d3dx9: Use float functions in D3DXSHRotateZ().

This commit is contained in:
Rico Schüller 2012-09-26 13:56:57 +02:00 committed by Alexandre Julliard
parent 82a800c128
commit 398eb27538

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@ -2466,38 +2466,33 @@ FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CON
return out;
}
FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in)
FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in)
{
FLOAT c1a, c2a, c3a, c4a, c5a, s1a, s2a, s3a, s4a, s5a;
TRACE("%p, %u, %f, %p)\n", out, order, angle, in);
c1a = cos( angle );
c2a = cos( 2.0f * angle );
c3a = cos( 3.0f * angle );
c4a = cos( 4.0f * angle );
c5a = cos( 5.0f * angle );
s1a = sin( angle );
s2a = sin( 2.0f * angle );
s3a = sin( 3.0f * angle );
s4a = sin( 4.0f * angle );
s5a = sin( 5.0f * angle );
TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
c1a = cosf(angle);
s1a = sinf(angle);
out[0] = in[0];
out[1] = c1a * in[1] + s1a * in[3];
out[2] = in[2];
out[3] = c1a * in[3] - s1a * in[1];
if ( order <= D3DXSH_MINORDER )
out[3] = c1a * in[3] - s1a * in[1];
if (order <= D3DXSH_MINORDER)
return out;
c2a = cosf(2.0f * angle);
s2a = sinf(2.0f * angle);
out[4] = c2a * in[4] + s2a * in[8];
out[5] = c1a * in[5] + s1a * in[7];
out[6] = in[6];
out[7] = c1a * in[7] - s1a * in[5];
out[8] = c2a * in[8] - s2a * in[4];
if ( order == 3 )
if (order == 3)
return out;
c3a = cosf(3.0f * angle);
s3a = sinf(3.0f * angle);
out[9] = c3a * in[9] + s3a * in[15];
out[10] = c2a * in[10] + s2a * in[14];
out[11] = c1a * in[11] + s1a * in[13];
@ -2505,9 +2500,11 @@ FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in
out[13] = c1a * in[13] - s1a * in[11];
out[14] = c2a * in[14] - s2a * in[10];
out[15] = c3a * in[15] - s3a * in[9];
if ( order == 4 )
if (order == 4)
return out;
c4a = cosf(4.0f * angle);
s4a = sinf(4.0f * angle);
out[16] = c4a * in[16] + s4a * in[24];
out[17] = c3a * in[17] + s3a * in[23];
out[18] = c2a * in[18] + s2a * in[22];
@ -2517,9 +2514,11 @@ FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in
out[22] = c2a * in[22] - s2a * in[18];
out[23] = c3a * in[23] - s3a * in[17];
out[24] = c4a * in[24] - s4a * in[16];
if ( order == 5 )
if (order == 5)
return out;
c5a = cosf(5.0f * angle);
s5a = sinf(5.0f * angle);
out[25] = c5a * in[25] + s5a * in[35];
out[26] = c4a * in[26] + s4a * in[34];
out[27] = c3a * in[27] + s3a * in[33];