Commit 23d9da1e authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixPerspectiveOrthoRH.

parent 515d7101
...@@ -42,7 +42,7 @@ ...@@ -42,7 +42,7 @@
@ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long)
@ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long) @ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long)
@ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long) @ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long)
@ stub D3DXMatrixOrthoRH @ stdcall D3DXMatrixOrthoRH(ptr long long long long)
@ stub D3DXMatrixOrthoLH @ stub D3DXMatrixOrthoLH
@ stub D3DXMatrixOrthoOffCenterRH @ stub D3DXMatrixOrthoOffCenterRH
@ stub D3DXMatrixOrthoOffCenterLH @ stub D3DXMatrixOrthoOffCenterLH
......
...@@ -116,6 +116,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C ...@@ -116,6 +116,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f / w;
pout->m[1][1] = 2.0f / h;
pout->m[2][2] = 1.0f / (zn - zf);
pout->m[3][2] = zn / (zn - zf);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{ {
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
......
...@@ -222,6 +222,12 @@ static void D3DXMatrixTest(void) ...@@ -222,6 +222,12 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2); D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat); expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixOrthoRH_______________*/
D3DXMatrixIdentity(&expectedmat);
expectedmat.m[0][0] = 0.8f; expectedmat.m[1][1] = 0.270270f; expectedmat.m[2][2] = 0.151515f; expectedmat.m[3][2] = -0.484848f;
D3DXMatrixOrthoRH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixPerspectiveFovLH_______________*/ /*____________D3DXMatrixPerspectiveFovLH_______________*/
expectedmat.m[0][0] = 13.288858f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[0][0] = 13.288858f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 9.966644f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 9.966644f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
......
...@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); ...@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
......
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