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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: D3DX10math.h |
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6 | // Content: D3DX10 math types and functions |
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7 | // |
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8 | ////////////////////////////////////////////////////////////////////////////// |
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9 | |||
10 | #include "D3DX10.h" |
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11 | |||
12 | // D3DX10 and D3DX9 math look the same. You can include either one into your project. |
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13 | // We are intentionally using the header define from D3DX9 math to prevent double-inclusion. |
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14 | #ifndef __D3DX9MATH_H__ |
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15 | #define __D3DX9MATH_H__ |
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16 | |||
17 | #include <math.h> |
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18 | #if _MSC_VER >= 1200 |
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19 | #pragma warning(push) |
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20 | #endif |
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21 | #pragma warning(disable:4201) // anonymous unions warning |
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22 | |||
23 | //=========================================================================== |
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24 | // |
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25 | // Type definitions from D3D9 |
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26 | // |
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27 | //=========================================================================== |
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28 | |||
29 | #ifndef D3DVECTOR_DEFINED |
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30 | typedef struct _D3DVECTOR { |
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31 | float x; |
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32 | float y; |
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33 | float z; |
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34 | } D3DVECTOR; |
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35 | #define D3DVECTOR_DEFINED |
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36 | #endif |
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37 | |||
38 | #ifndef D3DMATRIX_DEFINED |
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39 | typedef struct _D3DMATRIX { |
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40 | union { |
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41 | struct { |
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42 | float _11, _12, _13, _14; |
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43 | float _21, _22, _23, _24; |
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44 | float _31, _32, _33, _34; |
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45 | float _41, _42, _43, _44; |
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46 | |||
47 | }; |
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48 | float m[4][4]; |
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49 | }; |
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50 | } D3DMATRIX; |
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51 | #define D3DMATRIX_DEFINED |
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52 | #endif |
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53 | |||
54 | //=========================================================================== |
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55 | // |
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56 | // General purpose utilities |
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57 | // |
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58 | //=========================================================================== |
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59 | #define D3DX_PI (3.14159265358979323846) |
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60 | #define D3DX_1BYPI ( 1.0 / D3DX_PI ) |
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61 | |||
62 | #define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0)) |
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63 | #define D3DXToDegree( radian ) ((radian) * (180.0 / D3DX_PI)) |
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64 | |||
65 | |||
66 | |||
67 | //=========================================================================== |
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68 | // |
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69 | // 16 bit floating point numbers |
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70 | // |
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71 | //=========================================================================== |
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72 | |||
73 | #define D3DX_16F_DIG 3 // # of decimal digits of precision |
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74 | #define D3DX_16F_EPSILON 4.8875809e-4f // smallest such that 1.0 + epsilon != 1.0 |
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75 | #define D3DX_16F_MANT_DIG 11 // # of bits in mantissa |
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76 | #define D3DX_16F_MAX 6.550400e+004 // max value |
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77 | #define D3DX_16F_MAX_10_EXP 4 // max decimal exponent |
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78 | #define D3DX_16F_MAX_EXP 15 // max binary exponent |
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79 | #define D3DX_16F_MIN 6.1035156e-5f // min positive value |
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80 | #define D3DX_16F_MIN_10_EXP (-4) // min decimal exponent |
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81 | #define D3DX_16F_MIN_EXP (-14) // min binary exponent |
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82 | #define D3DX_16F_RADIX 2 // exponent radix |
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83 | #define D3DX_16F_ROUNDS 1 // addition rounding: near |
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84 | #define D3DX_16F_SIGN_MASK 0x8000 |
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85 | #define D3DX_16F_EXP_MASK 0x7C00 |
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86 | #define D3DX_16F_FRAC_MASK 0x03FF |
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87 | |||
88 | typedef struct D3DXFLOAT16 |
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89 | { |
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90 | #ifdef __cplusplus |
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91 | public: |
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92 | D3DXFLOAT16() {}; |
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93 | D3DXFLOAT16( FLOAT ); |
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94 | D3DXFLOAT16( CONST D3DXFLOAT16& ); |
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95 | |||
96 | // casting |
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97 | operator FLOAT (); |
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98 | |||
99 | // binary operators |
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100 | BOOL operator == ( CONST D3DXFLOAT16& ) const; |
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101 | BOOL operator != ( CONST D3DXFLOAT16& ) const; |
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102 | |||
103 | protected: |
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104 | #endif //__cplusplus |
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105 | WORD value; |
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106 | } D3DXFLOAT16, *LPD3DXFLOAT16; |
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107 | |||
108 | |||
109 | |||
110 | //=========================================================================== |
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111 | // |
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112 | // Vectors |
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113 | // |
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114 | //=========================================================================== |
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115 | |||
116 | |||
117 | //-------------------------- |
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118 | // 2D Vector |
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119 | //-------------------------- |
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120 | typedef struct D3DXVECTOR2 |
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121 | { |
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122 | #ifdef __cplusplus |
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123 | public: |
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124 | D3DXVECTOR2() {}; |
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125 | D3DXVECTOR2( CONST FLOAT * ); |
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126 | D3DXVECTOR2( CONST D3DXFLOAT16 * ); |
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127 | D3DXVECTOR2( FLOAT x, FLOAT y ); |
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128 | |||
129 | // casting |
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130 | operator FLOAT* (); |
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131 | operator CONST FLOAT* () const; |
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132 | |||
133 | // assignment operators |
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134 | D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& ); |
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135 | D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& ); |
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136 | D3DXVECTOR2& operator *= ( FLOAT ); |
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137 | D3DXVECTOR2& operator /= ( FLOAT ); |
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138 | |||
139 | // unary operators |
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140 | D3DXVECTOR2 operator + () const; |
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141 | D3DXVECTOR2 operator - () const; |
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142 | |||
143 | // binary operators |
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144 | D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const; |
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145 | D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const; |
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146 | D3DXVECTOR2 operator * ( FLOAT ) const; |
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147 | D3DXVECTOR2 operator / ( FLOAT ) const; |
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148 | |||
149 | friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& ); |
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150 | |||
151 | BOOL operator == ( CONST D3DXVECTOR2& ) const; |
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152 | BOOL operator != ( CONST D3DXVECTOR2& ) const; |
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153 | |||
154 | |||
155 | public: |
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156 | #endif //__cplusplus |
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157 | FLOAT x, y; |
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158 | } D3DXVECTOR2, *LPD3DXVECTOR2; |
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159 | |||
160 | |||
161 | |||
162 | //-------------------------- |
