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wine
wine-winehq
Commits
5038a7d9
Commit
5038a7d9
authored
Feb 13, 2013
by
Nozomi Kodama
Committed by
Alexandre Julliard
Feb 14, 2013
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Plain Diff
d3dx9: Use const instead of CONST.
parent
88b9ae1e
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3 changed files
with
259 additions
and
250 deletions
+259
-250
math.c
dlls/d3dx9_36/math.c
+85
-85
math.c
dlls/d3dx9_36/tests/math.c
+4
-4
d3dx9math.h
include/d3dx9math.h
+170
-161
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dlls/d3dx9_36/math.c
View file @
5038a7d9
...
@@ -50,7 +50,7 @@ struct ID3DXMatrixStackImpl
...
@@ -50,7 +50,7 @@ struct ID3DXMatrixStackImpl
/*_________________D3DXColor____________________*/
/*_________________D3DXColor____________________*/
D3DXCOLOR
*
WINAPI
D3DXColorAdjustContrast
(
D3DXCOLOR
*
pout
,
CONST
D3DXCOLOR
*
pc
,
FLOAT
s
)
D3DXCOLOR
*
WINAPI
D3DXColorAdjustContrast
(
D3DXCOLOR
*
pout
,
const
D3DXCOLOR
*
pc
,
FLOAT
s
)
{
{
TRACE
(
"(%p, %p, %f)
\n
"
,
pout
,
pc
,
s
);
TRACE
(
"(%p, %p, %f)
\n
"
,
pout
,
pc
,
s
);
...
@@ -61,7 +61,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc,
...
@@ -61,7 +61,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc,
return
pout
;
return
pout
;
}
}
D3DXCOLOR
*
WINAPI
D3DXColorAdjustSaturation
(
D3DXCOLOR
*
pout
,
CONST
D3DXCOLOR
*
pc
,
FLOAT
s
)
D3DXCOLOR
*
WINAPI
D3DXColorAdjustSaturation
(
D3DXCOLOR
*
pout
,
const
D3DXCOLOR
*
pc
,
FLOAT
s
)
{
{
FLOAT
grey
;
FLOAT
grey
;
...
@@ -208,7 +208,7 @@ D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scal
...
@@ -208,7 +208,7 @@ D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scal
return
out
;
return
out
;
}
}
HRESULT
WINAPI
D3DXMatrixDecompose
(
D3DXVECTOR3
*
poutscale
,
D3DXQUATERNION
*
poutrotation
,
D3DXVECTOR3
*
pouttranslation
,
CONST
D3DXMATRIX
*
pm
)
HRESULT
WINAPI
D3DXMatrixDecompose
(
D3DXVECTOR3
*
poutscale
,
D3DXQUATERNION
*
poutrotation
,
D3DXVECTOR3
*
pouttranslation
,
const
D3DXMATRIX
*
pm
)
{
{
D3DXMATRIX
normalized
;
D3DXMATRIX
normalized
;
D3DXVECTOR3
vec
;
D3DXVECTOR3
vec
;
...
@@ -253,7 +253,7 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
...
@@ -253,7 +253,7 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
return
S_OK
;
return
S_OK
;
}
}
FLOAT
WINAPI
D3DXMatrixDeterminant
(
CONST
D3DXMATRIX
*
pm
)
FLOAT
WINAPI
D3DXMatrixDeterminant
(
const
D3DXMATRIX
*
pm
)
{
{
D3DXVECTOR4
minor
,
v1
,
v2
,
v3
;
D3DXVECTOR4
minor
,
v1
,
v2
,
v3
;
FLOAT
det
;
FLOAT
det
;
...
@@ -268,7 +268,7 @@ FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
...
@@ -268,7 +268,7 @@ FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
return
det
;
return
det
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixInverse
(
D3DXMATRIX
*
pout
,
FLOAT
*
pdeterminant
,
CONST
D3DXMATRIX
*
pm
)
D3DXMATRIX
*
WINAPI
D3DXMatrixInverse
(
D3DXMATRIX
*
pout
,
FLOAT
*
pdeterminant
,
const
D3DXMATRIX
*
pm
)
{
{
int
a
,
i
,
j
;
int
a
,
i
,
j
;
D3DXMATRIX
out
;
D3DXMATRIX
out
;
...
@@ -305,7 +305,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
...
@@ -305,7 +305,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
return
pout
;
return
pout
;
}
}
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
)
{
{
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
...
@@ -336,7 +336,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
...
@@ -336,7 +336,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
return
pout
;
return
pout
;
}
}
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
)
{
{
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
...
@@ -367,7 +367,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
...
@@ -367,7 +367,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
)
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
const
D3DXMATRIX
*
pm1
,
const
D3DXMATRIX
*
pm2
)
{
{
D3DXMATRIX
out
;
D3DXMATRIX
out
;
int
i
,
j
;
int
i
,
j
;
...
@@ -386,7 +386,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
...
@@ -386,7 +386,7 @@ 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
*
WINAPI
D3DXMatrixMultiplyTranspose
(
D3DXMATRIX
*
pout
,
const
D3DXMATRIX
*
pm1
,
const
D3DXMATRIX
*
pm2
)
{
{
TRACE
(
"%p, %p, %p)
\n
"
,
pout
,
pm1
,
pm2
);
TRACE
(
"%p, %p, %p)
\n
"
,
pout
,
pm1
,
pm2
);
...
@@ -535,7 +535,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
...
@@ -535,7 +535,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixReflect
(
D3DXMATRIX
*
pout
,
CONST
D3DXPLANE
*
pplane
)
D3DXMATRIX
*
WINAPI
D3DXMatrixReflect
(
D3DXMATRIX
*
pout
,
const
D3DXPLANE
*
pplane
)
{
{
D3DXPLANE
Nplane
;
D3DXPLANE
Nplane
;
...
@@ -590,7 +590,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v
...
@@ -590,7 +590,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v
return
out
;
return
out
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
CONST
D3DXQUATERNION
*
pq
)
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
const
D3DXQUATERNION
*
pq
)
{
{
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pq
);
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pq
);
...
@@ -687,7 +687,7 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
...
@@ -687,7 +687,7 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixShadow
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR4
*
plight
,
CONST
D3DXPLANE
*
pplane
)
D3DXMATRIX
*
WINAPI
D3DXMatrixShadow
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR4
*
plight
,
const
D3DXPLANE
*
pplane
)
{
{
D3DXPLANE
Nplane
;
D3DXPLANE
Nplane
;
FLOAT
dot
;
FLOAT
dot
;
...
@@ -715,7 +715,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight,
...
@@ -715,7 +715,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight,
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
pscalingcenter
,
CONST
D3DXQUATERNION
*
pscalingrotation
,
CONST
D3DXVECTOR3
*
pscaling
,
CONST
D3DXVECTOR3
*
protationcenter
,
CONST
D3DXQUATERNION
*
protation
,
CONST
D3DXVECTOR3
*
ptranslation
)
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR3
*
pscalingcenter
,
const
D3DXQUATERNION
*
pscalingrotation
,
const
D3DXVECTOR3
*
pscaling
,
const
D3DXVECTOR3
*
protationcenter
,
const
D3DXQUATERNION
*
protation
,
const
D3DXVECTOR3
*
ptranslation
)
{
{
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
,
m6
,
m7
;
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
,
m6
,
m7
;
D3DXQUATERNION
prc
;
D3DXQUATERNION
prc
;
...
@@ -792,7 +792,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
...
@@ -792,7 +792,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation2D
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR2
*
pscalingcenter
,
FLOAT
scalingrotation
,
CONST
D3DXVECTOR2
*
pscaling
,
CONST
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
CONST
D3DXVECTOR2
*
ptranslation
)
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation2D
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR2
*
pscalingcenter
,
FLOAT
scalingrotation
,
const
D3DXVECTOR2
*
pscaling
,
const
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
const
D3DXVECTOR2
*
ptranslation
)
{
{
D3DXQUATERNION
rot
,
sca_rot
;
D3DXQUATERNION
rot
,
sca_rot
;
D3DXVECTOR3
rot_center
,
sca
,
sca_center
,
trans
;
D3DXVECTOR3
rot_center
,
sca
,
sca_center
,
trans
;
...
@@ -877,9 +877,9 @@ D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLO
...
@@ -877,9 +877,9 @@ D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLO
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixTranspose
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm
)
D3DXMATRIX
*
WINAPI
D3DXMatrixTranspose
(
D3DXMATRIX
*
pout
,
const
D3DXMATRIX
*
pm
)
{
{
CONST
D3DXMATRIX
m
=
*
pm
;
const
D3DXMATRIX
m
=
*
pm
;
int
i
,
j
;
int
i
,
j
;
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pm
);
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pm
);
...
@@ -991,7 +991,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
...
@@ -991,7 +991,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
return
D3D_OK
;
return
D3D_OK
;
}
}
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_LoadMatrix
(
ID3DXMatrixStack
*
iface
,
CONST
D3DXMATRIX
*
pm
)
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_LoadMatrix
(
ID3DXMatrixStack
*
iface
,
const
D3DXMATRIX
*
pm
)
{
{
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
...
@@ -1002,7 +1002,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, C
...
@@ -1002,7 +1002,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, C
return
D3D_OK
;
return
D3D_OK
;
}
}
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_MultMatrix
(
ID3DXMatrixStack
*
iface
,
CONST
D3DXMATRIX
*
pm
)
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_MultMatrix
(
ID3DXMatrixStack
*
iface
,
const
D3DXMATRIX
*
pm
)
{
{
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
...
@@ -1013,7 +1013,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, C
...
@@ -1013,7 +1013,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, C
return
D3D_OK
;
return
D3D_OK
;
}
}
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal
(
ID3DXMatrixStack
*
iface
,
CONST
D3DXMATRIX
*
pm
)
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal
(
ID3DXMatrixStack
*
iface
,
const
D3DXMATRIX
*
pm
)
{
{
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
...
@@ -1079,7 +1079,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
...
@@ -1079,7 +1079,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
return
D3D_OK
;
return
D3D_OK
;
}
}
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_RotateAxis
(
ID3DXMatrixStack
*
iface
,
CONST
D3DXVECTOR3
*
pv
,
FLOAT
angle
)
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_RotateAxis
(
ID3DXMatrixStack
*
iface
,
const
D3DXVECTOR3
*
pv
,
FLOAT
angle
)
{
{
D3DXMATRIX
temp
;
D3DXMATRIX
temp
;
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
...
@@ -1092,7 +1092,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, C
...
@@ -1092,7 +1092,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, C
return
D3D_OK
;
return
D3D_OK
;
}
}
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal
(
ID3DXMatrixStack
*
iface
,
CONST
D3DXVECTOR3
*
pv
,
FLOAT
angle
)
static
HRESULT
WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal
(
ID3DXMatrixStack
*
iface
,
const
D3DXVECTOR3
*
pv
,
FLOAT
angle
)
{
{
D3DXMATRIX
temp
;
D3DXMATRIX
temp
;
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
struct
ID3DXMatrixStackImpl
*
This
=
impl_from_ID3DXMatrixStack
(
iface
);
...
@@ -1207,7 +1207,7 @@ static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
...
