You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1796 lines
56 KiB
1796 lines
56 KiB
////////////////////////////////////////////////////////////////////////////// |
|
// |
|
// 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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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() = default; |
|
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__ |
|
|
|
|