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d3dx8: Implement D3DXMatrixScaling.
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e8f887dc18
commit
716862d696
4 changed files with 19 additions and 1 deletions
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@ -24,7 +24,7 @@
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@ stdcall D3DXMatrixMultiply(ptr ptr ptr)
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@ stdcall D3DXMatrixTranspose(ptr ptr)
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@ stub D3DXMatrixInverse
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@ stub D3DXMatrixScaling
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@ stdcall D3DXMatrixScaling(ptr long long long)
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@ stub D3DXMatrixTranslation
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@ stub D3DXMatrixRotationX
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@ stub D3DXMatrixRotationY
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@ -58,6 +58,15 @@ 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 D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
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{
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D3DXMatrixIdentity(pout);
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pout->m[0][0] = sx;
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pout->m[1][1] = sy;
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pout->m[2][2] = sz;
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
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{
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int i,j;
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@ -196,6 +196,14 @@ static void D3DXMatrixTest(void)
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixScaling______________*/
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expectedmat.m[0][0] = 0.69f; 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] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 4.11f; expectedmat.m[2][3] = 0.0f;
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expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f;
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D3DXMatrixScaling(&gotmat,0.69f,0.53f,4.11f);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixTranspose______________*/
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expectedmat.m[0][0] = 10.0f; expectedmat.m[0][1] = 11.0f; expectedmat.m[0][2] = 19.0f; expectedmat.m[0][3] = 2.0f;
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expectedmat.m[1][0] = 5.0; expectedmat.m[1][1] = 20.0f; expectedmat.m[1][2] = -21.0f; expectedmat.m[1][3] = 3.0f;
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@ -60,6 +60,7 @@ typedef struct D3DXCOLOR
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FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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