Commit 77c857d8 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Allow output pointer to be equal to input pointer.

parent 3f1a7abf
......@@ -114,6 +114,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
{
int a, i, j;
D3DXMATRIX out;
D3DXVECTOR4 v, vec[3];
FLOAT det;
......@@ -135,11 +136,12 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
}
}
D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
pout->u.m[0][i] = pow(-1.0f, i) * v.x / det;
pout->u.m[1][i] = pow(-1.0f, i) * v.y / det;
pout->u.m[2][i] = pow(-1.0f, i) * v.z / det;
pout->u.m[3][i] = pow(-1.0f, i) * v.w / det;
out.u.m[0][i] = pow(-1.0f, i) * v.x / det;
out.u.m[1][i] = pow(-1.0f, i) * v.y / det;
out.u.m[2][i] = pow(-1.0f, i) * v.z / det;
out.u.m[3][i] = pow(-1.0f, i) * v.w / det;
}
*pout = out;
return pout;
}
......@@ -938,23 +940,25 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *p
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
{
D3DXPLANE out;
FLOAT norm;
norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
if ( norm )
{
pout->a = pp->a / norm;
pout->b = pp->b / norm;
pout->c = pp->c / norm;
pout->d = pp->d / norm;
out.a = pp->a / norm;
out.b = pp->b / norm;
out.c = pp->c / norm;
out.d = pp->d / norm;
}
else
{
pout->a = 0.0f;
pout->b = 0.0f;
pout->c = 0.0f;
pout->d = 0.0f;
out.a = 0.0f;
out.b = 0.0f;
out.c = 0.0f;
out.d = 0.0f;
}
*pout = out;
return pout;
}
......@@ -1062,23 +1066,25 @@ D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQU
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
{
D3DXQUATERNION out;
FLOAT norm;
norm = D3DXQuaternionLength(pq);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
pout->w = 0.0f;
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
out.w = 0.0f;
}
else
{
pout->x = pq->x / norm;
pout->y = pq->y / norm;
pout->z = pq->z / norm;
pout->w = pq->w / norm;
out.x = pq->x / norm;
out.y = pq->y / norm;
out.z = pq->z / norm;
out.w = pq->w / norm;
}
*pout=out;
return pout;
}
......@@ -1229,19 +1235,21 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
{
D3DXVECTOR2 out;
FLOAT norm;
norm = D3DXVec2Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
out.x = 0.0f;
out.y = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
out.x = pv->x / norm;
out.y = pv->y / norm;
}
*pout=out;
return pout;
}
......@@ -1316,35 +1324,38 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
{
D3DXVECTOR3 out;
FLOAT norm;
norm = D3DXVec3Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
out.x = pv->x / norm;
out.y = pv->y / norm;
out.z = pv->z / norm;
}
*pout = out;
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
{
D3DXMATRIX m1, m2;
D3DXVECTOR3 vec;
D3DXVECTOR3 out, vec;
D3DXMatrixMultiply(&m1, pworld, pview);
D3DXMatrixMultiply(&m2, &m1, pprojection);
D3DXVec3TransformCoord(&vec, pv, &m2);
pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
out.x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
out.y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
out.z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
*pout = out;
return pout;
}
......@@ -1359,6 +1370,7 @@ D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv,
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
D3DXVECTOR3 out;
FLOAT norm;
norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] *pv->z + pm->u.m[3][3];
......@@ -1366,16 +1378,17 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
if ( norm )
{
CONST D3DXVECTOR3 v = *pv;
pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z + pm->u.m[3][0]) / norm;
pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z + pm->u.m[3][1]) / norm;
pout->z = (pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z + pm->u.m[3][2]) / norm;
out.x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z + pm->u.m[3][0]) / norm;
out.y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z + pm->u.m[3][1]) / norm;
out.z = (pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z + pm->u.m[3][2]) / norm;
}
else
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
}
*pout = out;
return pout;
}
......@@ -1392,7 +1405,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
{
D3DXMATRIX m1, m2, m3;
D3DXVECTOR3 vec;
D3DXVECTOR3 out, vec;
D3DXMatrixMultiply(&m1, pworld, pview);
D3DXMatrixMultiply(&m2, &m1, pprojection);
......@@ -1400,7 +1413,8 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv,
vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
D3DXVec3TransformCoord(pout, &vec, &m3);
D3DXVec3TransformCoord(&out, &vec, &m3);
*pout = out;
return pout;
}
......@@ -1453,23 +1467,25 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
{
D3DXVECTOR4 out;
FLOAT norm;
norm = D3DXVec4Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
pout->w = 0.0f;
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
out.w = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
pout->w = pv->w / norm;
out.x = pv->x / norm;
out.y = pv->y / norm;
out.z = pv->z / norm;
out.w = pv->w / norm;
}
*pout = out;
return pout;
}
......
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