| 1 | #undef INTERFACE |
| 2 | /* |
| 3 | * Copyright (C) 2007 David Adam |
| 4 | * Copyright (C) 2007 Tony Wasserka |
| 5 | * |
| 6 | * This library is free software; you can redistribute it and/or |
| 7 | * modify it under the terms of the GNU Lesser General Public |
| 8 | * License as published by the Free Software Foundation; either |
| 9 | * version 2.1 of the License, or (at your option) any later version. |
| 10 | * |
| 11 | * This library is distributed in the hope that it will be useful, |
| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| 14 | * Lesser General Public License for more details. |
| 15 | * |
| 16 | * You should have received a copy of the GNU Lesser General Public |
| 17 | * License along with this library; if not, write to the Free Software |
| 18 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| 19 | */ |
| 20 | |
| 21 | #include "d3dx9.h" |
| 22 | |
| 23 | #ifndef __D3DX9MATH_H__ |
| 24 | #define __D3DX9MATH_H__ |
| 25 | |
| 26 | #include <math.h> |
| 27 | |
| 28 | #define D3DX_PI ((FLOAT)3.141592654) |
| 29 | #define D3DX_1BYPI ((FLOAT)0.318309886) |
| 30 | |
| 31 | #define D3DXSH_MINORDER 2 |
| 32 | #define D3DXSH_MAXORDER 6 |
| 33 | |
| 34 | #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f)) |
| 35 | #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI)) |
| 36 | |
| 37 | typedef struct D3DXVECTOR2 |
| 38 | { |
| 39 | #ifdef __cplusplus |
| 40 | D3DXVECTOR2(); |
| 41 | D3DXVECTOR2(const FLOAT *pf); |
| 42 | D3DXVECTOR2(FLOAT fx, FLOAT fy); |
| 43 | |
| 44 | operator FLOAT* (); |
| 45 | operator const FLOAT* () const; |
| 46 | |
| 47 | D3DXVECTOR2& operator += (const D3DXVECTOR2&); |
| 48 | D3DXVECTOR2& operator -= (const D3DXVECTOR2&); |
| 49 | D3DXVECTOR2& operator *= (FLOAT); |
| 50 | D3DXVECTOR2& operator /= (FLOAT); |
| 51 | |
| 52 | D3DXVECTOR2 operator + () const; |
| 53 | D3DXVECTOR2 operator - () const; |
| 54 | |
| 55 | D3DXVECTOR2 operator + (const D3DXVECTOR2&) const; |
| 56 | D3DXVECTOR2 operator - (const D3DXVECTOR2&) const; |
| 57 | D3DXVECTOR2 operator * (FLOAT) const; |
| 58 | D3DXVECTOR2 operator / (FLOAT) const; |
| 59 | |
| 60 | friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&); |
| 61 | |
| 62 | WINBOOL operator == (const D3DXVECTOR2&) const; |
| 63 | WINBOOL operator != (const D3DXVECTOR2&) const; |
| 64 | #endif /* __cplusplus */ |
| 65 | FLOAT x, y; |
| 66 | } D3DXVECTOR2, *LPD3DXVECTOR2; |
| 67 | |
| 68 | #ifdef __cplusplus |
| 69 | typedef struct D3DXVECTOR3 : public D3DVECTOR |
| 70 | { |
| 71 | D3DXVECTOR3(); |
| 72 | D3DXVECTOR3(const FLOAT *pf); |
| 73 | D3DXVECTOR3(const D3DVECTOR& v); |
| 74 | D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz); |
| 75 | |
| 76 | operator FLOAT* (); |
| 77 | operator const FLOAT* () const; |
| 78 | |
| 79 | D3DXVECTOR3& operator += (const D3DXVECTOR3&); |
| 80 | D3DXVECTOR3& operator -= (const D3DXVECTOR3&); |
| 81 | D3DXVECTOR3& operator *= (FLOAT); |
| 82 | D3DXVECTOR3& operator /= (FLOAT); |
| 83 | |
| 84 | D3DXVECTOR3 operator + () const; |
| 85 | D3DXVECTOR3 operator - () const; |
| 86 | |
| 87 | D3DXVECTOR3 operator + (const D3DXVECTOR3&) const; |
| 88 | D3DXVECTOR3 operator - (const D3DXVECTOR3&) const; |
| 89 | D3DXVECTOR3 operator * (FLOAT) const; |
| 90 | D3DXVECTOR3 operator / (FLOAT) const; |
| 91 | |
| 92 | friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&); |
| 93 | |
| 94 | WINBOOL operator == (const D3DXVECTOR3&) const; |
| 95 | WINBOOL operator != (const D3DXVECTOR3&) const; |
| 96 | } D3DXVECTOR3, *LPD3DXVECTOR3; |
| 97 | #else /* !__cplusplus */ |
| 98 | typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; |
| 99 | #endif /* !__cplusplus */ |
| 100 | |
| 101 | typedef struct D3DXVECTOR4 |
| 102 | { |
| 103 | #ifdef __cplusplus |
| 104 | D3DXVECTOR4(); |
| 105 | D3DXVECTOR4(const FLOAT *pf); |
| 106 | D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw); |
| 107 | |
| 108 | operator FLOAT* (); |
| 109 | operator const FLOAT* () const; |
| 110 | |
| 111 | D3DXVECTOR4& operator += (const D3DXVECTOR4&); |
| 112 | D3DXVECTOR4& operator -= (const D3DXVECTOR4&); |
| 113 | D3DXVECTOR4& operator *= (FLOAT); |
| 114 | D3DXVECTOR4& operator /= (FLOAT); |
| 115 | |
| 116 | D3DXVECTOR4 operator + () const; |
