3][2] = (zn * zf) / (zn -zf);
536 pout->u.m[2][3] = 1.0f;
537 pout->u.m[3][3] = 0.0f;
538 return pout;
539}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixPerspectiveOffCenterRH()

D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterRH ( D3DXMATRIX pout,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 541 of file math.c.

542{
543 TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
544
545 D3DXMatrixIdentity(pout);
546 pout->u.m[0][0] = 2.0f * zn / (r - l);
547 pout->u.m[1][1] = -2.0f * zn / (b - t);
548 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
549 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
550 pout->u.m[2][2] = zf / (zn - zf);
551 pout->u.m[3][2] = (zn * zf) / (zn -zf);
552 pout->u.m[2][3] = -1.0f;
553 pout->u.m[3][3] = 0.0f;
554 return pout;
555}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixPerspectiveRH()

D3DXMATRIX *WINAPI D3DXMatrixPerspectiveRH ( D3DXMATRIX pout,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

Definition at line 557 of file math.c.

558{
559 TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
560
561 D3DXMatrixIdentity(pout);
562 pout->u.m[0][0] = 2.0f * zn / w;
563 pout->u.m[1][1] = 2.0f * zn / h;
564 pout->u.m[2][2] = zf / (zn - zf);
565 pout->u.m[3][2] = (zn * zf) / (zn - zf);
566 pout->u.m[2][3] = -1.0f;
567 pout->u.m[3][3] = 0.0f;
568 return pout;
569}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixReflect()

D3DXMATRIX *WINAPI D3DXMatrixReflect ( D3DXMATRIX pout,
const D3DXPLANE pplane 
)

Definition at line 571 of file math.c.

572{
573 D3DXPLANE Nplane;
574
575 TRACE("pout %p, pplane %p\n", pout, pplane);
576
577 D3DXPlaneNormalize(&Nplane, pplane);
578 D3DXMatrixIdentity(pout);
579 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
580 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
581 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
582 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
583 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
584 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
585 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
586 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
587 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
588 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
589 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
590 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
591 return pout;
592}
D3DXPLANE *WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
Definition: math.c:1253
FLOAT a
Definition: d3dx9math.h:221
FLOAT c
Definition: d3dx9math.h:221
FLOAT d
Definition: d3dx9math.h:221
FLOAT b
Definition: d3dx9math.h:221

Referenced by D3DXMatrixTest().

◆ D3DXMatrixRotationAxis()

D3DXMATRIX *WINAPI D3DXMatrixRotationAxis ( D3DXMATRIX out,
const D3DXVECTOR3 v,
FLOAT  angle 
)

Definition at line 594 of file math.c.

595{
596 D3DXVECTOR3 nv;
597 FLOAT sangle, cangle, cdiff;
598
599 TRACE("out %p, v %p, angle %f\n", out, v, angle);
600
601 D3DXVec3Normalize(&nv, v);
602 sangle = sinf(angle);
603 cangle = cosf(angle);
604 cdiff = 1.0f - cangle;
605
606 out->u.m[0][0] = cdiff * nv.x * nv.x + cangle;
607 out->u.m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z;
608 out->u.m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y;
609 out->u.m[3][0] = 0.0f;
610 out->u.m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z;
611 out->u.m[1][1] = cdiff * nv.y * nv.y + cangle;
612 out->u.m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x;
613 out->u.m[3][1] = 0.0f;
614 out->u.m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y;
615 out->u.m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x;
616 out->u.m[2][2] = cdiff * nv.z * nv.z + cangle;
617 out->u.m[3][2] = 0.0f;
618 out->u.m[0][3] = 0.0f;
619 out->u.m[1][3] = 0.0f;
620 out->u.m[2][3] = 0.0f;
621 out->u.m[3][3] = 1.0f;
622
623 return out;
624}
GLfloat angle
Definition: glext.h:10853

Referenced by D3DXMatrixTest(), ID3DXMatrixStackImpl_RotateAxis(), and ID3DXMatrixStackImpl_RotateAxisLocal().

◆ D3DXMatrixRotationQuaternion()

D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion ( D3DXMATRIX pout,
const D3DXQUATERNION pq 
)

Definition at line 626 of file math.c.

627{
628 TRACE("pout %p, pq %p\n", pout, pq);
629
630 D3DXMatrixIdentity(pout);
631 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
632 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
633 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
634 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
635 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
636 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
637 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
638 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
639 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
640 return pout;
641}

Referenced by D3DXMatrixTest(), and D3DXMatrixTransformation().

◆ D3DXMatrixRotationX()

D3DXMATRIX *WINAPI D3DXMatrixRotationX ( D3DXMATRIX pout,
FLOAT  angle 
)

Definition at line 643 of file math.c.

644{
645 TRACE("pout %p, angle %f\n", pout, angle);
646
647 D3DXMatrixIdentity(pout);
648 pout->u.m[1][1] = cosf(angle);
649 pout->u.m[2][2] = cosf(angle);
650 pout->u.m[1][2] = sinf(angle);
651 pout->u.m[2][1] = -sinf(angle);
652 return pout;
653}

Referenced by D3DXMatrixTest(), and test_D3DXSHRotate().

◆ D3DXMatrixRotationY()

D3DXMATRIX *WINAPI D3DXMatrixRotationY ( D3DXMATRIX pout,
FLOAT  angle 
)

Definition at line 655 of file math.c.

656{
657 TRACE("pout %p, angle %f\n", pout, angle);
658
659 D3DXMatrixIdentity(pout);
660 pout->u.m[0][0] = cosf(angle);
661 pout->u.m[2][2] = cosf(angle);
662 pout->u.m[0][2] = -sinf(angle);
663 pout->u.m[2][0] = sinf(angle);
664 return pout;
665}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixRotationYawPitchRoll()

D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll ( D3DXMATRIX out,
FLOAT  yaw,
FLOAT  pitch,
FLOAT  roll 
)

Definition at line 667 of file math.c.

668{
669 FLOAT sroll, croll, spitch, cpitch, syaw, cyaw;
670
671 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
672
673 sroll = sinf(roll);
674 croll = cosf(roll);
675 spitch = sinf(pitch);
676 cpitch = cosf(pitch);
677 syaw = sinf(yaw);
678 cyaw = cosf(yaw);
679
680 out->u.m[0][0] = sroll * spitch * syaw + croll * cyaw;
681 out->u.m[0][1] = sroll * cpitch;
682 out->u.m[0][2] = sroll * spitch * cyaw - croll * syaw;
683 out->u.m[0][3] = 0.0f;
684 out->u.m[1][0] = croll * spitch * syaw - sroll * cyaw;
685 out->u.m[1][1] = croll * cpitch;
686 out->u.m[1][2] = croll * spitch * cyaw + sroll * syaw;
687 out->u.m[1][3] = 0.0f;
688 out->u.m[2][0] = cpitch * syaw;
689 out->u.m[2][1] = -spitch;
690 out->u.m[2][2] = cpitch * cyaw;
691 out->u.m[2][3] = 0.0f;
692 out->u.m[3][0] = 0.0f;
693 out->u.m[3][1] = 0.0f;
694 out->u.m[3][2] = 0.0f;
695 out->u.m[3][3] = 1.0f;
696
697 return out;
698}

Referenced by D3DXMatrixTest(), ID3DXMatrixStackImpl_RotateYawPitchRoll(), ID3DXMatrixStackImpl_RotateYawPitchRollLocal(), and test_D3DXSHRotate().

◆ D3DXMatrixRotationZ()

D3DXMATRIX *WINAPI D3DXMatrixRotationZ ( D3DXMATRIX pout,
FLOAT  angle 
)

Definition at line 700 of file math.c.

701{
702 TRACE("pout %p, angle %f\n", pout, angle);
703
704 D3DXMatrixIdentity(pout);
705 pout->u.m[0][0] = cosf(angle);
706 pout->u.m[1][1] = cosf(angle);
707 pout->u.m[0][1] = sinf(angle);
708 pout->u.m[1][0] = -sinf(angle);
709 return pout;
710}

Referenced by D3DXMatrixTest(), and test_D3DXSHRotate().

◆ D3DXMatrixScaling()

D3DXMATRIX *WINAPI D3DXMatrixScaling ( D3DXMATRIX pout,
FLOAT  sx,
FLOAT  sy,
FLOAT  sz 
)

Definition at line 712 of file math.c.

713{
714 TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz);
715
716 D3DXMatrixIdentity(pout);
717 pout->u.m[0][0] = sx;
718 pout->u.m[1][1] = sy;
719 pout->u.m[2][2] = sz;
720 return pout;
721}

Referenced by D3DXMatrixTest(), D3DXMatrixTransformation(), ID3DXMatrixStackImpl_Scale(), and ID3DXMatrixStackImpl_ScaleLocal().

◆ D3DXMatrixShadow()

D3DXMATRIX *WINAPI D3DXMatrixShadow ( D3DXMATRIX pout,
const D3DXVECTOR4 plight,
const D3DXPLANE pplane 
)

Definition at line 723 of file math.c.

724{
725 D3DXPLANE Nplane;
726 FLOAT dot;
727
728 TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane);
729
730 D3DXPlaneNormalize(&Nplane, pplane);
731 dot = D3DXPlaneDot(&Nplane, plight);
732 pout->u.m[0][0] = dot - Nplane.a * plight->x;
733 pout->u.m[0][1] = -Nplane.a * plight->y;
734 pout->u.m[0][2] = -Nplane.a * plight->z;
735 pout->u.m[0][3] = -Nplane.a * plight->w;
736 pout->u.m[1][0] = -Nplane.b * plight->x;
737 pout->u.m[1][1] = dot - Nplane.b * plight->y;
738 pout->u.m[1][2] = -Nplane.b * plight->z;
739 pout->u.m[1][3] = -Nplane.b * plight->w;
740 pout->u.m[2][0] = -Nplane.c * plight->x;
741 pout->u.m[2][1] = -Nplane.c * plight->y;
742 pout->u.m[2][2] = dot - Nplane.c * plight->z;
743 pout->u.m[2][3] = -Nplane.c * plight->w;
744 pout->u.m[3][0] = -Nplane.d * plight->x;
745 pout->u.m[3][1] = -Nplane.d * plight->y;
746 pout->u.m[3][2] = -Nplane.d * plight->z;
747 pout->u.m[3][3] = dot - Nplane.d * plight->w;
748 return pout;
749}

Referenced by D3DXMatrixTest().

◆ D3DXMatrixTransformation()

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 
)

Definition at line 751 of file math.c.

755{
756 static const D3DXVECTOR3 zero_vector;
757 D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt;
758 D3DXVECTOR3 sc, rc;
760
761 TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p,"
762 " rotation %p, translation %p.\n",
763 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
764
765 if (scaling)
766 {
767 sc = scaling_center ? *scaling_center : zero_vector;
768 D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z);
769 if (scaling_rotation)
770 {
771 q.x = -scaling_rotation->x;
772 q.y = -scaling_rotation->y;
773 q.z = -scaling_rotation->z;
774 q.w = scaling_rotation->w;
776 D3DXMatrixMultiply(&m1, &m1, &msr1);
777 }
778 D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z);
779 D3DXMatrixMultiply(&m1, &m1, &ms);
780 if (scaling_rotation)
781 {
782 D3DXMatrixRotationQuaternion(&msr, scaling_rotation);
783 D3DXMatrixMultiply(&m1, &m1, &msr);
784 }
785 D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z);
786 D3DXMatrixMultiply(&m1, &m1, &msc);
787 }
788 else
789 {
790 D3DXMatrixIdentity(&m1);
791 }
792
793 if (rotation)
794 {
795 rc = rotation_center ? *rotation_center : zero_vector;
796 D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z);
797 D3DXMatrixMultiply(&m1, &m1, &mrc1);
798 D3DXMatrixRotationQuaternion(&mr, rotation);
799 D3DXMatrixMultiply(&m1, &m1, &mr);
800 D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z);
801 D3DXMatrixMultiply(&m1, &m1, &mrc);
802 }
803
804 if (translation)
805 {
806 D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z);
807 D3DXMatrixMultiply(out, &m1, &mt);
808 }
809 else
810 {
811 *out = m1;
812 }
813
814 return out;
815}
D3DXMATRIX *WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
Definition: math.c:397
D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
Definition: math.c:626
D3DXMATRIX *WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:866
D3DXMATRIX *WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
Definition: math.c:712
GLdouble GLdouble GLdouble GLdouble q
Definition: gl.h:2063

Referenced by D3DXMatrixTest(), and D3DXMatrixTransformation2D().

◆ D3DXMatrixTransformation2D()

D3DXMATRIX *WINAPI D3DXMatrixTransformation2D ( D3DXMATRIX out,
const D3DXVECTOR2 scaling_center,
float  scaling_rotation,
const D3DXVECTOR2 scaling,
const D3DXVECTOR2 rotation_center,
float  rotation,
const D3DXVECTOR2 translation 
)

Definition at line 827 of file math.c.

830{
831 D3DXVECTOR3 r_c, s, s_c, t;
832 D3DXQUATERNION r, s_r;
833
834 TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, "
835 "rotation %.8e, translation %p.\n",
836 out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
837
838 vec3_from_vec2(&s_c, scaling_center);
839 vec3_from_vec2(&s, scaling);
840 if (scaling)
841 s.z = 1.0f;
842 vec3_from_vec2(&r_c, rotation_center);
843 vec3_from_vec2(&t, translation);
844
845 if (rotation)
846 {
847 r.w = cosf(rotation / 2.0f);
848 r.x = 0.0f;
849 r.y = 0.0f;
850 r.z = sinf(rotation / 2.0f);
851 }
852
853 if (scaling_rotation)
854 {
855 s_r.w = cosf(scaling_rotation / 2.0f);
856 s_r.x = 0.0f;
857 s_r.y = 0.0f;
858 s_r.z = sinf(scaling_rotation / 2.0f);
859 }
860
861 return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL,
862 scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL,
863 rotation ? &r : NULL, translation ? &t : NULL);
864}
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)
Definition: math.c:751
static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
Definition: math.c:817

Referenced by test_Matrix_Transformation2D().

