- ////////////////////////////////////////////////////////////////////////////// 
- // 
- //  Copyright (C) Microsoft Corporation.  All Rights Reserved. 
- // 
- //  File:       d3dx9math.h 
- //  Content:    D3DX math types and functions 
- // 
- ////////////////////////////////////////////////////////////////////////////// 
-   
- #include "d3dx9.h" 
-   
- #ifndef __D3DX9MATH_H__ 
- #define __D3DX9MATH_H__ 
-   
- #include <math.h> 
- #if _MSC_VER >= 1200 
- #pragma warning(push) 
- #endif 
- #pragma warning(disable:4201) // anonymous unions warning 
-   
-   
-   
- //=========================================================================== 
- // 
- // General purpose utilities 
- // 
- //=========================================================================== 
- #define D3DX_PI    ((FLOAT)  3.141592654f) 
- #define D3DX_1BYPI ((FLOAT)  0.318309886f) 
-   
- #define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) 
- #define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) 
-   
-   
-   
- //=========================================================================== 
- // 
- // 16 bit floating point numbers 
- // 
- //=========================================================================== 
-   
- #define D3DX_16F_DIG          3                // # of decimal digits of precision 
- #define D3DX_16F_EPSILON      4.8875809e-4f    // smallest such that 1.0 + epsilon != 1.0 
- #define D3DX_16F_MANT_DIG     11               // # of bits in mantissa 
- #define D3DX_16F_MAX          6.550400e+004    // max value 
- #define D3DX_16F_MAX_10_EXP   4                // max decimal exponent 
- #define D3DX_16F_MAX_EXP      15               // max binary exponent 
- #define D3DX_16F_MIN          6.1035156e-5f    // min positive value 
- #define D3DX_16F_MIN_10_EXP   (-4)             // min decimal exponent 
- #define D3DX_16F_MIN_EXP      (-14)            // min binary exponent 
- #define D3DX_16F_RADIX        2                // exponent radix 
- #define D3DX_16F_ROUNDS       1                // addition rounding: near 
-   
-   
- typedef struct D3DXFLOAT16 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXFLOAT16() {}; 
-     D3DXFLOAT16( FLOAT ); 
-     D3DXFLOAT16( CONST D3DXFLOAT16& ); 
-   
-     // casting 
-     operator FLOAT (); 
-   
-     // binary operators 
-     BOOL operator == ( CONST D3DXFLOAT16& ) const; 
-     BOOL operator != ( CONST D3DXFLOAT16& ) const; 
-   
- protected: 
- #endif //__cplusplus 
-     WORD value; 
- } D3DXFLOAT16, *LPD3DXFLOAT16; 
-   
-   
-   
- //=========================================================================== 
- // 
- // Vectors 
- // 
- //=========================================================================== 
-   
-   
- //-------------------------- 
- // 2D Vector 
- //-------------------------- 
- typedef struct D3DXVECTOR2 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXVECTOR2() {}; 
-     D3DXVECTOR2( CONST FLOAT * ); 
-     D3DXVECTOR2( CONST D3DXFLOAT16 * ); 
-     D3DXVECTOR2( FLOAT x, FLOAT y ); 
-   
-     // casting 
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     // assignment operators 
-     D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& ); 
-     D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& ); 
-     D3DXVECTOR2& operator *= ( FLOAT ); 
-     D3DXVECTOR2& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXVECTOR2 operator + () const; 
-     D3DXVECTOR2 operator - () const; 
-   
-     // binary operators 
-     D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const; 
-     D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const; 
-     D3DXVECTOR2 operator * ( FLOAT ) const; 
-     D3DXVECTOR2 operator / ( FLOAT ) const; 
-   
-     friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& ); 
-   
-     BOOL operator == ( CONST D3DXVECTOR2& ) const; 
-     BOOL operator != ( CONST D3DXVECTOR2& ) const; 
-   
-   
- public: 
- #endif //__cplusplus 
-     FLOAT x, y; 
- } D3DXVECTOR2, *LPD3DXVECTOR2; 
-   
-   
-   
- //-------------------------- 
- // 2D Vector (16 bit) 
- //-------------------------- 
-   
- typedef struct D3DXVECTOR2_16F 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXVECTOR2_16F() {}; 
-     D3DXVECTOR2_16F( CONST FLOAT * ); 
-     D3DXVECTOR2_16F( CONST D3DXFLOAT16 * ); 
-     D3DXVECTOR2_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y ); 
-   
-     // casting 
-     operator D3DXFLOAT16* (); 
-     operator CONST D3DXFLOAT16* () const; 
-   
-     // binary operators 
-     BOOL operator == ( CONST D3DXVECTOR2_16F& ) const; 
-     BOOL operator != ( CONST D3DXVECTOR2_16F& ) const; 
-   
- public: 
- #endif //__cplusplus 
-     D3DXFLOAT16 x, y; 
-   
- } D3DXVECTOR2_16F, *LPD3DXVECTOR2_16F; 
-   
-   
-   
- //-------------------------- 
- // 3D Vector 
- //-------------------------- 
- #ifdef __cplusplus 
- typedef struct D3DXVECTOR3 : public D3DVECTOR 
- { 
- public: 
-     D3DXVECTOR3() {}; 
-     D3DXVECTOR3( CONST FLOAT * ); 
-     D3DXVECTOR3( CONST D3DVECTOR& ); 
-     D3DXVECTOR3( CONST D3DXFLOAT16 * ); 
-     D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z ); 
-   
-     // casting 
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     // assignment operators 
-     D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& ); 
-     D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& ); 
-     D3DXVECTOR3& operator *= ( FLOAT ); 
-     D3DXVECTOR3& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXVECTOR3 operator + () const; 
-     D3DXVECTOR3 operator - () const; 
-   
-     // binary operators 
-     D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const; 
-     D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const; 
-     D3DXVECTOR3 operator * ( FLOAT ) const; 
-     D3DXVECTOR3 operator / ( FLOAT ) const; 
-   
-     friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& ); 
-   
-     BOOL operator == ( CONST D3DXVECTOR3& ) const; 
-     BOOL operator != ( CONST D3DXVECTOR3& ) const; 
-   
- } D3DXVECTOR3, *LPD3DXVECTOR3; 
-   
- #else //!__cplusplus 
- typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; 
- #endif //!__cplusplus 
-   
-   
-   
- //-------------------------- 
- // 3D Vector (16 bit) 
- //-------------------------- 
- typedef struct D3DXVECTOR3_16F 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXVECTOR3_16F() {}; 
-     D3DXVECTOR3_16F( CONST FLOAT * ); 
-     D3DXVECTOR3_16F( CONST D3DVECTOR& ); 
-     D3DXVECTOR3_16F( CONST D3DXFLOAT16 * ); 