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163 | // 2D Vector (16 bit) |
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164 | //-------------------------- |
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165 | |||
166 | typedef struct D3DXVECTOR2_16F |
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167 | { |
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168 | #ifdef __cplusplus |
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169 | public: |
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170 | D3DXVECTOR2_16F() {}; |
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171 | D3DXVECTOR2_16F( CONST FLOAT * ); |
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172 | D3DXVECTOR2_16F( CONST D3DXFLOAT16 * ); |
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173 | D3DXVECTOR2_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y ); |
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174 | |||
175 | // casting |
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176 | operator D3DXFLOAT16* (); |
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177 | operator CONST D3DXFLOAT16* () const; |
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178 | |||
179 | // binary operators |
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180 | BOOL operator == ( CONST D3DXVECTOR2_16F& ) const; |
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181 | BOOL operator != ( CONST D3DXVECTOR2_16F& ) const; |
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182 | |||
183 | public: |
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184 | #endif //__cplusplus |
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185 | D3DXFLOAT16 x, y; |
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186 | |||
187 | } D3DXVECTOR2_16F, *LPD3DXVECTOR2_16F; |
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188 | |||
189 | |||
190 | |||
191 | //-------------------------- |
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192 | // 3D Vector |
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193 | //-------------------------- |
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194 | #ifdef __cplusplus |
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195 | typedef struct D3DXVECTOR3 : public D3DVECTOR |
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196 | { |
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197 | public: |
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198 | D3DXVECTOR3() {}; |
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199 | D3DXVECTOR3( CONST FLOAT * ); |
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200 | D3DXVECTOR3( CONST D3DVECTOR& ); |
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201 | D3DXVECTOR3( CONST D3DXFLOAT16 * ); |
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202 | D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z ); |
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203 | |||
204 | // casting |
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205 | operator FLOAT* (); |
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206 | operator CONST FLOAT* () const; |
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207 | |||
208 | // assignment operators |
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209 | D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& ); |
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210 | D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& ); |
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211 | D3DXVECTOR3& operator *= ( FLOAT ); |
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212 | D3DXVECTOR3& operator /= ( FLOAT ); |
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213 | |||
214 | // unary operators |
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215 | D3DXVECTOR3 operator + () const; |
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216 | D3DXVECTOR3 operator - () const; |
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217 | |||
218 | // binary operators |
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219 | D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const; |
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220 | D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const; |
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221 | D3DXVECTOR3 operator * ( FLOAT ) const; |
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222 | D3DXVECTOR3 operator / ( FLOAT ) const; |
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223 | |||
224 | friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& ); |
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225 | |||
226 | BOOL operator == ( CONST D3DXVECTOR3& ) const; |
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227 | BOOL operator != ( CONST D3DXVECTOR3& ) const; |
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228 | |||
229 | } D3DXVECTOR3, *LPD3DXVECTOR3; |
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230 | |||
231 | #else //!__cplusplus |
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232 | typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; |
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233 | #endif //!__cplusplus |
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234 | |||
235 | |||
236 | |||
237 | //-------------------------- |
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238 | // 3D Vector (16 bit) |
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239 | //-------------------------- |
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240 | typedef struct D3DXVECTOR3_16F |
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241 | { |
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242 | #ifdef __cplusplus |
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243 | public: |
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244 | D3DXVECTOR3_16F() {}; |
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245 | D3DXVECTOR3_16F( CONST FLOAT * ); |
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246 | D3DXVECTOR3_16F( CONST D3DVECTOR& ); |
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247 | D3DXVECTOR3_16F( CONST D3DXFLOAT16 * ); |
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248 | D3DXVECTOR3_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y, CONST D3DXFLOAT16 &z ); |
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249 | |||
250 | // casting |
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251 | operator D3DXFLOAT16* (); |
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252 | operator CONST D3DXFLOAT16* () const; |
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253 | |||
254 | // binary operators |
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255 | BOOL operator == ( CONST D3DXVECTOR3_16F& ) const; |
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256 | BOOL operator != ( CONST D3DXVECTOR3_16F& ) const; |
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257 | |||
258 | public: |
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259 | #endif //__cplusplus |
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260 | D3DXFLOAT16 x, y, z; |
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261 | |||
262 | } D3DXVECTOR3_16F, *LPD3DXVECTOR3_16F; |
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263 | |||
264 | |||
265 | |||
266 | //-------------------------- |
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267 | // 4D Vector |
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268 | //-------------------------- |
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269 | typedef struct D3DXVECTOR4 |
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270 | { |
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271 | #ifdef __cplusplus |
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272 | public: |
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273 | D3DXVECTOR4() {}; |
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274 | D3DXVECTOR4( CONST FLOAT* ); |
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275 | D3DXVECTOR4( CONST D3DXFLOAT16* ); |
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276 | D3DXVECTOR4( CONST D3DVECTOR& xyz, FLOAT w ); |
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277 | D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); |
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278 | |||
279 | // casting |
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280 | operator FLOAT* (); |
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281 | operator CONST FLOAT* () const; |
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282 | |||
283 | // assignment operators |
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284 | D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& ); |
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285 | D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& ); |
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286 | D3DXVECTOR4& operator *= ( FLOAT ); |
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287 | D3DXVECTOR4& operator /= ( FLOAT ); |
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288 | |||
289 | // unary operators |
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290 | D3DXVECTOR4 operator + () const; |
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291 | D3DXVECTOR4 operator - () const; |
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292 | |||
293 | // binary operators |
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294 | D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const; |
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295 | D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const; |
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296 | D3DXVECTOR4 operator * ( FLOAT ) const; |
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297 | D3DXVECTOR4 operator / ( FLOAT ) const; |
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298 | |||
299 | friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& ); |
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300 | |||
301 | BOOL operator == ( CONST D3DXVECTOR4& ) const; |
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302 | BOOL operator != ( CONST D3DXVECTOR4& ) const; |
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303 | |||
304 | public: |
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305 | #endif //__cplusplus |
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306 | FLOAT x, y, z, w; |
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307 | } D3DXVECTOR4, *LPD3DXVECTOR4; |
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308 | |||
309 | |||
310 | //-------------------------- |
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311 | // 4D Vector (16 bit) |
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312 | //-------------------------- |
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313 | typedef struct D3DXVECTOR4_16F |
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314 | { |
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315 | #ifdef __cplusplus |
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316 | public: |
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317 | D3DXVECTOR4_16F() {}; |
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318 | D3DXVECTOR4_16F( CONST FLOAT * ); |
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319 | D3DXVECTOR4_16F( CONST D3DXFLOAT16* ); |
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320 | D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& xyz, CONST D3DXFLOAT16& w ); |
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321 | D3DXVECTOR4_16F( CONST D3DXFLOAT16& x, CONST D3DXFLOAT16& y, CONST D3DXFLOAT16& z, CONST D3DXFLOAT16& w ); |
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322 | |||
