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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | ////////////////////////////////////////////////////////////////////////////// |
| 2 | // |
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| 3 | // Copyright (C) Microsoft Corporation. All Rights Reserved. |
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| 4 | // |
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| 5 | // File: d3dx9math.h |
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| 6 | // Content: D3DX math types and functions |
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| 7 | // |
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| 8 | ////////////////////////////////////////////////////////////////////////////// |
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| 9 | |||
| 10 | #include "d3dx9.h" |
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| 11 | |||
| 12 | #ifndef __D3DX9MATH_H__ |
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| 13 | #define __D3DX9MATH_H__ |
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| 14 | |||
| 15 | #include <math.h> |
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| 16 | #if _MSC_VER >= 1200 |
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| 17 | #pragma warning(push) |
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| 18 | #endif |
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| 19 | #pragma warning(disable:4201) // anonymous unions warning |
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| 20 | |||
| 21 | |||
| 22 | |||
| 23 | //=========================================================================== |
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| 24 | // |
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| 25 | // General purpose utilities |
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| 26 | // |
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| 27 | //=========================================================================== |
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| 28 | #define D3DX_PI ((FLOAT) 3.141592654f) |
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| 29 | #define D3DX_1BYPI ((FLOAT) 0.318309886f) |
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| 30 | |||
| 31 | #define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) |
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| 32 | #define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) |
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| 33 | |||
| 34 | |||
| 35 | |||
| 36 | //=========================================================================== |
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| 37 | // |
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| 38 | // 16 bit floating point numbers |
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| 39 | // |
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| 40 | //=========================================================================== |
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| 41 | |||
| 42 | #define D3DX_16F_DIG 3 // # of decimal digits of precision |
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| 43 | #define D3DX_16F_EPSILON 4.8875809e-4f // smallest such that 1.0 + epsilon != 1.0 |
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| 44 | #define D3DX_16F_MANT_DIG 11 // # of bits in mantissa |
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| 45 | #define D3DX_16F_MAX 6.550400e+004 // max value |
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| 46 | #define D3DX_16F_MAX_10_EXP 4 // max decimal exponent |
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| 47 | #define D3DX_16F_MAX_EXP 15 // max binary exponent |
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| 48 | #define D3DX_16F_MIN 6.1035156e-5f // min positive value |
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| 49 | #define D3DX_16F_MIN_10_EXP (-4) // min decimal exponent |
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| 50 | #define D3DX_16F_MIN_EXP (-14) // min binary exponent |
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| 51 | #define D3DX_16F_RADIX 2 // exponent radix |
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| 52 | #define D3DX_16F_ROUNDS 1 // addition rounding: near |
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| 53 | |||
| 54 | |||
| 55 | typedef struct D3DXFLOAT16 |
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| 56 | { |
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| 57 | #ifdef __cplusplus |
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| 58 | public: |
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| 59 | D3DXFLOAT16() {}; |
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| 60 | D3DXFLOAT16( FLOAT ); |
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| 61 | D3DXFLOAT16( CONST D3DXFLOAT16& ); |
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| 62 | |||
| 63 | // casting |
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| 64 | operator FLOAT (); |
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| 65 | |||
| 66 | // binary operators |
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| 67 | BOOL operator == ( CONST D3DXFLOAT16& ) const; |
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| 68 | BOOL operator != ( CONST D3DXFLOAT16& ) const; |
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| 69 | |||
| 70 | protected: |
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| 71 | #endif //__cplusplus |
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| 72 | WORD value; |
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| 73 | } D3DXFLOAT16, *LPD3DXFLOAT16; |
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| 74 | |||
| 75 | |||
| 76 | |||
| 77 | //=========================================================================== |
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| 78 | // |
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| 79 | // Vectors |
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| 80 | // |
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| 81 | //=========================================================================== |
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| 82 | |||
| 83 | |||
| 84 | //-------------------------- |
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| 85 | // 2D Vector |
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| 86 | //-------------------------- |
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| 87 | typedef struct D3DXVECTOR2 |
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| 88 | { |
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| 89 | #ifdef __cplusplus |
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| 90 | public: |
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| 91 | D3DXVECTOR2() {}; |
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| 92 | D3DXVECTOR2( CONST FLOAT * ); |
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| 93 | D3DXVECTOR2( CONST D3DXFLOAT16 * ); |
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| 94 | D3DXVECTOR2( FLOAT x, FLOAT y ); |
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| 95 | |||
| 96 | // casting |
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| 97 | operator FLOAT* (); |
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| 98 | operator CONST FLOAT* () const; |
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| 99 | |||
| 100 | // assignment operators |
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| 101 | D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& ); |
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| 102 | D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& ); |
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| 103 | D3DXVECTOR2& operator *= ( FLOAT ); |
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| 104 | D3DXVECTOR2& operator /= ( FLOAT ); |
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| 105 | |||
| 106 | // unary operators |
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| 107 | D3DXVECTOR2 operator + () const; |
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| 108 | D3DXVECTOR2 operator - () const; |
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| 109 | |||
| 110 | // binary operators |
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| 111 | D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const; |
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| 112 | D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const; |
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| 113 | D3DXVECTOR2 operator * ( FLOAT ) const; |
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| 114 | D3DXVECTOR2 operator / ( FLOAT ) const; |
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| 115 | |||
| 116 | friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& ); |
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| 117 | |||
| 118 | BOOL operator == ( CONST D3DXVECTOR2& ) const; |
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| 119 | BOOL operator != ( CONST D3DXVECTOR2& ) const; |
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| 120 | |||
| 121 | |||
| 122 | public: |
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| 123 | #endif //__cplusplus |
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| 124 | FLOAT x, y; |
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| 125 | } D3DXVECTOR2, *LPD3DXVECTOR2; |
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| 126 | |||
| 127 | |||
| 128 | |||
| 129 | //-------------------------- |
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| 130 | // 2D Vector (16 bit) |
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| 131 | //-------------------------- |
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| 132 | |||
| 133 | typedef struct D3DXVECTOR2_16F |
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| 134 | { |
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| 135 | #ifdef __cplusplus |
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| 136 | public: |
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| 137 | D3DXVECTOR2_16F() {}; |
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| 138 | D3DXVECTOR2_16F( CONST FLOAT * ); |
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| 139 | D3DXVECTOR2_16F( CONST D3DXFLOAT16 * ); |
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| 140 | D3DXVECTOR2_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y ); |
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| 141 | |||
| 142 | // casting |
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| 143 | operator D3DXFLOAT16* (); |
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| 144 | operator CONST D3DXFLOAT16* () const; |
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| 145 | |||
| 146 | // binary operators |
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| 147 | BOOL operator == ( CONST D3DXVECTOR2_16F& ) const; |
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| 148 | BOOL operator != ( CONST D3DXVECTOR2_16F& ) const; |
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| 149 | |||
| 150 | public: |
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| 151 | #endif //__cplusplus |
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| 152 | D3DXFLOAT16 x, y; |
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| 153 | |||
| 154 | } D3DXVECTOR2_16F, *LPD3DXVECTOR2_16F; |
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| 155 | |||
| 156 | |||
| 157 | |||
| 158 | //-------------------------- |
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| 159 | // 3D Vector |