◆ D3DXMatrixTranslation()

D3DXMATRIX *WINAPI D3DXMatrixTranslation ( D3DXMATRIX pout,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)

Definition at line 866 of file math.c.

867{
868 TRACE("pout %p, x %f, y %f, z %f\n", pout, x, y, z);
869
870 D3DXMatrixIdentity(pout);
871 pout->u.m[3][0] = x;
872 pout->u.m[3][1] = y;
873 pout->u.m[3][2] = z;
874 return pout;
875}
GLdouble GLdouble z
Definition: glext.h:5874

Referenced by D3DXMatrixTest(), D3DXMatrixTransformation(), ID3DXMatrixStackImpl_Translate(), and ID3DXMatrixStackImpl_TranslateLocal().

◆ D3DXMatrixTranspose()

D3DXMATRIX *WINAPI D3DXMatrixTranspose ( D3DXMATRIX pout,
const D3DXMATRIX pm 
)

Definition at line 877 of file math.c.

878{
879 const D3DXMATRIX m = *pm;
880 int i,j;
881
882 TRACE("pout %p, pm %p\n", pout, pm);
883
884 for (i=0; i<4; i++)
885 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
886
887 return pout;
888}
const GLfloat * m
Definition: glext.h:10848

Referenced by D3DXMatrixTest(), and set().

◆ D3DXPlaneFromPointNormal()

D3DXPLANE *WINAPI D3DXPlaneFromPointNormal ( D3DXPLANE pout,
const D3DXVECTOR3 pvpoint,
const D3DXVECTOR3 pvnormal 
)

Definition at line 1204 of file math.c.

1205{
1206 TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
1207
1208 pout->a = pvnormal->x;
1209 pout->b = pvnormal->y;
1210 pout->c = pvnormal->z;
1211 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
1212 return pout;
1213}

Referenced by D3DXPlaneFromPoints(), and D3DXPlaneTest().

◆ D3DXPlaneFromPoints()

D3DXPLANE *WINAPI D3DXPlaneFromPoints ( D3DXPLANE pout,
const D3DXVECTOR3 pv1,
const D3DXVECTOR3 pv2,
const D3DXVECTOR3 pv3 
)

Definition at line 1215 of file math.c.

1216{
1217 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
1218
1219 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
1220
1221 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
1222 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
1223 D3DXVec3Subtract(&edge1, pv2, pv1);
1224 D3DXVec3Subtract(&edge2, pv3, pv1);
1225 D3DXVec3Cross(&normal, &edge1, &edge2);
1226 D3DXVec3Normalize(&Nnormal, &normal);
1227 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
1228 return pout;
1229}
D3DXPLANE *WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
Definition: math.c:1204
@ normal
Definition: optimize.h:166

Referenced by D3DXPlaneTest().

◆ D3DXPlaneIntersectLine()

D3DXVECTOR3 *WINAPI D3DXPlaneIntersectLine ( D3DXVECTOR3 pout,
const D3DXPLANE pp,
const D3DXVECTOR3 pv1,
const D3DXVECTOR3 pv2 
)

Definition at line 1231 of file math.c.

1232{
1233 D3DXVECTOR3 direction, normal;
1234 FLOAT dot, temp;
1235
1236 TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
1237
1238 normal.x = pp->a;
1239 normal.y = pp->b;
1240 normal.z = pp->c;
1241 direction.x = pv2->x - pv1->x;
1242 direction.y = pv2->y - pv1->y;
1243 direction.z = pv2->z - pv1->z;
1244 dot = D3DXVec3Dot(&normal, &direction);
1245 if ( !dot ) return NULL;
1246 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
1247 pout->x = pv1->x - temp * direction.x;
1248 pout->y = pv1->y - temp * direction.y;
1249 pout->z = pv1->z - temp * direction.z;
1250 return pout;
1251}

Referenced by D3DXPlaneTest().

◆ D3DXPlaneNormalize()

D3DXPLANE *WINAPI D3DXPlaneNormalize ( D3DXPLANE out,
const D3DXPLANE p 
)

Definition at line 1253 of file math.c.

1254{
1255 FLOAT norm;
1256
1257 TRACE("out %p, p %p\n", out, p);
1258
1259 norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
1260 if (norm)
1261 {
1262 out->a = p->a / norm;
1263 out->b = p->b / norm;
1264 out->c = p->c / norm;
1265 out->d = p->d / norm;
1266 }
1267 else
1268 {
1269 out->a = 0.0f;
1270 out->b = 0.0f;
1271 out->c = 0.0f;
1272 out->d = 0.0f;
1273 }
1274
1275 return out;
1276}
_Tp _STLP_CALL norm(const complex< _Tp > &__z)
Definition: _complex.h:741
GLfloat GLfloat p
Definition: glext.h:8902

Referenced by D3DXMatrixReflect(), D3DXMatrixShadow(), and D3DXPlaneTest().

◆ D3DXPlaneTransform()

D3DXPLANE *WINAPI D3DXPlaneTransform ( D3DXPLANE pout,
const D3DXPLANE pplane,
const D3DXMATRIX pm 
)

Definition at line 1278 of file math.c.

1279{
1280 const D3DXPLANE plane = *pplane;
1281
1282 TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
1283
1284 pout->a = pm->u.m[0][0] * plane.a + pm->u.m[1][0] * plane.b + pm->u.m[2][0] * plane.c + pm->u.m[3][0] * plane.d;
1285 pout->b = pm->u.m[0][1] * plane.a + pm->u.m[1][1] * plane.b + pm->u.m[2][1] * plane.c + pm->u.m[3][1] * plane.d;
1286 pout->c = pm->u.m[0][2] * plane.a + pm->u.m[1][2] * plane.b + pm->u.m[2][2] * plane.c + pm->u.m[3][2] * plane.d;
1287 pout->d = pm->u.m[0][3] * plane.a + pm->u.m[1][3] * plane.b + pm->u.m[2][3] * plane.c + pm->u.m[3][3] * plane.d;
1288 return pout;
1289}
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint GLenum GLenum GLenum GLint GLuint GLenum GLenum GLfloat GLenum GLfloat GLenum GLint const GLfloat GLenum GLint const GLushort GLint GLint GLsizei GLsizei GLenum GLsizei GLsizei GLenum GLenum const GLvoid GLenum plane
Definition: glfuncs.h:270

Referenced by D3DXPlaneTest(), and D3DXPlaneTransformArray().

◆ D3DXPlaneTransformArray()

D3DXPLANE *WINAPI D3DXPlaneTransformArray ( D3DXPLANE out,
UINT  outstride,
const D3DXPLANE in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1291 of file math.c.

1292{
1293 UINT i;
1294
1295 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1296
1297 for (i = 0; i < elements; ++i) {
1299 (D3DXPLANE*)((char*)out + outstride * i),
1300 (const D3DXPLANE*)((const char*)in + instride * i),
1301 matrix);
1302 }
1303 return out;
1304}
D3DXPLANE *WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
Definition: math.c:1278
GLuint GLenum matrix
Definition: glext.h:9407
GLuint in
Definition: glext.h:9616

Referenced by test_D3DXVec_Array().

◆ D3DXQuaternionBaryCentric()

D3DXQUATERNION *WINAPI D3DXQuaternionBaryCentric ( D3DXQUATERNION pout,
const D3DXQUATERNION pq1,
const D3DXQUATERNION pq2,
const D3DXQUATERNION pq3,
FLOAT  f,
FLOAT  g 
)

Definition at line 1308 of file math.c.

1309{
1310 D3DXQUATERNION temp1, temp2;
1311
1312 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
1313
1314 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
1315 return pout;
1316}
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, FLOAT t)
Definition: math.c:1500
GLfloat f
Definition: glext.h:7540

Referenced by D3DXQuaternionTest().

◆ D3DXQuaternionExp()

D3DXQUATERNION *WINAPI D3DXQuaternionExp ( D3DXQUATERNION out,
const D3DXQUATERNION q 
)

Definition at line 1318 of file math.c.

1319{
1320 FLOAT norm;
1321
1322 TRACE("out %p, q %p\n", out, q);
1323
1324 norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z);
1325 if (norm)
1326 {
1327 out->x = sinf(norm) * q->x / norm;
1328 out->y = sinf(norm) * q->y / norm;
1329 out->z = sinf(norm) * q->z / norm;
1330 out->w = cosf(norm);
1331 }
1332 else
1333 {
1334 out->x = 0.0f;
1335 out->y = 0.0f;
1336 out->z = 0.0f;
1337 out->w = 1.0f;
1338 }
1339
1340 return out;
1341}

Referenced by D3DXQuaternionSquadSetup(), and D3DXQuaternionTest().

◆ D3DXQuaternionInverse()

D3DXQUATERNION *WINAPI D3DXQuaternionInverse ( D3DXQUATERNION pout,
const D3DXQUATERNION pq 
)

Definition at line 1343 of file math.c.

1344{
1345 FLOAT norm;
1346
1347 TRACE("pout %p, pq %p\n", pout, pq);
1348
1349 norm = D3DXQuaternionLengthSq(pq);
1350
1351 pout->x = -pq->x / norm;
1352 pout->y = -pq->y / norm;
1353 pout->z = -pq->z / norm;
1354 pout->w = pq->w / norm;
1355 return pout;
1356}

Referenced by D3DXQuaternionSquadSetup(), and D3DXQuaternionTest().

◆ D3DXQuaternionLn()

D3DXQUATERNION *WINAPI D3DXQuaternionLn ( D3DXQUATERNION out,
const D3DXQUATERNION q 
)

Definition at line 1358 of file math.c.

1359{
1360 FLOAT t;
1361
1362 TRACE("out %p, q %p\n", out, q);
1363
1364 if ((q->w >= 1.0f) || (q->w == -1.0f))
1365 t = 1.0f;
1366 else
1367 t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
1368
1369 out->x = t * q->x;
1370 out->y = t * q->y;
1371 out->z = t * q->z;
1372 out->w = 0.0f;
1373
1374 return out;
1375}
_Check_return_ float __cdecl acosf(_In_ float x)
Definition: math.h:219

Referenced by D3DXQuaternionSquadSetup(), and D3DXQuaternionTest().

◆ D3DXQuaternionMultiply()

D3DXQUATERNION *WINAPI D3DXQuaternionMultiply ( D3DXQUATERNION pout,
const D3DXQUATERNION pq1,
const D3DXQUATERNION pq2 
)

Definition at line 1377 of file math.c.

1378{
1380
1381 TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
1382
1383 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1384 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1385 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1386 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1387 *pout = out;
1388 return pout;
1389}

Referenced by D3DXQuaternionSquadSetup(), and D3DXQuaternionTest().

◆ D3DXQuaternionNormalize()

D3DXQUATERNION *WINAPI D3DXQuaternionNormalize ( D3DXQUATERNION out,
const D3DXQUATERNION q 
)

Definition at line 1391 of file math.c.

1392{
1393 FLOAT norm;
1394
1395 TRACE("out %p, q %p\n", out, q);
1396
1397 norm = D3DXQuaternionLength(q);
1398
1399 out->x = q->x / norm;
1400 out->y = q->y / norm;
1401 out->z = q->z / norm;
1402 out->w = q->w / norm;
1403
1404 return out;
1405}

Referenced by D3DXQuaternionTest().

◆ D3DXQuaternionRotationAxis()

D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis ( D3DXQUATERNION out,
const D3DXVECTOR3 v,
FLOAT  angle 
)

Definition at line 1407 of file math.c.

1408{
1410
1411 TRACE("out %p, v %p, angle %f\n", out, v, angle);
1412
1414
1415 out->x = sinf(angle / 2.0f) * temp.x;
1416 out->y = sinf(angle / 2.0f) * temp.y;
1417 out->z = sinf(angle / 2.0f) * temp.z;
1418 out->w = cosf(angle / 2.0f);
1419
1420 return out;
1421}

Referenced by D3DXQuaternionTest().

◆ D3DXQuaternionRotationMatrix()

D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix ( D3DXQUATERNION out,
const D3DXMATRIX m 
)

Definition at line 1423 of file math.c.

1424{
1425 FLOAT s, trace;
1426
1427 TRACE("out %p, m %p\n", out, m);
1428
1429 trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f;
1430 if (trace > 1.0f)
1431 {
1432 s = 2.0f * sqrtf(trace);
1433 out->x = (m->u.m[1][2] - m->u.m[2][1]) / s;
1434 out->y = (m->u.m[2][0] - m->u.m[0][2]) / s;
1435 out->z = (m->u.m[0][1] - m->u.m[1][0]) / s;
1436 out->w = 0.25f * s;
1437 }
1438 else
1439 {
1440 int i, maxi = 0;
1441
1442 for (i = 1; i < 3; i++)
1443 {
1444 if (m->u.m[i][i] > m->u.m[maxi][maxi])
1445 maxi = i;
1446 }
1447
1448 switch (maxi)
1449 {
1450 case 0:
1451 s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]);
1452 out->x = 0.25f * s;
1453 out->y = (m->u.m[0][1] + m->u.m[1][0]) / s;
1454 out->z = (m->u.m[0][2] + m->u.m[2][0]) / s;
1455 out->w = (m->u.m[1][2] - m->u.m[2][1]) / s;
1456 break;
1457
1458 case 1:
1459 s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]);
1460 out->x = (m->u.m[0][1] + m->u.m[1][0]) / s;
1461 out->y = 0.25f * s;
1462 out->z = (m->u.m[1][2] + m->u.m[2][1]) / s;
1463 out->w = (m->u.m[2][0] - m->u.m[0][2]) / s;
1464 break;
1465
1466 case 2:
1467 s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]);
1468 out->x = (m->u.m[0][2] + m->u.m[2][0]) / s;
1469 out->y = (m->u.m[1][2] + m->u.m[2][1]) / s;
1470 out->z = 0.25f * s;
1471 out->w = (m->u.m[0][1] - m->u.m[1][0]) / s;
1472 break;
1473 }
1474 }
1475
1476 return out;
1477}
#define trace
Definition: atltest.h:70

Referenced by D3DXMatrixDecompose(), and D3DXQuaternionTest().