323 | // casting |
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324 | operator D3DXFLOAT16* (); |
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325 | operator CONST D3DXFLOAT16* () const; |
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326 | |||
327 | // binary operators |
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328 | BOOL operator == ( CONST D3DXVECTOR4_16F& ) const; |
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329 | BOOL operator != ( CONST D3DXVECTOR4_16F& ) const; |
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330 | |||
331 | public: |
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332 | #endif //__cplusplus |
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333 | D3DXFLOAT16 x, y, z, w; |
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334 | |||
335 | } D3DXVECTOR4_16F, *LPD3DXVECTOR4_16F; |
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336 | |||
337 | |||
338 | |||
339 | //=========================================================================== |
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340 | // |
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341 | // Matrices |
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342 | // |
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343 | //=========================================================================== |
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344 | #ifdef __cplusplus |
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345 | typedef struct D3DXMATRIX : public D3DMATRIX |
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346 | { |
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347 | public: |
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348 | D3DXMATRIX() {}; |
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349 | D3DXMATRIX( CONST FLOAT * ); |
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350 | D3DXMATRIX( CONST D3DMATRIX& ); |
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351 | D3DXMATRIX( CONST D3DXFLOAT16 * ); |
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352 | D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, |
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353 | FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, |
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354 | FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, |
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355 | FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); |
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356 | |||
357 | |||
358 | // access grants |
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359 | FLOAT& operator () ( UINT Row, UINT Col ); |
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360 | FLOAT operator () ( UINT Row, UINT Col ) const; |
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361 | |||
362 | // casting operators |
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363 | operator FLOAT* (); |
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364 | operator CONST FLOAT* () const; |
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365 | |||
366 | // assignment operators |
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367 | D3DXMATRIX& operator *= ( CONST D3DXMATRIX& ); |
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368 | D3DXMATRIX& operator += ( CONST D3DXMATRIX& ); |
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369 | D3DXMATRIX& operator -= ( CONST D3DXMATRIX& ); |
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370 | D3DXMATRIX& operator *= ( FLOAT ); |
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371 | D3DXMATRIX& operator /= ( FLOAT ); |
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372 | |||
373 | // unary operators |
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374 | D3DXMATRIX operator + () const; |
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375 | D3DXMATRIX operator - () const; |
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376 | |||
377 | // binary operators |
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378 | D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const; |
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379 | D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const; |
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380 | D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const; |
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381 | D3DXMATRIX operator * ( FLOAT ) const; |
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382 | D3DXMATRIX operator / ( FLOAT ) const; |
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383 | |||
384 | friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& ); |
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385 | |||
386 | BOOL operator == ( CONST D3DXMATRIX& ) const; |
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387 | BOOL operator != ( CONST D3DXMATRIX& ) const; |
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388 | |||
389 | } D3DXMATRIX, *LPD3DXMATRIX; |
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390 | |||
391 | #else //!__cplusplus |
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392 | typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; |
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393 | #endif //!__cplusplus |
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394 | |||
395 | |||
396 | //--------------------------------------------------------------------------- |
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397 | // Aligned Matrices |
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398 | // |
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399 | // This class helps keep matrices 16-byte aligned as preferred by P4 cpus. |
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400 | // It aligns matrices on the stack and on the heap or in global scope. |
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401 | // It does this using __declspec(align(16)) which works on VC7 and on VC 6 |
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402 | // with the processor pack. Unfortunately there is no way to detect the |
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403 | // latter so this is turned on only on VC7. On other compilers this is the |
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404 | // the same as D3DXMATRIX. |
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405 | // |
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406 | // Using this class on a compiler that does not actually do the alignment |
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407 | // can be dangerous since it will not expose bugs that ignore alignment. |
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408 | // E.g if an object of this class in inside a struct or class, and some code |
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409 | // memcopys data in it assuming tight packing. This could break on a compiler |
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410 | // that eventually start aligning the matrix. |
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411 | //--------------------------------------------------------------------------- |
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412 | #ifdef __cplusplus |
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413 | typedef struct _D3DXMATRIXA16 : public D3DXMATRIX |
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414 | { |
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415 | _D3DXMATRIXA16() {}; |
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416 | _D3DXMATRIXA16( CONST FLOAT * ); |
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417 | _D3DXMATRIXA16( CONST D3DMATRIX& ); |
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418 | _D3DXMATRIXA16( CONST D3DXFLOAT16 * ); |
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419 | _D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, |
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420 | FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, |
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421 | FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, |
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422 | FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); |
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423 | |||
424 | // new operators |
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425 | void* operator new ( size_t ); |
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426 | void* operator new[] ( size_t ); |
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427 | |||
428 | // delete operators |
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429 | void operator delete ( void* ); // These are NOT virtual; Do not |
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430 | void operator delete[] ( void* ); // cast to D3DXMATRIX and delete. |
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431 | |||
432 | // assignment operators |
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433 | _D3DXMATRIXA16& operator = ( CONST D3DXMATRIX& ); |
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434 | |||
435 | } _D3DXMATRIXA16; |
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436 | |||
437 | #else //!__cplusplus |
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438 | typedef D3DXMATRIX _D3DXMATRIXA16; |
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439 | #endif //!__cplusplus |
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440 | |||
441 | |||
442 | |||
443 | #if _MSC_VER >= 1300 // VC7 |
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444 | #define D3DX_ALIGN16 __declspec(align(16)) |
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445 | #else |
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446 | #define D3DX_ALIGN16 // Earlier compiler may not understand this, do nothing. |
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447 | #endif |
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448 | |||
449 | typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16, *LPD3DXMATRIXA16; |
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450 | |||
451 | |||
452 | |||
453 | //=========================================================================== |
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454 | // |
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455 | // Quaternions |
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456 | // |
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457 | //=========================================================================== |
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458 | typedef struct D3DXQUATERNION |
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459 | { |
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460 | #ifdef __cplusplus |
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461 | public: |
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462 | D3DXQUATERNION() {}; |
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463 | D3DXQUATERNION( CONST FLOAT * ); |
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464 | D3DXQUATERNION( CONST D3DXFLOAT16 * ); |
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465 | D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); |
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466 | |||
467 | // casting |
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468 | operator FLOAT* (); |
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469 | operator CONST FLOAT* () const; |
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470 | |||
471 | // assignment operators |
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472 | D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& ); |
