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- //////////////////////////////////////////////////////////////////////////////
- //
- // Copyright (C) Microsoft Corporation. All Rights Reserved.
- //
- // File: D3DX10math.h
- // Content: D3DX10 math types and functions
- //
- //////////////////////////////////////////////////////////////////////////////
- #include "D3DX10.h"
- // D3DX10 and D3DX9 math look the same. You can include either one into your project.
- // We are intentionally using the header define from D3DX9 math to prevent double-inclusion.
- #ifndef __D3DX9MATH_H__
- #define __D3DX9MATH_H__
- #include <math.h>
- #if _MSC_VER >= 1200
- #pragma warning(push)
- #endif
- #pragma warning(disable:4201) // anonymous unions warning
- //===========================================================================
- //
- // Type definitions from D3D9
- //
- //===========================================================================
- #ifndef D3DVECTOR_DEFINED
- typedef struct _D3DVECTOR {
- float x;
- float y;
- float z;
- } D3DVECTOR;
- #define D3DVECTOR_DEFINED
- #endif
- #ifndef D3DMATRIX_DEFINED
- typedef struct _D3DMATRIX {
- union {
- struct {
- float _11, _12, _13, _14;
- float _21, _22, _23, _24;
- float _31, _32, _33, _34;
- float _41, _42, _43, _44;
- };
- float m[4][4];
- };
- } D3DMATRIX;
- #define D3DMATRIX_DEFINED
- #endif
- //===========================================================================
- //
- // General purpose utilities
- //
- //===========================================================================
- #define D3DX_PI (3.14159265358979323846)
- #define D3DX_1BYPI ( 1.0 / D3DX_PI )
- #define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0))
- #define D3DXToDegree( radian ) ((radian) * (180.0 / 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
- #define D3DX_16F_SIGN_MASK 0x8000
- #define D3DX_16F_EXP_MASK 0x7C00
- #define D3DX_16F_FRAC_MASK 0x03FF
- 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( UINT argb );
- D3DXCOLOR( CONST FLOAT * );
- D3DXCOLOR( CONST D3DXFLOAT16 * );
- D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a );
- // casting
- operator UINT () const;
- operator FLOAT* ();
- operator CONST FLOAT* () 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
- ( __out_ecount(n) FLOAT *pOut, __in_ecount(n) 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 D3D10_VIEWPORT *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 D3D10_VIEWPORT *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 D3D10_VIEWPORT *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 D3D10_VIEWPORT *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(
- UINT Flags,
- LPD3DXMATRIXSTACK* ppStack);
- #ifdef __cplusplus
- }
- #endif
- // 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
- ( __out_ecount(Order*Order) 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
- ( __out_ecount(Order*Order) 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
- ( __out_ecount(Order*Order) 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.
- //
- //============================================================================
- __out_ecount(4) FLOAT* WINAPI D3DXSHMultiply2(__out_ecount(4) FLOAT *pOut,__in_ecount(4) CONST FLOAT *pF,__in_ecount(4) CONST FLOAT *pG);
- __out_ecount(9) FLOAT* WINAPI D3DXSHMultiply3(__out_ecount(9) FLOAT *pOut,__in_ecount(9) CONST FLOAT *pF,__in_ecount(9) CONST FLOAT *pG);
- __out_ecount(16) FLOAT* WINAPI D3DXSHMultiply4(__out_ecount(16) FLOAT *pOut,__in_ecount(16) CONST FLOAT *pF,__in_ecount(16) CONST FLOAT *pG);
- __out_ecount(25) FLOAT* WINAPI D3DXSHMultiply5(__out_ecount(25) FLOAT *pOut,__in_ecount(25) CONST FLOAT *pF,__in_ecount(25) CONST FLOAT *pG);