@@ -1207,7 +1207,7 @@ static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
/*_________________D3DXPLANE________________*/
/*_________________D3DXPLANE________________*/
D3DXPLANE
*
WINAPI
D3DXPlaneFromPointNormal
(
D3DXPLANE
*
pout
,
CONST
D3DXVECTOR3
*
pvpoint
,
CONST
D3DXVECTOR3
*
pvnormal
)
D3DXPLANE
*
WINAPI
D3DXPlaneFromPointNormal
(
D3DXPLANE
*
pout
,
const
D3DXVECTOR3
*
pvpoint
,
const
D3DXVECTOR3
*
pvnormal
)
{
{
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pvpoint
,
pvnormal
);
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pvpoint
,
pvnormal
);
...
@@ -1218,7 +1218,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *p
...
@@ -1218,7 +1218,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *p
return
pout
;
return
pout
;
}
}
D3DXPLANE
*
WINAPI
D3DXPlaneFromPoints
(
D3DXPLANE
*
pout
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pv3
)
D3DXPLANE
*
WINAPI
D3DXPlaneFromPoints
(
D3DXPLANE
*
pout
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pv3
)
{
{
D3DXVECTOR3
edge1
,
edge2
,
normal
,
Nnormal
;
D3DXVECTOR3
edge1
,
edge2
,
normal
,
Nnormal
;
...
@@ -1234,7 +1234,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, C
...
@@ -1234,7 +1234,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, C
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXPlaneIntersectLine
(
D3DXVECTOR3
*
pout
,
CONST
D3DXPLANE
*
pp
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
)
D3DXVECTOR3
*
WINAPI
D3DXPlaneIntersectLine
(
D3DXVECTOR3
*
pout
,
const
D3DXPLANE
*
pp
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
)
{
{
D3DXVECTOR3
direction
,
normal
;
D3DXVECTOR3
direction
,
normal
;
FLOAT
dot
,
temp
;
FLOAT
dot
,
temp
;
...
@@ -1281,9 +1281,9 @@ D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
...
@@ -1281,9 +1281,9 @@ D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
return
out
;
return
out
;
}
}
D3DXPLANE
*
WINAPI
D3DXPlaneTransform
(
D3DXPLANE
*
pout
,
CONST
D3DXPLANE
*
pplane
,
CONST
D3DXMATRIX
*
pm
)
D3DXPLANE
*
WINAPI
D3DXPlaneTransform
(
D3DXPLANE
*
pout
,
const
D3DXPLANE
*
pplane
,
const
D3DXMATRIX
*
pm
)
{
{
CONST
D3DXPLANE
plane
=
*
pplane
;
const
D3DXPLANE
plane
=
*
pplane
;
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pplane
,
pm
);
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pplane
,
pm
);
...
@@ -1294,7 +1294,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
...
@@ -1294,7 +1294,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
return
pout
;
return
pout
;
}
}
D3DXPLANE
*
WINAPI
D3DXPlaneTransformArray
(
D3DXPLANE
*
out
,
UINT
outstride
,
CONST
D3DXPLANE
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXPLANE
*
WINAPI
D3DXPlaneTransformArray
(
D3DXPLANE
*
out
,
UINT
outstride
,
const
D3DXPLANE
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1303,7 +1303,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
...
@@ -1303,7 +1303,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXPlaneTransform
(
D3DXPlaneTransform
(
(
D3DXPLANE
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXPLANE
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXPLANE
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXPLANE
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
...
@@ -1311,7 +1311,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
...
@@ -1311,7 +1311,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
/*_________________D3DXQUATERNION________________*/
/*_________________D3DXQUATERNION________________*/
D3DXQUATERNION
*
WINAPI
D3DXQuaternionBaryCentric
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
CONST
D3DXQUATERNION
*
pq3
,
FLOAT
f
,
FLOAT
g
)
D3DXQUATERNION
*
WINAPI
D3DXQuaternionBaryCentric
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
const
D3DXQUATERNION
*
pq3
,
FLOAT
f
,
FLOAT
g
)
{
{
D3DXQUATERNION
temp1
,
temp2
;
D3DXQUATERNION
temp1
,
temp2
;
...
@@ -1346,7 +1346,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERN
...
@@ -1346,7 +1346,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERN
return
out
;
return
out
;
}
}
D3DXQUATERNION
*
WINAPI
D3DXQuaternionInverse
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
)
D3DXQUATERNION
*
WINAPI
D3DXQuaternionInverse
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq
)
{
{
D3DXQUATERNION
out
;
D3DXQUATERNION
out
;
FLOAT
norm
;
FLOAT
norm
;
...
@@ -1383,7 +1383,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNI
...
@@ -1383,7 +1383,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNI
return
out
;
return
out
;
}
}
D3DXQUATERNION
*
WINAPI
D3DXQuaternionMultiply
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
)
D3DXQUATERNION
*
WINAPI
D3DXQuaternionMultiply
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
)
{
{
D3DXQUATERNION
out
;
D3DXQUATERNION
out
;
...
@@ -1537,7 +1537,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATE
...
@@ -1537,7 +1537,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATE
return
out
;
return
out
;
}
}
D3DXQUATERNION
*
WINAPI
D3DXQuaternionSquad
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
CONST
D3DXQUATERNION
*
pq3
,
CONST
D3DXQUATERNION
*
pq4
,
FLOAT
t
)
D3DXQUATERNION
*
WINAPI
D3DXQuaternionSquad
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
const
D3DXQUATERNION
*
pq3
,
const
D3DXQUATERNION
*
pq4
,
FLOAT
t
)
{
{
D3DXQUATERNION
temp1
,
temp2
;
D3DXQUATERNION
temp1
,
temp2
;
...
@@ -1547,7 +1547,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATE
...
@@ -1547,7 +1547,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATE
return
pout
;
return
pout
;
}
}
static
D3DXQUATERNION
add_diff
(
CONST
D3DXQUATERNION
*
q1
,
CONST
D3DXQUATERNION
*
q2
,
CONST
FLOAT
add
)
static
D3DXQUATERNION
add_diff
(
const
D3DXQUATERNION
*
q1
,
const
D3DXQUATERNION
*
q2
,
const
FLOAT
add
)
{
{
D3DXQUATERNION
temp
;
D3DXQUATERNION
temp
;
...
@@ -1559,7 +1559,7 @@ static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q
...
@@ -1559,7 +1559,7 @@ static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q
return
temp
;
return
temp
;
}
}
void
WINAPI
D3DXQuaternionSquadSetup
(
D3DXQUATERNION
*
paout
,
D3DXQUATERNION
*
pbout
,
D3DXQUATERNION
*
pcout
,
CONST
D3DXQUATERNION
*
pq0
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
CONST
D3DXQUATERNION
*
pq3
)
void
WINAPI
D3DXQuaternionSquadSetup
(
D3DXQUATERNION
*
paout
,
D3DXQUATERNION
*
pbout
,
D3DXQUATERNION
*
pcout
,
const
D3DXQUATERNION
*
pq0
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
const
D3DXQUATERNION
*
pq3
)
{
{
D3DXQUATERNION
q
,
temp1
,
temp2
,
temp3
,
zero
;
D3DXQUATERNION
q
,
temp1
,
temp2
,
temp3
,
zero
;
...
@@ -1614,7 +1614,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou
...
@@ -1614,7 +1614,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou
return
;
return
;
}
}
void
WINAPI
D3DXQuaternionToAxisAngle
(
CONST
D3DXQUATERNION
*
pq
,
D3DXVECTOR3
*
paxis
,
FLOAT
*
pangle
)
void
WINAPI
D3DXQuaternionToAxisAngle
(
const
D3DXQUATERNION
*
pq
,
D3DXVECTOR3
*
paxis
,
FLOAT
*
pangle
)
{
{
TRACE
(
"(%p, %p, %p)
\n
"
,
pq
,
paxis
,
pangle
);
TRACE
(
"(%p, %p, %p)
\n
"
,
pq
,
paxis
,
pangle
);
...
@@ -1626,7 +1626,7 @@ void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *pax
...
@@ -1626,7 +1626,7 @@ void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *pax
/*_________________D3DXVec2_____________________*/
/*_________________D3DXVec2_____________________*/
D3DXVECTOR2
*
WINAPI
D3DXVec2BaryCentric
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
,
CONST
D3DXVECTOR2
*
pv3
,
FLOAT
f
,
FLOAT
g
)
D3DXVECTOR2
*
WINAPI
D3DXVec2BaryCentric
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv1
,
const
D3DXVECTOR2
*
pv2
,
const
D3DXVECTOR2
*
pv3
,
FLOAT
f
,
FLOAT
g
)
{
{
TRACE
(
"(%p, %p, %p, %p, %f, %f)
\n
"
,
pout
,
pv1
,
pv2
,
pv3
,
f
,
g
);
TRACE
(
"(%p, %p, %p, %p, %f, %f)
\n
"
,
pout
,
pv1
,
pv2
,
pv3
,
f
,
g
);
...
@@ -1635,7 +1635,7 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
...
@@ -1635,7 +1635,7 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
return
pout
;
return
pout
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2CatmullRom
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv0
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
,
CONST
D3DXVECTOR2
*
pv3
,
FLOAT
s
)
D3DXVECTOR2
*
WINAPI
D3DXVec2CatmullRom
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv0
,
const
D3DXVECTOR2
*
pv1
,
const
D3DXVECTOR2
*
pv2
,
const
D3DXVECTOR2
*
pv3
,
FLOAT
s
)
{
{
TRACE
(
"(%p, %p, %p, %p, %p, %f)
\n
"
,
pout
,
pv0
,
pv1
,
pv2
,
pv3
,
s
);
TRACE
(
"(%p, %p, %p, %p, %p, %f)
\n
"
,
pout
,
pv0
,
pv1
,
pv2
,
pv3
,
s
);
...
@@ -1644,7 +1644,7 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
...
@@ -1644,7 +1644,7 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
return
pout
;
return
pout
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2Hermite
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pt1
,
CONST
D3DXVECTOR2
*
pv2
,
CONST
D3DXVECTOR2
*
pt2
,
FLOAT
s
)
D3DXVECTOR2
*
WINAPI
D3DXVec2Hermite
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv1
,
const
D3DXVECTOR2
*
pt1
,
const
D3DXVECTOR2
*
pv2
,
const
D3DXVECTOR2
*
pt2
,
FLOAT
s
)
{
{
FLOAT
h1
,
h2
,
h3
,
h4
;
FLOAT
h1
,
h2
,
h3
,
h4
;
...
@@ -1660,7 +1660,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
...
@@ -1660,7 +1660,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
return
pout
;
return
pout
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2Normalize
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
)
D3DXVECTOR2
*
WINAPI
D3DXVec2Normalize
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv
)
{
{
FLOAT
norm
;
FLOAT
norm
;
...
@@ -1681,7 +1681,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
...
@@ -1681,7 +1681,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec2Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR4
*
WINAPI
D3DXVec2Transform
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR2
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pv
,
pm
);
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pv
,
pm
);
...
@@ -1692,7 +1692,7 @@ D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv,
...
@@ -1692,7 +1692,7 @@ D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv,
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec2TransformArray
(
D3DXVECTOR4
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR2
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR4
*
WINAPI
D3DXVec2TransformArray
(
D3DXVECTOR4
*
out
,
UINT
outstride
,
const
D3DXVECTOR2
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1701,13 +1701,13 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CON
...