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473 | D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& ); |
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474 | D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& ); |
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475 | D3DXQUATERNION& operator *= ( FLOAT ); |
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476 | D3DXQUATERNION& operator /= ( FLOAT ); |
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477 | |||
478 | // unary operators |
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479 | D3DXQUATERNION operator + () const; |
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480 | D3DXQUATERNION operator - () const; |
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481 | |||
482 | // binary operators |
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483 | D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const; |
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484 | D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const; |
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485 | D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const; |
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486 | D3DXQUATERNION operator * ( FLOAT ) const; |
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487 | D3DXQUATERNION operator / ( FLOAT ) const; |
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488 | |||
489 | friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& ); |
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490 | |||
491 | BOOL operator == ( CONST D3DXQUATERNION& ) const; |
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492 | BOOL operator != ( CONST D3DXQUATERNION& ) const; |
||
493 | |||
494 | #endif //__cplusplus |
||
495 | FLOAT x, y, z, w; |
||
496 | } D3DXQUATERNION, *LPD3DXQUATERNION; |
||
497 | |||
498 | |||
499 | //=========================================================================== |
||
500 | // |
||
501 | // Planes |
||
502 | // |
||
503 | //=========================================================================== |
||
504 | typedef struct D3DXPLANE |
||
505 | { |
||
506 | #ifdef __cplusplus |
||
507 | public: |
||
508 | D3DXPLANE() {}; |
||
509 | D3DXPLANE( CONST FLOAT* ); |
||
510 | D3DXPLANE( CONST D3DXFLOAT16* ); |
||
511 | D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d ); |
||
512 | |||
513 | // casting |
||
514 | operator FLOAT* (); |
||
515 | operator CONST FLOAT* () const; |
||
516 | |||
517 | // assignment operators |
||
518 | D3DXPLANE& operator *= ( FLOAT ); |
||
519 | D3DXPLANE& operator /= ( FLOAT ); |
||
520 | |||
521 | // unary operators |
||
522 | D3DXPLANE operator + () const; |
||
523 | D3DXPLANE operator - () const; |
||
524 | |||
525 | // binary operators |
||
526 | D3DXPLANE operator * ( FLOAT ) const; |
||
527 | D3DXPLANE operator / ( FLOAT ) const; |
||
528 | |||
529 | friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& ); |
||
530 | |||
531 | BOOL operator == ( CONST D3DXPLANE& ) const; |
||
532 | BOOL operator != ( CONST D3DXPLANE& ) const; |
||
533 | |||
534 | #endif //__cplusplus |
||
535 | FLOAT a, b, c, d; |
||
536 | } D3DXPLANE, *LPD3DXPLANE; |
||
537 | |||
538 | |||
539 | //=========================================================================== |
||
540 | // |
||
541 | // Colors |
||
542 | // |
||
543 | //=========================================================================== |
||
544 | |||
545 | typedef struct D3DXCOLOR |
||
546 | { |
||
547 | #ifdef __cplusplus |
||
548 | public: |
||
549 | D3DXCOLOR() {}; |
||
550 | D3DXCOLOR( UINT argb ); |
||
551 | D3DXCOLOR( CONST FLOAT * ); |
||
552 | D3DXCOLOR( CONST D3DXFLOAT16 * ); |
||
553 | D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a ); |
||
554 | |||
555 | // casting |
||
556 | operator UINT () const; |
||
557 | |||
558 | operator FLOAT* (); |
||
559 | operator CONST FLOAT* () const; |
||
560 | |||
561 | // assignment operators |
||
562 | D3DXCOLOR& operator += ( CONST D3DXCOLOR& ); |
||
563 | D3DXCOLOR& operator -= ( CONST D3DXCOLOR& ); |
||
564 | D3DXCOLOR& operator *= ( FLOAT ); |
||
565 | D3DXCOLOR& operator /= ( FLOAT ); |
||
566 | |||
567 | // unary operators |
||
568 | D3DXCOLOR operator + () const; |
||
569 | D3DXCOLOR operator - () const; |
||
570 | |||
571 | // binary operators |
||
572 | D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const; |
||
573 | D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const; |
||
574 | D3DXCOLOR operator * ( FLOAT ) const; |
||
575 | D3DXCOLOR operator / ( FLOAT ) const; |
||
576 | |||
577 | friend D3DXCOLOR operator * ( FLOAT, CONST D3DXCOLOR& ); |
||
578 | |||
579 | BOOL operator == ( CONST D3DXCOLOR& ) const; |
||
580 | BOOL operator != ( CONST D3DXCOLOR& ) const; |
||
581 | |||
582 | #endif //__cplusplus |
||
583 | FLOAT r, g, b, a; |
||
584 | } D3DXCOLOR, *LPD3DXCOLOR; |
||
585 | |||
586 | |||
587 | |||
588 | //=========================================================================== |
||
589 | // |
||
590 | // D3DX math functions: |
||
591 | // |
||
592 | // NOTE: |
||
593 | // * All these functions can take the same object as in and out parameters. |
||
594 | // |
||
595 | // * Out parameters are typically also returned as return values, so that |
||
596 | // the output of one function may be used as a parameter to another. |
||
597 | // |
||
598 | //=========================================================================== |
||
599 | |||
600 | //-------------------------- |
||
601 | // Float16 |
||
602 | //-------------------------- |
||
603 | |||
604 | // non-inline |
||
605 | #ifdef __cplusplus |
||
606 | extern "C" { |
||
607 | #endif |
||
608 | |||
609 | // Converts an array 32-bit floats to 16-bit floats |
||
610 | D3DXFLOAT16* WINAPI D3DXFloat32To16Array |
||
611 | ( D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n ); |
||
612 | |||
613 | // Converts an array 16-bit floats to 32-bit floats |
||
614 | FLOAT* WINAPI D3DXFloat16To32Array |
||
615 | ( __out_ecount(n) FLOAT *pOut, __in_ecount(n) CONST D3DXFLOAT16 *pIn, UINT n ); |
||
616 | |||
617 | #ifdef __cplusplus |
||
618 | } |
||
619 | #endif |
||
620 | |||
621 | |||
622 | //-------------------------- |
||
623 | // 2D Vector |
||
624 | //-------------------------- |
||
625 | |||
626 | // inline |
||
627 | |||
628 | FLOAT D3DXVec2Length |
||
629 | ( CONST D3DXVECTOR2 *pV ); |
||
630 | |||
631 | FLOAT D3DXVec2LengthSq |
||
632 | ( CONST D3DXVECTOR2 *pV ); |
||
633 | |||
634 | FLOAT D3DXVec2Dot |
||
635 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
636 | |||
637 | // Z component of ((x1,y1,0) cross (x2,y2,0)) |
||
638 | FLOAT D3DXVec2CCW |
||
639 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
640 | |||
641 | D3DXVECTOR2* D3DXVec2Add |
||
642 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
643 | |||
644 | D3DXVECTOR2* D3DXVec2Subtract |
||
645 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
646 | |||
647 | // Minimize each component. x = min(x1, x2), y = min(y1, y2) |
||
648 | D3DXVECTOR2* D3DXVec2Minimize |
||
649 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
650 | |||
651 | // Maximize each component. x = max(x1, x2), y = max(y1, y2) |
||
652 | D3DXVECTOR2* D3DXVec2Maximize |
||
653 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); |
||
654 | |||
655 | D3DXVECTOR2* D3DXVec2Scale |
||
656 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ); |
||
657 | |||
658 | // Linear interpolation. V1 + s(V2-V1) |
||
659 | D3DXVECTOR2* D3DXVec2Lerp |
||
660 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, |
||
661 | FLOAT s ); |
||
662 | |||
663 | // non-inline |
||
664 | #ifdef __cplusplus |
||
665 | extern "C" { |
||
666 | #endif |
||
667 | |||
668 | D3DXVECTOR2* WINAPI D3DXVec2Normalize |
||
669 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV ); |
||
670 | |||
671 | // Hermite interpolation between position V1, tangent T1 (when s == 0) |
||
672 | // and position V2, tangent T2 (when s == 1). |
||
673 | D3DXVECTOR2* WINAPI D3DXVec2Hermite |
||
674 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, |
||
675 | CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s ); |
||
676 | |||
677 | // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) |
||
678 | D3DXVECTOR2* WINAPI D3DXVec2CatmullRom |
||
679 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, |
||
680 | CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s ); |
||
681 | |||
682 | // Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
||
683 | D3DXVECTOR2* WINAPI D3DXVec2BaryCentric |
||
684 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, |
||
685 | CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g); |
||
686 | |||
687 | // Transform (x, y, 0, 1) by matrix. |
||
688 | D3DXVECTOR4* WINAPI D3DXVec2Transform |
||
689 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); |
||
690 | |||
691 | // Transform (x, y, 0, 1) by matrix, project result back into w=1. |
||
692 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoord |
||
693 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); |
||
694 | |||
695 | // Transform (x, y, 0, 0) by matrix. |
||
696 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormal |
||
697 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); |
||
698 | |||
699 | // Transform Array (x, y, 0, 1) by matrix. |
||
700 | D3DXVECTOR4* WINAPI D3DXVec2TransformArray |
||
701 | ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n); |
||
702 | |||
703 | // Transform Array (x, y, 0, 1) by matrix, project result back into w=1. |
||
704 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray |
||
705 | ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
706 | |||
707 | // Transform Array (x, y, 0, 0) by matrix. |
||
708 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray |
||
709 | ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
710 | |||
711 | |||
712 | |||
713 | #ifdef __cplusplus |
||
714 | } |
||
715 | #endif |
||
716 | |||
717 | |||
718 | //-------------------------- |
||
719 | // 3D Vector |
||
720 | //-------------------------- |
||
721 | |||
722 | // inline |
||
723 | |||
724 | FLOAT D3DXVec3Length |
||
725 | ( CONST D3DXVECTOR3 *pV ); |
||
726 | |||
727 | FLOAT D3DXVec3LengthSq |
||
728 | ( CONST D3DXVECTOR3 *pV ); |
||
729 | |||
730 | FLOAT D3DXVec3Dot |
||
731 | ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
732 | |||
733 | D3DXVECTOR3* D3DXVec3Cross |
||
734 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
735 | |||
736 | D3DXVECTOR3* D3DXVec3Add |
||
737 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
738 | |||
739 | D3DXVECTOR3* D3DXVec3Subtract |
||
740 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
741 | |||
742 | // Minimize each component. x = min(x1, x2), y = min(y1, y2), ... |
||
743 | D3DXVECTOR3* D3DXVec3Minimize |
||
744 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
745 | |||
746 | // Maximize each component. x = max(x1, x2), y = max(y1, y2), ... |
||
747 | D3DXVECTOR3* D3DXVec3Maximize |
||
748 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); |
||
749 | |||
750 | D3DXVECTOR3* D3DXVec3Scale |
||
751 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s); |
||
752 | |||
753 | // Linear interpolation. V1 + s(V2-V1) |
||
754 | D3DXVECTOR3* D3DXVec3Lerp |
||
755 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
756 | FLOAT s ); |
||
757 | |||
758 | // non-inline |
||
759 | #ifdef __cplusplus |
||
760 | extern "C" { |
||
761 | #endif |
||
762 | |||
763 | D3DXVECTOR3* WINAPI D3DXVec3Normalize |
||
764 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV ); |
||
765 | |||
766 | // Hermite interpolation between position V1, tangent T1 (when s == 0) |
||
767 | // and position V2, tangent T2 (when s == 1). |
||
768 | D3DXVECTOR3* WINAPI D3DXVec3Hermite |
||
769 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, |
