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213 lines
6.5 KiB
C
213 lines
6.5 KiB
C
/*
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* Mathematical operations specific to D3DX9.
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*
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* Copyright (C) 2008 Philip Nilsson
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "windef.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3dx9.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/*************************************************************************
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* D3DXPlaneTransformArray
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*/
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D3DXPLANE* WINAPI D3DXPlaneTransformArray(
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D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXPlaneTransform(
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(D3DXPLANE*)((char*)out + outstride * i),
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(CONST D3DXPLANE*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec2TransformArray
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*
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* Transform an array of vectors by a matrix.
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*/
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D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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(CONST D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec2TransformCoordArray
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*/
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
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D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformCoord(
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(D3DXVECTOR2*)((char*)out + outstride * i),
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(CONST D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec2TransformNormalArray
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*/
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
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D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
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CONST D3DXMATRIX *matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformNormal(
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(D3DXVECTOR2*)((char*)out + outstride * i),
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(CONST D3DXVECTOR2*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3ProjectArray
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*
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* Projects an array of vectors to the screen.
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*/
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D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Project(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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viewport, projection, view, world);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3TransformArray
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*/
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D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3TransformCoordArray
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*/
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformCoord(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3TransformNormalArray
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*/
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformNormal(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec3UnprojectArray
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*/
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D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Unproject(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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(CONST D3DXVECTOR3*)((const char*)in + instride * i),
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viewport, projection, view, world);
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}
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return out;
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}
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/*************************************************************************
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* D3DXVec4TransformArray
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*/
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D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec4Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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(CONST D3DXVECTOR4*)((const char*)in + instride * i),
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matrix);
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}
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return out;
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}
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