Commit 3231c01c authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3XMatrixMultiplyTranspose.

parent 43643072
...@@ -22,6 +22,7 @@ ...@@ -22,6 +22,7 @@
@ stdcall D3DXVec4Transform(ptr ptr ptr) @ stdcall D3DXVec4Transform(ptr ptr ptr)
@ stdcall D3DXMatrixfDeterminant(ptr) @ stdcall D3DXMatrixfDeterminant(ptr)
@ stdcall D3DXMatrixMultiply(ptr ptr ptr) @ stdcall D3DXMatrixMultiply(ptr ptr ptr)
@ stdcall D3DXMatrixMultiplyTranspose(ptr ptr ptr)
@ stdcall D3DXMatrixTranspose(ptr ptr) @ stdcall D3DXMatrixTranspose(ptr ptr)
@ stdcall D3DXMatrixInverse(ptr ptr ptr) @ stdcall D3DXMatrixInverse(ptr ptr ptr)
@ stdcall D3DXMatrixScaling(ptr long long long) @ stdcall D3DXMatrixScaling(ptr long long long)
......
...@@ -158,6 +158,15 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C ...@@ -158,6 +158,15 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
{
D3DXMATRIX temp;
D3DXMatrixMultiply(&temp, pm1, pm2);
D3DXMatrixTranspose(pout, &temp);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{ {
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
......
...@@ -235,6 +235,14 @@ static void D3DXMatrixTest(void) ...@@ -235,6 +235,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2); D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat); expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixMultiplyTranspose____*/
expectedmat.m[0][0] = 73.0f; expectedmat.m[0][1] = 231.0f; expectedmat.m[0][2] = 239.0f; expectedmat.m[0][3] = -164.0f;
expectedmat.m[1][0] = 193.0f; expectedmat.m[1][1] = 551.0f; expectedmat.m[1][2] = 523.0f; expectedmat.m[1][3] = -320.0;
expectedmat.m[2][0] = -197.0f; expectedmat.m[2][1] = -489.0f; expectedmat.m[2][2] = -400.0f; expectedmat.m[2][3] = 187.0f;
expectedmat.m[3][0] = -77.0f; expectedmat.m[3][1] = -169.0f; expectedmat.m[3][2] = -116.0f; expectedmat.m[3][3] = 31.0f;
D3DXMatrixMultiplyTranspose(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixOrthoLH_______________*/ /*____________D3DXMatrixOrthoLH_______________*/
U(expectedmat).m[0][0] = 0.8f; U(expectedmat).m[0][1] = 0.0f; U(expectedmat).m[0][2] = 0.0f; U(expectedmat).m[0][3] = 0.0f; U(expectedmat).m[0][0] = 0.8f; U(expectedmat).m[0][1] = 0.0f; U(expectedmat).m[0][2] = 0.0f; U(expectedmat).m[0][3] = 0.0f;
U(expectedmat).m[1][0] = 0.0f; U(expectedmat).m[1][1] = 0.270270f; U(expectedmat).m[1][2] = 0.0f; U(expectedmat).m[1][3] = 0.0f; U(expectedmat).m[1][0] = 0.0f; U(expectedmat).m[1][1] = 0.270270f; U(expectedmat).m[1][2] = 0.0f; U(expectedmat).m[1][3] = 0.0f;
......
...@@ -264,6 +264,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS ...@@ -264,6 +264,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
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 D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
......
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