| 117 | D3DXVECTOR4 operator - () const; |
| 118 | |
| 119 | D3DXVECTOR4 operator + (const D3DXVECTOR4&) const; |
| 120 | D3DXVECTOR4 operator - (const D3DXVECTOR4&) const; |
| 121 | D3DXVECTOR4 operator * (FLOAT) const; |
| 122 | D3DXVECTOR4 operator / (FLOAT) const; |
| 123 | |
| 124 | friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&); |
| 125 | |
| 126 | WINBOOL operator == (const D3DXVECTOR4&) const; |
| 127 | WINBOOL operator != (const D3DXVECTOR4&) const; |
| 128 | #endif /* __cplusplus */ |
| 129 | FLOAT x, y, z, w; |
| 130 | } D3DXVECTOR4, *LPD3DXVECTOR4; |
| 131 | |
| 132 | #ifdef __cplusplus |
| 133 | typedef struct D3DXMATRIX : public D3DMATRIX |
| 134 | { |
| 135 | D3DXMATRIX(); |
| 136 | D3DXMATRIX(const FLOAT *pf); |
| 137 | D3DXMATRIX(const D3DMATRIX& mat); |
| 138 | D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, |
| 139 | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, |
| 140 | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, |
| 141 | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44); |
| 142 | |
| 143 | FLOAT& operator () (UINT row, UINT col); |
| 144 | FLOAT operator () (UINT row, UINT col) const; |
| 145 | |
| 146 | operator FLOAT* (); |
| 147 | operator const FLOAT* () const; |
| 148 | |
| 149 | D3DXMATRIX& operator *= (const D3DXMATRIX&); |
| 150 | D3DXMATRIX& operator += (const D3DXMATRIX&); |
| 151 | D3DXMATRIX& operator -= (const D3DXMATRIX&); |
| 152 | D3DXMATRIX& operator *= (FLOAT); |
| 153 | D3DXMATRIX& operator /= (FLOAT); |
| 154 | |
| 155 | D3DXMATRIX operator + () const; |
| 156 | D3DXMATRIX operator - () const; |
| 157 | |
| 158 | D3DXMATRIX operator * (const D3DXMATRIX&) const; |
| 159 | D3DXMATRIX operator + (const D3DXMATRIX&) const; |
| 160 | D3DXMATRIX operator - (const D3DXMATRIX&) const; |
| 161 | D3DXMATRIX operator * (FLOAT) const; |
| 162 | D3DXMATRIX operator / (FLOAT) const; |
| 163 | |
| 164 | friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&); |
| 165 | |
| 166 | WINBOOL operator == (const D3DXMATRIX&) const; |
| 167 | WINBOOL operator != (const D3DXMATRIX&) const; |
| 168 | } D3DXMATRIX, *LPD3DXMATRIX; |
| 169 | #else /* !__cplusplus */ |
| 170 | typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; |
| 171 | #endif /* !__cplusplus */ |
| 172 | |
| 173 | typedef struct D3DXQUATERNION |
| 174 | { |
| 175 | #ifdef __cplusplus |
| 176 | D3DXQUATERNION(); |
| 177 | D3DXQUATERNION(const FLOAT *pf); |
| 178 | D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw); |
| 179 | |
| 180 | operator FLOAT* (); |
| 181 | operator const FLOAT* () const; |
| 182 | |
| 183 | D3DXQUATERNION& operator += (const D3DXQUATERNION&); |
| 184 | D3DXQUATERNION& operator -= (const D3DXQUATERNION&); |
| 185 | D3DXQUATERNION& operator *= (const D3DXQUATERNION&); |
| 186 | D3DXQUATERNION& operator *= (FLOAT); |
| 187 | D3DXQUATERNION& operator /= (FLOAT); |
| 188 | |
| 189 | D3DXQUATERNION operator + () const; |
| 190 | D3DXQUATERNION operator - () const; |
| 191 | |
| 192 | D3DXQUATERNION operator + (const D3DXQUATERNION&) const; |
| 193 | D3DXQUATERNION operator - (const D3DXQUATERNION&) const; |
| 194 | D3DXQUATERNION operator * (const D3DXQUATERNION&) const; |
| 195 | D3DXQUATERNION operator * (FLOAT) const; |
| 196 | D3DXQUATERNION operator / (FLOAT) const; |
| 197 | |
| 198 | friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&); |
| 199 | |
| 200 | WINBOOL operator == (const D3DXQUATERNION&) const; |
| 201 | WINBOOL operator != (const D3DXQUATERNION&) const; |
| 202 | #endif /* __cplusplus */ |
| 203 | FLOAT x, y, z, w; |
| 204 | } D3DXQUATERNION, *LPD3DXQUATERNION; |
| 205 | |
| 206 | typedef struct D3DXPLANE |
| 207 | { |
| 208 | #ifdef __cplusplus |
| 209 | D3DXPLANE(); |
| 210 | D3DXPLANE(const FLOAT *pf); |
| 211 | D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd); |
| 212 | |
| 213 | operator FLOAT* (); |
| 214 | operator const FLOAT* () const; |
| 215 | |
| 216 | D3DXPLANE operator + () const; |
| 217 | D3DXPLANE operator - () const; |
| 218 | |
| 219 | WINBOOL operator == (const D3DXPLANE&) const; |
| 220 | WINBOOL operator != (const D3DXPLANE&) const; |
| 221 | #endif /* __cplusplus */ |
| 222 | FLOAT a, b, c, d; |
| 223 | } D3DXPLANE, *LPD3DXPLANE; |
| 224 | |