◆ D3DXQuaternionRotationYawPitchRoll()

D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll ( D3DXQUATERNION out,
FLOAT  yaw,
FLOAT  pitch,
FLOAT  roll 
)

Definition at line 1479 of file math.c.

1480{
1481 FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
1482
1483 TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
1484
1485 syaw = sinf(yaw / 2.0f);
1486 cyaw = cosf(yaw / 2.0f);
1487 spitch = sinf(pitch / 2.0f);
1488 cpitch = cosf(pitch / 2.0f);
1489 sroll = sinf(roll / 2.0f);
1490 croll = cosf(roll / 2.0f);
1491
1492 out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
1493 out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
1494 out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
1495 out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
1496
1497 return out;
1498}

Referenced by D3DXQuaternionTest().

◆ D3DXQuaternionSlerp()

D3DXQUATERNION *WINAPI D3DXQuaternionSlerp ( D3DXQUATERNION out,
const D3DXQUATERNION q1,
const D3DXQUATERNION q2,
FLOAT  t 
)

Definition at line 1500 of file math.c.

1502{
1503 FLOAT dot, temp;
1504
1505 TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
1506
1507 temp = 1.0f - t;
1508 dot = D3DXQuaternionDot(q1, q2);
1509 if (dot < 0.0f)
1510 {
1511 t = -t;
1512 dot = -dot;
1513 }
1514
1515 if (1.0f - dot > 0.001f)
1516 {
1517 FLOAT theta = acosf(dot);
1518
1519 temp = sinf(theta * temp) / sinf(theta);
1520 t = sinf(theta * t) / sinf(theta);
1521 }
1522
1523 out->x = temp * q1->x + t * q2->x;
1524 out->y = temp * q1->y + t * q2->y;
1525 out->z = temp * q1->z + t * q2->z;
1526 out->w = temp * q1->w + t * q2->w;
1527
1528 return out;
1529}

Referenced by D3DXQuaternionBaryCentric(), D3DXQuaternionSquad(), and D3DXQuaternionTest().

◆ D3DXQuaternionSquad()

D3DXQUATERNION *WINAPI D3DXQuaternionSquad ( D3DXQUATERNION pout,
const D3DXQUATERNION pq1,
const D3DXQUATERNION pq2,
const D3DXQUATERNION pq3,
const D3DXQUATERNION pq4,
FLOAT  t 
)

Definition at line 1531 of file math.c.

1532{
1533 D3DXQUATERNION temp1, temp2;
1534
1535 TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
1536
1537 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1538 return pout;
1539}

Referenced by D3DXQuaternionTest().

◆ D3DXQuaternionSquadSetup()

void WINAPI D3DXQuaternionSquadSetup ( D3DXQUATERNION paout,
D3DXQUATERNION pbout,
D3DXQUATERNION pcout,
const D3DXQUATERNION pq0,
const D3DXQUATERNION pq1,
const D3DXQUATERNION pq2,
const D3DXQUATERNION pq3 
)

Definition at line 1553 of file math.c.

1554{
1555 D3DXQUATERNION q, temp1, temp2, temp3, zero;
1556 D3DXQUATERNION aout, cout;
1557
1558 TRACE("paout %p, pbout %p, pcout %p, pq0 %p, pq1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
1559
1560 zero.x = 0.0f;
1561 zero.y = 0.0f;
1562 zero.z = 0.0f;
1563 zero.w = 0.0f;
1564
1565 if (D3DXQuaternionDot(pq0, pq1) < 0.0f)
1566 temp2 = add_diff(&zero, pq0, -1.0f);
1567 else
1568 temp2 = *pq0;
1569
1570 if (D3DXQuaternionDot(pq1, pq2) < 0.0f)
1571 cout = add_diff(&zero, pq2, -1.0f);
1572 else
1573 cout = *pq2;
1574
1575 if (D3DXQuaternionDot(&cout, pq3) < 0.0f)
1576 temp3 = add_diff(&zero, pq3, -1.0f);
1577 else
1578 temp3 = *pq3;
1579
1580 D3DXQuaternionInverse(&temp1, pq1);
1581 D3DXQuaternionMultiply(&temp2, &temp1, &temp2);
1582 D3DXQuaternionLn(&temp2, &temp2);
1583 D3DXQuaternionMultiply(&q, &temp1, &cout);
1584 D3DXQuaternionLn(&q, &q);
1585 temp1 = add_diff(&temp2, &q, 1.0f);
1586 temp1.x *= -0.25f;
1587 temp1.y *= -0.25f;
1588 temp1.z *= -0.25f;
1589 temp1.w *= -0.25f;
1590 D3DXQuaternionExp(&temp1, &temp1);
1591 D3DXQuaternionMultiply(&aout, pq1, &temp1);
1592
1593 D3DXQuaternionInverse(&temp1, &cout);
1594 D3DXQuaternionMultiply(&temp2, &temp1, pq1);
1595 D3DXQuaternionLn(&temp2, &temp2);
1596 D3DXQuaternionMultiply(&q, &temp1, &temp3);
1597 D3DXQuaternionLn(&q, &q);
1598 temp1 = add_diff(&temp2, &q, 1.0f);
1599 temp1.x *= -0.25f;
1600 temp1.y *= -0.25f;
1601 temp1.z *= -0.25f;
1602 temp1.w *= -0.25f;
1603 D3DXQuaternionExp(&temp1, &temp1);
1604 D3DXQuaternionMultiply(pbout, &cout, &temp1);
1605 *paout = aout;
1606 *pcout = cout;
1607}
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
Definition: math.c:1377
static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
Definition: math.c:1541
D3DXQUATERNION *WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q)
Definition: math.c:1318
D3DXQUATERNION *WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
Definition: math.c:1358
D3DXQUATERNION *WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
Definition: math.c:1343
#define cout
Definition: iostream.cpp:38
int zero
Definition: sehframes.cpp:29

Referenced by D3DXQuaternionTest().

◆ D3DXQuaternionToAxisAngle()

void WINAPI D3DXQuaternionToAxisAngle ( const D3DXQUATERNION pq,
D3DXVECTOR3 paxis,
FLOAT pangle 
)

Definition at line 1609 of file math.c.

1610{
1611 TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
1612
1613 if (paxis)
1614 {
1615 paxis->x = pq->x;
1616 paxis->y = pq->y;
1617 paxis->z = pq->z;
1618 }
1619 if (pangle)
1620 *pangle = 2.0f * acosf(pq->w);
1621}

Referenced by D3DXQuaternionTest().

◆ D3DXSHAdd()

FLOAT *WINAPI D3DXSHAdd ( FLOAT out,
UINT  order,
const FLOAT a,
const FLOAT b 
)

Definition at line 2237 of file math.c.

2238{
2239 UINT i;
2240
2241 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
2242
2243 for (i = 0; i < order * order; i++)
2244 out[i] = a[i] + b[i];
2245
2246 return out;
2247}
GLuint GLdouble GLdouble GLint GLint order
Definition: glext.h:11194

Referenced by test_D3DXSHAdd().

◆ D3DXSHDot()

FLOAT WINAPI D3DXSHDot ( UINT  order,
const FLOAT a,
const FLOAT b 
)

Definition at line 2249 of file math.c.

2250{
2251 FLOAT s;
2252 UINT i;
2253
2254 TRACE("order %u, a %p, b %p\n", order, a, b);
2255
2256 s = a[0] * b[0];
2257 for (i = 1; i < order * order; i++)
2258 s += a[i] * b[i];
2259
2260 return s;
2261}

Referenced by D3DXSHMultiply2(), and test_D3DXSHDot().

◆ D3DXSHEvalConeLight()

HRESULT WINAPI D3DXSHEvalConeLight ( UINT  order,
const D3DXVECTOR3 dir,
FLOAT  radius,
FLOAT  Rintensity,
FLOAT  Gintensity,
FLOAT  Bintensity,
FLOAT rout,
FLOAT gout,
FLOAT bout 
)

Definition at line 2292 of file math.c.

2294{
2295 FLOAT cap[6], clamped_angle, norm, scale, temp;
2296 UINT i, index, j;
2297
2298 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2299 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2300
2301 if (radius <= 0.0f)
2302 return D3DXSHEvalDirectionalLight(order, dir, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2303
2304 clamped_angle = (radius > D3DX_PI / 2.0f) ? (D3DX_PI / 2.0f) : radius;
2305 norm = sinf(clamped_angle) * sinf(clamped_angle);
2306
2307 if (order > D3DXSH_MAXORDER)
2308 {
2309 WARN("Order clamped at D3DXSH_MAXORDER\n");
2311 }
2312
2313 weightedcapintegrale(cap, order, radius);
2315
2316 for (i = 0; i < order; i++)
2317 {
2318 scale = cap[i] / norm;
2319
2320 for (j = 0; j < 2 * i + 1; j++)
2321 {
2322 index = i * i + j;
2323 temp = rout[index] * scale;
2324
2325 rout[index] = temp * Rintensity;
2326 if (gout)
2327 gout[index] = temp * Gintensity;
2328 if (bout)
2329 bout[index] = temp * Bintensity;
2330 }
2331 }
2332
2333 return D3D_OK;
2334}
unsigned int dir
Definition: maze.c:112
#define index(s, c)
Definition: various.h:29
#define WARN(fmt,...)
Definition: precomp.h:61
#define D3DX_PI
Definition: d3dx9math.h:27
#define D3DXSH_MAXORDER
Definition: d3dx9math.h:31
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
Definition: math.c:2406
static void weightedcapintegrale(FLOAT *out, UINT order, FLOAT angle)
Definition: math.c:2263
FLOAT *WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
Definition: math.c:2336
GLenum GLenum GLenum GLenum GLenum scale
Definition: glext.h:9032
GLuint index
Definition: glext.h:6031
GLenum cap
Definition: glext.h:9639

Referenced by test_D3DXSHEvalConeLight().

◆ D3DXSHEvalDirection()

FLOAT *WINAPI D3DXSHEvalDirection ( FLOAT out,
UINT  order,
const D3DXVECTOR3 dir 
)

Definition at line 2336 of file math.c.

2337{
2338 const FLOAT dirxx = dir->x * dir->x;
2339 const FLOAT dirxy = dir->x * dir->y;
2340 const FLOAT dirxz = dir->x * dir->z;
2341 const FLOAT diryy = dir->y * dir->y;
2342 const FLOAT diryz = dir->y * dir->z;
2343 const FLOAT dirzz = dir->z * dir->z;
2344 const FLOAT dirxxxx = dirxx * dirxx;
2345 const FLOAT diryyyy = diryy * diryy;
2346 const FLOAT dirzzzz = dirzz * dirzz;
2347 const FLOAT dirxyxy = dirxy * dirxy;
2348
2349 TRACE("out %p, order %u, dir %p\n", out, order, dir);
2350
2352 return out;
2353
2354 out[0] = 0.5f / sqrtf(D3DX_PI);
2355 out[1] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->y;
2356 out[2] = 0.5f / sqrtf(D3DX_PI / 3.0f) * dir->z;
2357 out[3] = -0.5f / sqrtf(D3DX_PI / 3.0f) * dir->x;
2358 if (order == 2)
2359 return out;
2360
2361 out[4] = 0.5f / sqrtf(D3DX_PI / 15.0f) * dirxy;
2362 out[5] = -0.5f / sqrtf(D3DX_PI / 15.0f) * diryz;
2363 out[6] = 0.25f / sqrtf(D3DX_PI / 5.0f) * (3.0f * dirzz - 1.0f);
2364 out[7] = -0.5f / sqrtf(D3DX_PI / 15.0f) * dirxz;
2365 out[8] = 0.25f / sqrtf(D3DX_PI / 15.0f) * (dirxx - diryy);
2366 if (order == 3)
2367 return out;
2368
2369 out[9] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->y * (3.0f * dirxx - diryy);
2370 out[10] = sqrtf(105.0f / D3DX_PI) / 2.0f * dirxy * dir->z;
2371 out[11] = -sqrtf(42.0f / D3DX_PI) / 8.0f * dir->y * (-1.0f + 5.0f * dirzz);
2372 out[12] = sqrtf(7.0f / D3DX_PI) / 4.0f * dir->z * (5.0f * dirzz - 3.0f);
2373 out[13] = sqrtf(42.0f / D3DX_PI) / 8.0f * dir->x * (1.0f - 5.0f * dirzz);
2374 out[14] = sqrtf(105.0f / D3DX_PI) / 4.0f * dir->z * (dirxx - diryy);
2375 out[15] = -sqrtf(70.0f / D3DX_PI) / 8.0f * dir->x * (dirxx - 3.0f * diryy);
2376 if (order == 4)
2377 return out;
2378
2379 out[16] = 0.75f * sqrtf(35.0f / D3DX_PI) * dirxy * (dirxx - diryy);
2380 out[17] = 3.0f * dir->z * out[9];
2381 out[18] = 0.75f * sqrtf(5.0f / D3DX_PI) * dirxy * (7.0f * dirzz - 1.0f);
2382 out[19] = 0.375f * sqrtf(10.0f / D3DX_PI) * diryz * (3.0f - 7.0f * dirzz);
2383 out[20] = 3.0f / (16.0f * sqrtf(D3DX_PI)) * (35.0f * dirzzzz - 30.f * dirzz + 3.0f);
2384 out[21] = 0.375f * sqrtf(10.0f / D3DX_PI) * dirxz * (3.0f - 7.0f * dirzz);
2385 out[22] = 0.375f * sqrtf(5.0f / D3DX_PI) * (dirxx - diryy) * (7.0f * dirzz - 1.0f);
2386 out[23] = 3.0f * dir->z * out[15];
2387 out[24] = 3.0f / 16.0f * sqrtf(35.0f / D3DX_PI) * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2388 if (order == 5)
2389 return out;
2390
2391 out[25] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->y * (5.0f * dirxxxx - 10.0f * dirxyxy + diryyyy);
2392 out[26] = 0.75f * sqrtf(385.0f / D3DX_PI) * dirxy * dir->z * (dirxx - diryy);
2393 out[27] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->y * (3.0f * dirxx - diryy) * (1.0f - 9.0f * dirzz);
2394 out[28] = sqrtf(1155.0f / D3DX_PI) / 4.0f * dirxy * dir->z * (3.0f * dirzz - 1.0f);
2395 out[29] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->y * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2396 out[30] = sqrtf(11.0f / D3DX_PI) / 16.0f * dir->z * (63.0f * dirzzzz - 70.0f * dirzz + 15.0f);
2397 out[31] = sqrtf(165.0f / D3DX_PI) / 16.0f * dir->x * (14.0f * dirzz - 21.0f * dirzzzz - 1.0f);
2398 out[32] = sqrtf(1155.0f / D3DX_PI) / 8.0f * dir->z * (dirxx - diryy) * (3.0f * dirzz - 1.0f);
2399 out[33] = sqrtf(770.0f / D3DX_PI) / 32.0f * dir->x * (dirxx - 3.0f * diryy) * (1.0f - 9.0f * dirzz);
2400 out[34] = 3.0f / 16.0f * sqrtf(385.0f / D3DX_PI) * dir->z * (dirxxxx - 6.0f * dirxyxy + diryyyy);
2401 out[35] = -3.0f/ 32.0f * sqrtf(154.0f / D3DX_PI) * dir->x * (dirxxxx - 10.0f * dirxyxy + 5.0f * diryyyy);
2402
2403 return out;
2404}
#define D3DXSH_MINORDER
Definition: d3dx9math.h:30

Referenced by D3DXSHEvalConeLight(), D3DXSHEvalDirectionalLight(), D3DXSHEvalHemisphereLight(), D3DXSHEvalSphericalLight(), and test_D3DXSHEvalDirection().

