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wine
wine-cw
Commits
77c857d8
Commit
77c857d8
authored
Jan 31, 2009
by
David Adam
Committed by
Alexandre Julliard
Feb 02, 2009
Browse files
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Plain Diff
d3dx8: Allow output pointer to be equal to input pointer.
parent
3f1a7abf
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Showing
1 changed file
with
66 additions
and
50 deletions
+66
-50
math.c
dlls/d3dx8/math.c
+66
-50
No files found.
dlls/d3dx8/math.c
View file @
77c857d8
...
...
@@ -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
.
0
f
,
i
)
*
v
.
x
/
det
;
pout
->
u
.
m
[
1
][
i
]
=
pow
(
-
1
.
0
f
,
i
)
*
v
.
y
/
det
;
pout
->
u
.
m
[
2
][
i
]
=
pow
(
-
1
.
0
f
,
i
)
*
v
.
z
/
det
;
pout
->
u
.
m
[
3
][
i
]
=
pow
(
-
1
.
0
f
,
i
)
*
v
.
w
/
det
;
out
.
u
.
m
[
0
][
i
]
=
pow
(
-
1
.
0
f
,
i
)
*
v
.
x
/
det
;
out
.
u
.
m
[
1
][
i
]
=
pow
(
-
1
.
0
f
,
i
)
*
v
.
y
/
det
;
out
.
u
.
m
[
2
][
i
]
=
pow
(
-
1
.
0
f
,
i
)
*
v
.
z
/
det
;
out
.
u
.
m
[
3
][
i
]
=
pow
(
-
1
.
0
f
,
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
.
0
f
;
pout
->
b
=
0
.
0
f
;
pout
->
c
=
0
.
0
f
;
pout
->
d
=
0
.
0
f
;
out
.
a
=
0
.
0
f
;
out
.
b
=
0
.
0
f
;
out
.
c
=
0
.
0
f
;
out
.
d
=
0
.
0
f
;
}
*
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
.
0
f
;
pout
->
y
=
0
.
0
f
;
pout
->
z
=
0
.
0
f
;
pout
->
w
=
0
.
0
f
;
out
.
x
=
0
.
0
f
;
out
.
y
=
0
.
0
f
;
out
.
z
=
0
.
0
f
;
out
.
w
=
0
.
0
f
;
}
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
.
0
f
;
pout
->
y
=
0
.
0
f
;
out
.
x
=
0
.
0
f
;
out
.
y
=
0
.
0
f
;
}
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
.
0
f
;
pout
->
y
=
0
.
0
f
;
pout
->
z
=
0
.
0
f
;
out
.
x
=
0
.
0
f
;
out
.
y
=
0
.
0
f
;
out
.
z
=
0
.
0
f
;
}
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
.
0
f
+
vec
.
x
)
*
pviewport
->
Width
/
2
.
0
f
;
pout
->
y
=
pviewport
->
Y
+
(
1
.
0
f
-
vec
.
y
)
*
pviewport
->
Height
/
2
.
0
f
;
pout
->
z
=
pviewport
->
MinZ
+
vec
.
z
*
(
pviewport
->
MaxZ
-
pviewport
->
MinZ
);
out
.
x
=
pviewport
->
X
+
(
1
.
0
f
+
vec
.
x
)
*
pviewport
->
Width
/
2
.
0
f
;
out
.
y
=
pviewport
->
Y
+
(
1
.
0
f
-
vec
.
y
)
*
pviewport
->
Height
/
2
.
0
f
;
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
.
0
f
;
pout
->
y
=
0
.
0
f
;
pout
->
z
=
0
.
0
f
;
out
.
x
=
0
.
0
f
;
out
.
y
=
0
.
0
f
;
out
.
z
=
0
.
0
f
;
}
*
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
.
0
f
*
(
pv
->
x
-
pviewport
->
X
)
/
pviewport
->
Width
-
1
.
0
f
;
vec
.
y
=
1
.
0
f
-
2
.
0
f
*
(
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
.
0
f
;
pout
->
y
=
0
.
0
f
;
pout
->
z
=
0
.
0
f
;
pout
->
w
=
0
.
0
f
;
out
.
x
=
0
.
0
f
;
out
.
y
=
0
.
0
f
;
out
.
z
=
0
.
0
f
;
out
.
w
=
0
.
0
f
;
}
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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