-     D3DXVECTOR3_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y, CONST D3DXFLOAT16 &z ); 
-   
-     // casting 
-     operator D3DXFLOAT16* (); 
-     operator CONST D3DXFLOAT16* () const; 
-   
-     // binary operators 
-     BOOL operator == ( CONST D3DXVECTOR3_16F& ) const; 
-     BOOL operator != ( CONST D3DXVECTOR3_16F& ) const; 
-   
- public: 
- #endif //__cplusplus 
-     D3DXFLOAT16 x, y, z; 
-   
- } D3DXVECTOR3_16F, *LPD3DXVECTOR3_16F; 
-   
-   
-   
- //-------------------------- 
- // 4D Vector 
- //-------------------------- 
- typedef struct D3DXVECTOR4 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXVECTOR4() {}; 
-     D3DXVECTOR4( CONST FLOAT* ); 
-     D3DXVECTOR4( CONST D3DXFLOAT16* ); 
-     D3DXVECTOR4( CONST D3DVECTOR& xyz, FLOAT w ); 
-     D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); 
-   
-     // casting 
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     // assignment operators 
-     D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& ); 
-     D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& ); 
-     D3DXVECTOR4& operator *= ( FLOAT ); 
-     D3DXVECTOR4& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXVECTOR4 operator + () const; 
-     D3DXVECTOR4 operator - () const; 
-   
-     // binary operators 
-     D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const; 
-     D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const; 
-     D3DXVECTOR4 operator * ( FLOAT ) const; 
-     D3DXVECTOR4 operator / ( FLOAT ) const; 
-   
-     friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& ); 
-   
-     BOOL operator == ( CONST D3DXVECTOR4& ) const; 
-     BOOL operator != ( CONST D3DXVECTOR4& ) const; 
-   
- public: 
- #endif //__cplusplus 
-     FLOAT x, y, z, w; 
- } D3DXVECTOR4, *LPD3DXVECTOR4; 
-   
-   
- //-------------------------- 
- // 4D Vector (16 bit) 
- //-------------------------- 
- typedef struct D3DXVECTOR4_16F 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXVECTOR4_16F() {}; 
-     D3DXVECTOR4_16F( CONST FLOAT * ); 
-     D3DXVECTOR4_16F( CONST D3DXFLOAT16* ); 
-     D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& xyz, CONST D3DXFLOAT16& w ); 
-     D3DXVECTOR4_16F( CONST D3DXFLOAT16& x, CONST D3DXFLOAT16& y, CONST D3DXFLOAT16& z, CONST D3DXFLOAT16& w ); 
-   
-     // casting 
-     operator D3DXFLOAT16* (); 
-     operator CONST D3DXFLOAT16* () const; 
-   
-     // binary operators 
-     BOOL operator == ( CONST D3DXVECTOR4_16F& ) const; 
-     BOOL operator != ( CONST D3DXVECTOR4_16F& ) const; 
-   
- public: 
- #endif //__cplusplus 
-     D3DXFLOAT16 x, y, z, w; 
-   
- } D3DXVECTOR4_16F, *LPD3DXVECTOR4_16F; 
-   
-   
-   
- //=========================================================================== 
- // 
- // Matrices 
- // 
- //=========================================================================== 
- #ifdef __cplusplus 
- typedef struct D3DXMATRIX : public D3DMATRIX 
- { 
- public: 
-     D3DXMATRIX() {}; 
-     D3DXMATRIX( CONST FLOAT * ); 
-     D3DXMATRIX( CONST D3DMATRIX& ); 
-     D3DXMATRIX( CONST D3DXFLOAT16 * ); 
-     D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, 
-                 FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, 
-                 FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, 
-                 FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); 
-   
-   
-     // access grants 
-     FLOAT& operator () ( UINT Row, UINT Col ); 
-     FLOAT  operator () ( UINT Row, UINT Col ) const; 
-   
-     // casting operators 
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     // assignment operators 
-     D3DXMATRIX& operator *= ( CONST D3DXMATRIX& ); 
-     D3DXMATRIX& operator += ( CONST D3DXMATRIX& ); 
-     D3DXMATRIX& operator -= ( CONST D3DXMATRIX& ); 
-     D3DXMATRIX& operator *= ( FLOAT ); 
-     D3DXMATRIX& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXMATRIX operator + () const; 
-     D3DXMATRIX operator - () const; 
-   
-     // binary operators 
-     D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const; 
-     D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const; 
-     D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const; 
-     D3DXMATRIX operator * ( FLOAT ) const; 
-     D3DXMATRIX operator / ( FLOAT ) const; 
-   
-     friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& ); 
-   
-     BOOL operator == ( CONST D3DXMATRIX& ) const; 
-     BOOL operator != ( CONST D3DXMATRIX& ) const; 
-   
- } D3DXMATRIX, *LPD3DXMATRIX; 
-   
- #else //!__cplusplus 
- typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; 
- #endif //!__cplusplus 
-   
-   
- //--------------------------------------------------------------------------- 
- // Aligned Matrices 
- // 
- // This class helps keep matrices 16-byte aligned as preferred by P4 cpus. 
- // It aligns matrices on the stack and on the heap or in global scope. 
- // It does this using __declspec(align(16)) which works on VC7 and on VC 6 
- // with the processor pack. Unfortunately there is no way to detect the  
- // latter so this is turned on only on VC7. On other compilers this is the 
- // the same as D3DXMATRIX. 
- // 
- // Using this class on a compiler that does not actually do the alignment 
- // can be dangerous since it will not expose bugs that ignore alignment. 
- // E.g if an object of this class in inside a struct or class, and some code 
- // memcopys data in it assuming tight packing. This could break on a compiler 
- // that eventually start aligning the matrix. 
- //--------------------------------------------------------------------------- 
- #ifdef __cplusplus 
- typedef struct _D3DXMATRIXA16 : public D3DXMATRIX 
- { 
-     _D3DXMATRIXA16() {} 
-     _D3DXMATRIXA16( CONST FLOAT * ); 
-     _D3DXMATRIXA16( CONST D3DMATRIX& ); 
-     _D3DXMATRIXA16( CONST D3DXFLOAT16 * ); 
-     _D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, 
-                     FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, 
-                     FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, 
-                     FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); 
-   
-     // new operators 
-     void* operator new   ( size_t ); 
-     void* operator new[] ( size_t ); 
-   
-     // delete operators 
-     void operator delete   ( void* );   // These are NOT virtual; Do not  
-     void operator delete[] ( void* );   // cast to D3DXMATRIX and delete. 