◆ D3DXSHEvalDirectionalLight()

HRESULT WINAPI D3DXSHEvalDirectionalLight ( UINT  order,
const D3DXVECTOR3 dir,
FLOAT  Rintensity,
FLOAT  Gintensity,
FLOAT  Bintensity,
FLOAT Rout,
FLOAT Gout,
FLOAT Bout 
)

Definition at line 2406 of file math.c.

2407{
2408 FLOAT s, temp;
2409 UINT j;
2410
2411 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);
2412
2413 s = 0.75f;
2414 if ( order > 2 )
2415 s += 5.0f / 16.0f;
2416 if ( order > 4 )
2417 s -= 3.0f / 32.0f;
2418 s /= D3DX_PI;
2419
2421 for (j = 0; j < order * order; j++)
2422 {
2423 temp = Rout[j] / s;
2424
2425 Rout[j] = Rintensity * temp;
2426 if ( Gout )
2427 Gout[j] = Gintensity * temp;
2428 if ( Bout )
2429 Bout[j] = Bintensity * temp;
2430 }
2431
2432 return D3D_OK;
2433}

Referenced by D3DXSHEvalConeLight(), test_D3DXSHEvalConeLight(), and test_D3DXSHEvalDirectionalLight().

◆ D3DXSHEvalHemisphereLight()

HRESULT WINAPI D3DXSHEvalHemisphereLight ( UINT  order,
const D3DXVECTOR3 dir,
D3DXCOLOR  top,
D3DXCOLOR  bottom,
FLOAT rout,
FLOAT gout,
FLOAT bout 
)

Definition at line 2435 of file math.c.

2437{
2438 FLOAT a[2], temp[4];
2439 UINT i, j;
2440
2441 TRACE("order %u, dir %p, rout %p, gout %p, bout %p\n", order, dir, rout, gout, bout);
2442
2444
2445 a[0] = (top.r + bottom.r) * 3.0f * D3DX_PI;
2446 a[1] = (top.r - bottom.r) * D3DX_PI;
2447 for (i = 0; i < order; i++)
2448 for (j = 0; j < 2 * i + 1; j++)
2449 if (i < 2)
2450 rout[i * i + j] = temp[i * i + j] * a[i];
2451 else
2452 rout[i * i + j] = 0.0f;
2453
2454 if (gout)
2455 {
2456 a[0] = (top.g + bottom.g) * 3.0f * D3DX_PI;
2457 a[1] = (top.g - bottom.g) * D3DX_PI;
2458 for (i = 0; i < order; i++)
2459 for (j = 0; j < 2 * i + 1; j++)
2460 if (i < 2)
2461 gout[i * i + j] = temp[i * i + j] * a[i];
2462 else
2463 gout[i * i + j] = 0.0f;
2464 }
2465
2466 if (bout)
2467 {
2468 a[0] = (top.b + bottom.b) * 3.0f * D3DX_PI;
2469 a[1] = (top.b - bottom.b) * D3DX_PI;
2470 for (i = 0; i < order; i++)
2471 for (j = 0; j < 2 * i + 1; j++)
2472 if (i < 2)
2473 bout[i * i + j] = temp[i * i + j] * a[i];
2474 else
2475 bout[i * i + j] = 0.0f;
2476 }
2477
2478 return D3D_OK;
2479}
GLdouble GLdouble GLdouble GLdouble top
Definition: glext.h:10859
GLint GLint bottom
Definition: glext.h:7726

Referenced by test_D3DXSHEvalHemisphereLight().

◆ D3DXSHEvalSphericalLight()

HRESULT WINAPI D3DXSHEvalSphericalLight ( UINT  order,
const D3DXVECTOR3 dir,
FLOAT  radius,
FLOAT  Rintensity,
FLOAT  Gintensity,
FLOAT  Bintensity,
FLOAT rout,
FLOAT gout,
FLOAT bout 
)

Definition at line 2481 of file math.c.

2483{
2485 FLOAT cap[6], clamped_angle, dist, temp;
2486 UINT i, index, j;
2487
2488 TRACE("order %u, dir %p, radius %f, red %f, green %f, blue %f, rout %p, gout %p, bout %p\n",
2489 order, dir, radius, Rintensity, Gintensity, Bintensity, rout, gout, bout);
2490
2491 if (order > D3DXSH_MAXORDER)
2492 {
2493 WARN("Order clamped at D3DXSH_MAXORDER\n");
2495 }
2496
2497 if (radius < 0.0f)
2498 radius = -radius;
2499
2500 dist = D3DXVec3Length(dir);
2501 clamped_angle = (dist <= radius) ? D3DX_PI / 2.0f : asinf(radius / dist);
2502
2503 weightedcapintegrale(cap, order, clamped_angle);
2506
2507 for (i = 0; i < order; i++)
2508 for (j = 0; j < 2 * i + 1; j++)
2509 {
2510 index = i * i + j;
2511 temp = rout[index] * cap[i];
2512
2513 rout[index] = temp * Rintensity;
2514 if (gout)
2515 gout[index] = temp * Gintensity;
2516 if (bout)
2517 bout[index] = temp * Bintensity;
2518 }
2519
2520 return D3D_OK;
2521}
_Check_return_ float __cdecl asinf(_In_ float x)
Definition: math.h:220

Referenced by test_D3DXSHEvalSphericalLight().

◆ D3DXSHMultiply2()

FLOAT *WINAPI D3DXSHMultiply2 ( FLOAT out,
const FLOAT a,
const FLOAT b 
)

Definition at line 2523 of file math.c.

2524{
2525 FLOAT ta, tb;
2526
2527 TRACE("out %p, a %p, b %p\n", out, a, b);
2528
2529 ta = 0.28209479f * a[0];
2530 tb = 0.28209479f * b[0];
2531
2532 out[0] = 0.28209479f * D3DXSHDot(2, a, b);
2533 out[1] = ta * b[1] + tb * a[1];
2534 out[2] = ta * b[2] + tb * a[2];
2535 out[3] = ta * b[3] + tb * a[3];
2536
2537 return out;
2538}
FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
Definition: math.c:2249
static const WCHAR tb[]
Definition: suminfo.c:285

Referenced by test_D3DXSHMultiply2().

◆ D3DXSHMultiply3()

FLOAT *WINAPI D3DXSHMultiply3 ( FLOAT out,
const FLOAT a,
const FLOAT b 
)

Definition at line 2540 of file math.c.

2541{
2542 FLOAT t, ta, tb;
2543
2544 TRACE("out %p, a %p, b %p\n", out, a, b);
2545
2546 out[0] = 0.28209479f * a[0] * b[0];
2547
2548 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
2549 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
2550 out[1] = ta * b[1] + tb * a[1];
2551 t = a[1] * b[1];
2552 out[0] += 0.28209479f * t;
2553 out[6] = -0.12615663f * t;
2554 out[8] = -0.21850969f * t;
2555
2556 ta = 0.21850969f * a[5];
2557 tb = 0.21850969f * b[5];
2558 out[1] += ta * b[2] + tb * a[2];
2559 out[2] = ta * b[1] + tb * a[1];
2560 t = a[1] * b[2] +a[2] * b[1];
2561 out[5] = 0.21850969f * t;
2562
2563 ta = 0.21850969f * a[4];
2564 tb = 0.21850969f * b[4];
2565 out[1] += ta * b[3] + tb * a[3];
2566 out[3] = ta * b[1] + tb * a[1];
2567 t = a[1] * b[3] + a[3] * b[1];
2568 out[4] = 0.21850969f * t;
2569
2570 ta = 0.28209480f * a[0] + 0.25231326f * a[6];
2571 tb = 0.28209480f * b[0] + 0.25231326f * b[6];
2572 out[2] += ta * b[2] + tb * a[2];
2573 t = a[2] * b[2];
2574 out[0] += 0.28209480f * t;
2575 out[6] += 0.25231326f * t;
2576
2577 ta = 0.21850969f * a[7];
2578 tb = 0.21850969f * b[7];
2579 out[2] += ta * b[3] + tb * a[3];
2580 out[3] += ta * b[2] + tb * a[2];
2581 t = a[2] * b[3] + a[3] * b[2];
2582 out[7] = 0.21850969f * t;
2583
2584 ta = 0.28209479f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
2585 tb = 0.28209479f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
2586 out[3] += ta * b[3] + tb * a[3];
2587 t = a[3] * b[3];
2588 out[0] += 0.28209479f * t;
2589 out[6] -= 0.12615663f * t;
2590 out[8] += 0.21850969f * t;
2591
2592 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2593 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2594 out[4] += ta * b[4] + tb * a[4];
2595 t = a[4] * b[4];
2596 out[0] += 0.28209479f * t;
2597 out[6] -= 0.18022375f * t;
2598
2599 ta = 0.15607835f * a[7];
2600 tb = 0.15607835f * b[7];
2601 out[4] += ta * b[5] + tb * a[5];
2602 out[5] += ta * b[4] + tb * a[4];
2603 t = a[4] * b[5] + a[5] * b[4];
2604 out[7] += 0.15607835f * t;
2605
2606 ta = 0.28209479f * a[0] + 0.09011188f * a[6] - 0.15607835f * a[8];
2607 tb = 0.28209479f * b[0] + 0.09011188f * b[6] - 0.15607835f * b[8];
2608 out[5] += ta * b[5] + tb * a[5];
2609 t = a[5] * b[5];
2610 out[0] += 0.28209479f * t;
2611 out[6] += 0.09011188f * t;
2612 out[8] -= 0.15607835f * t;
2613
2614 ta = 0.28209480f * a[0];
2615 tb = 0.28209480f * b[0];
2616 out[6] += ta * b[6] + tb * a[6];
2617 t = a[6] * b[6];
2618 out[0] += 0.28209480f * t;
2619 out[6] += 0.18022376f * t;
2620
2621 ta = 0.28209479f * a[0] + 0.09011188f * a[6] + 0.15607835f * a[8];
2622 tb = 0.28209479f * b[0] + 0.09011188f * b[6] + 0.15607835f * b[8];
2623 out[7] += ta * b[7] + tb * a[7];
2624 t = a[7] * b[7];
2625 out[0] += 0.28209479f * t;
2626 out[6] += 0.09011188f * t;
2627 out[8] += 0.15607835f * t;
2628
2629 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2630 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2631 out[8] += ta * b[8] + tb * a[8];
2632 t = a[8] * b[8];
2633 out[0] += 0.28209479f * t;
2634 out[6] -= 0.18022375f * t;
2635
2636 return out;
2637}

Referenced by test_D3DXSHMultiply3().

◆ D3DXSHMultiply4()

FLOAT *WINAPI D3DXSHMultiply4 ( FLOAT out,
const FLOAT a,
const FLOAT b 
)

Definition at line 2639 of file math.c.