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| 160 | //-------------------------- |
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| 161 | #ifdef __cplusplus |
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| 162 | typedef struct D3DXVECTOR3 : public D3DVECTOR |
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| 163 | { |
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| 164 | public: |
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| 165 | D3DXVECTOR3() {}; |
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| 166 | D3DXVECTOR3( CONST FLOAT * ); |
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| 167 | D3DXVECTOR3( CONST D3DVECTOR& ); |
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| 168 | D3DXVECTOR3( CONST D3DXFLOAT16 * ); |
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| 169 | D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z ); |
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| 170 | |||
| 171 | // casting |
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| 172 | operator FLOAT* (); |
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| 173 | operator CONST FLOAT* () const; |
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| 174 | |||
| 175 | // assignment operators |
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| 176 | D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& ); |
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| 177 | D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& ); |
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| 178 | D3DXVECTOR3& operator *= ( FLOAT ); |
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| 179 | D3DXVECTOR3& operator /= ( FLOAT ); |
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| 180 | |||
| 181 | // unary operators |
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| 182 | D3DXVECTOR3 operator + () const; |
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| 183 | D3DXVECTOR3 operator - () const; |
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| 184 | |||
| 185 | // binary operators |
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| 186 | D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const; |
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| 187 | D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const; |
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| 188 | D3DXVECTOR3 operator * ( FLOAT ) const; |
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| 189 | D3DXVECTOR3 operator / ( FLOAT ) const; |
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| 190 | |||
| 191 | friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& ); |
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| 192 | |||
| 193 | BOOL operator == ( CONST D3DXVECTOR3& ) const; |
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| 194 | BOOL operator != ( CONST D3DXVECTOR3& ) const; |
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| 195 | |||
| 196 | } D3DXVECTOR3, *LPD3DXVECTOR3; |
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| 197 | |||
| 198 | #else //!__cplusplus |
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| 199 | typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; |
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| 200 | #endif //!__cplusplus |
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| 201 | |||
| 202 | |||
| 203 | |||
| 204 | //-------------------------- |
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| 205 | // 3D Vector (16 bit) |
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| 206 | //-------------------------- |
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| 207 | typedef struct D3DXVECTOR3_16F |
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| 208 | { |
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| 209 | #ifdef __cplusplus |
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| 210 | public: |
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| 211 | D3DXVECTOR3_16F() {}; |
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| 212 | D3DXVECTOR3_16F( CONST FLOAT * ); |
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| 213 | D3DXVECTOR3_16F( CONST D3DVECTOR& ); |
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| 214 | D3DXVECTOR3_16F( CONST D3DXFLOAT16 * ); |
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| 215 | D3DXVECTOR3_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y, CONST D3DXFLOAT16 &z ); |
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| 216 | |||
| 217 | // casting |
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| 218 | operator D3DXFLOAT16* (); |
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| 219 | operator CONST D3DXFLOAT16* () const; |
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| 220 | |||
| 221 | // binary operators |
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| 222 | BOOL operator == ( CONST D3DXVECTOR3_16F& ) const; |
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| 223 | BOOL operator != ( CONST D3DXVECTOR3_16F& ) const; |
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| 224 | |||
| 225 | public: |
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| 226 | #endif //__cplusplus |
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| 227 | D3DXFLOAT16 x, y, z; |
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| 228 | |||
| 229 | } D3DXVECTOR3_16F, *LPD3DXVECTOR3_16F; |
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| 230 | |||
| 231 | |||
| 232 | |||
| 233 | //-------------------------- |
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| 234 | // 4D Vector |
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| 235 | //-------------------------- |
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| 236 | typedef struct D3DXVECTOR4 |
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| 237 | { |
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| 238 | #ifdef __cplusplus |
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| 239 | public: |
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| 240 | D3DXVECTOR4() {}; |
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| 241 | D3DXVECTOR4( CONST FLOAT* ); |
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| 242 | D3DXVECTOR4( CONST D3DXFLOAT16* ); |
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| 243 | D3DXVECTOR4( CONST D3DVECTOR& xyz, FLOAT w ); |
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| 244 | D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); |
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| 245 | |||
| 246 | // casting |
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| 247 | operator FLOAT* (); |
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| 248 | operator CONST FLOAT* () const; |
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| 249 | |||
| 250 | // assignment operators |
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| 251 | D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& ); |
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| 252 | D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& ); |
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| 253 | D3DXVECTOR4& operator *= ( FLOAT ); |
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| 254 | D3DXVECTOR4& operator /= ( FLOAT ); |
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| 255 | |||
| 256 | // unary operators |
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| 257 | D3DXVECTOR4 operator + () const; |
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| 258 | D3DXVECTOR4 operator - () const; |
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| 259 | |||
| 260 | // binary operators |
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| 261 | D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const; |
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| 262 | D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const; |
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| 263 | D3DXVECTOR4 operator * ( FLOAT ) const; |
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| 264 | D3DXVECTOR4 operator / ( FLOAT ) const; |
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| 265 | |||
| 266 | friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& ); |
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| 267 | |||
| 268 | BOOL operator == ( CONST D3DXVECTOR4& ) const; |
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| 269 | BOOL operator != ( CONST D3DXVECTOR4& ) const; |
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| 270 | |||
| 271 | public: |
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| 272 | #endif //__cplusplus |
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| 273 | FLOAT x, y, z, w; |
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| 274 | } D3DXVECTOR4, *LPD3DXVECTOR4; |
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| 275 | |||
| 276 | |||
| 277 | //-------------------------- |
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| 278 | // 4D Vector (16 bit) |
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| 279 | //-------------------------- |
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| 280 | typedef struct D3DXVECTOR4_16F |
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| 281 | { |
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| 282 | #ifdef __cplusplus |
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| 283 | public: |
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| 284 | D3DXVECTOR4_16F() {}; |
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| 285 | D3DXVECTOR4_16F( CONST FLOAT * ); |
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| 286 | D3DXVECTOR4_16F( CONST D3DXFLOAT16* ); |
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| 287 | D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& xyz, CONST D3DXFLOAT16& w ); |
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| 288 | D3DXVECTOR4_16F( CONST D3DXFLOAT16& x, CONST D3DXFLOAT16& y, CONST D3DXFLOAT16& z, CONST D3DXFLOAT16& w ); |
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| 289 | |||
| 290 | // casting |
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| 291 | operator D3DXFLOAT16* (); |
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| 292 | operator CONST D3DXFLOAT16* () const; |
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| 293 | |||
| 294 | // binary operators |
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| 295 | BOOL operator == ( CONST D3DXVECTOR4_16F& ) const; |
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| 296 | BOOL operator != ( CONST D3DXVECTOR4_16F& ) const; |
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| 297 | |||
| 298 | public: |
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| 299 | #endif //__cplusplus |
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| 300 | D3DXFLOAT16 x, y, z, w; |
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| 301 | |||
| 302 | } D3DXVECTOR4_16F, *LPD3DXVECTOR4_16F; |
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| 303 | |||
| 304 | |||
| 305 | |||
| 306 | //=========================================================================== |
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| 307 | // |
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| 308 | // Matrices |
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| 309 | // |
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| 310 | //=========================================================================== |
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| 311 | #ifdef __cplusplus |
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| 312 | typedef struct D3DXMATRIX : public D3DMATRIX |