||
770 | CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s ); |
||
771 | |||
772 | // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) |
||
773 | D3DXVECTOR3* WINAPI D3DXVec3CatmullRom |
||
774 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, |
||
775 | CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s ); |
||
776 | |||
777 | // Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
||
778 | D3DXVECTOR3* WINAPI D3DXVec3BaryCentric |
||
779 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
780 | CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g); |
||
781 | |||
782 | // Transform (x, y, z, 1) by matrix. |
||
783 | D3DXVECTOR4* WINAPI D3DXVec3Transform |
||
784 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); |
||
785 | |||
786 | // Transform (x, y, z, 1) by matrix, project result back into w=1. |
||
787 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoord |
||
788 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); |
||
789 | |||
790 | // Transform (x, y, z, 0) by matrix. If you transforming a normal by a |
||
791 | // non-affine matrix, the matrix you pass to this function should be the |
||
792 | // transpose of the inverse of the matrix you would use to transform a coord. |
||
793 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormal |
||
794 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); |
||
795 | |||
796 | |||
797 | // Transform Array (x, y, z, 1) by matrix. |
||
798 | D3DXVECTOR4* WINAPI D3DXVec3TransformArray |
||
799 | ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
800 | |||
801 | // Transform Array (x, y, z, 1) by matrix, project result back into w=1. |
||
802 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray |
||
803 | ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
804 | |||
805 | // Transform (x, y, z, 0) by matrix. If you transforming a normal by a |
||
806 | // non-affine matrix, the matrix you pass to this function should be the |
||
807 | // transpose of the inverse of the matrix you would use to transform a coord. |
||
808 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray |
||
809 | ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
810 | |||
811 | // Project vector from object space into screen space |
||
812 | D3DXVECTOR3* WINAPI D3DXVec3Project |
||
813 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, |
||
814 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); |
||
815 | |||
816 | // Project vector from screen space into object space |
||
817 | D3DXVECTOR3* WINAPI D3DXVec3Unproject |
||
818 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, |
||
819 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); |
||
820 | |||
821 | // Project vector Array from object space into screen space |
||
822 | D3DXVECTOR3* WINAPI D3DXVec3ProjectArray |
||
823 | ( D3DXVECTOR3 *pOut, UINT OutStride,CONST D3DXVECTOR3 *pV, UINT VStride,CONST D3D10_VIEWPORT *pViewport, |
||
824 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); |
||
825 | |||
826 | // Project vector Array from screen space into object space |
||
827 | D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray |
||
828 | ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3D10_VIEWPORT *pViewport, |
||
829 | CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); |
||
830 | |||
831 | |||
832 | #ifdef __cplusplus |
||
833 | } |
||
834 | #endif |
||
835 | |||
836 | |||
837 | |||
838 | //-------------------------- |
||
839 | // 4D Vector |
||
840 | //-------------------------- |
||
841 | |||
842 | // inline |
||
843 | |||
844 | FLOAT D3DXVec4Length |
||
845 | ( CONST D3DXVECTOR4 *pV ); |
||
846 | |||
847 | FLOAT D3DXVec4LengthSq |
||
848 | ( CONST D3DXVECTOR4 *pV ); |
||
849 | |||
850 | FLOAT D3DXVec4Dot |
||
851 | ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ); |
||
852 | |||
853 | D3DXVECTOR4* D3DXVec4Add |
||
854 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
855 | |||
856 | D3DXVECTOR4* D3DXVec4Subtract |
||
857 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
858 | |||
859 | // Minimize each component. x = min(x1, x2), y = min(y1, y2), ... |
||
860 | D3DXVECTOR4* D3DXVec4Minimize |
||
861 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
862 | |||
863 | // Maximize each component. x = max(x1, x2), y = max(y1, y2), ... |
||
864 | D3DXVECTOR4* D3DXVec4Maximize |
||
865 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); |
||
866 | |||
867 | D3DXVECTOR4* D3DXVec4Scale |
||
868 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s); |
||
869 | |||
870 | // Linear interpolation. V1 + s(V2-V1) |
||
871 | D3DXVECTOR4* D3DXVec4Lerp |
||
872 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
873 | FLOAT s ); |
||
874 | |||
875 | // non-inline |
||
876 | #ifdef __cplusplus |
||
877 | extern "C" { |
||
878 | #endif |
||
879 | |||
880 | // Cross-product in 4 dimensions. |
||
881 | D3DXVECTOR4* WINAPI D3DXVec4Cross |
||
882 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
883 | CONST D3DXVECTOR4 *pV3); |
||
884 | |||
885 | D3DXVECTOR4* WINAPI D3DXVec4Normalize |
||
886 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); |
||
887 | |||
888 | // Hermite interpolation between position V1, tangent T1 (when s == 0) |
||
889 | // and position V2, tangent T2 (when s == 1). |
||
890 | D3DXVECTOR4* WINAPI D3DXVec4Hermite |
||
891 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, |
||
892 | CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s ); |
||
893 | |||
894 | // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) |
||
895 | D3DXVECTOR4* WINAPI D3DXVec4CatmullRom |
||
896 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, |
||
897 | CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s ); |
||
898 | |||
899 | // Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
||
900 | D3DXVECTOR4* WINAPI D3DXVec4BaryCentric |
||
901 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
902 | CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g); |
||
903 | |||
904 | // Transform vector by matrix. |
||
905 | D3DXVECTOR4* WINAPI D3DXVec4Transform |
||
906 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); |
||
907 | |||
908 | // Transform vector array by matrix. |
||
909 | D3DXVECTOR4* WINAPI D3DXVec4TransformArray |
||
910 | ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); |
||
911 | |||
912 | #ifdef __cplusplus |
||
913 | } |
||
914 | #endif |
||
915 | |||
916 | |||
917 | //-------------------------- |
||
918 | // 4D Matrix |
||
919 | //-------------------------- |
||
920 | |||
921 | // inline |
||
922 | |||
923 | D3DXMATRIX* D3DXMatrixIdentity |
||
924 | ( D3DXMATRIX *pOut ); |
||
925 | |||
926 | BOOL D3DXMatrixIsIdentity |
||
927 | ( CONST D3DXMATRIX *pM ); |
||
928 | |||
929 | |||
930 | // non-inline |
||
931 | #ifdef __cplusplus |
||
932 | extern "C" { |
||
933 | #endif |
||
934 | |||
935 | FLOAT WINAPI D3DXMatrixDeterminant |
||
936 | ( CONST D3DXMATRIX *pM ); |
||
937 | |||
938 | HRESULT WINAPI D3DXMatrixDecompose |
||
939 | ( D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, |
||
940 | D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM ); |
||
941 | |||
942 | D3DXMATRIX* WINAPI D3DXMatrixTranspose |
||
943 | ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); |
||
944 | |||
945 | // Matrix multiplication. The result represents the transformation M2 |
||
946 | // followed by the transformation M1. (Out = M1 * M2) |
||
947 | D3DXMATRIX* WINAPI D3DXMatrixMultiply |
||
948 | ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); |
||
949 | |||
950 | // Matrix multiplication, followed by a transpose. (Out = T(M1 * M2)) |
||
951 | D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose |
||
952 | ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); |
||
953 | |||
954 | // Calculate inverse of matrix. Inversion my fail, in which case NULL will |
||
955 | // be returned. The determinant of pM is also returned it pfDeterminant |
||
956 | // is non-NULL. |
||
957 | D3DXMATRIX* WINAPI D3DXMatrixInverse |
||
958 | ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); |
||
959 | |||
960 | // Build a matrix which scales by (sx, sy, sz) |
||
961 | D3DXMATRIX* WINAPI D3DXMatrixScaling |
||
962 | ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz ); |
||
963 | |||
964 | // Build a matrix which translates by (x, y, z) |
||
965 | D3DXMATRIX* WINAPI D3DXMatrixTranslation |
||
966 | ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); |
||
967 | |||
968 | // Build a matrix which rotates around the X axis |
||
969 | D3DXMATRIX* WINAPI D3DXMatrixRotationX |
||
970 | ( D3DXMATRIX *pOut, FLOAT Angle ); |
||
971 | |||
972 | // Build a matrix which rotates around the Y axis |
||
973 | D3DXMATRIX* WINAPI D3DXMatrixRotationY |
||
974 | ( D3DXMATRIX *pOut, FLOAT Angle ); |
||
975 | |||
976 | // Build a matrix which rotates around the Z axis |
||
977 | D3DXMATRIX* WINAPI D3DXMatrixRotationZ |
||
978 | ( D3DXMATRIX *pOut, FLOAT Angle ); |
||
979 | |||
980 | // Build a matrix which rotates around an arbitrary axis |
||
981 | D3DXMATRIX* WINAPI D3DXMatrixRotationAxis |
||
982 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); |
||
983 | |||
984 | // Build a matrix from a quaternion |
||
985 | D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion |
||
986 | ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ); |
||
987 | |||
988 | // Yaw around the Y axis, a pitch around the X axis, |
||
989 | // and a roll around the Z axis. |
||
990 | D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll |
||
991 | ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); |
||
992 | |||
993 | // Build transformation matrix. NULL arguments are treated as identity. |
||
994 | // Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt |
||
995 | D3DXMATRIX* WINAPI D3DXMatrixTransformation |
||
996 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, |
||
997 | CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, |
||
998 | CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, |
||
999 | CONST D3DXVECTOR3 *pTranslation); |
||
1000 | |||
1001 | // Build 2D transformation matrix in XY plane. NULL arguments are treated as identity. |
||
1002 | // Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt |
||
1003 | D3DXMATRIX* WINAPI D3DXMatrixTransformation2D |
||
1004 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR2* pScalingCenter, |
||
1005 | FLOAT ScalingRotation, CONST D3DXVECTOR2* pScaling, |
||
1006 | CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation, |
||
1007 | CONST D3DXVECTOR2* pTranslation); |
||
1008 | |||
1009 | // Build affine transformation matrix. NULL arguments are treated as identity. |
||
1010 | // Mout = Ms * Mrc-1 * Mr * Mrc * Mt |
||
1011 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation |
||
1012 | ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, |
||
1013 | CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation); |
||
1014 | |||
1015 | // Build 2D affine transformation matrix in XY plane. NULL arguments are treated as identity. |
||
1016 | // Mout = Ms * Mrc-1 * Mr * Mrc * Mt |
||
1017 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D |
||
1018 | ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2* pRotationCenter, |
||
1019 | FLOAT Rotation, CONST D3DXVECTOR2* pTranslation); |
||
1020 | |||
1021 | // Build a lookat matrix. (right-handed) |
||
1022 | D3DXMATRIX* WINAPI D3DXMatrixLookAtRH |
||
1023 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, |
||
1024 | CONST D3DXVECTOR3 *pUp ); |
||
1025 | |||
1026 | // Build a lookat matrix. (left-handed) |
||
1027 | D3DXMATRIX* WINAPI D3DXMatrixLookAtLH |
||
1028 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, |
||
1029 | CONST D3DXVECTOR3 *pUp ); |
||
1030 | |||
1031 | // Build a perspective projection matrix. (right-handed) |
||
1032 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH |
||