- __out_ecount(36) FLOAT* WINAPI D3DXSHMultiply6(__out_ecount(36) FLOAT *pOut,__in_ecount(36) CONST FLOAT *pF,__in_ecount(36) 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,
- __out_ecount_opt(Order*Order) FLOAT *pROut,
- __out_ecount_opt(Order*Order) FLOAT *pGOut,
- __out_ecount_opt(Order*Order) 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,
- __out_ecount_opt(Order*Order) FLOAT *pROut,
- __out_ecount_opt(Order*Order) FLOAT *pGOut,
- __out_ecount_opt(Order*Order) 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,
- __out_ecount_opt(Order*Order) FLOAT *pROut,
- __out_ecount_opt(Order*Order) FLOAT *pGOut,
- __out_ecount_opt(Order*Order) 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,
- __out_ecount_opt(Order*Order) FLOAT *pROut,
- __out_ecount_opt(Order*Order) FLOAT *pGOut,
- __out_ecount_opt(Order*Order) FLOAT *pBOut );
- // Math intersection functions
- BOOL WINAPI D3DXIntersectTri
- (
- CONST D3DXVECTOR3 *p0, // Triangle vertex 0 position
- CONST D3DXVECTOR3 *p1, // Triangle vertex 1 position
- CONST D3DXVECTOR3 *p2, // Triangle vertex 2 position
- CONST D3DXVECTOR3 *pRayPos, // Ray origin
- CONST D3DXVECTOR3 *pRayDir, // Ray direction
- FLOAT *pU, // Barycentric Hit Coordinates
- FLOAT *pV, // Barycentric Hit Coordinates
- FLOAT *pDist); // Ray-Intersection Parameter Distance
- BOOL WINAPI
- D3DXSphereBoundProbe(
- CONST D3DXVECTOR3 *pCenter,
- FLOAT Radius,
- CONST D3DXVECTOR3 *pRayPosition,
- CONST D3DXVECTOR3 *pRayDirection);
- BOOL WINAPI
- D3DXBoxBoundProbe(
- CONST D3DXVECTOR3 *pMin,
- CONST D3DXVECTOR3 *pMax,
- CONST D3DXVECTOR3 *pRayPosition,
- CONST D3DXVECTOR3 *pRayDirection);
- HRESULT WINAPI
- D3DXComputeBoundingSphere(
- CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
- DWORD NumVertices,
- DWORD dwStride, // count in bytes to subsequent position vectors
- D3DXVECTOR3 *pCenter,
- FLOAT *pRadius);
- HRESULT WINAPI
- D3DXComputeBoundingBox(
- CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
- DWORD NumVertices,
- DWORD dwStride, // count in bytes to subsequent position vectors
- D3DXVECTOR3 *pMin,
- D3DXVECTOR3 *pMax);
- ///////////////////////////////////////////////////////////////////////////
- // CPU Optimization:
- ///////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------
- // D3DX_CPU_OPTIMIZATION flags:
- // ----------------------------
- // D3DX_NOT_OPTIMIZED Use Intel Pentium optimizations
- // D3DX_3DNOW_OPTIMIZED Use AMD 3DNow optimizations
- // D3DX_SSE_OPTIMIZED Use Intel Pentium III SSE optimizations
- // D3DX_SSE2_OPTIMIZED Use Intel Pentium IV SSE2 optimizations
- //-------------------------------------------------------------------------
- typedef enum _D3DX_CPU_OPTIMIZATION
- {
- D3DX_NOT_OPTIMIZED = 0,
- D3DX_3DNOW_OPTIMIZED,
- D3DX_SSE2_OPTIMIZED,
- D3DX_SSE_OPTIMIZED
- } D3DX_CPU_OPTIMIZATION;
- //-------------------------------------------------------------------------
- // D3DXCpuOptimizations:
- // ---------------------
- // Enables or disables CPU optimizations. Returns the type of CPU, which
- // was detected, and for which optimizations exist.
- //
- // Parameters:
- // Enable
- // TRUE to enable CPU optimizations. FALSE to disable.
- //-------------------------------------------------------------------------
- D3DX_CPU_OPTIMIZATION WINAPI
- D3DXCpuOptimizations(BOOL Enable);
- #ifdef __cplusplus
- }
- #endif
- #include "D3DX10math.inl"
- #if _MSC_VER >= 1200
- #pragma warning(pop)
- #else
- #pragma warning(default:4201)
- #endif
- #endif // __D3DX9MATH_H__
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