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| 313 | { |
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| 314 | public: |
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| 315 | D3DXMATRIX() {}; |
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| 316 | D3DXMATRIX( CONST FLOAT * ); |
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| 317 | D3DXMATRIX( CONST D3DMATRIX& ); |
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| 318 | D3DXMATRIX( CONST D3DXFLOAT16 * ); |
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| 319 | D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, |
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| 320 | FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, |
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| 321 | FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, |
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| 322 | FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); |
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| 323 | |||
| 324 | |||
| 325 | // access grants |
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| 326 | FLOAT& operator () ( UINT Row, UINT Col ); |
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| 327 | FLOAT operator () ( UINT Row, UINT Col ) const; |
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| 328 | |||
| 329 | // casting operators |
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| 330 | operator FLOAT* (); |
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| 331 | operator CONST FLOAT* () const; |
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| 332 | |||
| 333 | // assignment operators |
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| 334 | D3DXMATRIX& operator *= ( CONST D3DXMATRIX& ); |
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| 335 | D3DXMATRIX& operator += ( CONST D3DXMATRIX& ); |
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| 336 | D3DXMATRIX& operator -= ( CONST D3DXMATRIX& ); |
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| 337 | D3DXMATRIX& operator *= ( FLOAT ); |
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| 338 | D3DXMATRIX& operator /= ( FLOAT ); |
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| 339 | |||
| 340 | // unary operators |
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| 341 | D3DXMATRIX operator + () const; |
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| 342 | D3DXMATRIX operator - () const; |
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| 343 | |||
| 344 | // binary operators |
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| 345 | D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const; |
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| 346 | D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const; |
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| 347 | D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const; |
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| 348 | D3DXMATRIX operator * ( FLOAT ) const; |
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| 349 | D3DXMATRIX operator / ( FLOAT ) const; |
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| 350 | |||
| 351 | friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& ); |
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| 352 | |||
| 353 | BOOL operator == ( CONST D3DXMATRIX& ) const; |
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| 354 | BOOL operator != ( CONST D3DXMATRIX& ) const; |
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| 355 | |||
| 356 | } D3DXMATRIX, *LPD3DXMATRIX; |
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| 357 | |||
| 358 | #else //!__cplusplus |
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| 359 | typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; |
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| 360 | #endif //!__cplusplus |
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| 361 | |||
| 362 | |||
| 363 | //--------------------------------------------------------------------------- |
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| 364 | // Aligned Matrices |
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| 365 | // |
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| 366 | // This class helps keep matrices 16-byte aligned as preferred by P4 cpus. |
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| 367 | // It aligns matrices on the stack and on the heap or in global scope. |
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| 368 | // It does this using __declspec(align(16)) which works on VC7 and on VC 6 |
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| 369 | // with the processor pack. Unfortunately there is no way to detect the |
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| 370 | // latter so this is turned on only on VC7. On other compilers this is the |
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| 371 | // the same as D3DXMATRIX. |
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| 372 | // |
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| 373 | // Using this class on a compiler that does not actually do the alignment |
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| 374 | // can be dangerous since it will not expose bugs that ignore alignment. |
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| 375 | // E.g if an object of this class in inside a struct or class, and some code |
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| 376 | // memcopys data in it assuming tight packing. This could break on a compiler |
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| 377 | // that eventually start aligning the matrix. |
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| 378 | //--------------------------------------------------------------------------- |
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| 379 | #ifdef __cplusplus |
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| 380 | typedef struct _D3DXMATRIXA16 : public D3DXMATRIX |
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| 381 | { |
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| 382 | _D3DXMATRIXA16() {} |
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| 383 | _D3DXMATRIXA16( CONST FLOAT * ); |
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| 384 | _D3DXMATRIXA16( CONST D3DMATRIX& ); |
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| 385 | _D3DXMATRIXA16( CONST D3DXFLOAT16 * ); |
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| 386 | _D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, |
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| 387 | FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, |
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| 388 | FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, |
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| 389 | FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); |
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| 390 | |||
| 391 | // new operators |
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| 392 | void* operator new ( size_t ); |
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| 393 | void* operator new[] ( size_t ); |
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| 394 | |||
| 395 | // delete operators |
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| 396 | void operator delete ( void* ); // These are NOT virtual; Do not |
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| 397 | void operator delete[] ( void* ); // cast to D3DXMATRIX and delete. |
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| 398 | |||
| 399 | // assignment operators |
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| 400 | _D3DXMATRIXA16& operator = ( CONST D3DXMATRIX& ); |
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| 401 | |||
| 402 | } _D3DXMATRIXA16; |
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| 403 | |||
| 404 | #else //!__cplusplus |
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| 405 | typedef D3DXMATRIX _D3DXMATRIXA16; |
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| 406 | #endif //!__cplusplus |
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| 407 | |||
| 408 | |||
| 409 | |||
| 410 | #if _MSC_VER >= 1300 // VC7 |
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| 411 | #define D3DX_ALIGN16 __declspec(align(16)) |
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| 412 | #else |
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| 413 | #define D3DX_ALIGN16 // Earlier compiler may not understand this, do nothing. |
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| 414 | #endif |
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| 415 | |||
| 416 | typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16, *LPD3DXMATRIXA16; |
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| 417 | |||
| 418 | |||
| 419 | |||
| 420 | //=========================================================================== |
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| 421 | // |
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| 422 | // Quaternions |
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| 423 | // |
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| 424 | //=========================================================================== |
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| 425 | typedef struct D3DXQUATERNION |
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| 426 | { |
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| 427 | #ifdef __cplusplus |
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| 428 | public: |
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| 429 | D3DXQUATERNION() {} |
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| 430 | D3DXQUATERNION( CONST FLOAT * ); |
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| 431 | D3DXQUATERNION( CONST D3DXFLOAT16 * ); |
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| 432 | D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); |
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| 433 | |||
| 434 | // casting |
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| 435 | operator FLOAT* (); |
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| 436 | operator CONST FLOAT* () const; |
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| 437 | |||
| 438 | // assignment operators |
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| 439 | D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& ); |
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| 440 | D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& ); |
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| 441 | D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& ); |
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| 442 | D3DXQUATERNION& operator *= ( FLOAT ); |
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| 443 | D3DXQUATERNION& operator /= ( FLOAT ); |
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| 444 | |||
| 445 | // unary operators |
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| 446 | D3DXQUATERNION operator + () const; |
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| 447 | D3DXQUATERNION operator - () const; |
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| 448 | |||
| 449 | // binary operators |
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| 450 | D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const; |
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| 451 | D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const; |
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| 452 | D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const; |