| 225 | typedef struct D3DXCOLOR |
| 226 | { |
| 227 | #ifdef __cplusplus |
| 228 | D3DXCOLOR(); |
| 229 | D3DXCOLOR(DWORD col); |
| 230 | D3DXCOLOR(const FLOAT *pf); |
| 231 | D3DXCOLOR(const D3DCOLORVALUE& col); |
| 232 | D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa); |
| 233 | |
| 234 | operator DWORD () const; |
| 235 | |
| 236 | operator FLOAT* (); |
| 237 | operator const FLOAT* () const; |
| 238 | |
| 239 | operator D3DCOLORVALUE* (); |
| 240 | operator const D3DCOLORVALUE* () const; |
| 241 | |
| 242 | operator D3DCOLORVALUE& (); |
| 243 | operator const D3DCOLORVALUE& () const; |
| 244 | |
| 245 | D3DXCOLOR& operator += (const D3DXCOLOR&); |
| 246 | D3DXCOLOR& operator -= (const D3DXCOLOR&); |
| 247 | D3DXCOLOR& operator *= (FLOAT); |
| 248 | D3DXCOLOR& operator /= (FLOAT); |
| 249 | |
| 250 | D3DXCOLOR operator + () const; |
| 251 | D3DXCOLOR operator - () const; |
| 252 | |
| 253 | D3DXCOLOR operator + (const D3DXCOLOR&) const; |
| 254 | D3DXCOLOR operator - (const D3DXCOLOR&) const; |
| 255 | D3DXCOLOR operator * (FLOAT) const; |
| 256 | D3DXCOLOR operator / (FLOAT) const; |
| 257 | |
| 258 | friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&); |
| 259 | |
| 260 | WINBOOL operator == (const D3DXCOLOR&) const; |
| 261 | WINBOOL operator != (const D3DXCOLOR&) const; |
| 262 | #endif /* __cplusplus */ |
| 263 | FLOAT r, g, b, a; |
| 264 | } D3DXCOLOR, *LPD3DXCOLOR; |
| 265 | |
| 266 | typedef struct D3DXFLOAT16 |
| 267 | { |
| 268 | #ifdef __cplusplus |
| 269 | D3DXFLOAT16(); |
| 270 | D3DXFLOAT16(FLOAT f); |
| 271 | D3DXFLOAT16(const D3DXFLOAT16 &f); |
| 272 | |
| 273 | operator FLOAT (); |
| 274 | |
| 275 | WINBOOL operator == (const D3DXFLOAT16 &) const; |
| 276 | WINBOOL operator != (const D3DXFLOAT16 &) const; |
| 277 | #endif /* __cplusplus */ |
| 278 | WORD value; |
| 279 | } D3DXFLOAT16, *LPD3DXFLOAT16; |
| 280 | |
| 281 | #ifdef __cplusplus |
| 282 | extern "C" { |
| 283 | #endif |
| 284 | |
| 285 | D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s); |
| 286 | D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s); |
| 287 | |
| 288 | FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex); |
| 289 | |
| 290 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation, |
| 291 | const D3DXVECTOR3 *translation); |
| 292 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, |
| 293 | const D3DXVECTOR2 *ptranslation); |
| 294 | HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm); |
| 295 | FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm); |
| 296 | D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm); |
| 297 | D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup); |
| 298 | D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup); |
| 299 | D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2); |
| 300 | D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2); |
| 301 | D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); |
| 302 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); |
| 303 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); |
| 304 | D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); |
| 305 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); |
| 306 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); |
| 307 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); |
| 308 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); |
| 309 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); |
| 310 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); |
| 311 | D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane); |
| 312 | D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle); |
| 313 | D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq); |
| 314 | D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle); |
| 315 | D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle); |
| 316 | D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); |
| 317 | D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle); |
| 318 | D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz); |
| 319 | D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane); |
| 320 | D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, |