@@ -1701,13 +1701,13 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec2Transform
(
D3DXVec2Transform
(
(
D3DXVECTOR4
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR4
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR2
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR2
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoord
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoord
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
D3DXVECTOR2
v
;
D3DXVECTOR2
v
;
FLOAT
norm
;
FLOAT
norm
;
...
@@ -1723,7 +1723,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
...
@@ -1723,7 +1723,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return
pout
;
return
pout
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoordArray
(
D3DXVECTOR2
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR2
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoordArray
(
D3DXVECTOR2
*
out
,
UINT
outstride
,
const
D3DXVECTOR2
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1732,21 +1732,21 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride
...
@@ -1732,21 +1732,21 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec2TransformCoord
(
D3DXVec2TransformCoord
(
(
D3DXVECTOR2
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR2
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR2
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR2
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormal
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormal
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
CONST
D3DXVECTOR2
v
=
*
pv
;
const
D3DXVECTOR2
v
=
*
pv
;
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
0
]
*
v
.
y
;
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
0
]
*
v
.
y
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
1
]
*
v
.
y
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
1
]
*
v
.
y
;
return
pout
;
return
pout
;
}
}
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormalArray
(
D3DXVECTOR2
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR2
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormalArray
(
D3DXVECTOR2
*
out
,
UINT
outstride
,
const
D3DXVECTOR2
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1755,7 +1755,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
...
@@ -1755,7 +1755,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec2TransformNormal
(
D3DXVec2TransformNormal
(
(
D3DXVECTOR2
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR2
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR2
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR2
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
...
@@ -1763,7 +1763,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
...
@@ -1763,7 +1763,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
/*_________________D3DXVec3_____________________*/
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3
*
WINAPI
D3DXVec3BaryCentric
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pv3
,
FLOAT
f
,
FLOAT
g
)
D3DXVECTOR3
*
WINAPI
D3DXVec3BaryCentric
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pv3
,
FLOAT
f
,
FLOAT
g
)
{
{
TRACE
(
"(%p, %p, %p, %p, %f, %f)
\n
"
,
pout
,
pv1
,
pv2
,
pv3
,
f
,
g
);
TRACE
(
"(%p, %p, %p, %p, %f, %f)
\n
"
,
pout
,
pv1
,
pv2
,
pv3
,
f
,
g
);
...
@@ -1773,7 +1773,7 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
...
@@ -1773,7 +1773,7 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3CatmullRom
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv0
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pv3
,
FLOAT
s
)
D3DXVECTOR3
*
WINAPI
D3DXVec3CatmullRom
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv0
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pv3
,
FLOAT
s
)
{
{
TRACE
(
"(%p, %p, %p, %p, %p, %f)
\n
"
,
pout
,
pv0
,
pv1
,
pv2
,
pv3
,
s
);
TRACE
(
"(%p, %p, %p, %p, %p, %f)
\n
"
,
pout
,
pv0
,
pv1
,
pv2
,
pv3
,
s
);
...
@@ -1783,7 +1783,7 @@ D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
...
@@ -1783,7 +1783,7 @@ D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3Hermite
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pt1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pt2
,
FLOAT
s
)
D3DXVECTOR3
*
WINAPI
D3DXVec3Hermite
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pt1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pt2
,
FLOAT
s
)
{
{
FLOAT
h1
,
h2
,
h3
,
h4
;
FLOAT
h1
,
h2
,
h3
,
h4
;
...
@@ -1800,7 +1800,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
...
@@ -1800,7 +1800,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3Normalize
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
)
D3DXVECTOR3
*
WINAPI
D3DXVec3Normalize
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
)
{
{
FLOAT
norm
;
FLOAT
norm
;
...
@@ -1823,7 +1823,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
...
@@ -1823,7 +1823,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3Project
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DVIEWPORT9
*
pviewport
,
CONST
D3DXMATRIX
*
pprojection
,
CONST
D3DXMATRIX
*
pview
,
CONST
D3DXMATRIX
*
pworld
)
D3DXVECTOR3
*
WINAPI
D3DXVec3Project
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DVIEWPORT9
*
pviewport
,
const
D3DXMATRIX
*
pprojection
,
const
D3DXMATRIX
*
pview
,
const
D3DXMATRIX
*
pworld
)
{
{
D3DXMATRIX
m
;
D3DXMATRIX
m
;
...
@@ -1845,7 +1845,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CO
...
@@ -1845,7 +1845,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CO
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3ProjectArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
in
,
UINT
instride
,
CONST
D3DVIEWPORT9
*
viewport
,
CONST
D3DXMATRIX
*
projection
,
CONST
D3DXMATRIX
*
view
,
CONST
D3DXMATRIX
*
world
,
UINT
elements
)
D3DXVECTOR3
*
WINAPI
D3DXVec3ProjectArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
const
D3DXVECTOR3
*
in
,
UINT
instride
,
const
D3DVIEWPORT9
*
viewport
,
const
D3DXMATRIX
*
projection
,
const
D3DXMATRIX
*
view
,
const
D3DXMATRIX
*
world
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1854,13 +1854,13 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST
...
@@ -1854,13 +1854,13 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec3Project
(
D3DXVec3Project
(
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
viewport
,
projection
,
view
,
world
);
viewport
,
projection
,
view
,
world
);
}
}
return
out
;
return
out
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec3Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR4
*
WINAPI
D3DXVec3Transform
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pv
,
pm
);
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pv
,
pm
);
...
@@ -1871,7 +1871,7 @@ D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv,
...
@@ -1871,7 +1871,7 @@ D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv,
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec3TransformArray
(
D3DXVECTOR4
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR4
*
WINAPI
D3DXVec3TransformArray
(
D3DXVECTOR4
*
out
,
UINT
outstride
,
const
D3DXVECTOR3
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1880,13 +1880,13 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CON
...
@@ -1880,13 +1880,13 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec3Transform
(
D3DXVec3Transform
(
(
D3DXVECTOR4
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR4
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoord
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoord
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
D3DXVECTOR3
out
;
D3DXVECTOR3
out
;
FLOAT
norm
;
FLOAT
norm
;
...
@@ -1904,7 +1904,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
...
@@ -1904,7 +1904,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoordArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoordArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
const
D3DXVECTOR3
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1913,15 +1913,15 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride
...
@@ -1913,15 +1913,15 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec3TransformCoord
(
D3DXVec3TransformCoord
(
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormal
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormal
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
CONST
D3DXVECTOR3
v
=
*
pv
;
const
D3DXVECTOR3
v
=
*
pv
;
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pv
,
pm
);
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pv
,
pm
);
...
@@ -1932,7 +1932,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
...
@@ -1932,7 +1932,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormalArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormalArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
const
D3DXVECTOR3
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1941,13 +1941,13 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
...
@@ -1941,13 +1941,13 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec3TransformNormal
(
D3DXVec3TransformNormal
(
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3Unproject
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DVIEWPORT9
*
pviewport
,
CONST
D3DXMATRIX
*
pprojection
,
CONST
D3DXMATRIX
*
pview
,
CONST
D3DXMATRIX
*
pworld
)
D3DXVECTOR3
*
WINAPI
D3DXVec3Unproject
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DVIEWPORT9
*
pviewport
,
const
D3DXMATRIX
*
pprojection
,
const
D3DXMATRIX
*
pview
,
const
D3DXMATRIX
*
pworld
)
{
{
D3DXMATRIX
m
;
D3DXMATRIX
m
;
...
@@ -1970,7 +1970,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv,
...
@@ -1970,7 +1970,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv,
return
pout
;
return
pout
;
}
}
D3DXVECTOR3
*
WINAPI
D3DXVec3UnprojectArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
in
,
UINT
instride
,
CONST
D3DVIEWPORT9
*
viewport
,
CONST
D3DXMATRIX
*
projection
,
CONST
D3DXMATRIX
*
view
,
CONST
D3DXMATRIX
*
world
,
UINT
elements
)
D3DXVECTOR3
*
WINAPI
D3DXVec3UnprojectArray
(
D3DXVECTOR3
*
out
,
UINT
outstride
,
const
D3DXVECTOR3
*
in
,
UINT
instride
,
const
D3DVIEWPORT9
*
viewport
,
const
D3DXMATRIX
*
projection
,
const
D3DXMATRIX
*
view
,
const
D3DXMATRIX
*
world
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -1979,7 +1979,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
...
@@ -1979,7 +1979,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec3Unproject
(
D3DXVec3Unproject
(
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR3
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR3
*
)((
const
char
*
)
in
+
instride
*
i
),
viewport
,
projection
,
view
,
world
);
viewport
,
projection
,
view
,
world
);
}
}
return
out
;
return
out
;
...
@@ -1987,7 +1987,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
...
@@ -1987,7 +1987,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
/*_________________D3DXVec4_____________________*/
/*_________________D3DXVec4_____________________*/
D3DXVECTOR4
*
WINAPI
D3DXVec4BaryCentric
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
,
FLOAT
f
,
FLOAT
g
)
D3DXVECTOR4
*
WINAPI
D3DXVec4BaryCentric
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pv3
,
FLOAT
f
,
FLOAT
g
)
{
{
TRACE
(
"(%p, %p, %p, %p, %f, %f)
\n
"
,
pout
,
pv1
,
pv2
,
pv3
,
f
,
g
);
TRACE
(
"(%p, %p, %p, %p, %f, %f)
\n
"
,
pout
,
pv1
,
pv2
,
pv3
,
f
,
g
);
...
@@ -1998,7 +1998,7 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv
...
@@ -1998,7 +1998,7 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec4CatmullRom
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv0
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
,
FLOAT
s
)
D3DXVECTOR4
*
WINAPI
D3DXVec4CatmullRom
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv0
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pv3
,
FLOAT
s
)
{
{
TRACE
(
"(%p, %p, %p, %p, %p, %f)
\n
"
,
pout
,
pv0
,
pv1
,
pv2
,
pv3
,
s
);
TRACE
(
"(%p, %p, %p, %p, %p, %f)
\n
"
,
pout
,
pv0
,
pv1
,
pv2
,
pv3
,
s
);
...
@@ -2009,7 +2009,7 @@ D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0
...
@@ -2009,7 +2009,7 @@ D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec4Cross
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
)
D3DXVECTOR4
*
WINAPI
D3DXVec4Cross
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pv3
)
{
{
D3DXVECTOR4
out
;
D3DXVECTOR4
out
;
...
@@ -2023,7 +2023,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
...
@@ -2023,7 +2023,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec4Hermite
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pt1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pt2
,
FLOAT
s
)
D3DXVECTOR4
*
WINAPI
D3DXVec4Hermite
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pt1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pt2
,
FLOAT
s
)
{
{
FLOAT
h1
,
h2
,
h3
,
h4
;
FLOAT
h1
,
h2
,
h3
,
h4
;
...
@@ -2041,7 +2041,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
...
@@ -2041,7 +2041,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec4Normalize
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv
)
D3DXVECTOR4
*
WINAPI
D3DXVec4Normalize
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv
)
{
{
FLOAT
norm
;
FLOAT
norm
;
...