1033 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
1034 | |||
1035 | // Build a perspective projection matrix. (left-handed) |
||
1036 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH |
||
1037 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
1038 | |||
1039 | // Build a perspective projection matrix. (right-handed) |
||
1040 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH |
||
1041 | ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); |
||
1042 | |||
1043 | // Build a perspective projection matrix. (left-handed) |
||
1044 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH |
||
1045 | ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); |
||
1046 | |||
1047 | // Build a perspective projection matrix. (right-handed) |
||
1048 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH |
||
1049 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
1050 | FLOAT zf ); |
||
1051 | |||
1052 | // Build a perspective projection matrix. (left-handed) |
||
1053 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH |
||
1054 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
1055 | FLOAT zf ); |
||
1056 | |||
1057 | // Build an ortho projection matrix. (right-handed) |
||
1058 | D3DXMATRIX* WINAPI D3DXMatrixOrthoRH |
||
1059 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
1060 | |||
1061 | // Build an ortho projection matrix. (left-handed) |
||
1062 | D3DXMATRIX* WINAPI D3DXMatrixOrthoLH |
||
1063 | ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); |
||
1064 | |||
1065 | // Build an ortho projection matrix. (right-handed) |
||
1066 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH |
||
1067 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
1068 | FLOAT zf ); |
||
1069 | |||
1070 | // Build an ortho projection matrix. (left-handed) |
||
1071 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH |
||
1072 | ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, |
||
1073 | FLOAT zf ); |
||
1074 | |||
1075 | // Build a matrix which flattens geometry into a plane, as if casting |
||
1076 | // a shadow from a light. |
||
1077 | D3DXMATRIX* WINAPI D3DXMatrixShadow |
||
1078 | ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, |
||
1079 | CONST D3DXPLANE *pPlane ); |
||
1080 | |||
1081 | // Build a matrix which reflects the coordinate system about a plane |
||
1082 | D3DXMATRIX* WINAPI D3DXMatrixReflect |
||
1083 | ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane ); |
||
1084 | |||
1085 | #ifdef __cplusplus |
||
1086 | } |
||
1087 | #endif |
||
1088 | |||
1089 | |||
1090 | //-------------------------- |
||
1091 | // Quaternion |
||
1092 | //-------------------------- |
||
1093 | |||
1094 | // inline |
||
1095 | |||
1096 | FLOAT D3DXQuaternionLength |
||
1097 | ( CONST D3DXQUATERNION *pQ ); |
||
1098 | |||
1099 | // Length squared, or "norm" |
||
1100 | FLOAT D3DXQuaternionLengthSq |
||
1101 | ( CONST D3DXQUATERNION *pQ ); |
||
1102 | |||
1103 | FLOAT D3DXQuaternionDot |
||
1104 | ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ); |
||
1105 | |||
1106 | // (0, 0, 0, 1) |
||
1107 | D3DXQUATERNION* D3DXQuaternionIdentity |
||
1108 | ( D3DXQUATERNION *pOut ); |
||
1109 | |||
1110 | BOOL D3DXQuaternionIsIdentity |
||
1111 | ( CONST D3DXQUATERNION *pQ ); |
||
1112 | |||
1113 | // (-x, -y, -z, w) |
||
1114 | D3DXQUATERNION* D3DXQuaternionConjugate |
||
1115 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
1116 | |||
1117 | |||
1118 | // non-inline |
||
1119 | #ifdef __cplusplus |
||
1120 | extern "C" { |
||
1121 | #endif |
||
1122 | |||
1123 | // Compute a quaternin's axis and angle of rotation. Expects unit quaternions. |
||
1124 | void WINAPI D3DXQuaternionToAxisAngle |
||
1125 | ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle ); |
||
1126 | |||
1127 | // Build a quaternion from a rotation matrix. |
||
1128 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix |
||
1129 | ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM); |
||
1130 | |||
1131 | // Rotation about arbitrary axis. |
||
1132 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis |
||
1133 | ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); |
||
1134 | |||
1135 | // Yaw around the Y axis, a pitch around the X axis, |
||
1136 | // and a roll around the Z axis. |
||
1137 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll |
||
1138 | ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); |
||
1139 | |||
1140 | // Quaternion multiplication. The result represents the rotation Q2 |
||
1141 | // followed by the rotation Q1. (Out = Q2 * Q1) |
||
1142 | D3DXQUATERNION* WINAPI D3DXQuaternionMultiply |
||
1143 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
1144 | CONST D3DXQUATERNION *pQ2 ); |
||
1145 | |||
1146 | D3DXQUATERNION* WINAPI D3DXQuaternionNormalize |
||
1147 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
1148 | |||
1149 | // Conjugate and re-norm |
||
1150 | D3DXQUATERNION* WINAPI D3DXQuaternionInverse |
||
1151 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
1152 | |||
1153 | // Expects unit quaternions. |
||
1154 | // if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) |
||
1155 | D3DXQUATERNION* WINAPI D3DXQuaternionLn |
||
1156 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
1157 | |||
1158 | // Expects pure quaternions. (w == 0) w is ignored in calculation. |
||
1159 | // if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) |
||
1160 | D3DXQUATERNION* WINAPI D3DXQuaternionExp |
||
1161 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); |
||
1162 | |||
1163 | // Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1). |
||
1164 | // Expects unit quaternions. |
||
1165 | D3DXQUATERNION* WINAPI D3DXQuaternionSlerp |
||
1166 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
1167 | CONST D3DXQUATERNION *pQ2, FLOAT t ); |
||
1168 | |||
1169 | // Spherical quadrangle interpolation. |
||
1170 | // Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) |
||
1171 | D3DXQUATERNION* WINAPI D3DXQuaternionSquad |
||
1172 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
1173 | CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, |
||
1174 | CONST D3DXQUATERNION *pC, FLOAT t ); |
||
1175 | |||
1176 | // Setup control points for spherical quadrangle interpolation |
||
1177 | // from Q1 to Q2. The control points are chosen in such a way |
||
1178 | // to ensure the continuity of tangents with adjacent segments. |
||
1179 | void WINAPI D3DXQuaternionSquadSetup |
||
1180 | ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, |
||
1181 | CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, |
||
1182 | CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 ); |
||
1183 | |||
1184 | // Barycentric interpolation. |
||
1185 | // Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) |
||
1186 | D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric |
||
1187 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, |
||
1188 | CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, |
||
1189 | FLOAT f, FLOAT g ); |
||
1190 | |||
1191 | #ifdef __cplusplus |
||
1192 | } |
||
1193 | #endif |
||
1194 | |||
1195 | |||
1196 | //-------------------------- |
||
1197 | // Plane |
||
1198 | //-------------------------- |
||
1199 | |||
1200 | // inline |
||
1201 | |||
1202 | // ax + by + cz + dw |
||
1203 | FLOAT D3DXPlaneDot |
||
1204 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV); |
||
1205 | |||
1206 | // ax + by + cz + d |
||
1207 | FLOAT D3DXPlaneDotCoord |
||
1208 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); |
||
1209 | |||
1210 | // ax + by + cz |
||
1211 | FLOAT D3DXPlaneDotNormal |
||
1212 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); |
||
1213 | |||
1214 | D3DXPLANE* D3DXPlaneScale |
||
1215 | (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s); |
||
1216 | |||
1217 | // non-inline |
||
1218 | #ifdef __cplusplus |
||
1219 | extern "C" { |
||
1220 | #endif |
||
1221 | |||
1222 | // Normalize plane (so that |a,b,c| == 1) |
||
1223 | D3DXPLANE* WINAPI D3DXPlaneNormalize |
||
1224 | ( D3DXPLANE *pOut, CONST D3DXPLANE *pP); |
||
1225 | |||
1226 | // Find the intersection between a plane and a line. If the line is |
||
1227 | // parallel to the plane, NULL is returned. |
||
1228 | D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine |
||
1229 | ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, |
||
1230 | CONST D3DXVECTOR3 *pV2); |
||
1231 | |||
1232 | // Construct a plane from a point and a normal |
||
1233 | D3DXPLANE* WINAPI D3DXPlaneFromPointNormal |
||
1234 | ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal); |
||
1235 | |||
1236 | // Construct a plane from 3 points |
||
1237 | D3DXPLANE* WINAPI D3DXPlaneFromPoints |
||
1238 | ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
1239 | CONST D3DXVECTOR3 *pV3); |
||
1240 | |||
1241 | // Transform a plane by a matrix. The vector (a,b,c) must be normal. |
||
1242 | // M should be the inverse transpose of the transformation desired. |
||
1243 | D3DXPLANE* WINAPI D3DXPlaneTransform |
||
1244 | ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); |
||
1245 | |||
1246 | // Transform an array of planes by a matrix. The vectors (a,b,c) must be normal. |
||
1247 | // M should be the inverse transpose of the transformation desired. |
||
1248 | D3DXPLANE* WINAPI D3DXPlaneTransformArray |
||
1249 | ( D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n ); |
||
1250 | |||
1251 | #ifdef __cplusplus |
||
1252 | } |
||
1253 | #endif |
||
1254 | |||
1255 | |||
1256 | //-------------------------- |
||
1257 | // Color |
||
1258 | //-------------------------- |
||
1259 | |||
1260 | // inline |
||
1261 | |||
1262 | // (1-r, 1-g, 1-b, a) |
||
1263 | D3DXCOLOR* D3DXColorNegative |
||
1264 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC); |
||
1265 | |||
1266 | D3DXCOLOR* D3DXColorAdd |
||
1267 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); |
||
1268 | |||
1269 | D3DXCOLOR* D3DXColorSubtract |
||
1270 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); |
||
1271 | |||
1272 | D3DXCOLOR* D3DXColorScale |
||
1273 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); |
||
1274 | |||
1275 | // (r1*r2, g1*g2, b1*b2, a1*a2) |
||
1276 | D3DXCOLOR* D3DXColorModulate |
||
1277 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); |
||
1278 | |||
1279 | // Linear interpolation of r,g,b, and a. C1 + s(C2-C1) |
||
1280 | D3DXCOLOR* D3DXColorLerp |
||
1281 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s); |
||
1282 | |||
1283 | // non-inline |
||
1284 | #ifdef __cplusplus |
||
1285 | extern "C" { |
||
1286 | #endif |
||
1287 | |||
1288 | // Interpolate r,g,b between desaturated color and color. |
||
1289 | // DesaturatedColor + s(Color - DesaturatedColor) |
||
1290 | D3DXCOLOR* WINAPI D3DXColorAdjustSaturation |
||
1291 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); |
||
1292 | |||
1293 | // Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) |
||
1294 | D3DXCOLOR* WINAPI D3DXColorAdjustContrast |
||
1295 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c); |
||
1296 | |||
1297 | #ifdef __cplusplus |
||
1298 | } |
||
1299 | #endif |
||
1300 | |||
1301 | |||
1302 | |||
1303 | |||
1304 | //-------------------------- |
||
1305 | // Misc |
||
1306 | //-------------------------- |
||
1307 | |||
1308 | #ifdef __cplusplus |
||
1309 | extern "C" { |
||
1310 | #endif |
||
1311 | |||
1312 | // Calculate Fresnel term given the cosine of theta (likely obtained by |
||
1313 | // taking the dot of two normals), and the refraction index of the material. |
||
1314 | FLOAT WINAPI D3DXFresnelTerm |
||
1315 | (FLOAT CosTheta, FLOAT RefractionIndex); |
||
1316 | |||
1317 | #ifdef __cplusplus |
||
1318 | } |
||
1319 | #endif |
||
1320 | |||
1321 | |||
1322 | |||
1323 | //=========================================================================== |
||
1324 | // |
||
1325 | // Matrix Stack |
||
1326 | // |
||