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| 453 | D3DXQUATERNION operator * ( FLOAT ) const; |
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| 454 | D3DXQUATERNION operator / ( FLOAT ) const; |
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| 455 | |||
| 456 | friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& ); |
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| 457 | |||
| 458 | BOOL operator == ( CONST D3DXQUATERNION& ) const; |
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| 459 | BOOL operator != ( CONST D3DXQUATERNION& ) const; |
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| 460 | |||
| 461 | #endif //__cplusplus |
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| 462 | FLOAT x, y, z, w; |
||
| 463 | } D3DXQUATERNION, *LPD3DXQUATERNION; |
||
| 464 | |||
| 465 | |||
| 466 | //=========================================================================== |
||
| 467 | // |
||
| 468 | // Planes |
||
| 469 | // |
||
| 470 | //=========================================================================== |
||
| 471 | typedef struct D3DXPLANE |
||
| 472 | { |
||
| 473 | #ifdef __cplusplus |
||
| 474 | public: |
||
| 475 | D3DXPLANE() {} |
||
| 476 | D3DXPLANE( CONST FLOAT* ); |
||
| 477 | D3DXPLANE( CONST D3DXFLOAT16* ); |
||
| 478 | D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d ); |
||
| 479 | |||
| 480 | // casting |
||
| 481 | operator FLOAT* (); |
||
| 482 | operator CONST FLOAT* () const; |
||
| 483 | |||
| 484 | // assignment operators |
||
| 485 | D3DXPLANE& operator *= ( FLOAT ); |
||
| 486 | D3DXPLANE& operator /= ( FLOAT ); |
||
| 487 | |||
| 488 | // unary operators |
||
| 489 | D3DXPLANE operator + () const; |
||
| 490 | D3DXPLANE operator - () const; |
||
| 491 | |||
| 492 | // binary operators |
||
| 493 | D3DXPLANE operator * ( FLOAT ) const; |
||
| 494 | D3DXPLANE operator / ( FLOAT ) const; |
||
| 495 | |||
| 496 | friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& ); |
||
| 497 | |||
| 498 | BOOL operator == ( CONST D3DXPLANE& ) const; |
||
| 499 | BOOL operator != ( CONST D3DXPLANE& ) const; |
||
| 500 | |||
| 501 | #endif //__cplusplus |
||
| 502 | FLOAT a, b, c, d; |
||
| 503 | } D3DXPLANE, *LPD3DXPLANE; |
||
| 504 | |||
| 505 | |||
| 506 | //=========================================================================== |
||
| 507 | // |
||
| 508 | // Colors |
||
| 509 | // |
||
| 510 | //=========================================================================== |
||
| 511 | |||
| 512 | typedef struct D3DXCOLOR |
||
| 513 | { |
||
| 514 | #ifdef __cplusplus |
||
| 515 | public: |
||
| 516 | D3DXCOLOR() {} |
||
| 517 | D3DXCOLOR( DWORD argb ); |
||
| 518 | D3DXCOLOR( CONST FLOAT * ); |
||
| 519 | D3DXCOLOR( CONST D3DXFLOAT16 * ); |
||
| 520 | D3DXCOLOR( CONST D3DCOLORVALUE& ); |
||
| 521 | D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a ); |
||
| 522 | |||
| 523 | // casting |
||
| 524 | operator DWORD () const; |
||
| 525 | |||
| 526 | operator FLOAT* (); |
||
| 527 | operator CONST FLOAT* () const; |
||
| 528 | |||
| 529 | operator D3DCOLORVALUE* (); |
||
| 530 | operator CONST D3DCOLORVALUE* () const; |
||
| 531 | |||
| 532 | operator D3DCOLORVALUE& (); |
||
| 533 | operator CONST D3DCOLORVALUE& () const; |
||
| 534 | |||
| 535 | // assignment operators |
||
| 536 | D3DXCOLOR& operator += ( CONST D3DXCOLOR& ); |
||
| 537 | D3DXCOLOR& operator -= ( CONST D3DXCOLOR& ); |
||
| 538 | D3DXCOLOR& operator *= ( FLOAT ); |
||
| 539 | D3DXCOLOR& operator /= ( FLOAT ); |
||
| 540 | |||
| 541 | // unary operators |
||
| 542 | D3DXCOLOR operator + () const; |
||
| 543 | D3DXCOLOR operator - () const; |
||
| 544 | |||
| 545 | // binary operators |
||
| 546 | D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const; |
||
| 547 | D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const; |
||
| 548 | D3DXCOLOR operator * ( FLOAT ) const; |
||
| 549 | D3DXCOLOR operator / ( FLOAT ) const; |
||
| 550 | |||
| 551 | friend D3DXCOLOR operator * ( FLOAT, CONST D3DXCOLOR& ); |
||
| 552 | |||
| 553 | BOOL operator == ( CONST D3DXCOLOR& ) const; |
||
| 554 | BOOL operator != ( CONST D3DXCOLOR& ) const; |
||
| 555 | |||
| 556 | #endif //__cplusplus |
||
| 557 | FLOAT r, g, b, a; |
||
| 558 | } D3DXCOLOR, *LPD3DXCOLOR; |
||
| 559 | |||
| 560 | |||
| 561 | |||
| 562 | //=========================================================================== |
||
| 563 | // |
||
| 564 | // D3DX math functions: |
||
| 565 | // |
||
| 566 | // NOTE: |
||
| 567 | // * All these functions can take the same object as in and out parameters. |
||
| 568 | // |
||
| 569 | // * Out parameters are typically also returned as return values, so that |
||
| 570 | // the output of one function may be used as a parameter to another. |
||
| 571 | // |
||
| 572 | //=========================================================================== |
||
| 573 | |||
| 574 | //-------------------------- |
||
| 575 | // Float16 |
||
| 576 | //-------------------------- |
||
| 577 | |||
| 578 | // non-inline |
||
| 579 | #ifdef __cplusplus |
||
| 580 | extern "C" { |
||
| 581 | #endif |
||
| 582 | |||
| 583 | // Converts an array 32-bit floats to 16-bit floats |
||
| 584 | D3DXFLOAT16* WINAPI D3DXFloat32To16Array |
||
| 585 | ( D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n ); |
||
| 586 | |||
| 587 | // Converts an array 16-bit floats to 32-bit floats |
||
| 588 | FLOAT* WINAPI D3DXFloat16To32Array |
||
| 589 | ( FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n ); |
||
| 590 | |||
| 591 | #ifdef __cplusplus |
||
| 592 | } |
||
| 593 | #endif |
||
| 594 | |||
| 595 | |||
| 596 | //-------------------------- |
||
| 597 | // 2D Vector |
||
| 598 | //-------------------------- |
||
| 599 | |||
| 600 | // inline |
||
| 601 | |||
| 602 | FLOAT D3DXVec2Length |
||
| 603 | ( CONST D3DXVECTOR2 *pV ); |
||
| 604 | |||
| 605 | FLOAT D3DXVec2LengthSq |
||
| 606 | ( CONST D3DXVECTOR2 *pV ); |
||
| 607 | |||
| 608 | FLOAT D3DXVec2Dot |
||
| 609 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
| 610 | |||
| 611 | // Z component of ((x1,y1,0) cross (x2,y2,0)) |
||
| 612 | FLOAT D3DXVec2CCW |
||
| 613 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
| 614 | |||
| 615 | D3DXVECTOR2* D3DXVec2Add |
||
| 616 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
| 617 | |||
| 618 | D3DXVECTOR2* D3DXVec2Subtract |
||
| 619 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
| 620 | |||
| 621 | // Minimize each component. x = min(x1, x2), y = min(y1, y2) |
||
| 622 | D3DXVECTOR2* D3DXVec2Minimize |
||
| 623 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
| 624 | |||
| 625 | // Maximize each component. x = max(x1, x2), y = max(y1, y2) |
||
| 626 | D3DXVECTOR2* D3DXVec2Maximize |
||
| 627 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
| 628 | |||
| 629 | D3DXVECTOR2* D3DXVec2Scale |
||
| 630 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ); |
||
| 631 | |||
| 632 | // Linear interpolation. V1 + s(V2-V1) |
||
| 633 | D3DXVECTOR2* D3DXVec2Lerp |
||
| 634 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, |
||
| 635 | FLOAT s ); |
||
| 636 | |||
| 637 | // non-inline |
||
| 638 | #ifdef __cplusplus |
||
| 639 | extern "C" { |
||
| 640 | #endif |
||
| 641 | |||
| 642 | D3DXVECTOR2* WINAPI D3DXVec2Normalize |
||
| 643 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV ); |
||
| 644 | |||
| 645 | // Hermite interpolation between position V1, tangent T1 (when s == 0) |
||
| 646 | // and position V2, tangent T2 (when s == 1). |
||
| 647 | D3DXVECTOR2* WINAPI D3DXVec2Hermite |
||
| 648 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, |
||
| 649 | CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s ); |
||
| 650 | |||
| 651 | // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) |
||
| 652 | D3DXVECTOR2* WINAPI D3DXVec2CatmullRom |
||
| 653 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, |
||
| 654 | CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s ); |
||
| 655 | |||
| 656 | // Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
||
| 657 | D3DXVECTOR2* WINAPI D3DXVec2BaryCentric |
||
| 658 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, |
||
| 659 | CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g); |
||
| 660 | |||
| 661 | // Transform (x, y, 0, 1) by matrix. |
||
| 662 | D3DXVECTOR4* WINAPI D3DXVec2Transform |
||
| 663 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); |
||
| 664 | |||
| 665 | // Transform (x, y, 0, 1) by matrix, project result back into w=1. |
||
| 666 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoord |
||
| 667 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); |
||
| 668 | |||
| 669 | // Transform (x, y, 0, 0) by matrix. |
||
| 670 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormal |
||
| 671 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); |
||
| 672 | |||
| 673 | // Transform Array (x, y, 0, 1) by matrix. |
||
| 674 | D3DXVECTOR4* WINAPI D3DXVec2TransformArray |
||
| 675 | ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n); |
||
| 676 | |||
| 677 | // Transform Array (x, y, 0, 1) by matrix, project result back into w=1. |
||
| 678 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray |
||
| 679 | ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 680 | |||
| 681 | // Transform Array (x, y, 0, 0) by matrix. |
||
| 682 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray |
||
| 683 | ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 684 | |||
| 685 | |||
| 686 | |||
| 687 | #ifdef __cplusplus |
||
| 688 | } |
||
| 689 | #endif |
||
| 690 | |||
| 691 | |||
| 692 | //-------------------------- |
||
| 693 | // 3D Vector |
||
| 694 | //-------------------------- |
||
| 695 | |||
| 696 | // inline |
||
| 697 | |||
| 698 | FLOAT D3DXVec3Length |
||
| 699 | ( CONST D3DXVECTOR3 *pV ); |
||
| 700 | |||
| 701 | FLOAT D3DXVec3LengthSq |
||
| 702 | ( CONST D3DXVECTOR3 *pV ); |
||
| 703 | |||
| 704 | FLOAT D3DXVec3Dot |
||
| 705 | ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
| 706 | |||
| 707 | D3DXVECTOR3* D3DXVec3Cross |
||
| 708 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
| 709 | |||
| 710 | D3DXVECTOR3* D3DXVec3Add |
||
| 711 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
| 712 | |||
| 713 | D3DXVECTOR3* D3DXVec3Subtract |
||
| 714 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
| 715 | |||
| 716 | // Minimize each component. x = min(x1, x2), y = min(y1, y2), ... |
||
| 717 | D3DXVECTOR3* D3DXVec3Minimize |
||
| 718 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
| 719 | |||
| 720 | // Maximize each component. x = max(x1, x2), y = max(y1, y2), ... |
||
| 721 | D3DXVECTOR3* D3DXVec3Maximize |
||
| 722 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
| 723 | |||
| 724 | D3DXVECTOR3* D3DXVec3Scale |
||
| 725 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s); |
||
| 726 | |||
| 727 | // Linear interpolation. V1 + s(V2-V1) |
||
| 728 | D3DXVECTOR3* D3DXVec3Lerp |
||
| 729 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
| 730 | FLOAT s ); |
||
| 731 | |||
| 732 | // non-inline |
||
| 733 | #ifdef __cplusplus |
||
| 734 | extern "C" { |
||
| 735 | #endif |
||
| 736 | |||
| 737 | D3DXVECTOR3* WINAPI D3DXVec3Normalize |
||
| 738 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV ); |
||
| 739 | |||
| 740 | // Hermite interpolation between position V1, tangent T1 (when s == 0) |
||
| 741 | // and position V2, tangent T2 (when s == 1). |
||
| 742 | D3DXVECTOR3* WINAPI D3DXVec3Hermite |
||
| 743 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, |
||
| 744 | CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s ); |
||
| 745 | |||
| 746 | // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) |
||
| 747 | D3DXVECTOR3* WINAPI D3DXVec3CatmullRom |