@@ -2057,7 +2057,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
...
@@ -2057,7 +2057,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec4Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv
,
CONST
D3DXMATRIX
*
pm
)
D3DXVECTOR4
*
WINAPI
D3DXVec4Transform
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv
,
const
D3DXMATRIX
*
pm
)
{
{
D3DXVECTOR4
out
;
D3DXVECTOR4
out
;
...
@@ -2071,7 +2071,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv,
...
@@ -2071,7 +2071,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv,
return
pout
;
return
pout
;
}
}
D3DXVECTOR4
*
WINAPI
D3DXVec4TransformArray
(
D3DXVECTOR4
*
out
,
UINT
outstride
,
CONST
D3DXVECTOR4
*
in
,
UINT
instride
,
CONST
D3DXMATRIX
*
matrix
,
UINT
elements
)
D3DXVECTOR4
*
WINAPI
D3DXVec4TransformArray
(
D3DXVECTOR4
*
out
,
UINT
outstride
,
const
D3DXVECTOR4
*
in
,
UINT
instride
,
const
D3DXMATRIX
*
matrix
,
UINT
elements
)
{
{
UINT
i
;
UINT
i
;
...
@@ -2080,7 +2080,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON
...
@@ -2080,7 +2080,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
for
(
i
=
0
;
i
<
elements
;
++
i
)
{
D3DXVec4Transform
(
D3DXVec4Transform
(
(
D3DXVECTOR4
*
)((
char
*
)
out
+
outstride
*
i
),
(
D3DXVECTOR4
*
)((
char
*
)
out
+
outstride
*
i
),
(
CONST
D3DXVECTOR4
*
)((
const
char
*
)
in
+
instride
*
i
),
(
const
D3DXVECTOR4
*
)((
const
char
*
)
in
+
instride
*
i
),
matrix
);
matrix
);
}
}
return
out
;
return
out
;
...
@@ -2171,7 +2171,7 @@ unsigned short float_32_to_16(const float in)
...
@@ -2171,7 +2171,7 @@ unsigned short float_32_to_16(const float in)
return
ret
;
return
ret
;
}
}
D3DXFLOAT16
*
WINAPI
D3DXFloat32To16Array
(
D3DXFLOAT16
*
pout
,
CONST
FLOAT
*
pin
,
UINT
n
)
D3DXFLOAT16
*
WINAPI
D3DXFloat32To16Array
(
D3DXFLOAT16
*
pout
,
const
FLOAT
*
pin
,
UINT
n
)
{
{
unsigned
int
i
;
unsigned
int
i
;
...
@@ -2205,7 +2205,7 @@ static inline float float_16_to_32(const unsigned short in)
...
@@ -2205,7 +2205,7 @@ static inline float float_16_to_32(const unsigned short in)
}
}
}
}
FLOAT
*
WINAPI
D3DXFloat16To32Array
(
FLOAT
*
pout
,
CONST
D3DXFLOAT16
*
pin
,
UINT
n
)
FLOAT
*
WINAPI
D3DXFloat16To32Array
(
FLOAT
*
pout
,
const
D3DXFLOAT16
*
pin
,
UINT
n
)
{
{
unsigned
int
i
;
unsigned
int
i
;
...
@@ -2233,7 +2233,7 @@ FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
...
@@ -2233,7 +2233,7 @@ FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
return
out
;
return
out
;
}
}
FLOAT
WINAPI
D3DXSHDot
(
UINT
order
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
)
FLOAT
WINAPI
D3DXSHDot
(
UINT
order
,
const
FLOAT
*
a
,
const
FLOAT
*
b
)
{
{
FLOAT
s
;
FLOAT
s
;
UINT
i
;
UINT
i
;
...
@@ -2247,7 +2247,7 @@ FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b)
...
@@ -2247,7 +2247,7 @@ FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b)
return
s
;
return
s
;
}
}
FLOAT
*
WINAPI
D3DXSHEvalDirection
(
FLOAT
*
out
,
UINT
order
,
CONST
D3DXVECTOR3
*
dir
)
FLOAT
*
WINAPI
D3DXSHEvalDirection
(
FLOAT
*
out
,
UINT
order
,
const
D3DXVECTOR3
*
dir
)
{
{
TRACE
(
"(%p, %u, %p)
\n
"
,
out
,
order
,
dir
);
TRACE
(
"(%p, %u, %p)
\n
"
,
out
,
order
,
dir
);
...
@@ -2307,7 +2307,7 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir
...
@@ -2307,7 +2307,7 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir
return
out
;
return
out
;
}
}
HRESULT
WINAPI
D3DXSHEvalDirectionalLight
(
UINT
order
,
CONST
D3DXVECTOR3
*
dir
,
FLOAT
Rintensity
,
FLOAT
Gintensity
,
FLOAT
Bintensity
,
FLOAT
*
Rout
,
FLOAT
*
Gout
,
FLOAT
*
Bout
)
HRESULT
WINAPI
D3DXSHEvalDirectionalLight
(
UINT
order
,
const
D3DXVECTOR3
*
dir
,
FLOAT
Rintensity
,
FLOAT
Gintensity
,
FLOAT
Bintensity
,
FLOAT
*
Rout
,
FLOAT
*
Gout
,
FLOAT
*
Bout
)
{
{
FLOAT
s
,
temp
;
FLOAT
s
,
temp
;
UINT
j
;
UINT
j
;
...
@@ -2452,7 +2452,7 @@ FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
...
@@ -2452,7 +2452,7 @@ FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
return
out
;
return
out
;
}
}
FLOAT
*
WINAPI
D3DXSHMultiply4
(
FLOAT
*
out
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
)
FLOAT
*
WINAPI
D3DXSHMultiply4
(
FLOAT
*
out
,
const
FLOAT
*
a
,
const
FLOAT
*
b
)
{
{
FLOAT
ta
,
tb
,
t
;
FLOAT
ta
,
tb
,
t
;
...
@@ -2789,7 +2789,7 @@ static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
...
@@ -2789,7 +2789,7 @@ static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
out
[
35
]
=
0
.
9057110548
f
*
in
[
31
]
-
0
.
4192627370
f
*
in
[
33
]
+
0
.
0624
999329
f
*
in
[
35
];
out
[
35
]
=
0
.
9057110548
f
*
in
[
31
]
-
0
.
4192627370
f
*
in
[
33
]
+
0
.
0624
999329
f
*
in
[
35
];
}
}
FLOAT
*
WINAPI
D3DXSHRotate
(
FLOAT
*
out
,
UINT
order
,
CONST
D3DXMATRIX
*
matrix
,
CONST
FLOAT
*
in
)
FLOAT
*
WINAPI
D3DXSHRotate
(
FLOAT
*
out
,
UINT
order
,
const
D3DXMATRIX
*
matrix
,
const
FLOAT
*
in
)
{
{
FLOAT
alpha
,
beta
,
gamma
,
sinb
,
temp
[
36
],
temp1
[
36
];
FLOAT
alpha
,
beta
,
gamma
,
sinb
,
temp
[
36
],
temp1
[
36
];
...
@@ -2920,7 +2920,7 @@ FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *i
...
@@ -2920,7 +2920,7 @@ FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *i
return
out
;
return
out
;
}
}
FLOAT
*
WINAPI
D3DXSHScale
(
FLOAT
*
out
,
UINT
order
,
CONST
FLOAT
*
a
,
CONST
FLOAT
scale
)
FLOAT
*
WINAPI
D3DXSHScale
(
FLOAT
*
out
,
UINT
order
,
const
FLOAT
*
a
,
const
FLOAT
scale
)
{
{
UINT
i
;
UINT
i
;
...
...
dlls/d3dx9_36/tests/math.c
View file @
5038a7d9
...
@@ -2285,7 +2285,7 @@ static void test_D3DXVec_Array(void)
...
@@ -2285,7 +2285,7 @@ static void test_D3DXVec_Array(void)
exp_vec
[
3
].
x
=
1051
.
778931
f
;
exp_vec
[
3
].
y
=
376
.
462250
f
;
exp_vec
[
3
].
z
=
0
.
156329
f
;
exp_vec
[
3
].
x
=
1051
.
778931
f
;
exp_vec
[
3
].
y
=
376
.
462250
f
;
exp_vec
[
3
].
z
=
0
.
156329
f
;
exp_vec
[
4
].
x
=
1037
.
348877
f
;
exp_vec
[
4
].
y
=
606
.
827393
f
;
exp_vec
[
4
].
z
=
0
.
133813
f
;
exp_vec
[
4
].
x
=
1037
.
348877
f
;
exp_vec
[
4
].
y
=
606
.
827393
f
;
exp_vec
[
4
].
z
=
0
.
133813
f
;
exp_vec
[
5
].
x
=
1025
.
023560
f
;
exp_vec
[
5
].
y
=
803
.
591248
f
;
exp_vec
[
5
].
z
=
0
.
114581
f
;
exp_vec
[
5
].
x
=
1025
.
023560
f
;
exp_vec
[
5
].
y
=
803
.
591248
f
;
exp_vec
[
5
].
z
=
0
.
114581
f
;
D3DXVec3ProjectArray
((
D3DXVECTOR3
*
)(
out_vec
+
1
),
sizeof
(
D3DXVECTOR4
),
(
CONST
D3DXVECTOR3
*
)
inp_vec
,
sizeof
(
D3DXVECTOR4
),
&
viewport
,
&
projection
,
&
view
,
&
world
,
ARRAY_SIZE
);
D3DXVec3ProjectArray
((
D3DXVECTOR3
*
)(
out_vec
+
1
),
sizeof
(
D3DXVECTOR4
),
(
const
D3DXVECTOR3
*
)
inp_vec
,
sizeof
(
D3DXVECTOR4
),
&
viewport
,
&
projection
,
&
view
,
&
world
,
ARRAY_SIZE
);
compare_vectors
(
exp_vec
,
out_vec
);
compare_vectors
(
exp_vec
,
out_vec
);
/* D3DXVec3UnprojectArray */
/* D3DXVec3UnprojectArray */
...
@@ -2294,7 +2294,7 @@ static void test_D3DXVec_Array(void)
...
@@ -2294,7 +2294,7 @@ static void test_D3DXVec_Array(void)
exp_vec
[
3
].
x
=
-
2
.
922839
f
;
exp_vec
[
3
].
y
=
1
.
596689
f
;
exp_vec
[
3
].
z
=
0
.
380609
f
;
exp_vec
[
3
].
x
=
-
2
.
922839
f
;
exp_vec
[
3
].
y
=
1
.
596689
f
;
exp_vec
[
3
].
z
=
0
.
380609
f
;
exp_vec
[
4
].
x
=
-
2
.
456225
f
;
exp_vec
[
4
].
y
=
1
.
359290
f
;
exp_vec
[
4
].
z
=
0
.
345632
f
;
exp_vec
[
4
].
x
=
-
2
.
456225
f
;
exp_vec
[
4
].
y
=
1
.
359290
f
;
exp_vec
[
4
].
z
=
0
.
345632
f
;
exp_vec
[
5
].
x
=
-
2
.
167897
f
;
exp_vec
[
5
].
y
=
1
.
212597
f
;
exp_vec
[
5
].
z
=
0
.