| 321 | const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation); |
| 322 | D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, |
| 323 | const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation); |
| 324 | D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z); |
| 325 | D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm); |
| 326 | |
| 327 | D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal); |
| 328 | D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3); |
| 329 | D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2); |
| 330 | D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp); |
| 331 | D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm); |
| 332 | D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n); |
| 333 | |
| 334 | D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g); |
| 335 | D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 336 | D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 337 | D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 338 | D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2); |
| 339 | D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 340 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle); |
| 341 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm); |
| 342 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); |
| 343 | D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t); |
| 344 | D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, |
| 345 | const D3DXQUATERNION *pq4, FLOAT t); |
| 346 | void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, |
| 347 | const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3); |
| 348 | void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle); |
| 349 | |
| 350 | D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g); |
| 351 | D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s); |
| 352 | D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s); |
| 353 | D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv); |
| 354 | D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm); |
| 355 | D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 356 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm); |
| 357 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 358 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm); |
| 359 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 360 | |
| 361 | D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g); |
| 362 | D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s); |
| 363 | D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s); |
| 364 | D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv); |
| 365 | D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, |
| 366 | const D3DXMATRIX *pview, const D3DXMATRIX *pworld); |
| 367 | D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, |
| 368 | const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n); |
| 369 | D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm); |
| 370 | D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 371 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm); |
| 372 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 373 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm); |
| 374 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 375 | D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, |
| 376 | const D3DXMATRIX *pview, const D3DXMATRIX *pworld); |
| 377 | D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, |
| 378 | const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n); |
| 379 | D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g); |
| 380 | D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s); |
| 381 | D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3); |
| 382 | D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s); |
| 383 | D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv); |
| 384 | D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm); |
| 385 | D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 386 | |
| 387 | D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n); |
| 388 | FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n); |
| 389 | |
| 390 | FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b); |