||
| 748 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, |
||
| 749 | CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s ); |
||
| 750 | |||
| 751 | // Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
||
| 752 | D3DXVECTOR3* WINAPI D3DXVec3BaryCentric |
||
| 753 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
| 754 | CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g); |
||
| 755 | |||
| 756 | // Transform (x, y, z, 1) by matrix. |
||
| 757 | D3DXVECTOR4* WINAPI D3DXVec3Transform |
||
| 758 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); |
||
| 759 | |||
| 760 | // Transform (x, y, z, 1) by matrix, project result back into w=1. |
||
| 761 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoord |
||
| 762 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); |
||
| 763 | |||
| 764 | // Transform (x, y, z, 0) by matrix. If you transforming a normal by a |
||
| 765 | // non-affine matrix, the matrix you pass to this function should be the |
||
| 766 | // transpose of the inverse of the matrix you would use to transform a coord. |
||
| 767 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormal |
||
| 768 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); |
||
| 769 | |||
| 770 | |||
| 771 | // Transform Array (x, y, z, 1) by matrix. |
||
| 772 | D3DXVECTOR4* WINAPI D3DXVec3TransformArray |
||
| 773 | ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 774 | |||
| 775 | // Transform Array (x, y, z, 1) by matrix, project result back into w=1. |
||
| 776 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray |
||
| 777 | ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 778 | |||
| 779 | // Transform (x, y, z, 0) by matrix. If you transforming a normal by a |
||
| 780 | // non-affine matrix, the matrix you pass to this function should be the |
||
| 781 | // transpose of the inverse of the matrix you would use to transform a coord. |
||
| 782 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray |
||
| 783 | ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 784 | |||
| 785 | // Project vector from object space into screen space |
||
| 786 | D3DXVECTOR3* WINAPI D3DXVec3Project |
||
| 787 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, |
||
| 788 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); |
||
| 789 | |||
| 790 | // Project vector from screen space into object space |
||
| 791 | D3DXVECTOR3* WINAPI D3DXVec3Unproject |
||
| 792 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, |
||
| 793 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); |
||
| 794 | |||
| 795 | // Project vector Array from object space into screen space |
||
| 796 | D3DXVECTOR3* WINAPI D3DXVec3ProjectArray |
||
| 797 | ( D3DXVECTOR3 *pOut, UINT OutStride,CONST D3DXVECTOR3 *pV, UINT VStride,CONST D3DVIEWPORT9 *pViewport, |
||
| 798 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); |
||
| 799 | |||
| 800 | // Project vector Array from screen space into object space |
||
| 801 | D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray |
||
| 802 | ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, |
||
| 803 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); |
||
| 804 | |||
| 805 | |||
| 806 | #ifdef __cplusplus |
||
| 807 | } |
||
| 808 | #endif |
||
| 809 | |||
| 810 | |||
| 811 | |||
| 812 | //-------------------------- |
||
| 813 | // 4D Vector |
||
| 814 | //-------------------------- |
||
| 815 | |||
| 816 | // inline |
||
| 817 | |||
| 818 | FLOAT D3DXVec4Length |
||
| 819 | ( CONST D3DXVECTOR4 *pV ); |
||
| 820 | |||
| 821 | FLOAT D3DXVec4LengthSq |
||
| 822 | ( CONST D3DXVECTOR4 *pV ); |
||
| 823 | |||
| 824 | FLOAT D3DXVec4Dot |
||
| 825 | ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ); |
||
| 826 | |||
| 827 | D3DXVECTOR4* D3DXVec4Add |
||
| 828 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
| 829 | |||
| 830 | D3DXVECTOR4* D3DXVec4Subtract |
||
| 831 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
| 832 | |||
| 833 | // Minimize each component. x = min(x1, x2), y = min(y1, y2), ... |
||
| 834 | D3DXVECTOR4* D3DXVec4Minimize |
||
| 835 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
| 836 | |||
| 837 | // Maximize each component. x = max(x1, x2), y = max(y1, y2), ... |
||
| 838 | D3DXVECTOR4* D3DXVec4Maximize |
||
| 839 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
| 840 | |||
| 841 | D3DXVECTOR4* D3DXVec4Scale |
||
| 842 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s); |
||
| 843 | |||
| 844 | // Linear interpolation. V1 + s(V2-V1) |
||
| 845 | D3DXVECTOR4* D3DXVec4Lerp |
||
| 846 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
| 847 | FLOAT s ); |
||
| 848 | |||
| 849 | // non-inline |
||
| 850 | #ifdef __cplusplus |
||
| 851 | extern "C" { |
||
| 852 | #endif |
||
| 853 | |||
| 854 | // Cross-product in 4 dimensions. |
||
| 855 | D3DXVECTOR4* WINAPI D3DXVec4Cross |
||
| 856 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
| 857 | CONST D3DXVECTOR4 *pV3); |
||
| 858 | |||
| 859 | D3DXVECTOR4* WINAPI D3DXVec4Normalize |
||
| 860 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); |
||
| 861 | |||
| 862 | // Hermite interpolation between position V1, tangent T1 (when s == 0) |
||
| 863 | // and position V2, tangent T2 (when s == 1). |
||
| 864 | D3DXVECTOR4* WINAPI D3DXVec4Hermite |
||
| 865 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, |
||
| 866 | CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s ); |
||
| 867 | |||
| 868 | // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) |
||
| 869 | D3DXVECTOR4* WINAPI D3DXVec4CatmullRom |
||
| 870 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, |
||
| 871 | CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s ); |
||
| 872 | |||
| 873 | // Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
||
| 874 | D3DXVECTOR4* WINAPI D3DXVec4BaryCentric |
||
| 875 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
| 876 | CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g); |
||
| 877 | |||
| 878 | // Transform vector by matrix. |
||
| 879 | D3DXVECTOR4* WINAPI D3DXVec4Transform |
||
| 880 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); |
||
| 881 | |||
| 882 | // Transform vector array by matrix. |
||
| 883 | D3DXVECTOR4* WINAPI D3DXVec4TransformArray |
||
| 884 | ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 885 | |||
| 886 | #ifdef __cplusplus |
||
| 887 | } |
||
| 888 | #endif |
||
| 889 | |||
| 890 | |||
| 891 | //-------------------------- |
||
| 892 | // 4D Matrix |
||
| 893 | //-------------------------- |
||
| 894 | |||
| 895 | // inline |
||
| 896 | |||
| 897 | D3DXMATRIX* D3DXMatrixIdentity |
||
| 898 | ( D3DXMATRIX *pOut ); |
||
| 899 | |||
| 900 | BOOL D3DXMatrixIsIdentity |
||
| 901 | ( CONST D3DXMATRIX *pM ); |
||
| 902 | |||
| 903 | |||
| 904 | // non-inline |
||
| 905 | #ifdef __cplusplus |
||
| 906 | extern "C" { |
||
| 907 | #endif |
||
| 908 | |||
| 909 | FLOAT WINAPI D3DXMatrixDeterminant |
||
| 910 | ( CONST D3DXMATRIX *pM ); |
||
| 911 | |||
| 912 | HRESULT WINAPI D3DXMatrixDecompose |
||
| 913 | ( D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, |
||
| 914 | D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM ); |
||
| 915 | |||
| 916 | D3DXMATRIX* WINAPI D3DXMatrixTranspose |
||
| 917 | ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); |
||
| 918 | |||
| 919 | // Matrix multiplication. The result represents the transformation M2 |
||
| 920 | // followed by the transformation M1. (Out = M1 * M2) |
||
| 921 | D3DXMATRIX* WINAPI D3DXMatrixMultiply |
||
| 922 | ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); |
||
| 923 | |||
| 924 | // Matrix multiplication, followed by a transpose. (Out = T(M1 * M2)) |
||
| 925 | D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose |
||
| 926 | ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); |
||
| 927 | |||
| 928 | // Calculate inverse of matrix. Inversion my fail, in which case NULL will |
||
| 929 | // be returned. The determinant of pM is also returned it pfDeterminant |
||
| 930 | // is non-NULL. |
||
| 931 | D3DXMATRIX* WINAPI D3DXMatrixInverse |
||
| 932 | ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); |
||
| 933 | |||
| 934 | // Build a matrix which scales by (sx, sy, sz) |
||
| 935 | D3DXMATRIX* WINAPI D3DXMatrixScaling |
||
| 936 | ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz ); |
||
| 937 | |||
| 938 | // Build a matrix which translates by (x, y, z) |
||
| 939 | D3DXMATRIX* WINAPI D3DXMatrixTranslation |
||
| 940 | ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); |
||
| 941 | |||
| 942 | // Build a matrix which rotates around the X axis |
||
| 943 | D3DXMATRIX* WINAPI D3DXMatrixRotationX |
||
| 944 | ( D3DXMATRIX *pOut, FLOAT Angle ); |
||
| 945 | |||
| 946 | // Build a matrix which rotates around the Y axis |
||
| 947 | D3DXMATRIX* WINAPI D3DXMatrixRotationY |
||
| 948 | ( D3DXMATRIX *pOut, FLOAT Angle ); |
||
| 949 | |||
| 950 | // Build a matrix which rotates around the Z axis |
||
| 951 | D3DXMATRIX* WINAPI D3DXMatrixRotationZ |
||
| 952 | ( D3DXMATRIX *pOut, FLOAT Angle ); |
||
| 953 | |||
| 954 | // Build a matrix which rotates around an arbitrary axis |
||
| 955 | D3DXMATRIX* WINAPI D3DXMatrixRotationAxis |
||
| 956 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); |
||
| 957 | |||
| 958 | // Build a matrix from a quaternion |
||
| 959 | D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion |
||
| 960 | ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ); |
||
| 961 | |||
| 962 | // Yaw around the Y axis, a pitch around the X axis, |
||
| 963 | // and a roll around the Z axis. |
||
| 964 | D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll |
||
| 965 | ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); |
||
| 966 | |||
| 967 | // Build transformation matrix. NULL arguments are treated as identity. |
||
| 968 | // Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt |
||
| 969 | D3DXMATRIX* WINAPI D3DXMatrixTransformation |
||
| 970 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, |
||
| 971 | CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, |
||
| 972 | CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, |
||
| 973 | CONST D3DXVECTOR3 *pTranslation); |
||
| 974 | |||
| 975 | // Build 2D transformation matrix in XY plane. NULL arguments are treated as identity. |
||
| 976 | // Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt |
||
| 977 | D3DXMATRIX* WINAPI D3DXMatrixTransformation2D |
||
| 978 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR2* pScalingCenter, |
||
| 979 | FLOAT ScalingRotation, CONST D3DXVECTOR2* pScaling, |
||
| 980 | CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation, |
||
| 981 | CONST D3DXVECTOR2* pTranslation); |
||
| 982 | |||
| 983 | // Build affine transformation matrix. NULL arguments are treated as identity. |
||
| 984 | // Mout = Ms * Mrc-1 * Mr * Mrc * Mt |
||
| 985 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation |
||
| 986 | ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, |
||
| 987 | CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation); |
||
| 988 | |||
| 989 | // Build 2D affine transformation matrix in XY plane. NULL arguments are treated as identity. |
||
| 990 | // Mout = Ms * Mrc-1 * Mr * Mrc * Mt |
||
| 991 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D |
||
| 992 | ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2* pRotationCenter, |
||
| 993 | FLOAT Rotation, CONST D3DXVECTOR2* pTranslation); |
||
| 994 | |||
| 995 | // Build a lookat matrix. (right-handed) |
||
| 996 | D3DXMATRIX* WINAPI D3DXMatrixLookAtRH |
||
| 997 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, |
||
| 998 | CONST D3DXVECTOR3 *pUp ); |
||
| 999 | |||
| 1000 | // Build a lookat matrix. (left-handed) |