324019
f
;
exp_vec
[
5
].
x
=
-
2
.
167897
f
;
exp_vec
[
5
].
y
=
1
.
212597
f
;
exp_vec
[
5
].
z
=
0
.
324019
f
;
D3DXVec3UnprojectArray
((
D3DXVECTOR3
*
)(
out_vec
+
1
),
sizeof
(
D3DXVECTOR4
),
(
CONST
D3DXVECTOR3
*
)
inp_vec
,
sizeof
(
D3DXVECTOR4
),
&
viewport
,
&
projection
,
&
view
,
&
world
,
ARRAY_SIZE
);
D3DXVec3UnprojectArray
((
D3DXVECTOR3
*
)(
out_vec
+
1
),
sizeof
(
D3DXVECTOR4
),
(
const
D3DXVECTOR3
*
)
inp_vec
,
sizeof
(
D3DXVECTOR4
),
&
viewport
,
&
projection
,
&
view
,
&
world
,
ARRAY_SIZE
);
compare_vectors
(
exp_vec
,
out_vec
);
compare_vectors
(
exp_vec
,
out_vec
);
/* D3DXVec2TransformArray */
/* D3DXVec2TransformArray */
...
@@ -2462,7 +2462,7 @@ static void test_D3DXSHDot(void)
...
@@ -2462,7 +2462,7 @@ static void test_D3DXSHDot(void)
{
{
unsigned
int
i
;
unsigned
int
i
;
FLOAT
a
[
49
],
b
[
49
],
got
;
FLOAT
a
[
49
],
b
[
49
],
got
;
CONST
FLOAT
expected
[]
=
const
FLOAT
expected
[]
=
{
0
.
5
f
,
0
.
5
f
,
25
.
0
f
,
262
.
5
f
,
1428
.
0
f
,
5362
.
0
f
,
15873
.
0
f
,
39812
.
0
f
,
};
{
0
.
5
f
,
0
.
5
f
,
25
.
0
f
,
262
.
5
f
,
1428
.
0
f
,
5362
.
0
f
,
15873
.
0
f
,
39812
.
0
f
,
};
for
(
i
=
0
;
i
<
49
;
i
++
)
for
(
i
=
0
;
i
<
49
;
i
++
)
...
@@ -2486,7 +2486,7 @@ static void test_D3DXSHEvalDirection(void)
...
@@ -2486,7 +2486,7 @@ static void test_D3DXSHEvalDirection(void)
unsigned
int
i
,
order
;
unsigned
int
i
,
order
;
D3DXVECTOR3
d
;
D3DXVECTOR3
d
;
FLOAT
a
[
49
],
expected
[
49
],
*
received_ptr
;
FLOAT
a
[
49
],
expected
[
49
],
*
received_ptr
;
CONST
FLOAT
table
[
36
]
=
const
FLOAT
table
[
36
]
=
{
0
.
282095
f
,
-
0
.
977205
f
,
1
.
465808
f
,
-
0
.
488603
f
,
2
.
185097
f
,
-
6
.
555291
f
,
{
0
.
282095
f
,
-
0
.
977205
f
,
1
.
465808
f
,
-
0
.
488603
f
,
2
.
185097
f
,
-
6
.
555291
f
,
8
.
200181
f
,
-
3
.
277646
f
,
-
1
.
638823
f
,
1
.
180087
f
,
17
.
343668
f
,
-
40
.
220032
f
,
8
.
200181
f
,
-
3
.
277646
f
,
-
1
.
638823
f
,
1
.
180087
f
,
17
.
343668
f
,
-
40
.
220032
f
,
47
.
02021
8
f
,
-
20
.
110016
f
,
-
13
.
007751
f
,
6
.
490479
f
,
-
15
.
02005
8
f
,
10
.
620785
f
,
47
.
02021
8
f
,
-
20
.
110016
f
,
-
13
.
007751
f
,
6
.
490479
f
,
-
15
.
02005
8
f
,
10
.
620785
f
,
...
...
include/d3dx9math.h
View file @
5038a7d9
...
@@ -37,29 +37,29 @@ typedef struct D3DXVECTOR2
...
@@ -37,29 +37,29 @@ typedef struct D3DXVECTOR2
{
{
#ifdef __cplusplus
#ifdef __cplusplus
D3DXVECTOR2
();
D3DXVECTOR2
();
D3DXVECTOR2
(
CONST
FLOAT
*
pf
);
D3DXVECTOR2
(
const
FLOAT
*
pf
);
D3DXVECTOR2
(
FLOAT
fx
,
FLOAT
fy
);
D3DXVECTOR2
(
FLOAT
fx
,
FLOAT
fy
);
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
D3DXVECTOR2
&
operator
+=
(
CONST
D3DXVECTOR2
&
);
D3DXVECTOR2
&
operator
+=
(
const
D3DXVECTOR2
&
);
D3DXVECTOR2
&
operator
-=
(
CONST
D3DXVECTOR2
&
);
D3DXVECTOR2
&
operator
-=
(
const
D3DXVECTOR2
&
);
D3DXVECTOR2
&
operator
*=
(
FLOAT
);
D3DXVECTOR2
&
operator
*=
(
FLOAT
);
D3DXVECTOR2
&
operator
/=
(
FLOAT
);
D3DXVECTOR2
&
operator
/=
(
FLOAT
);
D3DXVECTOR2
operator
+
()
const
;
D3DXVECTOR2
operator
+
()
const
;
D3DXVECTOR2
operator
-
()
const
;
D3DXVECTOR2
operator
-
()
const
;
D3DXVECTOR2
operator
+
(
CONST
D3DXVECTOR2
&
)
const
;
D3DXVECTOR2
operator
+
(
const
D3DXVECTOR2
&
)
const
;
D3DXVECTOR2
operator
-
(
CONST
D3DXVECTOR2
&
)
const
;
D3DXVECTOR2
operator
-
(
const
D3DXVECTOR2
&
)
const
;
D3DXVECTOR2
operator
*
(
FLOAT
)
const
;
D3DXVECTOR2
operator
*
(
FLOAT
)
const
;
D3DXVECTOR2
operator
/
(
FLOAT
)
const
;
D3DXVECTOR2
operator
/
(
FLOAT
)
const
;
friend
D3DXVECTOR2
operator
*
(
FLOAT
,
CONST
D3DXVECTOR2
&
);
friend
D3DXVECTOR2
operator
*
(
FLOAT
,
const
D3DXVECTOR2
&
);
BOOL
operator
==
(
CONST
D3DXVECTOR2
&
)
const
;
BOOL
operator
==
(
const
D3DXVECTOR2
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXVECTOR2
&
)
const
;
BOOL
operator
!=
(
const
D3DXVECTOR2
&
)
const
;
#endif
/* __cplusplus */
#endif
/* __cplusplus */
FLOAT
x
,
y
;
FLOAT
x
,
y
;
}
D3DXVECTOR2
,
*
LPD3DXVECTOR2
;
}
D3DXVECTOR2
,
*
LPD3DXVECTOR2
;
...
@@ -68,30 +68,30 @@ typedef struct D3DXVECTOR2
...
@@ -68,30 +68,30 @@ typedef struct D3DXVECTOR2
typedef
struct
D3DXVECTOR3
:
public
D3DVECTOR
typedef
struct
D3DXVECTOR3
:
public
D3DVECTOR
{
{
D3DXVECTOR3
();
D3DXVECTOR3
();
D3DXVECTOR3
(
CONST
FLOAT
*
pf
);
D3DXVECTOR3
(
const
FLOAT
*
pf
);
D3DXVECTOR3
(
CONST
D3DVECTOR
&
v
);
D3DXVECTOR3
(
const
D3DVECTOR
&
v
);
D3DXVECTOR3
(
FLOAT
fx
,
FLOAT
fy
,
FLOAT
fz
);
D3DXVECTOR3
(
FLOAT
fx
,
FLOAT
fy
,
FLOAT
fz
);
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
D3DXVECTOR3
&
operator
+=
(
CONST
D3DXVECTOR3
&
);
D3DXVECTOR3
&
operator
+=
(
const
D3DXVECTOR3
&
);
D3DXVECTOR3
&
operator
-=
(
CONST
D3DXVECTOR3
&
);
D3DXVECTOR3
&
operator
-=
(
const
D3DXVECTOR3
&
);
D3DXVECTOR3
&
operator
*=
(
FLOAT
);
D3DXVECTOR3
&
operator
*=
(
FLOAT
);
D3DXVECTOR3
&
operator
/=
(
FLOAT
);
D3DXVECTOR3
&
operator
/=
(
FLOAT
);
D3DXVECTOR3
operator
+
()
const
;
D3DXVECTOR3
operator
+
()
const
;
D3DXVECTOR3
operator
-
()
const
;
D3DXVECTOR3
operator
-
()
const
;
D3DXVECTOR3
operator
+
(
CONST
D3DXVECTOR3
&
)
const
;
D3DXVECTOR3
operator
+
(
const
D3DXVECTOR3
&
)
const
;
D3DXVECTOR3
operator
-
(
CONST
D3DXVECTOR3
&
)
const
;
D3DXVECTOR3
operator
-
(
const
D3DXVECTOR3
&
)
const
;
D3DXVECTOR3
operator
*
(
FLOAT
)
const
;
D3DXVECTOR3
operator
*
(
FLOAT
)
const
;
D3DXVECTOR3
operator
/
(
FLOAT
)
const
;
D3DXVECTOR3
operator
/
(
FLOAT
)
const
;
friend
D3DXVECTOR3
operator
*
(
FLOAT
,
CONST
struct
D3DXVECTOR3
&
);
friend
D3DXVECTOR3
operator
*
(
FLOAT
,
const
struct
D3DXVECTOR3
&
);
BOOL
operator
==
(
CONST
D3DXVECTOR3
&
)
const
;
BOOL
operator
==
(
const
D3DXVECTOR3
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXVECTOR3
&
)
const
;
BOOL
operator
!=
(
const
D3DXVECTOR3
&
)
const
;
}
D3DXVECTOR3
,
*
LPD3DXVECTOR3
;
}
D3DXVECTOR3
,
*
LPD3DXVECTOR3
;
#else
/* !__cplusplus */
#else
/* !__cplusplus */
typedef
struct
_D3DVECTOR
D3DXVECTOR3
,
*
LPD3DXVECTOR3
;
typedef
struct
_D3DVECTOR
D3DXVECTOR3
,
*
LPD3DXVECTOR3
;
...
@@ -101,29 +101,29 @@ typedef struct D3DXVECTOR4
...
