Commit 4bbe41bb authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixPerspectiveOrthoLH.

parent 23d9da1e
......@@ -43,7 +43,7 @@
@ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long)
@ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long)
@ stdcall D3DXMatrixOrthoRH(ptr long long long long)
@ stub D3DXMatrixOrthoLH
@ stdcall D3DXMatrixOrthoLH(ptr long long long long)
@ stub D3DXMatrixOrthoOffCenterRH
@ stub D3DXMatrixOrthoOffCenterLH
@ stub D3DXMatrixShadow
......
......@@ -116,6 +116,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(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 / (zf - zn);
pout->m[3][2] = zn / (zn - zf);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
......
......@@ -222,6 +222,12 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixOrthoLH_______________*/
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;
D3DXMatrixOrthoLH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f);
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;
......
......@@ -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 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 D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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 D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
......
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