wine/dlls/d3dx9_36/math.c

213 lines
6.5 KiB
C

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