-      
-     // assignment operators 
-     _D3DXMATRIXA16& operator = ( CONST D3DXMATRIX& ); 
-   
- } _D3DXMATRIXA16; 
-   
- #else //!__cplusplus 
- typedef D3DXMATRIX  _D3DXMATRIXA16; 
- #endif //!__cplusplus 
-   
-   
-   
- #if _MSC_VER >= 1300  // VC7 
- #define D3DX_ALIGN16 __declspec(align(16)) 
- #else 
- #define D3DX_ALIGN16  // Earlier compiler may not understand this, do nothing. 
- #endif 
-   
- typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16, *LPD3DXMATRIXA16; 
-   
-   
-   
- //=========================================================================== 
- // 
- //    Quaternions 
- // 
- //=========================================================================== 
- typedef struct D3DXQUATERNION 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXQUATERNION() {} 
-     D3DXQUATERNION( CONST FLOAT * ); 
-     D3DXQUATERNION( CONST D3DXFLOAT16 * ); 
-     D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); 
-   
-     // casting 
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     // assignment operators 
-     D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& ); 
-     D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& ); 
-     D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& ); 
-     D3DXQUATERNION& operator *= ( FLOAT ); 
-     D3DXQUATERNION& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXQUATERNION  operator + () const; 
-     D3DXQUATERNION  operator - () const; 
-   
-     // binary operators 
-     D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const; 
-     D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const; 
-     D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const; 
-     D3DXQUATERNION operator * ( FLOAT ) const; 
-     D3DXQUATERNION operator / ( FLOAT ) const; 
-   
-     friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& ); 
-   
-     BOOL operator == ( CONST D3DXQUATERNION& ) const; 
-     BOOL operator != ( CONST D3DXQUATERNION& ) const; 
-   
- #endif //__cplusplus 
-     FLOAT x, y, z, w; 
- } D3DXQUATERNION, *LPD3DXQUATERNION; 
-   
-   
- //=========================================================================== 
- // 
- // Planes 
- // 
- //=========================================================================== 
- typedef struct D3DXPLANE 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXPLANE() {} 
-     D3DXPLANE( CONST FLOAT* ); 
-     D3DXPLANE( CONST D3DXFLOAT16* ); 
-     D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d ); 
-   
-     // casting 
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     // assignment operators 
-     D3DXPLANE& operator *= ( FLOAT ); 
-     D3DXPLANE& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXPLANE operator + () const; 
-     D3DXPLANE operator - () const; 
-   
-     // binary operators 
-     D3DXPLANE operator * ( FLOAT ) const; 
-     D3DXPLANE operator / ( FLOAT ) const; 
-   
-     friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& ); 
-   
-     BOOL operator == ( CONST D3DXPLANE& ) const; 
-     BOOL operator != ( CONST D3DXPLANE& ) const; 
-   
- #endif //__cplusplus 
-     FLOAT a, b, c, d; 
- } D3DXPLANE, *LPD3DXPLANE; 
-   
-   
- //=========================================================================== 
- // 
- // Colors 
- // 
- //=========================================================================== 
-   
- typedef struct D3DXCOLOR 
- { 
- #ifdef __cplusplus 
- public: 
-     D3DXCOLOR() {} 
-     D3DXCOLOR( DWORD argb ); 
-     D3DXCOLOR( CONST FLOAT * ); 
-     D3DXCOLOR( CONST D3DXFLOAT16 * ); 
-     D3DXCOLOR( CONST D3DCOLORVALUE& ); 
-     D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a ); 
-   
-     // casting 
-     operator DWORD () const; 
-   
-     operator FLOAT* (); 
-     operator CONST FLOAT* () const; 
-   
-     operator D3DCOLORVALUE* (); 
-     operator CONST D3DCOLORVALUE* () const; 
-   
-     operator D3DCOLORVALUE& (); 
-     operator CONST D3DCOLORVALUE& () const; 
-   
-     // assignment operators 
-     D3DXCOLOR& operator += ( CONST D3DXCOLOR& ); 
-     D3DXCOLOR& operator -= ( CONST D3DXCOLOR& ); 
-     D3DXCOLOR& operator *= ( FLOAT ); 
-     D3DXCOLOR& operator /= ( FLOAT ); 
-   
-     // unary operators 
-     D3DXCOLOR operator + () const; 
-     D3DXCOLOR operator - () const; 
-   
-     // binary operators 
-     D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const; 
-     D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const; 
-     D3DXCOLOR operator * ( FLOAT ) const; 
-     D3DXCOLOR operator / ( FLOAT ) const; 
-   
-     friend D3DXCOLOR operator * ( FLOAT, CONST D3DXCOLOR& ); 
-   
-     BOOL operator == ( CONST D3DXCOLOR& ) const; 
-     BOOL operator != ( CONST D3DXCOLOR& ) const; 
-   
- #endif //__cplusplus 
-     FLOAT r, g, b, a; 
- } D3DXCOLOR, *LPD3DXCOLOR; 
-   
-   
-   
- //=========================================================================== 
- // 
- // D3DX math functions: 
- // 
- // NOTE: 
- //  * All these functions can take the same object as in and out parameters. 
- // 
- //  * Out parameters are typically also returned as return values, so that 
- //    the output of one function may be used as a parameter to another. 
- // 
- //=========================================================================== 
-   
- //-------------------------- 
- // Float16 
- //-------------------------- 
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- // Converts an array 32-bit floats to 16-bit floats 
- D3DXFLOAT16* WINAPI D3DXFloat32To16Array 
-     ( D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n ); 
-   
- // Converts an array 16-bit floats to 32-bit floats 
- FLOAT* WINAPI D3DXFloat16To32Array 
-     ( FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n ); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- //-------------------------- 
- // 2D Vector 
- //-------------------------- 
-   
- // inline 
-   
- FLOAT D3DXVec2Length 
-     ( CONST D3DXVECTOR2 *pV ); 
-   
- FLOAT D3DXVec2LengthSq 
-     ( CONST D3DXVECTOR2 *pV ); 
-   
- FLOAT D3DXVec2Dot 
-     ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
-   
- // Z component of ((x1,y1,0) cross (x2,y2,0)) 
- FLOAT D3DXVec2CCW 
-     ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
-   
- D3DXVECTOR2* D3DXVec2Add 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
-   
- D3DXVECTOR2* D3DXVec2Subtract 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
-   
- // Minimize each component.  x = min(x1, x2), y = min(y1, y2) 
- D3DXVECTOR2* D3DXVec2Minimize 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
-   
- // Maximize each component.  x = max(x1, x2), y = max(y1, y2) 
- D3DXVECTOR2* D3DXVec2Maximize 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
-   
- D3DXVECTOR2* D3DXVec2Scale 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ); 
-   
- // Linear interpolation. V1 + s(V2-V1) 
- D3DXVECTOR2* D3DXVec2Lerp 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, 
-       FLOAT s ); 
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- D3DXVECTOR2* WINAPI D3DXVec2Normalize 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV ); 
-   
- // Hermite interpolation between position V1, tangent T1 (when s == 0) 
- // and position V2, tangent T2 (when s == 1). 
