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