@@ -101,29 +101,29 @@ typedef struct D3DXVECTOR4
{
{
#ifdef __cplusplus
#ifdef __cplusplus
D3DXVECTOR4
();
D3DXVECTOR4
();
D3DXVECTOR4
(
CONST
FLOAT
*
pf
);
D3DXVECTOR4
(
const
FLOAT
*
pf
);
D3DXVECTOR4
(
FLOAT
fx
,
FLOAT
fy
,
FLOAT
fz
,
FLOAT
fw
);
D3DXVECTOR4
(
FLOAT
fx
,
FLOAT
fy
,
FLOAT
fz
,
FLOAT
fw
);
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
D3DXVECTOR4
&
operator
+=
(
CONST
D3DXVECTOR4
&
);
D3DXVECTOR4
&
operator
+=
(
const
D3DXVECTOR4
&
);
D3DXVECTOR4
&
operator
-=
(
CONST
D3DXVECTOR4
&
);
D3DXVECTOR4
&
operator
-=
(
const
D3DXVECTOR4
&
);
D3DXVECTOR4
&
operator
*=
(
FLOAT
);
D3DXVECTOR4
&
operator
*=
(
FLOAT
);
D3DXVECTOR4
&
operator
/=
(
FLOAT
);
D3DXVECTOR4
&
operator
/=
(
FLOAT
);
D3DXVECTOR4
operator
+
()
const
;
D3DXVECTOR4
operator
+
()
const
;
D3DXVECTOR4
operator
-
()
const
;
D3DXVECTOR4
operator
-
()
const
;
D3DXVECTOR4
operator
+
(
CONST
D3DXVECTOR4
&
)
const
;
D3DXVECTOR4
operator
+
(
const
D3DXVECTOR4
&
)
const
;
D3DXVECTOR4
operator
-
(
CONST
D3DXVECTOR4
&
)
const
;
D3DXVECTOR4
operator
-
(
const
D3DXVECTOR4
&
)
const
;
D3DXVECTOR4
operator
*
(
FLOAT
)
const
;
D3DXVECTOR4
operator
*
(
FLOAT
)
const
;
D3DXVECTOR4
operator
/
(
FLOAT
)
const
;
D3DXVECTOR4
operator
/
(
FLOAT
)
const
;
friend
D3DXVECTOR4
operator
*
(
FLOAT
,
CONST
D3DXVECTOR4
&
);
friend
D3DXVECTOR4
operator
*
(
FLOAT
,
const
D3DXVECTOR4
&
);
BOOL
operator
==
(
CONST
D3DXVECTOR4
&
)
const
;
BOOL
operator
==
(
const
D3DXVECTOR4
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXVECTOR4
&
)
const
;
BOOL
operator
!=
(
const
D3DXVECTOR4
&
)
const
;
#endif
/* __cplusplus */
#endif
/* __cplusplus */
FLOAT
x
,
y
,
z
,
w
;
FLOAT
x
,
y
,
z
,
w
;
}
D3DXVECTOR4
,
*
LPD3DXVECTOR4
;
}
D3DXVECTOR4
,
*
LPD3DXVECTOR4
;
...
@@ -132,8 +132,8 @@ typedef struct D3DXVECTOR4
...
@@ -132,8 +132,8 @@ typedef struct D3DXVECTOR4
typedef
struct
D3DXMATRIX
:
public
D3DMATRIX
typedef
struct
D3DXMATRIX
:
public
D3DMATRIX
{
{
D3DXMATRIX
();
D3DXMATRIX
();
D3DXMATRIX
(
CONST
FLOAT
*
pf
);
D3DXMATRIX
(
const
FLOAT
*
pf
);
D3DXMATRIX
(
CONST
D3DMATRIX
&
mat
);
D3DXMATRIX
(
const
D3DMATRIX
&
mat
);
D3DXMATRIX
(
FLOAT
f11
,
FLOAT
f12
,
FLOAT
f13
,
FLOAT
f14
,
D3DXMATRIX
(
FLOAT
f11
,
FLOAT
f12
,
FLOAT
f13
,
FLOAT
f14
,
FLOAT
f21
,
FLOAT
f22
,
FLOAT
f23
,
FLOAT
f24
,
FLOAT
f21
,
FLOAT
f22
,
FLOAT
f23
,
FLOAT
f24
,
FLOAT
f31
,
FLOAT
f32
,
FLOAT
f33
,
FLOAT
f34
,
FLOAT
f31
,
FLOAT
f32
,
FLOAT
f33
,
FLOAT
f34
,
...
@@ -143,27 +143,27 @@ typedef struct D3DXMATRIX : public D3DMATRIX
...
@@ -143,27 +143,27 @@ typedef struct D3DXMATRIX : public D3DMATRIX
FLOAT
operator
()
(
UINT
row
,
UINT
col
)
const
;
FLOAT
operator
()
(
UINT
row
,
UINT
col
)
const
;
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
D3DXMATRIX
&
operator
*=
(
CONST
D3DXMATRIX
&
);
D3DXMATRIX
&
operator
*=
(
const
D3DXMATRIX
&
);
D3DXMATRIX
&
operator
+=
(
CONST
D3DXMATRIX
&
);
D3DXMATRIX
&
operator
+=
(
const
D3DXMATRIX
&
);
D3DXMATRIX
&
operator
-=
(
CONST
D3DXMATRIX
&
);
D3DXMATRIX
&
operator
-=
(
const
D3DXMATRIX
&
);
D3DXMATRIX
&
operator
*=
(
FLOAT
);
D3DXMATRIX
&
operator
*=
(
FLOAT
);
D3DXMATRIX
&
operator
/=
(
FLOAT
);
D3DXMATRIX
&
operator
/=
(
FLOAT
);
D3DXMATRIX
operator
+
()
const
;
D3DXMATRIX
operator
+
()
const
;
D3DXMATRIX
operator
-
()
const
;
D3DXMATRIX
operator
-
()
const
;
D3DXMATRIX
operator
*
(
CONST
D3DXMATRIX
&
)
const
;
D3DXMATRIX
operator
*
(
const
D3DXMATRIX
&
)
const
;
D3DXMATRIX
operator
+
(
CONST
D3DXMATRIX
&
)
const
;
D3DXMATRIX
operator
+
(
const
D3DXMATRIX
&
)
const
;
D3DXMATRIX
operator
-
(
CONST
D3DXMATRIX
&
)
const
;
D3DXMATRIX
operator
-
(
const
D3DXMATRIX
&
)
const
;
D3DXMATRIX
operator
*
(
FLOAT
)
const
;
D3DXMATRIX
operator
*
(
FLOAT
)
const
;
D3DXMATRIX
operator
/
(
FLOAT
)
const
;
D3DXMATRIX
operator
/
(
FLOAT
)
const
;
friend
D3DXMATRIX
operator
*
(
FLOAT
,
CONST
D3DXMATRIX
&
);
friend
D3DXMATRIX
operator
*
(
FLOAT
,
const
D3DXMATRIX
&
);
BOOL
operator
==
(
CONST
D3DXMATRIX
&
)
const
;
BOOL
operator
==
(
const
D3DXMATRIX
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXMATRIX
&
)
const
;
BOOL
operator
!=
(
const
D3DXMATRIX
&
)
const
;
}
D3DXMATRIX
,
*
LPD3DXMATRIX
;
}
D3DXMATRIX
,
*
LPD3DXMATRIX
;
#else
/* !__cplusplus */
#else
/* !__cplusplus */
typedef
struct
_D3DMATRIX
D3DXMATRIX
,
*
LPD3DXMATRIX
;
typedef
struct
_D3DMATRIX
D3DXMATRIX
,
*
LPD3DXMATRIX
;
...
@@ -173,31 +173,31 @@ typedef struct D3DXQUATERNION
...
@@ -173,31 +173,31 @@ typedef struct D3DXQUATERNION
{
{
#ifdef __cplusplus
#ifdef __cplusplus
D3DXQUATERNION
();
D3DXQUATERNION
();
D3DXQUATERNION
(
CONST
FLOAT
*
pf
);
D3DXQUATERNION
(
const
FLOAT
*
pf
);
D3DXQUATERNION
(
FLOAT
fx
,
FLOAT
fy
,
FLOAT
fz
,
FLOAT
fw
);
D3DXQUATERNION
(
FLOAT
fx
,
FLOAT
fy
,
FLOAT
fz
,
FLOAT
fw
);
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
D3DXQUATERNION
&
operator
+=
(
CONST
D3DXQUATERNION
&
);
D3DXQUATERNION
&
operator
+=
(
const
D3DXQUATERNION
&
);
D3DXQUATERNION
&
operator
-=
(
CONST
D3DXQUATERNION
&
);
D3DXQUATERNION
&
operator
-=
(
const
D3DXQUATERNION
&
);
D3DXQUATERNION
&
operator
*=
(
CONST
D3DXQUATERNION
&
);
D3DXQUATERNION
&
operator
*=
(
const
D3DXQUATERNION
&
);
D3DXQUATERNION
&
operator
*=
(
FLOAT
);
D3DXQUATERNION
&
operator
*=
(
FLOAT
);
D3DXQUATERNION
&
operator
/=
(
FLOAT
);
D3DXQUATERNION
&
operator
/=
(
FLOAT
);
D3DXQUATERNION
operator
+
()
const
;
D3DXQUATERNION
operator
+
()
const
;
D3DXQUATERNION
operator
-
()
const
;
D3DXQUATERNION
operator
-
()
const
;
D3DXQUATERNION
operator
+
(
CONST
D3DXQUATERNION
&
)
const
;
D3DXQUATERNION
operator
+
(
const
D3DXQUATERNION
&
)
const
;
D3DXQUATERNION
operator
-
(
CONST
D3DXQUATERNION
&
)
const
;
D3DXQUATERNION
operator
-
(
const
D3DXQUATERNION
&
)
const
;
D3DXQUATERNION
operator
*
(
CONST
D3DXQUATERNION
&
)
const
;
D3DXQUATERNION
operator
*
(
const
D3DXQUATERNION
&
)
const
;
D3DXQUATERNION
operator
*
(
FLOAT
)
const
;
D3DXQUATERNION
operator
*
(
FLOAT
)
const
;
D3DXQUATERNION
operator
/
(
FLOAT
)
const
;
D3DXQUATERNION
operator
/
(
FLOAT
)
const
;
friend
D3DXQUATERNION
operator
*
(
FLOAT
,
CONST
D3DXQUATERNION
&
);
friend
D3DXQUATERNION
operator
*
(
FLOAT
,
const
D3DXQUATERNION
&
);
BOOL
operator
==
(
CONST
D3DXQUATERNION
&
)
const
;
BOOL
operator
==
(
const
D3DXQUATERNION
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXQUATERNION
&
)
const
;
BOOL
operator
!=
(
const
D3DXQUATERNION
&
)
const
;
#endif
/* __cplusplus */
#endif
/* __cplusplus */
FLOAT
x
,
y
,
z
,
w
;
FLOAT
x
,
y
,
z
,
w
;
}
D3DXQUATERNION
,
*
LPD3DXQUATERNION
;
}
D3DXQUATERNION
,
*
LPD3DXQUATERNION
;
...
@@ -206,17 +206,17 @@ typedef struct D3DXPLANE
...