- D3DXVECTOR2* WINAPI D3DXVec2Hermite 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, 
-       CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s ); 
-   
- // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) 
- D3DXVECTOR2* WINAPI D3DXVec2CatmullRom 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, 
-       CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s ); 
-   
- // Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1) 
- D3DXVECTOR2* WINAPI D3DXVec2BaryCentric 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, 
-       CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g); 
-   
- // Transform (x, y, 0, 1) by matrix. 
- D3DXVECTOR4* WINAPI D3DXVec2Transform 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); 
-   
- // Transform (x, y, 0, 1) by matrix, project result back into w=1. 
- D3DXVECTOR2* WINAPI D3DXVec2TransformCoord 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); 
-   
- // Transform (x, y, 0, 0) by matrix. 
- D3DXVECTOR2* WINAPI D3DXVec2TransformNormal 
-     ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); 
-       
- // Transform Array (x, y, 0, 1) by matrix. 
- D3DXVECTOR4* WINAPI D3DXVec2TransformArray 
-     ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n); 
-   
- // Transform Array (x, y, 0, 1) by matrix, project result back into w=1. 
- D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray 
-     ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
-   
- // Transform Array (x, y, 0, 0) by matrix. 
- D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray 
-     ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
-      
-      
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- //-------------------------- 
- // 3D Vector 
- //-------------------------- 
-   
- // inline 
-   
- FLOAT D3DXVec3Length 
-     ( CONST D3DXVECTOR3 *pV ); 
-   
- FLOAT D3DXVec3LengthSq 
-     ( CONST D3DXVECTOR3 *pV ); 
-   
- FLOAT D3DXVec3Dot 
-     ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
-   
- D3DXVECTOR3* D3DXVec3Cross 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
-   
- D3DXVECTOR3* D3DXVec3Add 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
-   
- D3DXVECTOR3* D3DXVec3Subtract 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
-   
- // Minimize each component.  x = min(x1, x2), y = min(y1, y2), ... 
- D3DXVECTOR3* D3DXVec3Minimize 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
-   
- // Maximize each component.  x = max(x1, x2), y = max(y1, y2), ... 
- D3DXVECTOR3* D3DXVec3Maximize 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
-   
- D3DXVECTOR3* D3DXVec3Scale 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s); 
-   
- // Linear interpolation. V1 + s(V2-V1) 
- D3DXVECTOR3* D3DXVec3Lerp 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, 
-       FLOAT s ); 
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- D3DXVECTOR3* WINAPI D3DXVec3Normalize 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV ); 
-   
- // Hermite interpolation between position V1, tangent T1 (when s == 0) 
- // and position V2, tangent T2 (when s == 1). 
- D3DXVECTOR3* WINAPI D3DXVec3Hermite 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, 
-       CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s ); 
-   
- // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) 
- D3DXVECTOR3* WINAPI D3DXVec3CatmullRom 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, 
-       CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s ); 
-   
- // Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1) 
- D3DXVECTOR3* WINAPI D3DXVec3BaryCentric 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, 
-       CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g); 
-   
- // Transform (x, y, z, 1) by matrix. 
- D3DXVECTOR4* WINAPI D3DXVec3Transform 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); 
-   
- // Transform (x, y, z, 1) by matrix, project result back into w=1. 
- D3DXVECTOR3* WINAPI D3DXVec3TransformCoord 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); 
-   
- // Transform (x, y, z, 0) by matrix.  If you transforming a normal by a  
- // non-affine matrix, the matrix you pass to this function should be the  
- // transpose of the inverse of the matrix you would use to transform a coord. 
- D3DXVECTOR3* WINAPI D3DXVec3TransformNormal 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); 
-      
-      
- // Transform Array (x, y, z, 1) by matrix.  
- D3DXVECTOR4* WINAPI D3DXVec3TransformArray 
-     ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
-   
- // Transform Array (x, y, z, 1) by matrix, project result back into w=1. 
- D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray 
-     ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
-   
- // Transform (x, y, z, 0) by matrix.  If you transforming a normal by a  
- // non-affine matrix, the matrix you pass to this function should be the  
- // transpose of the inverse of the matrix you would use to transform a coord. 
- D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray 
-     ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
-   
- // Project vector from object space into screen space 
- D3DXVECTOR3* WINAPI D3DXVec3Project 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, 
-       CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); 
-   
- // Project vector from screen space into object space 
- D3DXVECTOR3* WINAPI D3DXVec3Unproject 
-     ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, 
-       CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); 
-        
- // Project vector Array from object space into screen space 
- D3DXVECTOR3* WINAPI D3DXVec3ProjectArray 
-     ( D3DXVECTOR3 *pOut, UINT OutStride,CONST D3DXVECTOR3 *pV, UINT VStride,CONST D3DVIEWPORT9 *pViewport, 
-       CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); 
-   
- // Project vector Array from screen space into object space 
- D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray 
-     ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, 
-       CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); 
-   
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
-   
- //-------------------------- 
- // 4D Vector 
- //-------------------------- 
-   
- // inline 
-   
- FLOAT D3DXVec4Length 
-     ( CONST D3DXVECTOR4 *pV ); 
-   
- FLOAT D3DXVec4LengthSq 
-     ( CONST D3DXVECTOR4 *pV ); 
-   
- FLOAT D3DXVec4Dot 
-     ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ); 
-   
- D3DXVECTOR4* D3DXVec4Add 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
-   
- D3DXVECTOR4* D3DXVec4Subtract 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
-   
- // Minimize each component.  x = min(x1, x2), y = min(y1, y2), ... 
- D3DXVECTOR4* D3DXVec4Minimize 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
-   
- // Maximize each component.  x = max(x1, x2), y = max(y1, y2), ... 
- D3DXVECTOR4* D3DXVec4Maximize 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
-   
- D3DXVECTOR4* D3DXVec4Scale 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s); 
-   
- // Linear interpolation. V1 + s(V2-V1) 
- D3DXVECTOR4* D3DXVec4Lerp 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, 
-       FLOAT s ); 
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- // Cross-product in 4 dimensions. 
- D3DXVECTOR4* WINAPI D3DXVec4Cross 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, 
-       CONST D3DXVECTOR4 *pV3); 
-   
- D3DXVECTOR4* WINAPI D3DXVec4Normalize 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); 
-   
- // Hermite interpolation between position V1, tangent T1 (when s == 0) 
- // and position V2, tangent T2 (when s == 1). 