2640{
2641 FLOAT ta, tb, t;
2642
2643 TRACE("out %p, a %p, b %p\n", out, a, b);
2644
2645 out[0] = 0.28209479f * a[0] * b[0];
2646
2647 ta = 0.28209479f * a[0] - 0.12615663f * a[6] - 0.21850969f * a[8];
2648 tb = 0.28209479f * b[0] - 0.12615663f * b[6] - 0.21850969f * b[8];
2649 out[1] = ta * b[1] + tb * a[1];
2650 t = a[1] * b[1];
2651 out[0] += 0.28209479f * t;
2652 out[6] = -0.12615663f * t;
2653 out[8] = -0.21850969f * t;
2654
2655 ta = 0.21850969f * a[3] - 0.05839917f * a[13] - 0.22617901f * a[15];
2656 tb = 0.21850969f * b[3] - 0.05839917f * b[13] - 0.22617901f * b[15];
2657 out[1] += ta * b[4] + tb * a[4];
2658 out[4] = ta * b[1] + tb * a[1];
2659 t = a[1] * b[4] + a[4] * b[1];
2660 out[3] = 0.21850969f * t;
2661 out[13] = -0.05839917f * t;
2662 out[15] = -0.22617901f * t;
2663
2664 ta = 0.21850969f * a[2] - 0.14304817f * a[12] - 0.18467439f * a[14];
2665 tb = 0.21850969f * b[2] - 0.14304817f * b[12] - 0.18467439f * b[14];
2666 out[1] += ta * b[5] + tb * a[5];
2667 out[5] = ta * b[1] + tb * a[1];
2668 t = a[1] * b[5] + a[5] * b[1];
2669 out[2] = 0.21850969f * t;
2670 out[12] = -0.14304817f * t;
2671 out[14] = -0.18467439f * t;
2672
2673 ta = 0.20230066f * a[11];
2674 tb = 0.20230066f * b[11];
2675 out[1] += ta * b[6] + tb * a[6];
2676 out[6] += ta * b[1] + tb * a[1];
2677 t = a[1] * b[6] + a[6] * b[1];
2678 out[11] = 0.20230066f * t;
2679
2680 ta = 0.22617901f * a[9] + 0.05839917f * a[11];
2681 tb = 0.22617901f * b[9] + 0.05839917f * b[11];
2682 out[1] += ta * b[8] + tb * a[8];
2683 out[8] += ta * b[1] + tb * a[1];
2684 t = a[1] * b[8] + a[8] * b[1];
2685 out[9] = 0.22617901f * t;
2686 out[11] += 0.05839917f * t;
2687
2688 ta = 0.28209480f * a[0] + 0.25231326f * a[6];
2689 tb = 0.28209480f * b[0] + 0.25231326f * b[6];
2690 out[2] += ta * b[2] + tb * a[2];
2691 t = a[2] * b[2];
2692 out[0] += 0.28209480f * t;
2693 out[6] += 0.25231326f * t;
2694
2695 ta = 0.24776671f * a[12];
2696 tb = 0.24776671f * b[12];
2697 out[2] += ta * b[6] + tb * a[6];
2698 out[6] += ta * b[2] + tb * a[2];
2699 t = a[2] * b[6] + a[6] * b[2];
2700 out[12] += 0.24776671f * t;
2701
2702 ta = 0.28209480f * a[0] - 0.12615663f * a[6] + 0.21850969f * a[8];
2703 tb = 0.28209480f * b[0] - 0.12615663f * b[6] + 0.21850969f * b[8];
2704 out[3] += ta * b[3] + tb * a[3];
2705 t = a[3] * b[3];
2706 out[0] += 0.28209480f * t;
2707 out[6] -= 0.12615663f * t;
2708 out[8] += 0.21850969f * t;
2709
2710 ta = 0.20230066f * a[13];
2711 tb = 0.20230066f * b[13];
2712 out[3] += ta * b[6] + tb * a[6];
2713 out[6] += ta * b[3] + tb * a[3];
2714 t = a[3] * b[6] + a[6] * b[3];
2715 out[13] += 0.20230066f * t;
2716
2717 ta = 0.21850969f * a[2] - 0.14304817f * a[12] + 0.18467439f * a[14];
2718 tb = 0.21850969f * b[2] - 0.14304817f * b[12] + 0.18467439f * b[14];
2719 out[3] += ta * b[7] + tb * a[7];
2720 out[7] = ta * b[3] + tb * a[3];
2721 t = a[3] * b[7] + a[7] * b[3];
2722 out[2] += 0.21850969f * t;
2723 out[12] -= 0.14304817f * t;
2724 out[14] += 0.18467439f * t;
2725
2726 ta = -0.05839917f * a[13] + 0.22617901f * a[15];
2727 tb = -0.05839917f * b[13] + 0.22617901f * b[15];
2728 out[3] += ta * b[8] + tb * a[8];
2729 out[8] += ta * b[3] + tb * a[3];
2730 t = a[3] * b[8] + a[8] * b[3];
2731 out[13] -= 0.05839917f * t;
2732 out[15] += 0.22617901f * t;
2733
2734 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2735 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2736 out[4] += ta * b[4] + tb * a[4];
2737 t = a[4] * b[4];
2738 out[0] += 0.28209479f * t;
2739 out[6] -= 0.18022375f * t;
2740
2741 ta = 0.15607835f * a[7];
2742 tb = 0.15607835f * b[7];
2743 out[4] += ta * b[5] + tb * a[5];
2744 out[5] += ta * b[4] + tb * a[4];
2745 t = a[4] * b[5] + a[5] * b[4];
2746 out[7] += 0.15607835f * t;
2747
2748 ta = 0.22617901f * a[3] - 0.09403160f * a[13];
2749 tb = 0.22617901f * b[3] - 0.09403160f * b[13];
2750 out[4] += ta * b[9] + tb * a[9];
2751 out[9] += ta * b[4] + tb * a[4];
2752 t = a[4] * b[9] + a[9] * b[4];
2753 out[3] += 0.22617901f * t;
2754 out[13] -= 0.09403160f * t;
2755
2756 ta = 0.18467439f * a[2] - 0.18806319f * a[12];
2757 tb = 0.18467439f * b[2] - 0.18806319f * b[12];
2758 out[4] += ta * b[10] + tb * a [10];
2759 out[10] = ta * b[4] + tb * a[4];
2760 t = a[4] * b[10] + a[10] * b[4];
2761 out[2] += 0.18467439f * t;
2762 out[12] -= 0.18806319f * t;
2763
2764 ta = -0.05839917f * a[3] + 0.14567312f * a[13] + 0.09403160f * a[15];
2765 tb = -0.05839917f * b[3] + 0.14567312f * b[13] + 0.09403160f * b[15];
2766 out[4] += ta * b[11] + tb * a[11];
2767 out[11] += ta * b[4] + tb * a[4];
2768 t = a[4] * b[11] + a[11] * b[4];
2769 out[3] -= 0.05839917f * t;
2770 out[13] += 0.14567312f * t;
2771 out[15] += 0.09403160f * t;
2772
2773 ta = 0.28209479f * a[0] + 0.09011186f * a[6] - 0.15607835f * a[8];
2774 tb = 0.28209479f * b[0] + 0.09011186f * b[6] - 0.15607835f * b[8];
2775 out[5] += ta * b[5] + tb * a[5];
2776 t = a[5] * b[5];
2777 out[0] += 0.28209479f * t;
2778 out[6] += 0.09011186f * t;
2779 out[8] -= 0.15607835f * t;
2780
2781 ta = 0.14867701f * a[14];
2782 tb = 0.14867701f * b[14];
2783 out[5] += ta * b[9] + tb * a[9];
2784 out[9] += ta * b[5] + tb * a[5];
2785 t = a[5] * b[9] + a[9] * b[5];
2786 out[14] += 0.14867701f * t;
2787
2788 ta = 0.18467439f * a[3] + 0.11516472f * a[13] - 0.14867701f * a[15];
2789 tb = 0.18467439f * b[3] + 0.11516472f * b[13] - 0.14867701f * b[15];
2790 out[5] += ta * b[10] + tb * a[10];
2791 out[10] += ta * b[5] + tb * a[5];
2792 t = a[5] * b[10] + a[10] * b[5];
2793 out[3] += 0.18467439f * t;
2794 out[13] += 0.11516472f * t;
2795 out[15] -= 0.14867701f * t;
2796
2797 ta = 0.23359668f * a[2] + 0.05947080f * a[12] - 0.11516472f * a[14];
2798 tb = 0.23359668f * b[2] + 0.05947080f * b[12] - 0.11516472f * b[14];
2799 out[5] += ta * b[11] + tb * a[11];
2800 out[11] += ta * b[5] + tb * a[5];
2801 t = a[5] * b[11] + a[11] * b[5];
2802 out[2] += 0.23359668f * t;
2803 out[12] += 0.05947080f * t;
2804 out[14] -= 0.11516472f * t;
2805
2806 ta = 0.28209479f * a[0];
2807 tb = 0.28209479f * b[0];
2808 out[6] += ta * b[6] + tb * a[6];
2809 t = a[6] * b[6];
2810 out[0] += 0.28209479f * t;
2811 out[6] += 0.18022376f * t;
2812
2813 ta = 0.09011186f * a[6] + 0.28209479f * a[0] + 0.15607835f * a[8];
2814 tb = 0.09011186f * b[6] + 0.28209479f * b[0] + 0.15607835f * b[8];
2815 out[7] += ta * b[7] + tb * a[7];
2816 t = a[7] * b[7];
2817 out[6] += 0.09011186f * t;
2818 out[0] += 0.28209479f * t;
2819 out[8] += 0.15607835f * t;
2820
2821 ta = 0.14867701f * a[9] + 0.18467439f * a[1] + 0.11516472f * a[11];
2822 tb = 0.14867701f * b[9] + 0.18467439f * b[1] + 0.11516472f * b[11];
2823 out[7] += ta * b[10] + tb * a[10];
2824 out[10] += ta * b[7] + tb * a[7];
2825 t = a[7] * b[10] + a[10] * b[7];
2826 out[9] += 0.14867701f * t;
2827 out[1] += 0.18467439f * t;
2828 out[11] += 0.11516472f * t;
2829
2830 ta = 0.05947080f * a[12] + 0.23359668f * a[2] + 0.11516472f * a[14];
2831 tb = 0.05947080f * b[12] + 0.23359668f * b[2] + 0.11516472f * b[14];
2832 out[7] += ta * b[13] + tb * a[13];
2833 out[13] += ta * b[7]+ tb * a[7];
2834 t = a[7] * b[13] + a[13] * b[7];
2835 out[12] += 0.05947080f * t;
2836 out[2] += 0.23359668f * t;
2837 out[14] += 0.11516472f * t;
2838
2839 ta = 0.14867701f * a[15];
2840 tb = 0.14867701f * b[15];
2841 out[7] += ta * b[14] + tb * a[14];
2842 out[14] += ta * b[7] + tb * a[7];
2843 t = a[7] * b[14] + a[14] * b[7];
2844 out[15] += 0.14867701f * t;
2845
2846 ta = 0.28209479f * a[0] - 0.18022375f * a[6];
2847 tb = 0.28209479f * b[0] - 0.18022375f * b[6];
2848 out[8] += ta * b[8] + tb * a[8];
2849 t = a[8] * b[8];
2850 out[0] += 0.28209479f * t;
2851 out[6] -= 0.18022375f * t;
2852
2853 ta = -0.09403160f * a[11];
2854 tb = -0.09403160f * b[11];
2855 out[8] += ta * b[9] + tb * a[9];
2856 out[9] += ta * b[8] + tb * a[8];
2857 t = a[8] * b[9] + a[9] * b[8];
2858 out[11] -= 0.09403160f * t;
2859
2860 ta = -0.09403160f * a[15];
2861 tb = -0.09403160f * b[15];
2862 out[8] += ta * b[13] + tb * a[13];
2863 out[13] += ta * b[8] + tb * a[8];
2864 t = a[8] * b[13] + a[13] * b[8];
2865 out[15] -= 0.09403160f * t;
2866
2867 ta = 0.18467439f * a[2] - 0.18806319f * a[12];
2868 tb = 0.18467439f * b[2] - 0.18806319f * b[12];
2869 out[8] += ta * b[14] + tb * a[14];
2870 out[14] += ta * b[8] + tb * a[8];
2871 t = a[8] * b[14] + a[14] * b[8];
2872 out[2] += 0.18467439f * t;
2873 out[12] -= 0.18806319f * t;
2874
2875 ta = -0.21026104f * a[6] + 0.28209479f * a[0];
2876 tb = -0.21026104f * b[6] + 0.28209479f * b[0];
2877 out[9] += ta * b[9] + tb * a[9];
2878 t = a[9] * b[9];
2879 out[6] -= 0.21026104f * t;
2880 out[0] += 0.28209479f * t;
2881
2882 ta = 0.28209479f * a[0];
2883 tb = 0.28209479f * b[0];
2884 out[10] += ta * b[10] + tb * a[10];
2885 t = a[10] * b[10];
2886 out[0] += 0.28209479f * t;
2887
2888 ta = 0.28209479f * a[0] + 0.12615663f * a[6] - 0.14567312f * a[8];
2889 tb = 0.28209479f * b[0] + 0.12615663f * b[6] - 0.14567312f * b[8];
2890 out[11] += ta * b[11] + tb * a[11];
2891 t = a[11] * b[11];
2892 out[0] += 0.28209479f * t;
2893 out[6] += 0.12615663f * t;
2894 out[8] -= 0.14567312f * t;
2895
2896 ta = 0.28209479f * a[0] + 0.16820885f * a[6];
2897 tb = 0.28209479f * b[0] + 0.16820885f * b[6];
2898 out[12] += ta * b[12] + tb * a[12];
2899 t = a[12] * b[12];
2900 out[0] += 0.28209479f * t;
2901 out[6] += 0.16820885f * t;
2902
2903 ta =0.28209479f * a[0] + 0.14567312f * a[8] + 0.12615663f * a[6];
2904 tb =0.28209479f * b[0] + 0.14567312f * b[8] + 0.12615663f * b[6];
2905 out[13] += ta * b[13] + tb * a[13];
2906 t = a[13] * b[13];
2907 out[0] += 0.28209479f * t;
2908 out[8] += 0.14567312f * t;
2909 out[6] += 0.12615663f * t;
2910
2911 ta = 0.28209479f * a[0];
2912 tb = 0.28209479f * b[0];
2913 out[14] += ta * b[14] + tb * a[14];
2914 t = a[14] * b[14];
2915 out[0] += 0.28209479f * t;
2916
2917 ta = 0.28209479f * a[0] - 0.21026104f * a[6];
2918 tb = 0.28209479f * b[0] - 0.21026104f * b[6];
2919 out[15] += ta * b[15] + tb * a[15];
2920 t = a[15] * b[15];
2921 out[0] += 0.28209479f * t;
2922 out[6] -= 0.21026104f * t;
2923
2924 return out;
2925}

Referenced by test_D3DXSHMultiply4().