@@ -206,17 +206,17 @@ typedef struct D3DXPLANE
{
{
#ifdef __cplusplus
#ifdef __cplusplus
D3DXPLANE
();
D3DXPLANE
();
D3DXPLANE
(
CONST
FLOAT
*
pf
);
D3DXPLANE
(
const
FLOAT
*
pf
);
D3DXPLANE
(
FLOAT
fa
,
FLOAT
fb
,
FLOAT
fc
,
FLOAT
fd
);
D3DXPLANE
(
FLOAT
fa
,
FLOAT
fb
,
FLOAT
fc
,
FLOAT
fd
);
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
D3DXPLANE
operator
+
()
const
;
D3DXPLANE
operator
+
()
const
;
D3DXPLANE
operator
-
()
const
;
D3DXPLANE
operator
-
()
const
;
BOOL
operator
==
(
CONST
D3DXPLANE
&
)
const
;
BOOL
operator
==
(
const
D3DXPLANE
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXPLANE
&
)
const
;
BOOL
operator
!=
(
const
D3DXPLANE
&
)
const
;
#endif
/* __cplusplus */
#endif
/* __cplusplus */
FLOAT
a
,
b
,
c
,
d
;
FLOAT
a
,
b
,
c
,
d
;
}
D3DXPLANE
,
*
LPD3DXPLANE
;
}
D3DXPLANE
,
*
LPD3DXPLANE
;
...
@@ -226,38 +226,38 @@ typedef struct D3DXCOLOR
...
@@ -226,38 +226,38 @@ typedef struct D3DXCOLOR
#ifdef __cplusplus
#ifdef __cplusplus
D3DXCOLOR
();
D3DXCOLOR
();
D3DXCOLOR
(
DWORD
col
);
D3DXCOLOR
(
DWORD
col
);
D3DXCOLOR
(
CONST
FLOAT
*
pf
);
D3DXCOLOR
(
const
FLOAT
*
pf
);
D3DXCOLOR
(
CONST
D3DCOLORVALUE
&
col
);
D3DXCOLOR
(
const
D3DCOLORVALUE
&
col
);
D3DXCOLOR
(
FLOAT
fr
,
FLOAT
fg
,
FLOAT
fb
,
FLOAT
fa
);
D3DXCOLOR
(
FLOAT
fr
,
FLOAT
fg
,
FLOAT
fb
,
FLOAT
fa
);
operator
DWORD
()
const
;
operator
DWORD
()
const
;
operator
FLOAT
*
();
operator
FLOAT
*
();
operator
CONST
FLOAT
*
()
const
;
operator
const
FLOAT
*
()
const
;
operator
D3DCOLORVALUE
*
();
operator
D3DCOLORVALUE
*
();
operator
CONST
D3DCOLORVALUE
*
()
const
;
operator
const
D3DCOLORVALUE
*
()
const
;
operator
D3DCOLORVALUE
&
();
operator
D3DCOLORVALUE
&
();
operator
CONST
D3DCOLORVALUE
&
()
const
;
operator
const
D3DCOLORVALUE
&
()
const
;
D3DXCOLOR
&
operator
+=
(
CONST
D3DXCOLOR
&
);
D3DXCOLOR
&
operator
+=
(
const
D3DXCOLOR
&
);
D3DXCOLOR
&
operator
-=
(
CONST
D3DXCOLOR
&
);
D3DXCOLOR
&
operator
-=
(
const
D3DXCOLOR
&
);
D3DXCOLOR
&
operator
*=
(
FLOAT
);
D3DXCOLOR
&
operator
*=
(
FLOAT
);
D3DXCOLOR
&
operator
/=
(
FLOAT
);
D3DXCOLOR
&
operator
/=
(
FLOAT
);
D3DXCOLOR
operator
+
()
const
;
D3DXCOLOR
operator
+
()
const
;
D3DXCOLOR
operator
-
()
const
;
D3DXCOLOR
operator
-
()
const
;
D3DXCOLOR
operator
+
(
CONST
D3DXCOLOR
&
)
const
;
D3DXCOLOR
operator
+
(
const
D3DXCOLOR
&
)
const
;
D3DXCOLOR
operator
-
(
CONST
D3DXCOLOR
&
)
const
;
D3DXCOLOR
operator
-
(
const
D3DXCOLOR
&
)
const
;
D3DXCOLOR
operator
*
(
FLOAT
)
const
;
D3DXCOLOR
operator
*
(
FLOAT
)
const
;
D3DXCOLOR
operator
/
(
FLOAT
)
const
;
D3DXCOLOR
operator
/
(
FLOAT
)
const
;
friend
D3DXCOLOR
operator
*
(
FLOAT
,
CONST
D3DXCOLOR
&
);
friend
D3DXCOLOR
operator
*
(
FLOAT
,
const
D3DXCOLOR
&
);
BOOL
operator
==
(
CONST
D3DXCOLOR
&
)
const
;
BOOL
operator
==
(
const
D3DXCOLOR
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXCOLOR
&
)
const
;
BOOL
operator
!=
(
const
D3DXCOLOR
&
)
const
;
#endif
/* __cplusplus */
#endif
/* __cplusplus */
FLOAT
r
,
g
,
b
,
a
;
FLOAT
r
,
g
,
b
,
a
;
}
D3DXCOLOR
,
*
LPD3DXCOLOR
;
}
D3DXCOLOR
,
*
LPD3DXCOLOR
;
...
@@ -267,12 +267,12 @@ typedef struct D3DXFLOAT16
...
@@ -267,12 +267,12 @@ typedef struct D3DXFLOAT16
#ifdef __cplusplus
#ifdef __cplusplus
D3DXFLOAT16
();
D3DXFLOAT16
();
D3DXFLOAT16
(
FLOAT
f
);
D3DXFLOAT16
(
FLOAT
f
);
D3DXFLOAT16
(
CONST
D3DXFLOAT16
&
f
);
D3DXFLOAT16
(
const
D3DXFLOAT16
&
f
);
operator
FLOAT
();
operator
FLOAT
();
BOOL
operator
==
(
CONST
D3DXFLOAT16
&
)
const
;
BOOL
operator
==
(
const
D3DXFLOAT16
&
)
const
;
BOOL
operator
!=
(
CONST
D3DXFLOAT16
&
)
const
;
BOOL
operator
!=
(
const
D3DXFLOAT16
&
)
const
;
#endif
/* __cplusplus */
#endif
/* __cplusplus */
WORD
value
;
WORD
value
;
}
D3DXFLOAT16
,
*
LPD3DXFLOAT16
;
}
D3DXFLOAT16
,
*
LPD3DXFLOAT16
;
...
@@ -281,20 +281,22 @@ typedef struct D3DXFLOAT16
...
@@ -281,20 +281,22 @@ typedef struct D3DXFLOAT16
extern
"C"
{
extern
"C"
{
#endif
#endif
D3DXCOLOR
*
WINAPI
D3DXColorAdjustContrast
(
D3DXCOLOR
*
pout
,
CONST
D3DXCOLOR
*
pc
,
FLOAT
s
);
D3DXCOLOR
*
WINAPI
D3DXColorAdjustContrast
(
D3DXCOLOR
*
pout
,
const
D3DXCOLOR
*
pc
,
FLOAT
s
);
D3DXCOLOR
*
WINAPI
D3DXColorAdjustSaturation
(
D3DXCOLOR
*
pout
,
CONST
D3DXCOLOR
*
pc
,
FLOAT
s
);
D3DXCOLOR
*
WINAPI
D3DXColorAdjustSaturation
(
D3DXCOLOR
*
pout
,
const
D3DXCOLOR
*
pc
,
FLOAT
s
);
FLOAT
WINAPI
D3DXFresnelTerm
(
FLOAT
costheta
,
FLOAT
refractionindex
);
FLOAT
WINAPI
D3DXFresnelTerm
(
FLOAT
costheta
,
FLOAT
refractionindex
);
D3DXMATRIX
*
WINAPI
D3DXMatrixAffineTransformation
(
D3DXMATRIX
*
pout
,
FLOAT
scaling
,
CONST
D3DXVECTOR3
*
rotationcenter
,
CONST
D3DXQUATERNION
*
rotation
,
CONST
D3DXVECTOR3
*
translation
);
D3DXMATRIX
*
WINAPI
D3DXMatrixAffineTransformation
(
D3DXMATRIX
*
pout
,
FLOAT
scaling
,
const
D3DXVECTOR3
*
rotationcenter
,
const
D3DXQUATERNION
*
rotation
,
D3DXMATRIX
*
WINAPI
D3DXMatrixAffineTransformation2D
(
D3DXMATRIX
*
pout
,
FLOAT
scaling
,
CONST
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
CONST
D3DXVECTOR2
*
ptranslation
);
const
D3DXVECTOR3
*
translation
);
HRESULT
WINAPI
D3DXMatrixDecompose
(
D3DXVECTOR3
*
poutscale
,
D3DXQUATERNION
*
poutrotation
,
D3DXVECTOR3
*
pouttranslation
,
CONST
D3DXMATRIX
*
pm
);
D3DXMATRIX
*
WINAPI
D3DXMatrixAffineTransformation2D
(
D3DXMATRIX
*
pout
,
FLOAT
scaling
,
const
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
FLOAT
WINAPI
D3DXMatrixDeterminant
(
CONST
D3DXMATRIX
*
pm
);
const
D3DXVECTOR2
*
ptranslation
);
D3DXMATRIX
*
WINAPI
D3DXMatrixInverse
(
D3DXMATRIX
*
pout
,
FLOAT
*
pdeterminant
,
CONST
D3DXMATRIX
*
pm
);
HRESULT
WINAPI
D3DXMatrixDecompose
(
D3DXVECTOR3
*
poutscale
,
D3DXQUATERNION
*
poutrotation
,
D3DXVECTOR3
*
pouttranslation
,
const
D3DXMATRIX
*
pm
);
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtLH
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
peye
,
CONST
D3DXVECTOR3
*
pat
,
CONST
D3DXVECTOR3
*
pup
);
FLOAT
WINAPI
D3DXMatrixDeterminant
(
const
D3DXMATRIX
*
pm
);
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtRH
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
peye
,
CONST
D3DXVECTOR3
*
pat
,
CONST
D3DXVECTOR3
*
pup
);
D3DXMATRIX
*
WINAPI
D3DXMatrixInverse
(
D3DXMATRIX
*
pout
,
FLOAT
*
pdeterminant
,
const
D3DXMATRIX
*
pm
);
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
);
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtLH
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR3
*
peye
,
const
D3DXVECTOR3
*
pat
,
const
D3DXVECTOR3
*
pup
);
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiplyTranspose
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
);
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
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
);
...
@@ -305,88 +307,95 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
...