- D3DXVECTOR4* WINAPI D3DXVec4Hermite 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, 
-       CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s ); 
-   
- // CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) 
- D3DXVECTOR4* WINAPI D3DXVec4CatmullRom 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, 
-       CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s ); 
-   
- // Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1) 
- D3DXVECTOR4* WINAPI D3DXVec4BaryCentric 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, 
-       CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g); 
-   
- // Transform vector by matrix. 
- D3DXVECTOR4* WINAPI D3DXVec4Transform 
-     ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); 
-      
- // Transform vector array by matrix. 
- D3DXVECTOR4* WINAPI D3DXVec4TransformArray 
-     ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- //-------------------------- 
- // 4D Matrix 
- //-------------------------- 
-   
- // inline 
-   
- D3DXMATRIX* D3DXMatrixIdentity 
-     ( D3DXMATRIX *pOut ); 
-   
- BOOL D3DXMatrixIsIdentity 
-     ( CONST D3DXMATRIX *pM ); 
-   
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- FLOAT WINAPI D3DXMatrixDeterminant 
-     ( CONST D3DXMATRIX *pM ); 
-   
- HRESULT WINAPI D3DXMatrixDecompose 
-     ( D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation,  
-           D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM ); 
-   
- D3DXMATRIX* WINAPI D3DXMatrixTranspose 
-     ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); 
-   
- // Matrix multiplication.  The result represents the transformation M2 
- // followed by the transformation M1.  (Out = M1 * M2) 
- D3DXMATRIX* WINAPI D3DXMatrixMultiply 
-     ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); 
-   
- // Matrix multiplication, followed by a transpose. (Out = T(M1 * M2)) 
- D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose 
-     ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); 
-   
- // Calculate inverse of matrix.  Inversion my fail, in which case NULL will 
- // be returned.  The determinant of pM is also returned it pfDeterminant 
- // is non-NULL. 
- D3DXMATRIX* WINAPI D3DXMatrixInverse 
-     ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); 
-   
- // Build a matrix which scales by (sx, sy, sz) 
- D3DXMATRIX* WINAPI D3DXMatrixScaling 
-     ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz ); 
-   
- // Build a matrix which translates by (x, y, z) 
- D3DXMATRIX* WINAPI D3DXMatrixTranslation 
-     ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); 
-   
- // Build a matrix which rotates around the X axis 
- D3DXMATRIX* WINAPI D3DXMatrixRotationX 
-     ( D3DXMATRIX *pOut, FLOAT Angle ); 
-   
- // Build a matrix which rotates around the Y axis 
- D3DXMATRIX* WINAPI D3DXMatrixRotationY 
-     ( D3DXMATRIX *pOut, FLOAT Angle ); 
-   
- // Build a matrix which rotates around the Z axis 
- D3DXMATRIX* WINAPI D3DXMatrixRotationZ 
-     ( D3DXMATRIX *pOut, FLOAT Angle ); 
-   
- // Build a matrix which rotates around an arbitrary axis 
- D3DXMATRIX* WINAPI D3DXMatrixRotationAxis 
-     ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); 
-   
- // Build a matrix from a quaternion 
- D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion 
-     ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ); 
-   
- // Yaw around the Y axis, a pitch around the X axis, 
- // and a roll around the Z axis. 
- D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll 
-     ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); 
-   
- // Build transformation matrix.  NULL arguments are treated as identity. 
- // Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt 
- D3DXMATRIX* WINAPI D3DXMatrixTransformation 
-     ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, 
-       CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, 
-       CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, 
-       CONST D3DXVECTOR3 *pTranslation); 
-   
- // Build 2D transformation matrix in XY plane.  NULL arguments are treated as identity. 
- // Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt 
- D3DXMATRIX* WINAPI D3DXMatrixTransformation2D 
-     ( D3DXMATRIX *pOut, CONST D3DXVECTOR2* pScalingCenter,  
-       FLOAT ScalingRotation, CONST D3DXVECTOR2* pScaling,  
-       CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation,  
-       CONST D3DXVECTOR2* pTranslation); 
-   
- // Build affine transformation matrix.  NULL arguments are treated as identity. 
- // Mout = Ms * Mrc-1 * Mr * Mrc * Mt 
- D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation 
-     ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, 
-       CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation); 
-   
- // Build 2D affine transformation matrix in XY plane.  NULL arguments are treated as identity. 
- // Mout = Ms * Mrc-1 * Mr * Mrc * Mt 
- D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D 
-     ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2* pRotationCenter,  
-       FLOAT Rotation, CONST D3DXVECTOR2* pTranslation); 
-   
- // Build a lookat matrix. (right-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixLookAtRH 
-     ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, 
-       CONST D3DXVECTOR3 *pUp ); 
-   
- // Build a lookat matrix. (left-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixLookAtLH 
-     ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, 
-       CONST D3DXVECTOR3 *pUp ); 
-   
- // Build a perspective projection matrix. (right-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH 
-     ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
-   
- // Build a perspective projection matrix. (left-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH 
-     ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
-   
- // Build a perspective projection matrix. (right-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH 
-     ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); 
-   
- // Build a perspective projection matrix. (left-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH 
-     ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); 
-   
- // Build a perspective projection matrix. (right-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH 
-     ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
-       FLOAT zf ); 
-   
- // Build a perspective projection matrix. (left-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH 
-     ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
-       FLOAT zf ); 
-   
- // Build an ortho projection matrix. (right-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixOrthoRH 
-     ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
-   
- // Build an ortho projection matrix. (left-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixOrthoLH 
-     ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
-   
- // Build an ortho projection matrix. (right-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH 
-     ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
-       FLOAT zf ); 
-   
- // Build an ortho projection matrix. (left-handed) 
- D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH 
-     ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
-       FLOAT zf ); 
-   
- // Build a matrix which flattens geometry into a plane, as if casting 
- // a shadow from a light. 
- D3DXMATRIX* WINAPI D3DXMatrixShadow 
-     ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, 
-       CONST D3DXPLANE *pPlane ); 
-   
- // Build a matrix which reflects the coordinate system about a plane 
- D3DXMATRIX* WINAPI D3DXMatrixReflect 
-     ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane ); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- //-------------------------- 
- // Quaternion 
- //-------------------------- 
-   
- // inline 
-   
- FLOAT D3DXQuaternionLength 
-     ( CONST D3DXQUATERNION *pQ ); 
-   
- // Length squared, or "norm" 
- FLOAT D3DXQuaternionLengthSq 
-     ( CONST D3DXQUATERNION *pQ ); 
-   
- FLOAT D3DXQuaternionDot 
-     ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ); 
-   
- // (0, 0, 0, 1) 
- D3DXQUATERNION* D3DXQuaternionIdentity 
-     ( D3DXQUATERNION *pOut ); 
-   
- BOOL D3DXQuaternionIsIdentity 
-     ( CONST D3DXQUATERNION *pQ ); 
-   
- // (-x, -y, -z, w) 
- D3DXQUATERNION* D3DXQuaternionConjugate 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
-   
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- // Compute a quaternin's axis and angle of rotation. Expects unit quaternions. 