◆ D3DXSHProjectCubeMap()

HRESULT WINAPI D3DXSHProjectCubeMap ( UINT  order,
IDirect3DCubeTexture9 *  cubemap,
FLOAT rout,
FLOAT gout,
FLOAT bout 
)

Definition at line 2976 of file math.c.

2977{
2978 FIXME("order %u, cubemap %p, rout %p, gout %p, bout %p: stub!\n", order, cubemap, rout, gout, bout);
2979
2980 if(!cubemap || order < D3DXSH_MINORDER || order > D3DXSH_MAXORDER)
2981 return D3DERR_INVALIDCALL;
2982
2983 *rout = 0.0f;
2984 *gout = 0.0f;
2985 *bout = 0.0f;
2986
2987 return D3D_OK;
2988}
#define FIXME(fmt,...)
Definition: precomp.h:53

◆ D3DXSHRotate()

FLOAT *WINAPI D3DXSHRotate ( FLOAT out,
UINT  order,
const D3DXMATRIX matrix,
const FLOAT in 
)

Definition at line 2990 of file math.c.

2991{
2992 FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
2993
2994 TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in);
2995
2996 out[0] = in[0];
2997
2999 return out;
3000
3001 if (order <= 3)
3002 {
3003 out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3];
3004 out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3];
3005 out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3];
3006
3007 if (order == 3)
3008 {
3009 FLOAT coeff[]={
3010 matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1],
3011 matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0],
3012 matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1],
3013 matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1],
3014 matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0],
3015 matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], };
3016
3017 out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4];
3018 out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5];
3019 out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6];
3020 out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7];
3021 out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8];
3022
3023 out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5];
3024 out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4];
3025 out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6];
3026 out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7];
3027 out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8];
3028
3029 out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6];
3030 out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4];
3031 out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5];
3032 out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7];
3033 out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f *
3034 (matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8];
3035
3036 out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7];
3037 out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4];
3038 out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5];
3039 out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6];
3040 out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8];
3041
3042 out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8];
3043 out[8] += (coeff[0] - coeff[1]) * in[4];
3044 out[8] += (coeff[2] - coeff[3]) * in[5];
3045 out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6];
3046 out[8] += (coeff[7] - coeff[6]) * in[7];
3047 }
3048
3049 return out;
3050 }
3051
3052 if (fabsf(matrix->u.m[2][2]) != 1.0f)
3053 {
3054 sinb = sqrtf(1.0f - matrix->u.m[2][2] * matrix->u.m[2][2]);
3055 alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb);
3056 beta = atan2f(sinb, matrix->u.m[2][2]);
3057 gamma = atan2f(matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb);
3058 }
3059 else
3060 {
3061 alpha = atan2f(matrix->u.m[0][1], matrix->u.m[0][0]);
3062 beta = 0.0f;
3063 gamma = 0.0f;
3064 }
3065
3066 D3DXSHRotateZ(temp, order, gamma, in);
3067 rotate_X(temp1, order, 1.0f, temp);
3068 D3DXSHRotateZ(temp, order, beta, temp1);
3069 rotate_X(temp1, order, -1.0f, temp);
3070 D3DXSHRotateZ(out, order, alpha, temp1);
3071
3072 return out;
3073}
FLOAT *WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
Definition: math.c:3075
static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
Definition: math.c:2927
GLclampf GLclampf GLclampf alpha
Definition: gl.h:1740
_Check_return_ __CRT_INLINE float __CRTDECL fabsf(_In_ float x)
Definition: math.h:179
_Check_return_ float __cdecl atan2f(_In_ float x, _In_ float y)
Definition: math.h:222

Referenced by test_D3DXSHRotate().

◆ D3DXSHRotateZ()

FLOAT *WINAPI D3DXSHRotateZ ( FLOAT out,
UINT  order,
FLOAT  angle,
const FLOAT in 
)

Definition at line 3075 of file math.c.

3076{
3077 UINT i, sum = 0;
3078 FLOAT c[5], s[5];
3079
3080 TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
3081
3083
3084 out[0] = in[0];
3085
3086 for (i = 1; i < order; i++)
3087 {
3088 UINT j;
3089
3090 c[i - 1] = cosf(i * angle);
3091 s[i - 1] = sinf(i * angle);
3092 sum += i * 2;
3093
3094 out[sum - i] = c[i - 1] * in[sum - i];
3095 out[sum - i] += s[i - 1] * in[sum + i];
3096 for (j = i - 1; j > 0; j--)
3097 {
3098 out[sum - j] = 0.0f;
3099 out[sum - j] = c[j - 1] * in[sum - j];
3100 out[sum - j] += s[j - 1] * in[sum + j];
3101 }
3102
3103 if (in == out)
3104 out[sum] = 0.0f;
3105 else
3106 out[sum] = in[sum];
3107
3108 for (j = 1; j < i; j++)
3109 {
3110 out[sum + j] = 0.0f;
3111 out[sum + j] = -s[j - 1] * in[sum - j];
3112 out[sum + j] += c[j - 1] * in[sum + j];
3113 }
3114 out[sum + i] = -s[i - 1] * in[sum - i];
3115 out[sum + i] += c[i - 1] * in[sum + i];
3116 }
3117
3118 return out;
3119}
const GLubyte * c
Definition: glext.h:8905
#define min(a, b)
Definition: monoChain.cc:55
static int sum(int x_, int y_)
Definition: ptr2_test.cpp:35
#define max(a, b)
Definition: svc.c:63

Referenced by D3DXSHRotate(), and test_D3DXSHRotateZ().

◆ D3DXSHScale()

FLOAT *WINAPI D3DXSHScale ( FLOAT out,
UINT  order,
const FLOAT a,
const FLOAT  scale 
)

Definition at line 3121 of file math.c.

3122{
3123 UINT i;
3124
3125 TRACE("out %p, order %u, a %p, scale %f\n", out, order, a, scale);
3126
3127 for (i = 0; i < order * order; i++)
3128 out[i] = a[i] * scale;
3129
3130 return out;
3131}

Referenced by test_D3DXSHScale().

◆ D3DXVec2BaryCentric()

D3DXVECTOR2 *WINAPI D3DXVec2BaryCentric ( D3DXVECTOR2 pout,
const D3DXVECTOR2 pv1,
const D3DXVECTOR2 pv2,
const D3DXVECTOR2 pv3,
FLOAT  f,
FLOAT  g 
)

Definition at line 1625 of file math.c.

1626{
1627 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1628
1629 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1630 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1631 return pout;
1632}

Referenced by D3DXVector2Test().

◆ D3DXVec2CatmullRom()

D3DXVECTOR2 *WINAPI D3DXVec2CatmullRom ( D3DXVECTOR2 pout,
const D3DXVECTOR2 pv0,
const D3DXVECTOR2 pv1,
const D3DXVECTOR2 pv2,
const D3DXVECTOR2 pv3,
FLOAT  s 
)

Definition at line 1634 of file math.c.

1635{
1636 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1637
1638 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);
1639 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);
1640 return pout;
1641}

Referenced by D3DXVector2Test().

◆ D3DXVec2Hermite()

D3DXVECTOR2 *WINAPI D3DXVec2Hermite ( D3DXVECTOR2 pout,
const D3DXVECTOR2 pv1,
const D3DXVECTOR2 pt1,
const D3DXVECTOR2 pv2,
const D3DXVECTOR2 pt2,
FLOAT  s 
)

Definition at line 1643 of file math.c.

1644{
1645 FLOAT h1, h2, h3, h4;
1646
1647 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1648
1649 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1650 h2 = s * s * s - 2.0f * s * s + s;
1651 h3 = -2.0f * s * s * s + 3.0f * s * s;
1652 h4 = s * s * s - s * s;
1653
1654 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1655 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1656 return pout;
1657}

Referenced by D3DXVector2Test().

◆ D3DXVec2Normalize()

D3DXVECTOR2 *WINAPI D3DXVec2Normalize ( D3DXVECTOR2 pout,
const D3DXVECTOR2 pv 
)

Definition at line 1659 of file math.c.

1660{
1661 FLOAT norm;
1662
1663 TRACE("pout %p, pv %p\n", pout, pv);
1664
1665 norm = D3DXVec2Length(pv);
1666 if ( !norm )
1667 {
1668 pout->x = 0.0f;
1669 pout->y = 0.0f;
1670 }
1671 else
1672 {
1673 pout->x = pv->x / norm;
1674 pout->y = pv->y / norm;
1675 }
1676
1677 return pout;
1678}

Referenced by compute_text_mesh(), D3DXCreateTextW(), D3DXVector2Test(), and unit_vec2().

◆ D3DXVec2Transform()

D3DXVECTOR4 *WINAPI D3DXVec2Transform ( D3DXVECTOR4 pout,
const D3DXVECTOR2 pv,
const D3DXMATRIX pm 
)

Definition at line 1680 of file math.c.

1681{
1683
1684 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1685
1686 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1687 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1688 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1689 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1690 *pout = out;
1691 return pout;
1692}

Referenced by D3DXVec2TransformArray(), and D3DXVector2Test().

◆ D3DXVec2TransformArray()

D3DXVECTOR4 *WINAPI D3DXVec2TransformArray ( D3DXVECTOR4 out,
UINT  outstride,
const D3DXVECTOR2 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1694 of file math.c.

1695{
1696 UINT i;
1697
1698 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1699
1700 for (i = 0; i < elements; ++i) {
1702 (D3DXVECTOR4*)((char*)out + outstride * i),
1703 (const D3DXVECTOR2*)((const char*)in + instride * i),
1704 matrix);
1705 }
1706 return out;
1707}
D3DXVECTOR4 *WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
Definition: math.c:1680

Referenced by test_D3DXVec_Array().

◆ D3DXVec2TransformCoord()

D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord ( D3DXVECTOR2 pout,
const D3DXVECTOR2 pv,
const D3DXMATRIX pm 
)

Definition at line 1709 of file math.c.

1710{
1711 D3DXVECTOR2 v;
1712 FLOAT norm;
1713
1714 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1715
1716 v = *pv;
1717 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1718
1719 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1720 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1721
1722 return pout;
1723}

Referenced by D3DXVec2TransformCoordArray(), and D3DXVector2Test().

◆ D3DXVec2TransformCoordArray()

D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray ( D3DXVECTOR2 out,
UINT  outstride,
const D3DXVECTOR2 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1725 of file math.c.

1726{
1727 UINT i;
1728
1729 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1730
1731 for (i = 0; i < elements; ++i) {
1733 (D3DXVECTOR2*)((char*)out + outstride * i),
1734 (const D3DXVECTOR2*)((const char*)in + instride * i),
1735 matrix);
1736 }
1737 return out;
1738}
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
Definition: math.c:1709

Referenced by test_D3DXVec_Array().

◆ D3DXVec2TransformNormal()

D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal ( D3DXVECTOR2 pout,
const D3DXVECTOR2 pv,
const D3DXMATRIX pm 
)

Definition at line 1740 of file math.c.

1741{
1742 const D3DXVECTOR2 v = *pv;
1743
1744 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1745
1746 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1747 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1748 return pout;
1749}

Referenced by D3DXVec2TransformNormalArray(), and D3DXVector2Test().

◆ D3DXVec2TransformNormalArray()

D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray ( D3DXVECTOR2 out,
UINT  outstride,
const D3DXVECTOR2 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1751 of file math.c.

1752{
1753 UINT i;
1754
1755 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1756
1757 for (i = 0; i < elements; ++i) {
1759 (D3DXVECTOR2*)((char*)out + outstride * i),
1760 (const D3DXVECTOR2*)((const char*)in + instride * i),
1761 matrix);
1762 }
1763 return out;
1764}
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
Definition: math.c:1740

Referenced by test_D3DXVec_Array().

◆ D3DXVec3BaryCentric()

D3DXVECTOR3 *WINAPI D3DXVec3BaryCentric ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv1,
const D3DXVECTOR3 pv2,
const D3DXVECTOR3 pv3,
FLOAT  f,
FLOAT  g 
)

Definition at line 1768 of file math.c.

1769{
1770 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
1771
1772 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1773 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1774 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1775 return pout;
1776}

Referenced by D3DXVector3Test().

◆ D3DXVec3CatmullRom()

D3DXVECTOR3 *WINAPI D3DXVec3CatmullRom ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv0,
const D3DXVECTOR3 pv1,
const D3DXVECTOR3 pv2,
const D3DXVECTOR3 pv3,
FLOAT  s 
)

Definition at line 1778 of file math.c.

1779{
1780 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
1781
1782 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);
1783 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);
1784 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);
1785 return pout;
1786}

Referenced by D3DXVector3Test().

◆ D3DXVec3Hermite()

D3DXVECTOR3 *WINAPI D3DXVec3Hermite ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv1,
const D3DXVECTOR3 pt1,
const D3DXVECTOR3 pv2,
const D3DXVECTOR3 pt2,
FLOAT  s 
)

Definition at line 1788 of file math.c.

1789{
1790 FLOAT h1, h2, h3, h4;
1791
1792 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
1793
1794 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1795 h2 = s * s * s - 2.0f * s * s + s;
1796 h3 = -2.0f * s * s * s + 3.0f * s * s;
1797 h4 = s * s * s - s * s;
1798
1799 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1800 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1801 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1802 return pout;
1803}

Referenced by D3DXVector3Test().

◆ D3DXVec3Normalize()

D3DXVECTOR3 *WINAPI D3DXVec3Normalize ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv 
)

Definition at line 1805 of file math.c.

1806{
1807 FLOAT norm;
1808
1809 TRACE("pout %p, pv %p\n", pout, pv);
1810
1811 norm = D3DXVec3Length(pv);
1812 if ( !norm )
1813 {
1814 pout->x = 0.0f;
1815 pout->y = 0.0f;
1816 pout->z = 0.0f;
1817 }
1818 else
1819 {
1820 pout->x = pv->x / norm;
1821 pout->y = pv->y / norm;
1822 pout->z = pv->z / norm;
1823 }
1824
1825 return pout;
1826}

Referenced by compare_text_outline_mesh(), compute_cylinder(), d3dx9_skin_info_UpdateSkinnedMesh(), D3DXComputeTangentFrameEx(), D3DXCreateCylinder(), D3DXMatrixLookAtLH(), D3DXMatrixLookAtRH(), D3DXMatrixRotationAxis(), D3DXPlaneFromPoints(), D3DXQuaternionRotationAxis(), D3DXSHEvalSphericalLight(), D3DXVector3Test(), and parse_normals().