||
| 1001 | D3DXMATRIX* WINAPI D3DXMatrixLookAtLH |
||
| 1002 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, |
||
| 1003 | CONST D3DXVECTOR3 *pUp ); |
||
| 1004 | |||
| 1005 | // Build a perspective projection matrix. (right-handed) |
||
| 1006 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH |
||
| 1007 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
| 1008 | |||
| 1009 | // Build a perspective projection matrix. (left-handed) |
||
| 1010 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH |
||
| 1011 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
| 1012 | |||
| 1013 | // Build a perspective projection matrix. (right-handed) |
||
| 1014 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH |
||
| 1015 | ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); |
||
| 1016 | |||
| 1017 | // Build a perspective projection matrix. (left-handed) |
||
| 1018 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH |
||
| 1019 | ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); |
||
| 1020 | |||
| 1021 | // Build a perspective projection matrix. (right-handed) |
||
| 1022 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH |
||
| 1023 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
| 1024 | FLOAT zf ); |
||
| 1025 | |||
| 1026 | // Build a perspective projection matrix. (left-handed) |
||
| 1027 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH |
||
| 1028 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
| 1029 | FLOAT zf ); |
||
| 1030 | |||
| 1031 | // Build an ortho projection matrix. (right-handed) |
||
| 1032 | D3DXMATRIX* WINAPI D3DXMatrixOrthoRH |
||
| 1033 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
| 1034 | |||
| 1035 | // Build an ortho projection matrix. (left-handed) |
||
| 1036 | D3DXMATRIX* WINAPI D3DXMatrixOrthoLH |
||
| 1037 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
| 1038 | |||
| 1039 | // Build an ortho projection matrix. (right-handed) |
||
| 1040 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH |
||
| 1041 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
| 1042 | FLOAT zf ); |
||
| 1043 | |||
| 1044 | // Build an ortho projection matrix. (left-handed) |
||
| 1045 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH |
||
| 1046 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
| 1047 | FLOAT zf ); |
||
| 1048 | |||
| 1049 | // Build a matrix which flattens geometry into a plane, as if casting |
||
| 1050 | // a shadow from a light. |
||
| 1051 | D3DXMATRIX* WINAPI D3DXMatrixShadow |
||
| 1052 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, |
||
| 1053 | CONST D3DXPLANE *pPlane ); |
||
| 1054 | |||
| 1055 | // Build a matrix which reflects the coordinate system about a plane |
||
| 1056 | D3DXMATRIX* WINAPI D3DXMatrixReflect |
||
| 1057 | ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane ); |
||
| 1058 | |||
| 1059 | #ifdef __cplusplus |
||
| 1060 | } |
||
| 1061 | #endif |
||
| 1062 | |||
| 1063 | |||
| 1064 | //-------------------------- |
||
| 1065 | // Quaternion |
||
| 1066 | //-------------------------- |
||
| 1067 | |||
| 1068 | // inline |
||
| 1069 | |||
| 1070 | FLOAT D3DXQuaternionLength |
||
| 1071 | ( CONST D3DXQUATERNION *pQ ); |
||
| 1072 | |||
| 1073 | // Length squared, or "norm" |
||
| 1074 | FLOAT D3DXQuaternionLengthSq |
||
| 1075 | ( CONST D3DXQUATERNION *pQ ); |
||
| 1076 | |||
| 1077 | FLOAT D3DXQuaternionDot |
||
| 1078 | ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ); |
||
| 1079 | |||
| 1080 | // (0, 0, 0, 1) |
||
| 1081 | D3DXQUATERNION* D3DXQuaternionIdentity |
||
| 1082 | ( D3DXQUATERNION *pOut ); |
||
| 1083 | |||
| 1084 | BOOL D3DXQuaternionIsIdentity |
||
| 1085 | ( CONST D3DXQUATERNION *pQ ); |
||
| 1086 | |||
| 1087 | // (-x, -y, -z, w) |
||
| 1088 | D3DXQUATERNION* D3DXQuaternionConjugate |
||
| 1089 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
| 1090 | |||
| 1091 | |||
| 1092 | // non-inline |
||
| 1093 | #ifdef __cplusplus |
||
| 1094 | extern "C" { |
||
| 1095 | #endif |
||
| 1096 | |||
| 1097 | // Compute a quaternin's axis and angle of rotation. Expects unit quaternions. |
||
| 1098 | void WINAPI D3DXQuaternionToAxisAngle |
||
| 1099 | ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle ); |
||
| 1100 | |||
| 1101 | // Build a quaternion from a rotation matrix. |
||
| 1102 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix |
||
| 1103 | ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM); |
||
| 1104 | |||
| 1105 | // Rotation about arbitrary axis. |
||
| 1106 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis |
||
| 1107 | ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); |
||
| 1108 | |||
| 1109 | // Yaw around the Y axis, a pitch around the X axis, |
||
| 1110 | // and a roll around the Z axis. |
||
| 1111 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll |
||
| 1112 | ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); |
||
| 1113 | |||
| 1114 | // Quaternion multiplication. The result represents the rotation Q2 |
||
| 1115 | // followed by the rotation Q1. (Out = Q2 * Q1) |
||
| 1116 | D3DXQUATERNION* WINAPI D3DXQuaternionMultiply |
||
| 1117 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
| 1118 | CONST D3DXQUATERNION *pQ2 ); |
||
| 1119 | |||
| 1120 | D3DXQUATERNION* WINAPI D3DXQuaternionNormalize |
||
| 1121 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
| 1122 | |||
| 1123 | // Conjugate and re-norm |
||
| 1124 | D3DXQUATERNION* WINAPI D3DXQuaternionInverse |
||
| 1125 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
| 1126 | |||
| 1127 | // Expects unit quaternions. |
||
| 1128 | // if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) |
||
| 1129 | D3DXQUATERNION* WINAPI D3DXQuaternionLn |
||
| 1130 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
| 1131 | |||
| 1132 | // Expects pure quaternions. (w == 0) w is ignored in calculation. |
||
| 1133 | // if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) |
||
| 1134 | D3DXQUATERNION* WINAPI D3DXQuaternionExp |
||
| 1135 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
| 1136 | |||
| 1137 | // Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1). |
||
| 1138 | // Expects unit quaternions. |
||
| 1139 | D3DXQUATERNION* WINAPI D3DXQuaternionSlerp |
||
| 1140 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
| 1141 | CONST D3DXQUATERNION *pQ2, FLOAT t ); |
||
| 1142 | |||
| 1143 | // Spherical quadrangle interpolation. |
||
| 1144 | // Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) |
||
| 1145 | D3DXQUATERNION* WINAPI D3DXQuaternionSquad |
||
| 1146 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
| 1147 | CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, |
||
| 1148 | CONST D3DXQUATERNION *pC, FLOAT t ); |
||
| 1149 | |||
| 1150 | // Setup control points for spherical quadrangle interpolation |
||
| 1151 | // from Q1 to Q2. The control points are chosen in such a way |
||
| 1152 | // to ensure the continuity of tangents with adjacent segments. |
||
| 1153 | void WINAPI D3DXQuaternionSquadSetup |
||
| 1154 | ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, |
||
| 1155 | CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, |
||
| 1156 | CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 ); |
||
| 1157 | |||
| 1158 | // Barycentric interpolation. |
||
| 1159 | // Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) |
||
| 1160 | D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric |
||
| 1161 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
| 1162 | CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, |
||
| 1163 | FLOAT f, FLOAT g ); |
||
| 1164 | |||
| 1165 | #ifdef __cplusplus |
||
| 1166 | } |
||
| 1167 | #endif |
||
| 1168 | |||
| 1169 | |||
| 1170 | //-------------------------- |
||
| 1171 | // Plane |
||
| 1172 | //-------------------------- |
||
| 1173 | |||
| 1174 | // inline |
||
| 1175 | |||
| 1176 | // ax + by + cz + dw |
||
| 1177 | FLOAT D3DXPlaneDot |
||
| 1178 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV); |
||
| 1179 | |||
| 1180 | // ax + by + cz + d |
||
| 1181 | FLOAT D3DXPlaneDotCoord |
||
| 1182 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); |
||
| 1183 | |||
| 1184 | // ax + by + cz |
||
| 1185 | FLOAT D3DXPlaneDotNormal |
||
| 1186 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); |
||
| 1187 | |||
| 1188 | D3DXPLANE* D3DXPlaneScale |
||
| 1189 | (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s); |
||
| 1190 | |||
| 1191 | // non-inline |
||
| 1192 | #ifdef __cplusplus |
||
| 1193 | extern "C" { |
||
| 1194 | #endif |
||
| 1195 | |||
| 1196 | // Normalize plane (so that |a,b,c| == 1) |
||
| 1197 | D3DXPLANE* WINAPI D3DXPlaneNormalize |
||
| 1198 | ( D3DXPLANE *pOut, CONST D3DXPLANE *pP); |
||
| 1199 | |||
| 1200 | // Find the intersection between a plane and a line. If the line is |
||
| 1201 | // parallel to the plane, NULL is returned. |
||
| 1202 | D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine |
||
| 1203 | ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, |
||
| 1204 | CONST D3DXVECTOR3 *pV2); |
||
| 1205 | |||
| 1206 | // Construct a plane from a point and a normal |
||
| 1207 | D3DXPLANE* WINAPI D3DXPlaneFromPointNormal |
||
| 1208 | ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal); |
||
| 1209 | |||
| 1210 | // Construct a plane from 3 points |
||
| 1211 | D3DXPLANE* WINAPI D3DXPlaneFromPoints |
||
| 1212 | ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
| 1213 | CONST D3DXVECTOR3 *pV3); |
||
| 1214 | |||
| 1215 | // Transform a plane by a matrix. The vector (a,b,c) must be normal. |
||
| 1216 | // M should be the inverse transpose of the transformation desired. |
||
| 1217 | D3DXPLANE* WINAPI D3DXPlaneTransform |
||
| 1218 | ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); |
||
| 1219 | |||
| 1220 | // Transform an array of planes by a matrix. The vectors (a,b,c) must be normal. |
||
| 1221 | // M should be the inverse transpose of the transformation desired. |
||
| 1222 | D3DXPLANE* WINAPI D3DXPlaneTransformArray |
||
| 1223 | ( D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n ); |
||
| 1224 | |||
| 1225 | #ifdef __cplusplus |
||
| 1226 | } |
||
| 1227 | #endif |
||
| 1228 | |||
| 1229 | |||
| 1230 | //-------------------------- |
||
| 1231 | // Color |
||
| 1232 | //-------------------------- |
||
| 1233 | |||
| 1234 | // inline |
||
| 1235 | |||
| 1236 | // (1-r, 1-g, 1-b, a) |
||
| 1237 | D3DXCOLOR* D3DXColorNegative |
||
| 1238 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC); |
||
| 1239 | |||
| 1240 | D3DXCOLOR* D3DXColorAdd |
||
| 1241 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); |
||
| 1242 | |||
| 1243 | D3DXCOLOR* D3DXColorSubtract |
||
| 1244 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); |
||
| 1245 | |||
| 1246 | D3DXCOLOR* D3DXColorScale |
||
| 1247 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); |
||
| 1248 | |||
| 1249 | // (r1*r2, g1*g2, b1*b2, a1*a2) |
||
| 1250 | D3DXCOLOR* D3DXColorModulate |
||
| 1251 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); |
||
| 1252 | |||
| 1253 | // Linear interpolation of r,g,b, and a. C1 + s(C2-C1) |
||
| 1254 | D3DXCOLOR* D3DXColorLerp |
||
| 1255 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s); |
||
| 1256 | |||
| 1257 | // non-inline |
||
| 1258 | #ifdef __cplusplus |
||
| 1259 | extern "C" { |
||
| 1260 | #endif |
||
| 1261 | |||
| 1262 | // Interpolate r,g,b between desaturated color and color. |
||
| 1263 | // DesaturatedColor + s(Color - DesaturatedColor) |
||
| 1264 | D3DXCOLOR* WINAPI D3DXColorAdjustSaturation |
||
| 1265 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); |
||
| 1266 | |||
| 1267 | // Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) |
||