- void WINAPI D3DXQuaternionToAxisAngle 
-     ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle ); 
-   
- // Build a quaternion from a rotation matrix. 
- D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix 
-     ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM); 
-   
- // Rotation about arbitrary axis. 
- D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis 
-     ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); 
-   
- // Yaw around the Y axis, a pitch around the X axis, 
- // and a roll around the Z axis. 
- D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll 
-     ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); 
-   
- // Quaternion multiplication.  The result represents the rotation Q2 
- // followed by the rotation Q1.  (Out = Q2 * Q1) 
- D3DXQUATERNION* WINAPI D3DXQuaternionMultiply 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
-       CONST D3DXQUATERNION *pQ2 ); 
-   
- D3DXQUATERNION* WINAPI D3DXQuaternionNormalize 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
-   
- // Conjugate and re-norm 
- D3DXQUATERNION* WINAPI D3DXQuaternionInverse 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
-   
- // Expects unit quaternions. 
- // if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) 
- D3DXQUATERNION* WINAPI D3DXQuaternionLn 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
-   
- // Expects pure quaternions. (w == 0)  w is ignored in calculation. 
- // if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) 
- D3DXQUATERNION* WINAPI D3DXQuaternionExp 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
-        
- // Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1). 
- // Expects unit quaternions. 
- D3DXQUATERNION* WINAPI D3DXQuaternionSlerp 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
-       CONST D3DXQUATERNION *pQ2, FLOAT t ); 
-   
- // Spherical quadrangle interpolation. 
- // Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) 
- D3DXQUATERNION* WINAPI D3DXQuaternionSquad 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
-       CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, 
-       CONST D3DXQUATERNION *pC, FLOAT t ); 
-   
- // Setup control points for spherical quadrangle interpolation 
- // from Q1 to Q2.  The control points are chosen in such a way  
- // to ensure the continuity of tangents with adjacent segments. 
- void WINAPI D3DXQuaternionSquadSetup 
-     ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, 
-       CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1,  
-       CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 ); 
-   
- // Barycentric interpolation. 
- // Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) 
- D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric 
-     ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
-       CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, 
-       FLOAT f, FLOAT g ); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- //-------------------------- 
- // Plane 
- //-------------------------- 
-   
- // inline 
-   
- // ax + by + cz + dw 
- FLOAT D3DXPlaneDot 
-     ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV); 
-   
- // ax + by + cz + d 
- FLOAT D3DXPlaneDotCoord 
-     ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); 
-   
- // ax + by + cz 
- FLOAT D3DXPlaneDotNormal 
-     ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); 
-   
- D3DXPLANE* D3DXPlaneScale 
-     (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s); 
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- // Normalize plane (so that |a,b,c| == 1) 
- D3DXPLANE* WINAPI D3DXPlaneNormalize 
-     ( D3DXPLANE *pOut, CONST D3DXPLANE *pP); 
-   
- // Find the intersection between a plane and a line.  If the line is 
- // parallel to the plane, NULL is returned. 
- D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine 
-     ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, 
-       CONST D3DXVECTOR3 *pV2); 
-   
- // Construct a plane from a point and a normal 
- D3DXPLANE* WINAPI D3DXPlaneFromPointNormal 
-     ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal); 
-   
- // Construct a plane from 3 points 
- D3DXPLANE* WINAPI D3DXPlaneFromPoints 
-     ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, 
-       CONST D3DXVECTOR3 *pV3); 
-   
- // Transform a plane by a matrix.  The vector (a,b,c) must be normal. 
- // M should be the inverse transpose of the transformation desired. 
- D3DXPLANE* WINAPI D3DXPlaneTransform 
-     ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); 
-      
- // Transform an array of planes by a matrix.  The vectors (a,b,c) must be normal. 
- // M should be the inverse transpose of the transformation desired. 
- D3DXPLANE* WINAPI D3DXPlaneTransformArray 
-     ( D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n ); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- //-------------------------- 
- // Color 
- //-------------------------- 
-   
- // inline 
-   
- // (1-r, 1-g, 1-b, a) 
- D3DXCOLOR* D3DXColorNegative 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC); 
-   
- D3DXCOLOR* D3DXColorAdd 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); 
-   
- D3DXCOLOR* D3DXColorSubtract 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); 
-   
- D3DXCOLOR* D3DXColorScale 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); 
-   
- // (r1*r2, g1*g2, b1*b2, a1*a2) 
- D3DXCOLOR* D3DXColorModulate 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); 
-   
- // Linear interpolation of r,g,b, and a. C1 + s(C2-C1) 
- D3DXCOLOR* D3DXColorLerp 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s); 
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- // Interpolate r,g,b between desaturated color and color. 
- // DesaturatedColor + s(Color - DesaturatedColor) 
- D3DXCOLOR* WINAPI D3DXColorAdjustSaturation 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); 
-   
- // Interpolate r,g,b between 50% grey and color.  Grey + s(Color - Grey) 
- D3DXCOLOR* WINAPI D3DXColorAdjustContrast 
-     (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
-   
-   
- //-------------------------- 
- // Misc 
- //-------------------------- 
-   
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- // Calculate Fresnel term given the cosine of theta (likely obtained by 
- // taking the dot of two normals), and the refraction index of the material. 
- FLOAT WINAPI D3DXFresnelTerm 
-     (FLOAT CosTheta, FLOAT RefractionIndex);      
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
-   
- //=========================================================================== 
- // 
- //    Matrix Stack 
- // 
- //=========================================================================== 
-   
- typedef interface ID3DXMatrixStack ID3DXMatrixStack; 
- typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; 
-   
- // {C7885BA7-F990-4fe7-922D-8515E477DD85} 
- DEFINE_GUID(IID_ID3DXMatrixStack,  
- 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); 
-   
-   
- #undef INTERFACE 
- #define INTERFACE ID3DXMatrixStack 
-   
- DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) 
- { 
-     // 
-     // IUnknown methods 
-     // 
-     STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; 
-     STDMETHOD_(ULONG,AddRef)(THIS) PURE; 
-     STDMETHOD_(ULONG,Release)(THIS) PURE; 
-   
-     // 
-     // ID3DXMatrixStack methods 
-     // 
-   
-     // Pops the top of the stack, returns the current top 
-     // *after* popping the top. 
-     STDMETHOD(Pop)(THIS) PURE; 
-   
-     // Pushes the stack by one, duplicating the current matrix. 
-     STDMETHOD(Push)(THIS) PURE; 
-   
-     // Loads identity in the current matrix. 
