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d3dx8: Implement D3DXMatrixPerspectiveOrthoRH.
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515d7101ce
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23d9da1eb9
4 changed files with 18 additions and 1 deletions
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@ -42,7 +42,7 @@
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@ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long)
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@ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long)
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@ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long)
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@ stub D3DXMatrixOrthoRH
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@ stdcall D3DXMatrixOrthoRH(ptr long long long long)
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@ stub D3DXMatrixOrthoLH
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@ stub D3DXMatrixOrthoOffCenterRH
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@ stub D3DXMatrixOrthoOffCenterLH
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@ -116,6 +116,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
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{
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D3DXMatrixIdentity(pout);
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pout->m[0][0] = 2.0f / w;
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pout->m[1][1] = 2.0f / h;
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pout->m[2][2] = 1.0f / (zn - zf);
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pout->m[3][2] = zn / (zn - zf);
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
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{
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D3DXMatrixIdentity(pout);
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@ -222,6 +222,12 @@ static void D3DXMatrixTest(void)
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixOrthoRH_______________*/
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D3DXMatrixIdentity(&expectedmat);
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expectedmat.m[0][0] = 0.8f; expectedmat.m[1][1] = 0.270270f; expectedmat.m[2][2] = 0.151515f; expectedmat.m[3][2] = -0.484848f;
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D3DXMatrixOrthoRH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixPerspectiveFovLH_______________*/
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expectedmat.m[0][0] = 13.288858f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 9.966644f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
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@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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