| 1268 | D3DXCOLOR* WINAPI D3DXColorAdjustContrast |
||
| 1269 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c); |
||
| 1270 | |||
| 1271 | #ifdef __cplusplus |
||
| 1272 | } |
||
| 1273 | #endif |
||
| 1274 | |||
| 1275 | |||
| 1276 | |||
| 1277 | |||
| 1278 | //-------------------------- |
||
| 1279 | // Misc |
||
| 1280 | //-------------------------- |
||
| 1281 | |||
| 1282 | #ifdef __cplusplus |
||
| 1283 | extern "C" { |
||
| 1284 | #endif |
||
| 1285 | |||
| 1286 | // Calculate Fresnel term given the cosine of theta (likely obtained by |
||
| 1287 | // taking the dot of two normals), and the refraction index of the material. |
||
| 1288 | FLOAT WINAPI D3DXFresnelTerm |
||
| 1289 | (FLOAT CosTheta, FLOAT RefractionIndex); |
||
| 1290 | |||
| 1291 | #ifdef __cplusplus |
||
| 1292 | } |
||
| 1293 | #endif |
||
| 1294 | |||
| 1295 | |||
| 1296 | |||
| 1297 | //=========================================================================== |
||
| 1298 | // |
||
| 1299 | // Matrix Stack |
||
| 1300 | // |
||
| 1301 | //=========================================================================== |
||
| 1302 | |||
| 1303 | typedef interface ID3DXMatrixStack ID3DXMatrixStack; |
||
| 1304 | typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; |
||
| 1305 | |||
| 1306 | // {C7885BA7-F990-4fe7-922D-8515E477DD85} |
||
| 1307 | DEFINE_GUID(IID_ID3DXMatrixStack, |
||
| 1308 | 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); |
||
| 1309 | |||
| 1310 | |||
| 1311 | #undef INTERFACE |
||
| 1312 | #define INTERFACE ID3DXMatrixStack |
||
| 1313 | |||
| 1314 | DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) |
||
| 1315 | { |
||
| 1316 | // |
||
| 1317 | // IUnknown methods |
||
| 1318 | // |
||
| 1319 | STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; |
||
| 1320 | STDMETHOD_(ULONG,AddRef)(THIS) PURE; |
||
| 1321 | STDMETHOD_(ULONG,Release)(THIS) PURE; |
||
| 1322 | |||
| 1323 | // |
||
| 1324 | // ID3DXMatrixStack methods |
||
| 1325 | // |
||
| 1326 | |||
| 1327 | // Pops the top of the stack, returns the current top |
||
| 1328 | // *after* popping the top. |
||
| 1329 | STDMETHOD(Pop)(THIS) PURE; |
||
| 1330 | |||
| 1331 | // Pushes the stack by one, duplicating the current matrix. |
||
| 1332 | STDMETHOD(Push)(THIS) PURE; |
||
| 1333 | |||
| 1334 | // Loads identity in the current matrix. |
||
| 1335 | STDMETHOD(LoadIdentity)(THIS) PURE; |
||
| 1336 | |||
| 1337 | // Loads the given matrix into the current matrix |
||
| 1338 | STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; |
||
| 1339 | |||
| 1340 | // Right-Multiplies the given matrix to the current matrix. |
||
| 1341 | // (transformation is about the current world origin) |
||
| 1342 | STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; |
||
| 1343 | |||
| 1344 | // Left-Multiplies the given matrix to the current matrix |
||
| 1345 | // (transformation is about the local origin of the object) |
||
| 1346 | STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; |
||
| 1347 | |||
| 1348 | // Right multiply the current matrix with the computed rotation |
||
| 1349 | // matrix, counterclockwise about the given axis with the given angle. |
||
| 1350 | // (rotation is about the current world origin) |
||
| 1351 | STDMETHOD(RotateAxis) |
||
| 1352 | (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; |
||
| 1353 | |||
| 1354 | // Left multiply the current matrix with the computed rotation |
||
| 1355 | // matrix, counterclockwise about the given axis with the given angle. |
||
| 1356 | // (rotation is about the local origin of the object) |
||
| 1357 | STDMETHOD(RotateAxisLocal) |
||
| 1358 | (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; |
||
| 1359 | |||
| 1360 | // Right multiply the current matrix with the computed rotation |
||
| 1361 | // matrix. All angles are counterclockwise. (rotation is about the |
||
| 1362 | // current world origin) |
||
| 1363 | |||
| 1364 | // The rotation is composed of a yaw around the Y axis, a pitch around |
||
| 1365 | // the X axis, and a roll around the Z axis. |
||
| 1366 | STDMETHOD(RotateYawPitchRoll) |
||
| 1367 | (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
||
| 1368 | |||
| 1369 | // Left multiply the current matrix with the computed rotation |
||
| 1370 | // matrix. All angles are counterclockwise. (rotation is about the |
||
| 1371 | // local origin of the object) |
||
| 1372 | |||
| 1373 | // The rotation is composed of a yaw around the Y axis, a pitch around |
||
| 1374 | // the X axis, and a roll around the Z axis. |
||
| 1375 | STDMETHOD(RotateYawPitchRollLocal) |
||
| 1376 | (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
||
| 1377 | |||
| 1378 | // Right multiply the current matrix with the computed scale |
||
| 1379 | // matrix. (transformation is about the current world origin) |
||
| 1380 | STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
||
| 1381 | |||
| 1382 | // Left multiply the current matrix with the computed scale |
||
| 1383 | // matrix. (transformation is about the local origin of the object) |
||
| 1384 | STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
||
| 1385 | |||
| 1386 | // Right multiply the current matrix with the computed translation |
||
| 1387 | // matrix. (transformation is about the current world origin) |
||
| 1388 | STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; |
||
| 1389 | |||
| 1390 | // Left multiply the current matrix with the computed translation |
||
| 1391 | // matrix. (transformation is about the local origin of the object) |
||
| 1392 | STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
||
| 1393 | |||
| 1394 | // Obtain the current matrix at the top of the stack |
||
| 1395 | STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; |
||
| 1396 | }; |
||
| 1397 | |||
| 1398 | #ifdef __cplusplus |
||
| 1399 | extern "C" { |
||
| 1400 | #endif |
||
| 1401 | |||
| 1402 | HRESULT WINAPI |
||
| 1403 | D3DXCreateMatrixStack( |
||
| 1404 | DWORD Flags, |
||
| 1405 | LPD3DXMATRIXSTACK* ppStack); |
||
| 1406 | |||
| 1407 | #ifdef __cplusplus |
||
| 1408 | } |
||
| 1409 | #endif |
||
| 1410 | |||
| 1411 | //=========================================================================== |
||
| 1412 | // |
||
| 1413 | // Spherical Harmonic Runtime Routines |
||
| 1414 | // |
||
| 1415 | // NOTE: |
||
| 1416 | // * Most of these functions can take the same object as in and out parameters. |
||
| 1417 | // The exceptions are the rotation functions. |
||
| 1418 | // |
||
| 1419 | // * Out parameters are typically also returned as return values, so that |
||
| 1420 | // the output of one function may be used as a parameter to another. |
||
| 1421 | // |
||
| 1422 | //============================================================================ |
||
| 1423 | |||
| 1424 | |||
| 1425 | // non-inline |
||
| 1426 | #ifdef __cplusplus |
||
| 1427 | extern "C" { |
||
| 1428 | #endif |
||
| 1429 | |||
| 1430 | //============================================================================ |
||
| 1431 | // |
||
| 1432 | // Basic Spherical Harmonic math routines |
||
| 1433 | // |
||
| 1434 | //============================================================================ |
||
| 1435 | |||
| 1436 | #define D3DXSH_MINORDER 2 |
||
| 1437 | #define D3DXSH_MAXORDER 6 |
||
| 1438 | |||
| 1439 | //============================================================================ |
||
| 1440 | // |
||
| 1441 | // D3DXSHEvalDirection: |
||
| 1442 | // -------------------- |
||
| 1443 | // Evaluates the Spherical Harmonic basis functions |
||
| 1444 | // |
||
| 1445 | // Parameters: |
||
| 1446 | // pOut |
||
| 1447 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
| 1448 | // This is the pointer that is returned. |
||
| 1449 | // Order |
||
| 1450 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1451 | // pDir |
||
| 1452 | // Direction to evaluate in - assumed to be normalized |
||
| 1453 | // |
||
| 1454 | //============================================================================ |
||
| 1455 | |||
| 1456 | FLOAT* WINAPI D3DXSHEvalDirection |
||
| 1457 | ( FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir ); |
||
| 1458 | |||
| 1459 | //============================================================================ |
||
| 1460 | // |
||
| 1461 | // D3DXSHRotate: |
||
| 1462 | // -------------------- |
||
| 1463 | // Rotates SH vector by a rotation matrix |
||
| 1464 | // |
||
| 1465 | // Parameters: |
||
| 1466 | // pOut |
||
| 1467 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
| 1468 | // This is the pointer that is returned (should not alias with pIn.) |
||
| 1469 | // Order |
||
| 1470 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1471 | // pMatrix |
||
| 1472 | // Matrix used for rotation - rotation sub matrix should be orthogonal |
||
| 1473 | // and have a unit determinant. |
||
| 1474 | // pIn |
||
| 1475 | // Input SH coeffs (rotated), incorect results if this is also output. |
||
| 1476 | // |
||
| 1477 | //============================================================================ |
||
| 1478 | |||
| 1479 | FLOAT* WINAPI D3DXSHRotate |
||
| 1480 | ( FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn ); |
||
| 1481 | |||
| 1482 | //============================================================================ |
||
| 1483 | // |
||
| 1484 | // D3DXSHRotateZ: |
||
| 1485 | // -------------------- |
||
| 1486 | // Rotates the SH vector in the Z axis by an angle |
||
| 1487 | // |
||
| 1488 | // Parameters: |
||
| 1489 | // pOut |
||
| 1490 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
| 1491 | // This is the pointer that is returned (should not alias with pIn.) |
||
| 1492 | // Order |
||
| 1493 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1494 | // Angle |
||
| 1495 | // Angle in radians to rotate around the Z axis. |
||
| 1496 | // pIn |
||
| 1497 | // Input SH coeffs (rotated), incorect results if this is also output. |
||
| 1498 | // |
||
| 1499 | //============================================================================ |
||
| 1500 | |||
| 1501 | |||
| 1502 | FLOAT* WINAPI D3DXSHRotateZ |
||
| 1503 | ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn ); |
||
| 1504 | |||
| 1505 | //============================================================================ |
||
| 1506 | // |
||
| 1507 | // D3DXSHAdd: |
||
| 1508 | // -------------------- |
||
| 1509 | // Adds two SH vectors, pOut[i] = pA[i] + pB[i]; |
||
| 1510 | // |
||
| 1511 | // Parameters: |
||
| 1512 | // pOut |
||
| 1513 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
| 1514 | // This is the pointer that is returned. |
||
| 1515 | // Order |
||
| 1516 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1517 | // pA |
||
| 1518 | // Input SH coeffs. |
||
| 1519 | // pB |
||
| 1520 | // Input SH coeffs (second vector.) |
||
| 1521 | // |
||
| 1522 | //============================================================================ |
||
| 1523 | |||
| 1524 | FLOAT* WINAPI D3DXSHAdd |
||
| 1525 | ( FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); |
||
| 1526 | |||
| 1527 | //============================================================================ |
||
| 1528 | // |
||
| 1529 | // D3DXSHScale: |
||
| 1530 | // -------------------- |
||
| 1531 | // Adds two SH vectors, pOut[i] = pA[i]*Scale; |
||
| 1532 | // |
||
| 1533 | // Parameters: |
||
| 1534 | // pOut |
||
| 1535 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
| 1536 | // This is the pointer that is returned. |
||
| 1537 | // Order |
||
| 1538 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1539 | // pIn |
||
| 1540 | // Input SH coeffs. |
||
| 1541 | // Scale |
||
| 1542 | // Scale factor. |
||
| 1543 | // |
||
| 1544 | //============================================================================ |