-     STDMETHOD(LoadIdentity)(THIS) PURE; 
-   
-     // Loads the given matrix into the current matrix 
-     STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; 
-   
-     // Right-Multiplies the given matrix to the current matrix. 
-     // (transformation is about the current world origin) 
-     STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; 
-   
-     // Left-Multiplies the given matrix to the current matrix 
-     // (transformation is about the local origin of the object) 
-     STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; 
-   
-     // Right multiply the current matrix with the computed rotation 
-     // matrix, counterclockwise about the given axis with the given angle. 
-     // (rotation is about the current world origin) 
-     STDMETHOD(RotateAxis) 
-         (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; 
-   
-     // Left multiply the current matrix with the computed rotation 
-     // matrix, counterclockwise about the given axis with the given angle. 
-     // (rotation is about the local origin of the object) 
-     STDMETHOD(RotateAxisLocal) 
-         (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; 
-   
-     // Right multiply the current matrix with the computed rotation 
-     // matrix. All angles are counterclockwise. (rotation is about the 
-     // current world origin) 
-   
-     // The rotation is composed of a yaw around the Y axis, a pitch around 
-     // the X axis, and a roll around the Z axis. 
-     STDMETHOD(RotateYawPitchRoll) 
-         (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; 
-   
-     // Left multiply the current matrix with the computed rotation 
-     // matrix. All angles are counterclockwise. (rotation is about the 
-     // local origin of the object) 
-   
-     // The rotation is composed of a yaw around the Y axis, a pitch around 
-     // the X axis, and a roll around the Z axis. 
-     STDMETHOD(RotateYawPitchRollLocal) 
-         (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; 
-   
-     // Right multiply the current matrix with the computed scale 
-     // matrix. (transformation is about the current world origin) 
-     STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; 
-   
-     // Left multiply the current matrix with the computed scale 
-     // matrix. (transformation is about the local origin of the object) 
-     STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; 
-   
-     // Right multiply the current matrix with the computed translation 
-     // matrix. (transformation is about the current world origin) 
-     STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; 
-   
-     // Left multiply the current matrix with the computed translation 
-     // matrix. (transformation is about the local origin of the object) 
-     STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; 
-   
-     // Obtain the current matrix at the top of the stack 
-     STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; 
- }; 
-   
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- HRESULT WINAPI  
-     D3DXCreateMatrixStack(  
-         DWORD               Flags,  
-         LPD3DXMATRIXSTACK*  ppStack); 
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
- //=========================================================================== 
- // 
- //  Spherical Harmonic Runtime Routines 
- // 
- // NOTE: 
- //  * Most of these functions can take the same object as in and out parameters. 
- //    The exceptions are the rotation functions.   
- // 
- //  * Out parameters are typically also returned as return values, so that 
- //    the output of one function may be used as a parameter to another. 
- // 
- //============================================================================ 
-   
-   
- // non-inline 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- //============================================================================ 
- // 
- //  Basic Spherical Harmonic math routines 
- // 
- //============================================================================ 
-   
- #define D3DXSH_MINORDER 2 
- #define D3DXSH_MAXORDER 6 
-   
- //============================================================================ 
- // 
- //  D3DXSHEvalDirection: 
- //  -------------------- 
- //  Evaluates the Spherical Harmonic basis functions 
- // 
- //  Parameters: 
- //   pOut 
- //      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
- //      This is the pointer that is returned. 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pDir 
- //      Direction to evaluate in - assumed to be normalized 
- // 
- //============================================================================ 
-   
- FLOAT* WINAPI D3DXSHEvalDirection 
-     (  FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir ); 
-      
- //============================================================================ 
- // 
- //  D3DXSHRotate: 
- //  -------------------- 
- //  Rotates SH vector by a rotation matrix 
- // 
- //  Parameters: 
- //   pOut 
- //      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
- //      This is the pointer that is returned (should not alias with pIn.) 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pMatrix 
- //      Matrix used for rotation - rotation sub matrix should be orthogonal 
- //      and have a unit determinant. 
- //   pIn 
- //      Input SH coeffs (rotated), incorect results if this is also output. 
- // 
- //============================================================================ 
-   
- FLOAT* WINAPI D3DXSHRotate 
-     ( FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn ); 
-      
- //============================================================================ 
- // 
- //  D3DXSHRotateZ: 
- //  -------------------- 
- //  Rotates the SH vector in the Z axis by an angle 
- // 
- //  Parameters: 
- //   pOut 
- //      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
- //      This is the pointer that is returned (should not alias with pIn.) 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   Angle 
- //      Angle in radians to rotate around the Z axis. 
- //   pIn 
- //      Input SH coeffs (rotated), incorect results if this is also output. 
- // 
- //============================================================================ 
-   
-   
- FLOAT* WINAPI D3DXSHRotateZ 
-     ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn ); 
-      
- //============================================================================ 
- // 
- //  D3DXSHAdd: 
- //  -------------------- 
- //  Adds two SH vectors, pOut[i] = pA[i] + pB[i]; 
- // 
- //  Parameters: 
- //   pOut 
- //      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
- //      This is the pointer that is returned. 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pA 
- //      Input SH coeffs. 
- //   pB 
- //      Input SH coeffs (second vector.) 
- // 
- //============================================================================ 
-   
- FLOAT* WINAPI D3DXSHAdd 
-     ( FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); 
-   
- //============================================================================ 
- // 
- //  D3DXSHScale: 
- //  -------------------- 
- //  Adds two SH vectors, pOut[i] = pA[i]*Scale; 
- // 
- //  Parameters: 
- //   pOut 
- //      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
- //      This is the pointer that is returned. 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pIn 
- //      Input SH coeffs. 
- //   Scale 
- //      Scale factor. 
- // 
- //============================================================================ 
-   
- FLOAT* WINAPI D3DXSHScale 
-     ( FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale ); 
-      
- //============================================================================ 
- // 
- //  D3DXSHDot: 
- //  -------------------- 
- //  Computes the dot product of two SH vectors 
- // 
- //  Parameters: 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pA 
- //      Input SH coeffs. 
- //   pB 
- //      Second set of input SH coeffs. 
- // 
- //============================================================================ 
-   
- FLOAT WINAPI D3DXSHDot 
-     ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); 
-   
- //============================================================================ 
- // 
- //  D3DXSHMultiply[O]: 
- //  -------------------- 
- //  Computes the product of two functions represented using SH (f and g), where: 
- //  pOut[i] = int(y_i(s) * f(s) * g(s)), where y_i(s) is the ith SH basis 
- //  function, f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)).  The order O 
- //  determines the lengths of the arrays, where there should always be O^2  
- //  coefficients.  In general the product of two SH functions of order O generates 
- //  and SH function of order 2*O - 1, but we truncate the result.  This means 
- //  that the product commutes (f*g == g*f) but doesn't associate  
- //  (f*(g*h) != (f*g)*h. 