| 391 | FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b); |
| 392 | HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 393 | FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir); |
| 394 | HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 395 | HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 396 | HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 397 | FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b); |
| 398 | FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b); |
| 399 | FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b); |
| 400 | HRESULT WINAPI D3DXSHProjectCubeMap(UINT order, IDirect3DCubeTexture9 *texture, FLOAT *red, FLOAT *green, FLOAT *blue); |
| 401 | FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in); |
| 402 | FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in); |
| 403 | FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale); |
| 404 | |
| 405 | #ifdef __cplusplus |
| 406 | } |
| 407 | #endif |
| 408 | |
| 409 | typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; |
| 410 | |
| 411 | DEFINE_GUID(IID_ID3DXMatrixStack, |
| 412 | 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); |
| 413 | |
| 414 | #undef INTERFACE |
| 415 | #define INTERFACE ID3DXMatrixStack |
| 416 | |
| 417 | DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) |
| 418 | { |
| 419 | STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE; |
| 420 | STDMETHOD_(ULONG,AddRef)(THIS) PURE; |
| 421 | STDMETHOD_(ULONG,Release)(THIS) PURE; |
| 422 | STDMETHOD(Pop)(THIS) PURE; |
| 423 | STDMETHOD(Push)(THIS) PURE; |
| 424 | STDMETHOD(LoadIdentity)(THIS) PURE; |
| 425 | STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; |
| 426 | STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; |
| 427 | STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE; |
| 428 | STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE; |
| 429 | STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE; |
| 430 | STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
| 431 | STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
| 432 | STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
| 433 | STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
| 434 | STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; |
| 435 | STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
| 436 | STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; |
| 437 | }; |
| 438 | |
| 439 | #undef INTERFACE |
| 440 | |
| 441 | #if !defined(__cplusplus) || defined(CINTERFACE) |
| 442 | |
| 443 | #define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) |
| 444 | #define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p) |
| 445 | #define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p) |
| 446 | #define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p) |
| 447 | #define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p) |
| 448 | #define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p) |
| 449 | #define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a) |
| 450 | #define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a) |
| 451 | #define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a) |
| 452 | #define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b) |
| 453 | #define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b) |
| 454 | #define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c) |
| 455 | #define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c) |
| 456 | #define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c) |
| 457 | #define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c) |
| 458 | #define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c) |
| 459 | #define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c) |
| 460 | #define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p) |
| 461 | |
| 462 | #endif |
| 463 | |
| 464 | #ifdef __cplusplus |
| 465 | extern "C" { |
| 466 | #endif |
| 467 | |
| 468 | HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack); |
| 469 | |
| 470 | #ifdef __cplusplus |
| 471 | } |
| 472 | #endif |
| 473 | |
| 474 | #include "d3dx9math.inl" |
| 475 | |
| 476 | #endif /* __D3DX9MATH_H__ */ |