◆ D3DXVec3Project()

D3DXVECTOR3 *WINAPI D3DXVec3Project ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv,
const D3DVIEWPORT9 pviewport,
const D3DXMATRIX pprojection,
const D3DXMATRIX pview,
const D3DXMATRIX pworld 
)

Definition at line 1828 of file math.c.

1829{
1830 D3DXMATRIX m;
1831
1832 TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
1833
1834 D3DXMatrixIdentity(&m);
1835 if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
1836 if (pview) D3DXMatrixMultiply(&m, &m, pview);
1837 if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
1838
1839 D3DXVec3TransformCoord(pout, pv, &m);
1840
1841 if (pviewport)
1842 {
1843 pout->x = pviewport->X + ( 1.0f + pout->x ) * pviewport->Width / 2.0f;
1844 pout->y = pviewport->Y + ( 1.0f - pout->y ) * pviewport->Height / 2.0f;
1845 pout->z = pviewport->MinZ + pout->z * ( pviewport->MaxZ - pviewport->MinZ );
1846 }
1847 return pout;
1848}
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
Definition: math.c:1895

Referenced by D3DXVec3ProjectArray(), and D3DXVector3Test().

◆ D3DXVec3ProjectArray()

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 
)

Definition at line 1850 of file math.c.

1851{
1852 UINT i;
1853
1854 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1855 out, outstride, in, instride, viewport, projection, view, world, elements);
1856
1857 for (i = 0; i < elements; ++i) {
1859 (D3DXVECTOR3*)((char*)out + outstride * i),
1860 (const D3DXVECTOR3*)((const char*)in + instride * i),
1861 viewport, projection, view, world);
1862 }
1863 return out;
1864}
D3DXVECTOR3 *WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
Definition: math.c:1828

Referenced by test_D3DXVec_Array().

◆ D3DXVec3Transform()

D3DXVECTOR4 *WINAPI D3DXVec3Transform ( D3DXVECTOR4 pout,
const D3DXVECTOR3 pv,
const D3DXMATRIX pm 
)

Definition at line 1866 of file math.c.

1867{
1869
1870 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1871
1872 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0];
1873 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1];
1874 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2];
1875 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3];
1876 *pout = out;
1877 return pout;
1878}

Referenced by D3DXVec3TransformArray(), and D3DXVector3Test().

◆ D3DXVec3TransformArray()

D3DXVECTOR4 *WINAPI D3DXVec3TransformArray ( D3DXVECTOR4 out,
UINT  outstride,
const D3DXVECTOR3 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1880 of file math.c.

1881{
1882 UINT i;
1883
1884 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1885
1886 for (i = 0; i < elements; ++i) {
1888 (D3DXVECTOR4*)((char*)out + outstride * i),
1889 (const D3DXVECTOR3*)((const char*)in + instride * i),
1890 matrix);
1891 }
1892 return out;
1893}
D3DXVECTOR4 *WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
Definition: math.c:1866

Referenced by test_D3DXVec_Array().

◆ D3DXVec3TransformCoord()

D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv,
const D3DXMATRIX pm 
)

Definition at line 1895 of file math.c.

1896{
1898 FLOAT norm;
1899
1900 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1901
1902 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] *pv->z + pm->u.m[3][3];
1903
1904 out.x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0]) / norm;
1905 out.y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1]) / norm;
1906 out.z = (pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2]) / norm;
1907
1908 *pout = out;
1909
1910 return pout;
1911}

Referenced by d3dx9_skin_info_UpdateSkinnedMesh(), D3DXLoadMeshFromXInMemory(), D3DXVec3Project(), D3DXVec3TransformCoordArray(), D3DXVec3Unproject(), and D3DXVector3Test().

◆ D3DXVec3TransformCoordArray()

D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray ( D3DXVECTOR3 out,
UINT  outstride,
const D3DXVECTOR3 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1913 of file math.c.

1914{
1915 UINT i;
1916
1917 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1918
1919 for (i = 0; i < elements; ++i) {
1921 (D3DXVECTOR3*)((char*)out + outstride * i),
1922 (const D3DXVECTOR3*)((const char*)in + instride * i),
1923 matrix);
1924 }
1925 return out;
1926}

Referenced by d3dx9_sprite_Flush(), and test_D3DXVec_Array().

◆ D3DXVec3TransformNormal()

D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal ( D3DXVECTOR3 pout,
const D3DXVECTOR3 pv,
const D3DXMATRIX pm 
)

Definition at line 1928 of file math.c.

1929{
1930 const D3DXVECTOR3 v = *pv;
1931
1932 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
1933
1934 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1935 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1936 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1937 return pout;
1938
1939}

Referenced by d3dx9_skin_info_UpdateSkinnedMesh(), D3DXVec3TransformNormalArray(), and D3DXVector3Test().

◆ D3DXVec3TransformNormalArray()

D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray ( D3DXVECTOR3 out,
UINT  outstride,
const D3DXVECTOR3 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 1941 of file math.c.

1942{
1943 UINT i;
1944
1945 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
1946
1947 for (i = 0; i < elements; ++i) {
1949 (D3DXVECTOR3*)((char*)out + outstride * i),
1950 (const D3DXVECTOR3*)((const char*)in + instride * i),
1951 matrix);
1952 }
1953 return out;
1954}
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
Definition: math.c:1928

Referenced by test_D3DXVec_Array().

◆ D3DXVec3Unproject()

D3DXVECTOR3 *WINAPI D3DXVec3Unproject ( D3DXVECTOR3 out,
const D3DXVECTOR3 v,
const D3DVIEWPORT9 viewport,
const D3DXMATRIX projection,
const D3DXMATRIX view,
const D3DXMATRIX world 
)

Definition at line 1956 of file math.c.

1959{
1960 D3DXMATRIX m;
1961
1962 TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n",
1963 out, v, viewport, projection, view, world);
1964
1965 D3DXMatrixIdentity(&m);
1966 if (world)
1967 D3DXMatrixMultiply(&m, &m, world);
1968 if (view)
1970 if (projection)
1971 D3DXMatrixMultiply(&m, &m, projection);
1973
1974 *out = *v;
1975 if (viewport)
1976 {
1977 out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f;
1978 out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height;
1979 out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ);
1980 }
1982 return out;
1983}
D3DXMATRIX *WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
Definition: math.c:258

Referenced by D3DXVec3UnprojectArray(), and D3DXVector3Test().

◆ D3DXVec3UnprojectArray()

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 
)

Definition at line 1985 of file math.c.

1986{
1987 UINT i;
1988
1989 TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
1990 out, outstride, in, instride, viewport, projection, view, world, elements);
1991
1992 for (i = 0; i < elements; ++i) {
1994 (D3DXVECTOR3*)((char*)out + outstride * i),
1995 (const D3DXVECTOR3*)((const char*)in + instride * i),
1996 viewport, projection, view, world);
1997 }
1998 return out;
1999}
D3DXVECTOR3 *WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v, const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view, const D3DXMATRIX *world)
Definition: math.c:1956

Referenced by test_D3DXVec_Array().

◆ D3DXVec4BaryCentric()

D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric ( D3DXVECTOR4 pout,
const D3DXVECTOR4 pv1,
const D3DXVECTOR4 pv2,
const D3DXVECTOR4 pv3,
FLOAT  f,
FLOAT  g 
)

Definition at line 2003 of file math.c.

2004{
2005 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
2006
2007 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
2008 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
2009 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
2010 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
2011 return pout;
2012}

Referenced by D3DXVector4Test().

◆ D3DXVec4CatmullRom()

D3DXVECTOR4 *WINAPI D3DXVec4CatmullRom ( D3DXVECTOR4 pout,
const D3DXVECTOR4 pv0,
const D3DXVECTOR4 pv1,
const D3DXVECTOR4 pv2,
const D3DXVECTOR4 pv3,
FLOAT  s 
)

Definition at line 2014 of file math.c.

2015{
2016 TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
2017
2018 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);
2019 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);
2020 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);
2021 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);
2022 return pout;
2023}

Referenced by D3DXVector4Test().

◆ D3DXVec4Cross()

D3DXVECTOR4 *WINAPI D3DXVec4Cross ( D3DXVECTOR4 pout,
const D3DXVECTOR4 pv1,
const D3DXVECTOR4 pv2,
const D3DXVECTOR4 pv3 
)

Definition at line 2025 of file math.c.

2026{
2028
2029 TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
2030
2031 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);
2032 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));
2033 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);
2034 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));
2035 *pout = out;
2036 return pout;
2037}

Referenced by D3DXVector4Test().

◆ D3DXVec4Hermite()

D3DXVECTOR4 *WINAPI D3DXVec4Hermite ( D3DXVECTOR4 pout,
const D3DXVECTOR4 pv1,
const D3DXVECTOR4 pt1,
const D3DXVECTOR4 pv2,
const D3DXVECTOR4 pt2,
FLOAT  s 
)

Definition at line 2039 of file math.c.

2040{
2041 FLOAT h1, h2, h3, h4;
2042
2043 TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
2044
2045 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
2046 h2 = s * s * s - 2.0f * s * s + s;
2047 h3 = -2.0f * s * s * s + 3.0f * s * s;
2048 h4 = s * s * s - s * s;
2049
2050 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
2051 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
2052 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
2053 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
2054 return pout;
2055}

Referenced by D3DXVector4Test().

◆ D3DXVec4Normalize()

D3DXVECTOR4 *WINAPI D3DXVec4Normalize ( D3DXVECTOR4 pout,
const D3DXVECTOR4 pv 
)

Definition at line 2057 of file math.c.

2058{
2059 FLOAT norm;
2060
2061 TRACE("pout %p, pv %p\n", pout, pv);
2062
2063 norm = D3DXVec4Length(pv);
2064
2065 pout->x = pv->x / norm;
2066 pout->y = pv->y / norm;
2067 pout->z = pv->z / norm;
2068 pout->w = pv->w / norm;
2069
2070 return pout;
2071}

Referenced by D3DXVector4Test().

◆ D3DXVec4Transform()

D3DXVECTOR4 *WINAPI D3DXVec4Transform ( D3DXVECTOR4 pout,
const D3DXVECTOR4 pv,
const D3DXMATRIX pm 
)

Definition at line 2073 of file math.c.

2074{
2076
2077 TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
2078
2079 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0] * pv->w;
2080 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1] * pv->w;
2081 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2] * pv->w;
2082 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3] * pv->w;
2083 *pout = out;
2084 return pout;
2085}

Referenced by D3DXIntersectTri(), D3DXVec4TransformArray(), and D3DXVector4Test().

◆ D3DXVec4TransformArray()

D3DXVECTOR4 *WINAPI D3DXVec4TransformArray ( D3DXVECTOR4 out,
UINT  outstride,
const D3DXVECTOR4 in,
UINT  instride,
const D3DXMATRIX matrix,
UINT  elements 
)

Definition at line 2087 of file math.c.

2088{
2089 UINT i;
2090
2091 TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
2092
2093 for (i = 0; i < elements; ++i) {
2095 (D3DXVECTOR4*)((char*)out + outstride * i),
2096 (const D3DXVECTOR4*)((const char*)in + instride * i),
2097 matrix);
2098 }
2099 return out;
2100}
D3DXVECTOR4 *WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
Definition: math.c:2073

Referenced by test_D3DXVec_Array().

◆ float_16_to_32()

float float_16_to_32 ( const unsigned short  in)

Definition at line 2203 of file math.c.

2204{
2205 const unsigned short s = (in & 0x8000);
2206 const unsigned short e = (in & 0x7C00) >> 10;
2207 const unsigned short m = in & 0x3FF;
2208 const float sgn = (s ? -1.0f : 1.0f);
2209
2210 if (e == 0)
2211 {
2212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
2213 else return sgn * powf(2, -14.0f) * (m / 1024.0f);
2214 }
2215 else
2216 {
2217 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
2218 }
2219}
_Check_return_ float __cdecl powf(_In_ float b, _In_ float e)
Definition: math.h:232
#define e
Definition: ke_i.h:82
long sgn(REAL x)
Definition: varray.cc:48

Referenced by D3DXFloat16To32Array(), format_to_vec4(), generic_float16_2(), generic_float16_4(), and load_numbered_arrays().

◆ float_32_to_16()

unsigned short float_32_to_16 ( const float  in)

Definition at line 2102 of file math.c.