1327 | //=========================================================================== |
||
1328 | |||
1329 | typedef interface ID3DXMatrixStack ID3DXMatrixStack; |
||
1330 | typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; |
||
1331 | |||
1332 | // {C7885BA7-F990-4fe7-922D-8515E477DD85} |
||
1333 | DEFINE_GUID(IID_ID3DXMatrixStack, |
||
1334 | 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); |
||
1335 | |||
1336 | |||
1337 | #undef INTERFACE |
||
1338 | #define INTERFACE ID3DXMatrixStack |
||
1339 | |||
1340 | DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) |
||
1341 | { |
||
1342 | // |
||
1343 | // IUnknown methods |
||
1344 | // |
||
1345 | STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; |
||
1346 | STDMETHOD_(ULONG,AddRef)(THIS) PURE; |
||
1347 | STDMETHOD_(ULONG,Release)(THIS) PURE; |
||
1348 | |||
1349 | // |
||
1350 | // ID3DXMatrixStack methods |
||
1351 | // |
||
1352 | |||
1353 | // Pops the top of the stack, returns the current top |
||
1354 | // *after* popping the top. |
||
1355 | STDMETHOD(Pop)(THIS) PURE; |
||
1356 | |||
1357 | // Pushes the stack by one, duplicating the current matrix. |
||
1358 | STDMETHOD(Push)(THIS) PURE; |
||
1359 | |||
1360 | // Loads identity in the current matrix. |
||
1361 | STDMETHOD(LoadIdentity)(THIS) PURE; |
||
1362 | |||
1363 | // Loads the given matrix into the current matrix |
||
1364 | STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; |
||
1365 | |||
1366 | // Right-Multiplies the given matrix to the current matrix. |
||
1367 | // (transformation is about the current world origin) |
||
1368 | STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; |
||
1369 | |||
1370 | // Left-Multiplies the given matrix to the current matrix |
||
1371 | // (transformation is about the local origin of the object) |
||
1372 | STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; |
||
1373 | |||
1374 | // Right multiply the current matrix with the computed rotation |
||
1375 | // matrix, counterclockwise about the given axis with the given angle. |
||
1376 | // (rotation is about the current world origin) |
||
1377 | STDMETHOD(RotateAxis) |
||
1378 | (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; |
||
1379 | |||
1380 | // Left multiply the current matrix with the computed rotation |
||
1381 | // matrix, counterclockwise about the given axis with the given angle. |
||
1382 | // (rotation is about the local origin of the object) |
||
1383 | STDMETHOD(RotateAxisLocal) |
||
1384 | (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; |
||
1385 | |||
1386 | // Right multiply the current matrix with the computed rotation |
||
1387 | // matrix. All angles are counterclockwise. (rotation is about the |
||
1388 | // current world origin) |
||
1389 | |||
1390 | // The rotation is composed of a yaw around the Y axis, a pitch around |
||
1391 | // the X axis, and a roll around the Z axis. |
||
1392 | STDMETHOD(RotateYawPitchRoll) |
||
1393 | (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
||
1394 | |||
1395 | // Left multiply the current matrix with the computed rotation |
||
1396 | // matrix. All angles are counterclockwise. (rotation is about the |
||
1397 | // local origin of the object) |
||
1398 | |||
1399 | // The rotation is composed of a yaw around the Y axis, a pitch around |
||
1400 | // the X axis, and a roll around the Z axis. |
||
1401 | STDMETHOD(RotateYawPitchRollLocal) |
||
1402 | (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
||
1403 | |||
1404 | // Right multiply the current matrix with the computed scale |
||
1405 | // matrix. (transformation is about the current world origin) |
||
1406 | STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
||
1407 | |||
1408 | // Left multiply the current matrix with the computed scale |
||
1409 | // matrix. (transformation is about the local origin of the object) |
||
1410 | STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
||
1411 | |||
1412 | // Right multiply the current matrix with the computed translation |
||
1413 | // matrix. (transformation is about the current world origin) |
||
1414 | STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; |
||
1415 | |||
1416 | // Left multiply the current matrix with the computed translation |
||
1417 | // matrix. (transformation is about the local origin of the object) |
||
1418 | STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
||
1419 | |||
1420 | // Obtain the current matrix at the top of the stack |
||
1421 | STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; |
||
1422 | }; |
||
1423 | |||
1424 | #ifdef __cplusplus |
||
1425 | extern "C" { |
||
1426 | #endif |
||
1427 | |||
1428 | HRESULT WINAPI |
||
1429 | D3DXCreateMatrixStack( |
||
1430 | UINT Flags, |
||
1431 | LPD3DXMATRIXSTACK* ppStack); |
||
1432 | |||
1433 | #ifdef __cplusplus |
||
1434 | } |
||
1435 | #endif |
||
1436 | |||
1437 | // non-inline |
||
1438 | #ifdef __cplusplus |
||
1439 | extern "C" { |
||
1440 | #endif |
||
1441 | |||
1442 | //============================================================================ |
||
1443 | // |
||
1444 | // Basic Spherical Harmonic math routines |
||
1445 | // |
||
1446 | //============================================================================ |
||
1447 | |||
1448 | #define D3DXSH_MINORDER 2 |
||
1449 | #define D3DXSH_MAXORDER 6 |
||
1450 | |||
1451 | //============================================================================ |
||
1452 | // |
||
1453 | // D3DXSHEvalDirection: |
||
1454 | // -------------------- |
||
1455 | // Evaluates the Spherical Harmonic basis functions |
||
1456 | // |
||
1457 | // Parameters: |
||
1458 | // pOut |
||
1459 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
1460 | // This is the pointer that is returned. |
||
1461 | // Order |
||
1462 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1463 | // pDir |
||
1464 | // Direction to evaluate in - assumed to be normalized |
||
1465 | // |
||
1466 | //============================================================================ |
||
1467 | |||
1468 | FLOAT* WINAPI D3DXSHEvalDirection |
||
1469 | ( FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir ); |
||
1470 | |||
1471 | //============================================================================ |
||
1472 | // |
||
1473 | // D3DXSHRotate: |
||
1474 | // -------------------- |
||
1475 | // Rotates SH vector by a rotation matrix |
||
1476 | // |
||
1477 | // Parameters: |
||
1478 | // pOut |
||
1479 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
1480 | // This is the pointer that is returned (should not alias with pIn.) |
||
1481 | // Order |
||
1482 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1483 | // pMatrix |
||
1484 | // Matrix used for rotation - rotation sub matrix should be orthogonal |
||
1485 | // and have a unit determinant. |
||
1486 | // pIn |
||
1487 | // Input SH coeffs (rotated), incorect results if this is also output. |
||
1488 | // |
||
1489 | //============================================================================ |
||
1490 | |||
1491 | FLOAT* WINAPI D3DXSHRotate |
||
1492 | ( __out_ecount(Order*Order) FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn ); |
||
1493 | |||
1494 | //============================================================================ |
||
1495 | // |
||
1496 | // D3DXSHRotateZ: |
||
1497 | // -------------------- |
||
1498 | // Rotates the SH vector in the Z axis by an angle |
||
1499 | // |
||
1500 | // Parameters: |
||
1501 | // pOut |
||
1502 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
1503 | // This is the pointer that is returned (should not alias with pIn.) |
||
1504 | // Order |
||
1505 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1506 | // Angle |
||
1507 | // Angle in radians to rotate around the Z axis. |
||
1508 | // pIn |
||
1509 | // Input SH coeffs (rotated), incorect results if this is also output. |
||
1510 | // |
||
1511 | //============================================================================ |
||
1512 | |||
1513 | |||
1514 | FLOAT* WINAPI D3DXSHRotateZ |
||
1515 | ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn ); |
||
1516 | |||
1517 | //============================================================================ |
||
1518 | // |
||
1519 | // D3DXSHAdd: |
||
1520 | // -------------------- |
||
1521 | // Adds two SH vectors, pOut[i] = pA[i] + pB[i]; |
||
1522 | // |
||
1523 | // Parameters: |
||
1524 | // pOut |
||
1525 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
1526 | // This is the pointer that is returned. |
||
1527 | // Order |
||
1528 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1529 | // pA |
||
1530 | // Input SH coeffs. |
||
1531 | // pB |
||
1532 | // Input SH coeffs (second vector.) |
||
1533 | // |
||
1534 | //============================================================================ |
||
1535 | |||
1536 | FLOAT* WINAPI D3DXSHAdd |
||
1537 | ( __out_ecount(Order*Order) FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); |
||
1538 | |||
1539 | //============================================================================ |
||
1540 | // |
||
1541 | // D3DXSHScale: |
||
1542 | // -------------------- |
||
1543 | // Adds two SH vectors, pOut[i] = pA[i]*Scale; |
||
1544 | // |
||
1545 | // Parameters: |
||
1546 | // pOut |
||
1547 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
1548 | // This is the pointer that is returned. |
||
1549 | // Order |
||
1550 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1551 | // pIn |
||
1552 | // Input SH coeffs. |
||
1553 | // Scale |
||
1554 | // Scale factor. |
||
1555 | // |
||
1556 | //============================================================================ |
||
1557 | |||
1558 | FLOAT* WINAPI D3DXSHScale |
||
1559 | ( __out_ecount(Order*Order) FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale ); |
||
1560 | |||
1561 | //============================================================================ |
||
1562 | // |
||
1563 | // D3DXSHDot: |
||
1564 | // -------------------- |
||
1565 | // Computes the dot product of two SH vectors |
||
1566 | // |
||
1567 | // Parameters: |
||
1568 | // Order |
||
1569 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1570 | // pA |
||
1571 | // Input SH coeffs. |
||
1572 | // pB |
||
1573 | // Second set of input SH coeffs. |
||
1574 | // |
||
1575 | //============================================================================ |
||
1576 | |||
1577 | FLOAT WINAPI D3DXSHDot |
||
1578 | ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); |
||
1579 | |||
1580 | //============================================================================ |
||
1581 | // |
||
1582 | // D3DXSHMultiply[O]: |
||
1583 | // -------------------- |
||
1584 | // Computes the product of two functions represented using SH (f and g), where: |
||
1585 | // pOut[i] = int(y_i(s) * f(s) * g(s)), where y_i(s) is the ith SH basis |
||
1586 | // function, f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)). The order O |
||
1587 | // determines the lengths of the arrays, where there should always be O^2 |
||
1588 | // coefficients. In general the product of two SH functions of order O generates |
||
1589 | // and SH function of order 2*O - 1, but we truncate the result. This means |
||
1590 | // that the product commutes (f*g == g*f) but doesn't associate |
||
1591 | // (f*(g*h) != (f*g)*h. |
||
1592 | // |
||
1593 | // Parameters: |
||
1594 | // pOut |
||
1595 | // Output SH coefficients - basis function Ylm is stored at l*l + m+l |
||
1596 | // This is the pointer that is returned. |
||
1597 | // pF |
||
1598 | // Input SH coeffs for first function. |
||
1599 | // pG |
||
1600 | // Second set of input SH coeffs. |
||
1601 | // |
||
1602 | //============================================================================ |
||
1603 | |||
1604 | __out_ecount(4) FLOAT* WINAPI D3DXSHMultiply2(__out_ecount(4) FLOAT *pOut,__in_ecount(4) CONST FLOAT *pF,__in_ecount(4) CONST FLOAT *pG); |