- // 
- //  Parameters: 
- //   pOut 
- //      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
- //      This is the pointer that is returned. 
- //   pF 
- //      Input SH coeffs for first function. 
- //   pG 
- //      Second set of input SH coeffs. 
- // 
- //============================================================================ 
-   
- FLOAT* WINAPI D3DXSHMultiply2( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); 
- FLOAT* WINAPI D3DXSHMultiply3( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); 
- FLOAT* WINAPI D3DXSHMultiply4( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); 
- FLOAT* WINAPI D3DXSHMultiply5( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); 
- FLOAT* WINAPI D3DXSHMultiply6( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); 
-   
-   
- //============================================================================ 
- // 
- //  Basic Spherical Harmonic lighting routines 
- // 
- //============================================================================ 
-   
- //============================================================================ 
- // 
- //  D3DXSHEvalDirectionalLight: 
- //  -------------------- 
- //  Evaluates a directional light and returns spectral SH data.  The output  
- //  vector is computed so that if the intensity of R/G/B is unit the resulting 
- //  exit radiance of a point directly under the light on a diffuse object with 
- //  an albedo of 1 would be 1.0.  This will compute 3 spectral samples, pROut 
- //  has to be specified, while pGout and pBout are optional. 
- // 
- //  Parameters: 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pDir 
- //      Direction light is coming from (assumed to be normalized.) 
- //   RIntensity 
- //      Red intensity of light. 
- //   GIntensity 
- //      Green intensity of light. 
- //   BIntensity 
- //      Blue intensity of light. 
- //   pROut 
- //      Output SH vector for Red. 
- //   pGOut 
- //      Output SH vector for Green (optional.) 
- //   pBOut 
- //      Output SH vector for Blue (optional.)         
- // 
- //============================================================================ 
-   
- HRESULT WINAPI D3DXSHEvalDirectionalLight 
-     ( UINT Order, CONST D3DXVECTOR3 *pDir,  
-       FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, 
-       FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
-   
- //============================================================================ 
- // 
- //  D3DXSHEvalSphericalLight: 
- //  -------------------- 
- //  Evaluates a spherical light and returns spectral SH data.  There is no  
- //  normalization of the intensity of the light like there is for directional 
- //  lights, care has to be taken when specifiying the intensities.  This will  
- //  compute 3 spectral samples, pROut has to be specified, while pGout and  
- //  pBout are optional. 
- // 
- //  Parameters: 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pPos 
- //      Position of light - reciever is assumed to be at the origin. 
- //   Radius 
- //      Radius of the spherical light source. 
- //   RIntensity 
- //      Red intensity of light. 
- //   GIntensity 
- //      Green intensity of light. 
- //   BIntensity 
- //      Blue intensity of light. 
- //   pROut 
- //      Output SH vector for Red. 
- //   pGOut 
- //      Output SH vector for Green (optional.) 
- //   pBOut 
- //      Output SH vector for Blue (optional.)         
- // 
- //============================================================================ 
-   
- HRESULT WINAPI D3DXSHEvalSphericalLight 
-     ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, 
-       FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, 
-       FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
-   
- //============================================================================ 
- // 
- //  D3DXSHEvalConeLight: 
- //  -------------------- 
- //  Evaluates a light that is a cone of constant intensity and returns spectral 
- //  SH data.  The output vector is computed so that if the intensity of R/G/B is 
- //  unit the resulting exit radiance of a point directly under the light oriented 
- //  in the cone direction on a diffuse object with an albedo of 1 would be 1.0. 
- //  This will compute 3 spectral samples, pROut has to be specified, while pGout 
- //  and pBout are optional. 
- // 
- //  Parameters: 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pDir 
- //      Direction light is coming from (assumed to be normalized.) 
- //   Radius 
- //      Radius of cone in radians. 
- //   RIntensity 
- //      Red intensity of light. 
- //   GIntensity 
- //      Green intensity of light. 
- //   BIntensity 
- //      Blue intensity of light. 
- //   pROut 
- //      Output SH vector for Red. 
- //   pGOut 
- //      Output SH vector for Green (optional.) 
- //   pBOut 
- //      Output SH vector for Blue (optional.)         
- // 
- //============================================================================ 
-   
- HRESULT WINAPI D3DXSHEvalConeLight 
-     ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, 
-       FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, 
-       FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
-        
- //============================================================================ 
- // 
- //  D3DXSHEvalHemisphereLight: 
- //  -------------------- 
- //  Evaluates a light that is a linear interpolant between two colors over the 
- //  sphere.  The interpolant is linear along the axis of the two points, not 
- //  over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in 
- //  Z, not in the azimuthal angle.)  The resulting spherical lighting function 
- //  is normalized so that a point on a perfectly diffuse surface with no 
- //  shadowing and a normal pointed in the direction pDir would result in exit 
- //  radiance with a value of 1 if the top color was white and the bottom color 
- //  was black.  This is a very simple model where Top represents the intensity  
- //  of the "sky" and Bottom represents the intensity of the "ground". 
- // 
- //  Parameters: 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pDir 
- //      Axis of the hemisphere. 
- //   Top 
- //      Color of the upper hemisphere. 
- //   Bottom 
- //      Color of the lower hemisphere. 
- //   pROut 
- //      Output SH vector for Red. 
- //   pGOut 
- //      Output SH vector for Green 
- //   pBOut 
- //      Output SH vector for Blue         
- // 
- //============================================================================ 
-   
- HRESULT WINAPI D3DXSHEvalHemisphereLight 
-     ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, 
-       FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
-   
- //============================================================================ 
- // 
- //  Basic Spherical Harmonic projection routines 
- // 
- //============================================================================ 
-   
- //============================================================================ 
- // 
- //  D3DXSHProjectCubeMap: 
- //  -------------------- 
- //  Projects a function represented on a cube map into spherical harmonics. 
- // 
- //  Parameters: 
- //   Order 
- //      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
- //   pCubeMap 
- //      CubeMap that is going to be projected into spherical harmonics 
- //   pROut 
- //      Output SH vector for Red. 
- //   pGOut 
- //      Output SH vector for Green 
- //   pBOut 
- //      Output SH vector for Blue         
- // 
- //============================================================================ 
-   
- HRESULT WINAPI D3DXSHProjectCubeMap 
-     ( UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap, 
-       FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
-   
-   
- #ifdef __cplusplus 
- } 
- #endif 
-   
-   
- #include "d3dx9math.inl" 
-   
- #if _MSC_VER >= 1200 
- #pragma warning(pop) 
- #else 
- #pragma warning(default:4201) 
- #endif 
-   
- #endif // __D3DX9MATH_H__ 
-   
-