||
| 1545 | |||
| 1546 | FLOAT* WINAPI D3DXSHScale |
||
| 1547 | ( FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale ); |
||
| 1548 | |||
| 1549 | //============================================================================ |
||
| 1550 | // |
||
| 1551 | // D3DXSHDot: |
||
| 1552 | // -------------------- |
||
| 1553 | // Computes the dot product of two SH vectors |
||
| 1554 | // |
||
| 1555 | // Parameters: |
||
| 1556 | // Order |
||
| 1557 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1558 | // pA |
||
| 1559 | // Input SH coeffs. |
||
| 1560 | // pB |
||
| 1561 | // Second set of input SH coeffs. |
||
| 1562 | // |
||
| 1563 | //============================================================================ |
||
| 1564 | |||
| 1565 | FLOAT WINAPI D3DXSHDot |
||
| 1566 | ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); |
||
| 1567 | |||
| 1568 | //============================================================================ |
||
| 1569 | // |
||
| 1570 | // D3DXSHMultiply[O]: |
||
| 1571 | // -------------------- |
||
| 1572 | // Computes the product of two functions represented using SH (f and g), where: |
||
| 1573 | // pOut[i] = int(y_i(s) * f(s) * g(s)), where y_i(s) is the ith SH basis |
||
| 1574 | // function, f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)). The order O |
||
| 1575 | // determines the lengths of the arrays, where there should always be O^2 |
||
| 1576 | // coefficients. In general the product of two SH functions of order O generates |
||
| 1577 | // and SH function of order 2*O - 1, but we truncate the result. This means |
||
| 1578 | // that the product commutes (f*g == g*f) but doesn't associate |
||
| 1579 | // (f*(g*h) != (f*g)*h. |
||
| 1580 | // |
||
| 1581 | // Parameters: |
||
| 1582 | // pOut |
||
| 1583 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
| 1584 | // This is the pointer that is returned. |
||
| 1585 | // pF |
||
| 1586 | // Input SH coeffs for first function. |
||
| 1587 | // pG |
||
| 1588 | // Second set of input SH coeffs. |
||
| 1589 | // |
||
| 1590 | //============================================================================ |
||
| 1591 | |||
| 1592 | FLOAT* WINAPI D3DXSHMultiply2( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); |
||
| 1593 | FLOAT* WINAPI D3DXSHMultiply3( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); |
||
| 1594 | FLOAT* WINAPI D3DXSHMultiply4( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); |
||
| 1595 | FLOAT* WINAPI D3DXSHMultiply5( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); |
||
| 1596 | FLOAT* WINAPI D3DXSHMultiply6( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); |
||
| 1597 | |||
| 1598 | |||
| 1599 | //============================================================================ |
||
| 1600 | // |
||
| 1601 | // Basic Spherical Harmonic lighting routines |
||
| 1602 | // |
||
| 1603 | //============================================================================ |
||
| 1604 | |||
| 1605 | //============================================================================ |
||
| 1606 | // |
||
| 1607 | // D3DXSHEvalDirectionalLight: |
||
| 1608 | // -------------------- |
||
| 1609 | // Evaluates a directional light and returns spectral SH data. The output |
||
| 1610 | // vector is computed so that if the intensity of R/G/B is unit the resulting |
||
| 1611 | // exit radiance of a point directly under the light on a diffuse object with |
||
| 1612 | // an albedo of 1 would be 1.0. This will compute 3 spectral samples, pROut |
||
| 1613 | // has to be specified, while pGout and pBout are optional. |
||
| 1614 | // |
||
| 1615 | // Parameters: |
||
| 1616 | // Order |
||
| 1617 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1618 | // pDir |
||
| 1619 | // Direction light is coming from (assumed to be normalized.) |
||
| 1620 | // RIntensity |
||
| 1621 | // Red intensity of light. |
||
| 1622 | // GIntensity |
||
| 1623 | // Green intensity of light. |
||
| 1624 | // BIntensity |
||
| 1625 | // Blue intensity of light. |
||
| 1626 | // pROut |
||
| 1627 | // Output SH vector for Red. |
||
| 1628 | // pGOut |
||
| 1629 | // Output SH vector for Green (optional.) |
||
| 1630 | // pBOut |
||
| 1631 | // Output SH vector for Blue (optional.) |
||
| 1632 | // |
||
| 1633 | //============================================================================ |
||
| 1634 | |||
| 1635 | HRESULT WINAPI D3DXSHEvalDirectionalLight |
||
| 1636 | ( UINT Order, CONST D3DXVECTOR3 *pDir, |
||
| 1637 | FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, |
||
| 1638 | FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); |
||
| 1639 | |||
| 1640 | //============================================================================ |
||
| 1641 | // |
||
| 1642 | // D3DXSHEvalSphericalLight: |
||
| 1643 | // -------------------- |
||
| 1644 | // Evaluates a spherical light and returns spectral SH data. There is no |
||
| 1645 | // normalization of the intensity of the light like there is for directional |
||
| 1646 | // lights, care has to be taken when specifiying the intensities. This will |
||
| 1647 | // compute 3 spectral samples, pROut has to be specified, while pGout and |
||
| 1648 | // pBout are optional. |
||
| 1649 | // |
||
| 1650 | // Parameters: |
||
| 1651 | // Order |
||
| 1652 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1653 | // pPos |
||
| 1654 | // Position of light - reciever is assumed to be at the origin. |
||
| 1655 | // Radius |
||
| 1656 | // Radius of the spherical light source. |
||
| 1657 | // RIntensity |
||
| 1658 | // Red intensity of light. |
||
| 1659 | // GIntensity |
||
| 1660 | // Green intensity of light. |
||
| 1661 | // BIntensity |
||
| 1662 | // Blue intensity of light. |
||
| 1663 | // pROut |
||
| 1664 | // Output SH vector for Red. |
||
| 1665 | // pGOut |
||
| 1666 | // Output SH vector for Green (optional.) |
||
| 1667 | // pBOut |
||
| 1668 | // Output SH vector for Blue (optional.) |
||
| 1669 | // |
||
| 1670 | //============================================================================ |
||
| 1671 | |||
| 1672 | HRESULT WINAPI D3DXSHEvalSphericalLight |
||
| 1673 | ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, |
||
| 1674 | FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, |
||
| 1675 | FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); |
||
| 1676 | |||
| 1677 | //============================================================================ |
||
| 1678 | // |
||
| 1679 | // D3DXSHEvalConeLight: |
||
| 1680 | // -------------------- |
||
| 1681 | // Evaluates a light that is a cone of constant intensity and returns spectral |
||
| 1682 | // SH data. The output vector is computed so that if the intensity of R/G/B is |
||
| 1683 | // unit the resulting exit radiance of a point directly under the light oriented |
||
| 1684 | // in the cone direction on a diffuse object with an albedo of 1 would be 1.0. |
||
| 1685 | // This will compute 3 spectral samples, pROut has to be specified, while pGout |
||
| 1686 | // and pBout are optional. |
||
| 1687 | // |
||
| 1688 | // Parameters: |
||
| 1689 | // Order |
||
| 1690 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1691 | // pDir |
||
| 1692 | // Direction light is coming from (assumed to be normalized.) |
||
| 1693 | // Radius |
||
| 1694 | // Radius of cone in radians. |
||
| 1695 | // RIntensity |
||
| 1696 | // Red intensity of light. |
||
| 1697 | // GIntensity |
||
| 1698 | // Green intensity of light. |
||
| 1699 | // BIntensity |
||
| 1700 | // Blue intensity of light. |
||
| 1701 | // pROut |
||
| 1702 | // Output SH vector for Red. |
||
| 1703 | // pGOut |
||
| 1704 | // Output SH vector for Green (optional.) |
||
| 1705 | // pBOut |
||
| 1706 | // Output SH vector for Blue (optional.) |
||
| 1707 | // |
||
| 1708 | //============================================================================ |
||
| 1709 | |||
| 1710 | HRESULT WINAPI D3DXSHEvalConeLight |
||
| 1711 | ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, |
||
| 1712 | FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, |
||
| 1713 | FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); |
||
| 1714 | |||
| 1715 | //============================================================================ |
||
| 1716 | // |
||
| 1717 | // D3DXSHEvalHemisphereLight: |
||
| 1718 | // -------------------- |
||
| 1719 | // Evaluates a light that is a linear interpolant between two colors over the |
||
| 1720 | // sphere. The interpolant is linear along the axis of the two points, not |
||
| 1721 | // over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in |
||
| 1722 | // Z, not in the azimuthal angle.) The resulting spherical lighting function |
||
| 1723 | // is normalized so that a point on a perfectly diffuse surface with no |
||
| 1724 | // shadowing and a normal pointed in the direction pDir would result in exit |
||
| 1725 | // radiance with a value of 1 if the top color was white and the bottom color |
||
| 1726 | // was black. This is a very simple model where Top represents the intensity |
||
| 1727 | // of the "sky" and Bottom represents the intensity of the "ground". |
||
| 1728 | // |
||
| 1729 | // Parameters: |
||
| 1730 | // Order |
||
| 1731 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1732 | // pDir |
||
| 1733 | // Axis of the hemisphere. |
||
| 1734 | // Top |
||
| 1735 | // Color of the upper hemisphere. |
||
| 1736 | // Bottom |
||
| 1737 | // Color of the lower hemisphere. |
||
| 1738 | // pROut |
||
| 1739 | // Output SH vector for Red. |
||
| 1740 | // pGOut |
||
| 1741 | // Output SH vector for Green |
||
| 1742 | // pBOut |
||
| 1743 | // Output SH vector for Blue |
||
| 1744 | // |
||
| 1745 | //============================================================================ |
||
| 1746 | |||
| 1747 | HRESULT WINAPI D3DXSHEvalHemisphereLight |
||
| 1748 | ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, |
||
| 1749 | FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); |
||
| 1750 | |||
| 1751 | //============================================================================ |
||
| 1752 | // |
||
| 1753 | // Basic Spherical Harmonic projection routines |
||
| 1754 | // |
||
| 1755 | //============================================================================ |
||
| 1756 | |||
| 1757 | //============================================================================ |
||
| 1758 | // |
||
| 1759 | // D3DXSHProjectCubeMap: |
||
| 1760 | // -------------------- |
||
| 1761 | // Projects a function represented on a cube map into spherical harmonics. |
||
| 1762 | // |
||
| 1763 | // Parameters: |
||
| 1764 | // Order |
||
| 1765 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
| 1766 | // pCubeMap |
||
| 1767 | // CubeMap that is going to be projected into spherical harmonics |
||
| 1768 | // pROut |
||
| 1769 | // Output SH vector for Red. |
||
| 1770 | // pGOut |
||
| 1771 | // Output SH vector for Green |
||
| 1772 | // pBOut |
||
| 1773 | // Output SH vector for Blue |
||
| 1774 | // |
||
| 1775 | //============================================================================ |
||
| 1776 | |||
| 1777 | HRESULT WINAPI D3DXSHProjectCubeMap |
||
| 1778 | ( UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap, |
||
| 1779 | FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); |
||
| 1780 | |||
| 1781 | |||
| 1782 | #ifdef __cplusplus |
||
| 1783 | } |
||
| 1784 | #endif |
||
| 1785 | |||
| 1786 | |||
| 1787 | #include "d3dx9math.inl" |
||
| 1788 | |||
| 1789 | #if _MSC_VER >= 1200 |
||
| 1790 | #pragma warning(pop) |
||
| 1791 | #else |
||
| 1792 | #pragma warning(default:4201) |
||
| 1793 | #endif |
||
| 1794 | |||
| 1795 | #endif // __D3DX9MATH_H__ |
||
| 1796 |