||
1605 | __out_ecount(9) FLOAT* WINAPI D3DXSHMultiply3(__out_ecount(9) FLOAT *pOut,__in_ecount(9) CONST FLOAT *pF,__in_ecount(9) CONST FLOAT *pG); |
||
1606 | __out_ecount(16) FLOAT* WINAPI D3DXSHMultiply4(__out_ecount(16) FLOAT *pOut,__in_ecount(16) CONST FLOAT *pF,__in_ecount(16) CONST FLOAT *pG); |
||
1607 | __out_ecount(25) FLOAT* WINAPI D3DXSHMultiply5(__out_ecount(25) FLOAT *pOut,__in_ecount(25) CONST FLOAT *pF,__in_ecount(25) CONST FLOAT *pG); |
||
1608 | __out_ecount(36) FLOAT* WINAPI D3DXSHMultiply6(__out_ecount(36) FLOAT *pOut,__in_ecount(36) CONST FLOAT *pF,__in_ecount(36) CONST FLOAT *pG); |
||
1609 | |||
1610 | |||
1611 | //============================================================================ |
||
1612 | // |
||
1613 | // Basic Spherical Harmonic lighting routines |
||
1614 | // |
||
1615 | //============================================================================ |
||
1616 | |||
1617 | //============================================================================ |
||
1618 | // |
||
1619 | // D3DXSHEvalDirectionalLight: |
||
1620 | // -------------------- |
||
1621 | // Evaluates a directional light and returns spectral SH data. The output |
||
1622 | // vector is computed so that if the intensity of R/G/B is unit the resulting |
||
1623 | // exit radiance of a point directly under the light on a diffuse object with |
||
1624 | // an albedo of 1 would be 1.0. This will compute 3 spectral samples, pROut |
||
1625 | // has to be specified, while pGout and pBout are optional. |
||
1626 | // |
||
1627 | // Parameters: |
||
1628 | // Order |
||
1629 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1630 | // pDir |
||
1631 | // Direction light is coming from (assumed to be normalized.) |
||
1632 | // RIntensity |
||
1633 | // Red intensity of light. |
||
1634 | // GIntensity |
||
1635 | // Green intensity of light. |
||
1636 | // BIntensity |
||
1637 | // Blue intensity of light. |
||
1638 | // pROut |
||
1639 | // Output SH vector for Red. |
||
1640 | // pGOut |
||
1641 | // Output SH vector for Green (optional.) |
||
1642 | // pBOut |
||
1643 | // Output SH vector for Blue (optional.) |
||
1644 | // |
||
1645 | //============================================================================ |
||
1646 | |||
1647 | HRESULT WINAPI D3DXSHEvalDirectionalLight |
||
1648 | ( UINT Order, CONST D3DXVECTOR3 *pDir, |
||
1649 | FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, |
||
1650 | __out_ecount_opt(Order*Order) FLOAT *pROut, |
||
1651 | __out_ecount_opt(Order*Order) FLOAT *pGOut, |
||
1652 | __out_ecount_opt(Order*Order) FLOAT *pBOut ); |
||
1653 | |||
1654 | //============================================================================ |
||
1655 | // |
||
1656 | // D3DXSHEvalSphericalLight: |
||
1657 | // -------------------- |
||
1658 | // Evaluates a spherical light and returns spectral SH data. There is no |
||
1659 | // normalization of the intensity of the light like there is for directional |
||
1660 | // lights, care has to be taken when specifiying the intensities. This will |
||
1661 | // compute 3 spectral samples, pROut has to be specified, while pGout and |
||
1662 | // pBout are optional. |
||
1663 | // |
||
1664 | // Parameters: |
||
1665 | // Order |
||
1666 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1667 | // pPos |
||
1668 | // Position of light - reciever is assumed to be at the origin. |
||
1669 | // Radius |
||
1670 | // Radius of the spherical light source. |
||
1671 | // RIntensity |
||
1672 | // Red intensity of light. |
||
1673 | // GIntensity |
||
1674 | // Green intensity of light. |
||
1675 | // BIntensity |
||
1676 | // Blue intensity of light. |
||
1677 | // pROut |
||
1678 | // Output SH vector for Red. |
||
1679 | // pGOut |
||
1680 | // Output SH vector for Green (optional.) |
||
1681 | // pBOut |
||
1682 | // Output SH vector for Blue (optional.) |
||
1683 | // |
||
1684 | //============================================================================ |
||
1685 | |||
1686 | HRESULT WINAPI D3DXSHEvalSphericalLight |
||
1687 | ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, |
||
1688 | FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, |
||
1689 | __out_ecount_opt(Order*Order) FLOAT *pROut, |
||
1690 | __out_ecount_opt(Order*Order) FLOAT *pGOut, |
||
1691 | __out_ecount_opt(Order*Order) FLOAT *pBOut ); |
||
1692 | |||
1693 | //============================================================================ |
||
1694 | // |
||
1695 | // D3DXSHEvalConeLight: |
||
1696 | // -------------------- |
||
1697 | // Evaluates a light that is a cone of constant intensity and returns spectral |
||
1698 | // SH data. The output vector is computed so that if the intensity of R/G/B is |
||
1699 | // unit the resulting exit radiance of a point directly under the light oriented |
||
1700 | // in the cone direction on a diffuse object with an albedo of 1 would be 1.0. |
||
1701 | // This will compute 3 spectral samples, pROut has to be specified, while pGout |
||
1702 | // and pBout are optional. |
||
1703 | // |
||
1704 | // Parameters: |
||
1705 | // Order |
||
1706 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1707 | // pDir |
||
1708 | // Direction light is coming from (assumed to be normalized.) |
||
1709 | // Radius |
||
1710 | // Radius of cone in radians. |
||
1711 | // RIntensity |
||
1712 | // Red intensity of light. |
||
1713 | // GIntensity |
||
1714 | // Green intensity of light. |
||
1715 | // BIntensity |
||
1716 | // Blue intensity of light. |
||
1717 | // pROut |
||
1718 | // Output SH vector for Red. |
||
1719 | // pGOut |
||
1720 | // Output SH vector for Green (optional.) |
||
1721 | // pBOut |
||
1722 | // Output SH vector for Blue (optional.) |
||
1723 | // |
||
1724 | //============================================================================ |
||
1725 | |||
1726 | HRESULT WINAPI D3DXSHEvalConeLight |
||
1727 | ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, |
||
1728 | FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, |
||
1729 | __out_ecount_opt(Order*Order) FLOAT *pROut, |
||
1730 | __out_ecount_opt(Order*Order) FLOAT *pGOut, |
||
1731 | __out_ecount_opt(Order*Order) FLOAT *pBOut ); |
||
1732 | |||
1733 | //============================================================================ |
||
1734 | // |
||
1735 | // D3DXSHEvalHemisphereLight: |
||
1736 | // -------------------- |
||
1737 | // Evaluates a light that is a linear interpolant between two colors over the |
||
1738 | // sphere. The interpolant is linear along the axis of the two points, not |
||
1739 | // over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in |
||
1740 | // Z, not in the azimuthal angle.) The resulting spherical lighting function |
||
1741 | // is normalized so that a point on a perfectly diffuse surface with no |
||
1742 | // shadowing and a normal pointed in the direction pDir would result in exit |
||
1743 | // radiance with a value of 1 if the top color was white and the bottom color |
||
1744 | // was black. This is a very simple model where Top represents the intensity |
||
1745 | // of the "sky" and Bottom represents the intensity of the "ground". |
||
1746 | // |
||
1747 | // Parameters: |
||
1748 | // Order |
||
1749 | // Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 |
||
1750 | // pDir |
||
1751 | // Axis of the hemisphere. |
||
1752 | // Top |
||
1753 | // Color of the upper hemisphere. |
||
1754 | // Bottom |
||
1755 | // Color of the lower hemisphere. |
||
1756 | // pROut |
||
1757 | // Output SH vector for Red. |
||
1758 | // pGOut |
||
1759 | // Output SH vector for Green |
||
1760 | // pBOut |
||
1761 | // Output SH vector for Blue |
||
1762 | // |
||
1763 | //============================================================================ |
||
1764 | |||
1765 | HRESULT WINAPI D3DXSHEvalHemisphereLight |
||
1766 | ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, |
||
1767 | __out_ecount_opt(Order*Order) FLOAT *pROut, |
||
1768 | __out_ecount_opt(Order*Order) FLOAT *pGOut, |
||
1769 | __out_ecount_opt(Order*Order) FLOAT *pBOut ); |
||
1770 | |||
1771 | // Math intersection functions |
||
1772 | |||
1773 | BOOL WINAPI D3DXIntersectTri |
||
1774 | ( |
||
1775 | CONST D3DXVECTOR3 *p0, // Triangle vertex 0 position |
||
1776 | CONST D3DXVECTOR3 *p1, // Triangle vertex 1 position |
||
1777 | CONST D3DXVECTOR3 *p2, // Triangle vertex 2 position |
||
1778 | CONST D3DXVECTOR3 *pRayPos, // Ray origin |
||
1779 | CONST D3DXVECTOR3 *pRayDir, // Ray direction |
||
1780 | FLOAT *pU, // Barycentric Hit Coordinates |
||
1781 | FLOAT *pV, // Barycentric Hit Coordinates |
||
1782 | FLOAT *pDist); // Ray-Intersection Parameter Distance |
||
1783 | |||
1784 | BOOL WINAPI |
||
1785 | D3DXSphereBoundProbe( |
||
1786 | CONST D3DXVECTOR3 *pCenter, |
||
1787 | FLOAT Radius, |
||
1788 | CONST D3DXVECTOR3 *pRayPosition, |
||
1789 | CONST D3DXVECTOR3 *pRayDirection); |
||
1790 | |||
1791 | BOOL WINAPI |
||
1792 | D3DXBoxBoundProbe( |
||
1793 | CONST D3DXVECTOR3 *pMin, |
||
1794 | CONST D3DXVECTOR3 *pMax, |
||
1795 | CONST D3DXVECTOR3 *pRayPosition, |
||
1796 | CONST D3DXVECTOR3 *pRayDirection); |
||
1797 | |||
1798 | HRESULT WINAPI |
||
1799 | D3DXComputeBoundingSphere( |
||
1800 | CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position |
||
1801 | DWORD NumVertices, |
||
1802 | DWORD dwStride, // count in bytes to subsequent position vectors |
||
1803 | D3DXVECTOR3 *pCenter, |
||
1804 | FLOAT *pRadius); |
||
1805 | |||
1806 | HRESULT WINAPI |
||
1807 | D3DXComputeBoundingBox( |
||
1808 | CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position |
||
1809 | DWORD NumVertices, |
||
1810 | DWORD dwStride, // count in bytes to subsequent position vectors |
||
1811 | D3DXVECTOR3 *pMin, |
||
1812 | D3DXVECTOR3 *pMax); |
||
1813 | |||
1814 | |||
1815 | /////////////////////////////////////////////////////////////////////////// |
||
1816 | // CPU Optimization: |
||
1817 | /////////////////////////////////////////////////////////////////////////// |
||
1818 | |||
1819 | //------------------------------------------------------------------------- |
||
1820 | // D3DX_CPU_OPTIMIZATION flags: |
||
1821 | // ---------------------------- |
||
1822 | // D3DX_NOT_OPTIMIZED Use Intel Pentium optimizations |
||
1823 | // D3DX_3DNOW_OPTIMIZED Use AMD 3DNow optimizations |
||
1824 | // D3DX_SSE_OPTIMIZED Use Intel Pentium III SSE optimizations |
||
1825 | // D3DX_SSE2_OPTIMIZED Use Intel Pentium IV SSE2 optimizations |
||
1826 | //------------------------------------------------------------------------- |
||
1827 | |||
1828 | |||
1829 | typedef enum _D3DX_CPU_OPTIMIZATION |
||
1830 | { |
||
1831 | D3DX_NOT_OPTIMIZED = 0, |
||
1832 | D3DX_3DNOW_OPTIMIZED, |
||
1833 | D3DX_SSE2_OPTIMIZED, |
||
1834 | D3DX_SSE_OPTIMIZED |
||
1835 | } D3DX_CPU_OPTIMIZATION; |
||
1836 | |||
1837 | |||
1838 | //------------------------------------------------------------------------- |
||
1839 | // D3DXCpuOptimizations: |
||
1840 | // --------------------- |
||
1841 | // Enables or disables CPU optimizations. Returns the type of CPU, which |
||
1842 | // was detected, and for which optimizations exist. |
||
1843 | // |
||
1844 | // Parameters: |
||
1845 | // Enable |
||
1846 | // TRUE to enable CPU optimizations. FALSE to disable. |
||
1847 | //------------------------------------------------------------------------- |
||
1848 | |||
1849 | D3DX_CPU_OPTIMIZATION WINAPI |
||
1850 | D3DXCpuOptimizations(BOOL Enable); |
||
1851 | |||
1852 | #ifdef __cplusplus |
||
1853 | } |
||
1854 | #endif |
||
1855 | |||
1856 | |||
1857 | #include "D3DX10math.inl" |
||
1858 | |||
1859 | #if _MSC_VER >= 1200 |
||
1860 | #pragma warning(pop) |
||
1861 | #else |
||
1862 | #pragma warning(default:4201) |
||
1863 | #endif |
||
1864 | |||
1865 | #endif // __D3DX9MATH_H__ |
||
1866 |