2103{
2104 int exp = 0, origexp;
2105 float tmp = fabsf(in);
2106 int sign = (copysignf(1, in) < 0);
2107 unsigned int mantissa;
2108 unsigned short ret;
2109
2110 /* Deal with special numbers */
2111 if (isinf(in)) return (sign ? 0xffff : 0x7fff);
2112 if (isnan(in)) return (sign ? 0xffff : 0x7fff);
2113 if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
2114
2115 if (tmp < (float)(1u << 10))
2116 {
2117 do
2118 {
2119 tmp *= 2.0f;
2120 exp--;
2121 } while (tmp < (float)(1u << 10));
2122 }
2123 else if (tmp >= (float)(1u << 11))
2124 {
2125 do
2126 {
2127 tmp /= 2.0f;
2128 exp++;
2129 } while (tmp >= (float)(1u << 11));
2130 }
2131
2132 exp += 10; /* Normalize the mantissa */
2133 exp += 15; /* Exponent is encoded with excess 15 */
2134
2135 origexp = exp;
2136
2137 mantissa = (unsigned int) tmp;
2138 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
2139 (tmp - mantissa > 0.5f))
2140 {
2141 mantissa++; /* round to nearest, away from zero */
2142 }
2143 if (mantissa == 2048)
2144 {
2145 mantissa = 1024;
2146 exp++;
2147 }
2148
2149 if (exp > 31)
2150 {
2151 /* too big */
2152 ret = 0x7fff; /* INF */
2153 }
2154 else if (exp <= 0)
2155 {
2156 unsigned int rounding = 0;
2157
2158 /* Denormalized half float */
2159
2160 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
2161 if (exp < -11)
2162 return (sign ? 0x8000 : 0x0000);
2163
2164 exp = origexp;
2165
2166 /* the 13 extra bits from single precision are used for rounding */
2167 mantissa = (unsigned int)(tmp * (1u << 13));
2168 mantissa >>= 1 - exp; /* denormalize */
2169
2170 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
2171 /* remove 13 least significant bits to get half float precision */
2172 mantissa >>= 12;
2173 rounding = mantissa & 1;
2174 mantissa >>= 1;
2175
2176 ret = mantissa + rounding;
2177 }
2178 else
2179 {
2180 ret = (exp << 10) | (mantissa & 0x3ff);
2181 }
2182
2183 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
2184 return ret;
2185}
unsigned int(__cdecl typeof(jpeg_read_scanlines))(struct jpeg_decompress_struct *
Definition: typeof.h:31
#define sign(x)
Definition: mapdesc.cc:613
float __cdecl copysignf(float, float)
#define isinf(x)
Definition: mingw_math.h:94
#define isnan(x)
Definition: mingw_math.h:133
DWORD exp
Definition: msg.c:16058
int ret

Referenced by convert_r32_float_r16_float(), D3DXFloat32To16Array(), fill_texture(), and format_from_vec4().

◆ ID3DXMatrixStackImpl_AddRef()

static ULONG WINAPI ID3DXMatrixStackImpl_AddRef ( ID3DXMatrixStack *  iface)
static

Definition at line 916 of file math.c.

917{
920 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
921 return ref;
922}
#define InterlockedIncrement
Definition: armddk.h:53
static struct ID3DXMatrixStackImpl * impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
Definition: math.c:893
Definition: send.c:48
uint32_t ULONG
Definition: typedefs.h:59

◆ ID3DXMatrixStackImpl_GetTop()

static D3DXMATRIX *WINAPI ID3DXMatrixStackImpl_GetTop ( ID3DXMatrixStack *  iface)
static

Definition at line 937 of file math.c.

938{
940
941 TRACE("iface %p\n", iface);
942
943 return &This->stack[This->current];
944}

◆ ID3DXMatrixStackImpl_LoadIdentity()

static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity ( ID3DXMatrixStack *  iface)
static

Definition at line 946 of file math.c.

947{
949
950 TRACE("iface %p\n", iface);
951
952 D3DXMatrixIdentity(&This->stack[This->current]);
953
954 return D3D_OK;
955}

◆ ID3DXMatrixStackImpl_LoadMatrix()

static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix ( ID3DXMatrixStack *  iface,
const D3DXMATRIX pm 
)
static

Definition at line 957 of file math.c.

958{
960
961 TRACE("iface %p, pm %p\n", iface, pm);
962
963 This->stack[This->current] = *pm;
964
965 return D3D_OK;
966}

◆ ID3DXMatrixStackImpl_MultMatrix()

static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix ( ID3DXMatrixStack *  iface,
const D3DXMATRIX pm 
)
static

Definition at line 968 of file math.c.

969{
971
972 TRACE("iface %p, pm %p\n", iface, pm);
973
974 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
975
976 return D3D_OK;
977}

◆ ID3DXMatrixStackImpl_MultMatrixLocal()

static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal ( ID3DXMatrixStack *  iface,
const D3DXMATRIX pm 
)
static

Definition at line 979 of file math.c.

980{
982
983 TRACE("iface %p, pm %p\n", iface, pm);
984
985 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
986
987 return D3D_OK;
988}

◆ ID3DXMatrixStackImpl_Pop()

static HRESULT WINAPI ID3DXMatrixStackImpl_Pop ( ID3DXMatrixStack *  iface)
static

Definition at line 990 of file math.c.

991{
993
994 TRACE("iface %p\n", iface);
995
996 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
997 if (!This->current) return D3D_OK;
998
999 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
1000 {
1001 unsigned int new_size;
1002 D3DXMATRIX *new_stack;
1003
1004 new_size = This->stack_size / 2;
1005 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
1006 if (new_stack)
1007 {
1008 This->stack_size = new_size;
1009 This->stack = new_stack;
1010 }
1011 }
1012
1013 --This->current;
1014
1015 return D3D_OK;
1016}
#define HeapReAlloc
Definition: compat.h:734

◆ ID3DXMatrixStackImpl_Push()

static HRESULT WINAPI ID3DXMatrixStackImpl_Push ( ID3DXMatrixStack *  iface)
static

Definition at line 1018 of file math.c.

1019{
1021
1022 TRACE("iface %p\n", iface);
1023
1024 if (This->current == This->stack_size - 1)
1025 {
1026 unsigned int new_size;
1027 D3DXMATRIX *new_stack;
1028
1029 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
1030
1031 new_size = This->stack_size * 2;
1032 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(*new_stack));
1033 if (!new_stack) return E_OUTOFMEMORY;
1034
1035 This->stack_size = new_size;
1036 This->stack = new_stack;
1037 }
1038
1039 ++This->current;
1040 This->stack[This->current] = This->stack[This->current - 1];
1041
1042 return D3D_OK;
1043}
#define UINT_MAX
Definition: intsafe.h:152

◆ ID3DXMatrixStackImpl_QueryInterface()

static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface ( ID3DXMatrixStack *  iface,
REFIID  riid,
void **  out 
)
static

Definition at line 898 of file math.c.

899{
900 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
901
902 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
904 {
906 *out = iface;
907 return S_OK;
908 }
909
910 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
911
912 *out = NULL;
913 return E_NOINTERFACE;
914}
const GUID IID_IUnknown
#define ID3DXMatrixStack_AddRef(p)
Definition: d3dx9math.h:443
REFIID riid
Definition: atlbase.h:39
#define debugstr_guid
Definition: kernel32.h:35
#define IsEqualGUID(rguid1, rguid2)
Definition: guiddef.h:147
#define E_NOINTERFACE
Definition: winerror.h:2364

◆ ID3DXMatrixStackImpl_Release()

static ULONG WINAPI ID3DXMatrixStackImpl_Release ( ID3DXMatrixStack *  iface)
static

Definition at line 924 of file math.c.

925{
928 if (!ref)
929 {
930 HeapFree(GetProcessHeap(), 0, This->stack);
932 }
933 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
934 return ref;
935}
#define InterlockedDecrement
Definition: armddk.h:52

◆ ID3DXMatrixStackImpl_RotateAxis()

static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis ( ID3DXMatrixStack *  iface,
const D3DXVECTOR3 pv,
FLOAT  angle 
)
static

Definition at line 1045 of file math.c.

1046{
1049
1050 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1051
1053 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1054
1055 return D3D_OK;
1056}
D3DXMATRIX *WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
Definition: math.c:594

◆ ID3DXMatrixStackImpl_RotateAxisLocal()

static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal ( ID3DXMatrixStack *  iface,
const D3DXVECTOR3 pv,
FLOAT  angle 
)
static

Definition at line 1058 of file math.c.

1059{
1062
1063 TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
1064
1066 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1067
1068 return D3D_OK;
1069}

◆ ID3DXMatrixStackImpl_RotateYawPitchRoll()

static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll ( ID3DXMatrixStack *  iface,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)
static

Definition at line 1071 of file math.c.

1072{
1075
1076 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1077
1079 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1080
1081 return D3D_OK;
1082}
D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
Definition: math.c:667

◆ ID3DXMatrixStackImpl_RotateYawPitchRollLocal()

static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal ( ID3DXMatrixStack *  iface,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)
static

Definition at line 1084 of file math.c.

1085{
1088
1089 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1090
1092 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1093
1094 return D3D_OK;
1095}

◆ ID3DXMatrixStackImpl_Scale()

static HRESULT WINAPI ID3DXMatrixStackImpl_Scale ( ID3DXMatrixStack *  iface,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)
static

Definition at line 1097 of file math.c.

1098{
1101
1102 TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
1103
1104 D3DXMatrixScaling(&temp, x, y, z);
1105 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1106
1107 return D3D_OK;
1108}

◆ ID3DXMatrixStackImpl_ScaleLocal()

static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal ( ID3DXMatrixStack *  iface,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)
static

Definition at line 1110 of file math.c.

1111{
1114
1115 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1116
1117 D3DXMatrixScaling(&temp, x, y, z);
1118 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1119
1120 return D3D_OK;
1121}

◆ ID3DXMatrixStackImpl_Translate()

static HRESULT WINAPI ID3DXMatrixStackImpl_Translate ( ID3DXMatrixStack *  iface,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)
static

Definition at line 1123 of file math.c.

1124{
1127
1128 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1129
1131 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1132
1133 return D3D_OK;
1134}

◆ ID3DXMatrixStackImpl_TranslateLocal()

static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal ( ID3DXMatrixStack *  iface,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)
static

Definition at line 1136 of file math.c.

1137{
1140
1141 TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
1142
1144 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
1145
1146 return D3D_OK;
1147}

◆ impl_from_ID3DXMatrixStack()

◆ rotate_X()

static void rotate_X ( FLOAT out,
UINT  order,
FLOAT  a,
FLOAT in 
)
static

Definition at line 2927 of file math.c.

2928{
2929 out[0] = in[0];
2930
2931 out[1] = a * in[2];
2932 out[2] = -a * in[1];
2933 out[3] = in[3];
2934
2935 out[4] = a * in[7];
2936 out[5] = -in[5];
2937 out[6] = -0.5f * in[6] - 0.8660253882f * in[8];
2938 out[7] = -a * in[4];
2939 out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
2940 out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
2941
2942 out[10] = -in[10];
2943 out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
2944 out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11];
2945 out[13] = -0.25f * in[13] - 0.9682458639f * in[15];
2946 out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11];
2947 out[15] = -0.9682458639f * in[13] + 0.25f * in[15];
2948 if (order == 4)
2949 return;
2950
2951 out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23];
2952 out[17] = -0.75f * in[17] + 0.6614378095f * in[19];
2953 out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23];
2954 out[19] = 0.6614378095f * in[17] + 0.75f * in[19];
2955 out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24];
2956 out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18];
2957 out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24];
2958 out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18];
2959 out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24];
2960 if (order == 5)
2961 return;
2962
2963 out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34];
2964 out[26] = -0.5f * in[26] + 0.8660253882f * in[28];
2965 out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525f * in[34];
2966 out[28] = 0.8660253882f * in[26] + 0.5f * in[28];
2967 out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34];
2968 out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29];
2969 out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35];
2970 out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29];
2971 out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
2972 out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
2973 out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
2974}

Referenced by D3DXSHRotate().

◆ vec3_from_vec2()

static void vec3_from_vec2 ( D3DXVECTOR3 v3,
const D3DXVECTOR2 v2 
)
static

Definition at line 817 of file math.c.

818{
819 if (!v2)
820 return;
821
822 v3->x = v2->x;
823 v3->y = v2->y;
824 v3->z = 0.0f;
825}
GLfloat GLfloat GLfloat GLfloat v3
Definition: glext.h:6064
GLfloat GLfloat GLfloat v2
Definition: glext.h:6063

Referenced by D3DXMatrixTransformation2D().

◆ weightedcapintegrale()

static void weightedcapintegrale ( FLOAT out,
UINT  order,
FLOAT  angle 
)
static

Definition at line 2263 of file math.c.

2264{
2265 FLOAT coeff[3];
2266
2267 coeff[0] = cosf(angle);
2268
2269 out[0] = 2.0f * D3DX_PI * (1.0f - coeff[0]);
2270 out[1] = D3DX_PI * sinf(angle) * sinf(angle);
2271 if (order <= 2)
2272 return;
2273
2274 out[2] = coeff[0] * out[1];
2275 if (order == 3)
2276 return;
2277
2278 coeff[1] = coeff[0] * coeff[0];
2279 coeff[2] = coeff[1] * coeff[1];
2280
2281 out[3] = D3DX_PI * (-1.25f * coeff[2] + 1.5f * coeff[1] - 0.25f);
2282 if (order == 4)
2283 return;
2284
2285 out[4] = -0.25f * D3DX_PI * coeff[0] * (7.0f * coeff[2] - 10.0f * coeff[1] + 3.0f);
2286 if (order == 5)
2287 return;
2288
2289 out[5] = D3DX_PI * (-2.625f * coeff[2] * coeff[1] + 4.375f * coeff[2] - 1.875f * coeff[1] + 0.125f);
2290}

Referenced by D3DXSHEvalConeLight(), and D3DXSHEvalSphericalLight().

◆ WINE_DEFAULT_DEBUG_CHANNEL()

WINE_DEFAULT_DEBUG_CHANNEL ( d3dx  )

Variable Documentation

◆ ID3DXMatrixStack_Vtbl

const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
static
Initial value:
=
{
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:1123
static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
Definition: math.c:1018
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
Definition: math.c:1045
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
Definition: math.c:979
static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
Definition: math.c:916
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:1084
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
Definition: math.c:946
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
Definition: math.c:990
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:1136
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
Definition: math.c:968
static D3DXMATRIX *WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
Definition: math.c:937
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:1097
static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack *iface)
Definition: math.c:924
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:1110
static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
Definition: math.c:898
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
Definition: math.c:957
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
Definition: math.c:1071
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
Definition: math.c:1058

Definition at line 1149 of file math.c.

Referenced by D3DXCreateMatrixStack().

◆ INITIAL_STACK_SIZE

const unsigned int INITIAL_STACK_SIZE = 32
static

Definition at line 46 of file math.c.

Referenced by D3DXCreateMatrixStack(), and ID3DXMatrixStackImpl_Pop().