@@ -305,88 +307,95 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveOffCenterLH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
);
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveOffCenterLH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
);
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveOffCenterRH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
);
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveOffCenterRH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
);
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveRH
(
D3DXMATRIX
*
pout
,
FLOAT
w
,
FLOAT
h
,
FLOAT
zn
,
FLOAT
zf
);
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveRH
(
D3DXMATRIX
*
pout
,
FLOAT
w
,
FLOAT
h
,
FLOAT
zn
,
FLOAT
zf
);
D3DXMATRIX
*
WINAPI
D3DXMatrixReflect
(
D3DXMATRIX
*
pout
,
CONST
D3DXPLANE
*
pplane
);
D3DXMATRIX
*
WINAPI
D3DXMatrixReflect
(
D3DXMATRIX
*
pout
,
const
D3DXPLANE
*
pplane
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationAxis
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationAxis
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR3
*
pv
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
CONST
D3DXQUATERNION
*
pq
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
const
D3DXQUATERNION
*
pq
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationY
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationY
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationYawPitchRoll
(
D3DXMATRIX
*
pout
,
FLOAT
yaw
,
FLOAT
pitch
,
FLOAT
roll
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationYawPitchRoll
(
D3DXMATRIX
*
pout
,
FLOAT
yaw
,
FLOAT
pitch
,
FLOAT
roll
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationZ
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationZ
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixScaling
(
D3DXMATRIX
*
pout
,
FLOAT
sx
,
FLOAT
sy
,
FLOAT
sz
);
D3DXMATRIX
*
WINAPI
D3DXMatrixScaling
(
D3DXMATRIX
*
pout
,
FLOAT
sx
,
FLOAT
sy
,
FLOAT
sz
);
D3DXMATRIX
*
WINAPI
D3DXMatrixShadow
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR4
*
plight
,
CONST
D3DXPLANE
*
pPlane
);
D3DXMATRIX
*
WINAPI
D3DXMatrixShadow
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR4
*
plight
,
const
D3DXPLANE
*
pPlane
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
pscalingcenter
,
CONST
D3DXQUATERNION
*
pscalingrotation
,
CONST
D3DXVECTOR3
*
pscaling
,
CONST
D3DXVECTOR3
*
protationcenter
,
CONST
D3DXQUATERNION
*
protation
,
CONST
D3DXVECTOR3
*
ptranslation
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR3
*
pscalingcenter
,
const
D3DXQUATERNION
*
pscalingrotation
,
const
D3DXVECTOR3
*
pscaling
,
const
D3DXVECTOR3
*
protationcenter
,
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation2D
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR2
*
pscalingcenter
,
FLOAT
scalingrotation
,
CONST
D3DXVECTOR2
*
pscaling
,
CONST
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
CONST
D3DXVECTOR2
*
ptranslation
);
const
D3DXQUATERNION
*
protation
,
const
D3DXVECTOR3
*
ptranslation
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation2D
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR2
*
pscalingcenter
,
FLOAT
scalingrotation
,
const
D3DXVECTOR2
*
pscaling
,
const
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
const
D3DXVECTOR2
*
ptranslation
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTranslation
(
D3DXMATRIX
*
pout
,
FLOAT
x
,
FLOAT
y
,
FLOAT
z
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTranslation
(
D3DXMATRIX
*
pout
,
FLOAT
x
,
FLOAT
y
,
FLOAT
z
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTranspose
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm
);
D3DXMATRIX
*
WINAPI
D3DXMatrixTranspose
(
D3DXMATRIX
*
pout
,
const
D3DXMATRIX
*
pm
);
D3DXPLANE
*
WINAPI
D3DXPlaneFromPointNormal
(
D3DXPLANE
*
pout
,
CONST
D3DXVECTOR3
*
pvpoint
,
CONST
D3DXVECTOR3
*
pvnormal
);
D3DXPLANE
*
WINAPI
D3DXPlaneFromPointNormal
(
D3DXPLANE
*
pout
,
const
D3DXVECTOR3
*
pvpoint
,
const
D3DXVECTOR3
*
pvnormal
);
D3DXPLANE
*
WINAPI
D3DXPlaneFromPoints
(
D3DXPLANE
*
pout
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pv3
);
D3DXPLANE
*
WINAPI
D3DXPlaneFromPoints
(
D3DXPLANE
*
pout
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pv3
);
D3DXVECTOR3
*
WINAPI
D3DXPlaneIntersectLine
(
D3DXVECTOR3
*
pout
,
CONST
D3DXPLANE
*
pp
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
);
D3DXVECTOR3
*
WINAPI
D3DXPlaneIntersectLine
(
D3DXVECTOR3
*
pout
,
const
D3DXPLANE
*
pp
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
);
D3DXPLANE
*
WINAPI
D3DXPlaneNormalize
(
D3DXPLANE
*
pout
,
CONST
D3DXPLANE
*
pp
);
D3DXPLANE
*
WINAPI
D3DXPlaneNormalize
(
D3DXPLANE
*
pout
,
const
D3DXPLANE
*
pp
);
D3DXPLANE
*
WINAPI
D3DXPlaneTransform
(
D3DXPLANE
*
pout
,
CONST
D3DXPLANE
*
pplane
,
CONST
D3DXMATRIX
*
pm
);
D3DXPLANE
*
WINAPI
D3DXPlaneTransform
(
D3DXPLANE
*
pout
,
const
D3DXPLANE
*
pplane
,
const
D3DXMATRIX
*
pm
);
D3DXPLANE
*
WINAPI
D3DXPlaneTransformArray
(
D3DXPLANE
*
pout
,
UINT
outstride
,
CONST
D3DXPLANE
*
pplane
,
UINT
pstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXPLANE
*
WINAPI
D3DXPlaneTransformArray
(
D3DXPLANE
*
pout
,
UINT
outstride
,
const
D3DXPLANE
*
pplane
,
UINT
pstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionBaryCentric
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
CONST
D3DXQUATERNION
*
pq3
,
FLOAT
f
,
FLOAT
g
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionBaryCentric
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
const
D3DXQUATERNION
*
pq3
,
FLOAT
f
,
FLOAT
g
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionExp
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionExp
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionInverse
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionInverse
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionLn
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionLn
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionMultiply
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionMultiply
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionNormalize
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionNormalize
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionRotationAxis
(
D3DXQUATERNION
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
FLOAT
angle
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionRotationAxis
(
D3DXQUATERNION
*
pout
,
const
D3DXVECTOR3
*
pv
,
FLOAT
angle
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionRotationMatrix
(
D3DXQUATERNION
*
pout
,
CONST
D3DXMATRIX
*
pm
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionRotationMatrix
(
D3DXQUATERNION
*
pout
,
const
D3DXMATRIX
*
pm
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionRotationYawPitchRoll
(
D3DXQUATERNION
*
pout
,
FLOAT
yaw
,
FLOAT
pitch
,
FLOAT
roll
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionRotationYawPitchRoll
(
D3DXQUATERNION
*
pout
,
FLOAT
yaw
,
FLOAT
pitch
,
FLOAT
roll
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionSlerp
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
FLOAT
t
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionSlerp
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
FLOAT
t
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionSquad
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
CONST
D3DXQUATERNION
*
pq3
,
CONST
D3DXQUATERNION
*
pq4
,
FLOAT
t
);
D3DXQUATERNION
*
WINAPI
D3DXQuaternionSquad
(
D3DXQUATERNION
*
pout
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
const
D3DXQUATERNION
*
pq3
,
void
WINAPI
D3DXQuaternionSquadSetup
(
D3DXQUATERNION
*
paout
,
D3DXQUATERNION
*
pbout
,
D3DXQUATERNION
*
pcout
,
CONST
D3DXQUATERNION
*
pq0
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
,
CONST
D3DXQUATERNION
*
pq3
);
const
D3DXQUATERNION
*
pq4
,
FLOAT
t
);
void
WINAPI
D3DXQuaternionToAxisAngle
(
CONST
D3DXQUATERNION
*
pq
,
D3DXVECTOR3
*
paxis
,
FLOAT
*
pangle
);
void
WINAPI
D3DXQuaternionSquadSetup
(
D3DXQUATERNION
*
paout
,
D3DXQUATERNION
*
pbout
,
D3DXQUATERNION
*
pcout
,
const
D3DXQUATERNION
*
pq0
,
const
D3DXQUATERNION
*
pq1
,
const
D3DXQUATERNION
*
pq2
,
const
D3DXQUATERNION
*
pq3
);
D3DXVECTOR2
*
WINAPI
D3DXVec2BaryCentric
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
,
CONST
D3DXVECTOR2
*
pv3
,
FLOAT
f
,
FLOAT
g
);
void
WINAPI
D3DXQuaternionToAxisAngle
(
const
D3DXQUATERNION
*
pq
,
D3DXVECTOR3
*
paxis
,
FLOAT
*
pangle
);
D3DXVECTOR2
*
WINAPI
D3DXVec2CatmullRom
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv0
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
,
CONST
D3DXVECTOR2
*
pv3
,
FLOAT
s
);
D3DXVECTOR2
*
WINAPI
D3DXVec2Hermite
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pt1
,
CONST
D3DXVECTOR2
*
pv2
,
CONST
D3DXVECTOR2
*
pt2
,
FLOAT
s
);
D3DXVECTOR2
*
WINAPI
D3DXVec2BaryCentric
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv1
,
const
D3DXVECTOR2
*
pv2
,
const
D3DXVECTOR2
*
pv3
,
FLOAT
f
,
FLOAT
g
);
D3DXVECTOR2
*
WINAPI
D3DXVec2Normalize
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
);
D3DXVECTOR2
*
WINAPI
D3DXVec2CatmullRom
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv0
,
const
D3DXVECTOR2
*
pv1
,
const
D3DXVECTOR2
*
pv2
,
const
D3DXVECTOR2
*
pv3
,
FLOAT
s
);
D3DXVECTOR4
*
WINAPI
D3DXVec2Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR2
*
WINAPI
D3DXVec2Hermite
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv1
,
const
D3DXVECTOR2
*
pt1
,
const
D3DXVECTOR2
*
pv2
,
const
D3DXVECTOR2
*
pt2
,
FLOAT
s
);
D3DXVECTOR4
*
WINAPI
D3DXVec2TransformArray
(
D3DXVECTOR4
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR2
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR2
*
WINAPI
D3DXVec2Normalize
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoord
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR4
*
WINAPI
D3DXVec2Transform
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR2
*
pv
,
const
D3DXMATRIX
*
pm
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoordArray
(
D3DXVECTOR2
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR2
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec2TransformArray
(
D3DXVECTOR4
*
pout
,
UINT
outstride
,
const
D3DXVECTOR2
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormal
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoord
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv
,
const
D3DXMATRIX
*
pm
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormalArray
(
D3DXVECTOR2
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR2
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformCoordArray
(
D3DXVECTOR2
*
pout
,
UINT
outstride
,
const
D3DXVECTOR2
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormal
(
D3DXVECTOR2
*
pout
,
const
D3DXVECTOR2
*
pv
,
const
D3DXMATRIX
*
pm
);
D3DXVECTOR3
*
WINAPI
D3DXVec3BaryCentric
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pv3
,
FLOAT
f
,
FLOAT
g
);
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormalArray
(
D3DXVECTOR2
*
pout
,
UINT
outstride
,
const
D3DXVECTOR2
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR3
*
WINAPI
D3DXVec3CatmullRom
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv0
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pv3
,
FLOAT
s
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Hermite
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv1
,
CONST
D3DXVECTOR3
*
pt1
,
CONST
D3DXVECTOR3
*
pv2
,
CONST
D3DXVECTOR3
*
pt2
,
FLOAT
s
);
D3DXVECTOR3
*
WINAPI
D3DXVec3BaryCentric
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pv3
,
FLOAT
f
,
FLOAT
g
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Normalize
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
);
D3DXVECTOR3
*
WINAPI
D3DXVec3CatmullRom
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv0
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pv3
,
FLOAT
s
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Project
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DVIEWPORT9
*
pviewport
,
CONST
D3DXMATRIX
*
pprojection
,
CONST
D3DXMATRIX
*
pview
,
CONST
D3DXMATRIX
*
pworld
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Hermite
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv1
,
const
D3DXVECTOR3
*
pt1
,
const
D3DXVECTOR3
*
pv2
,
const
D3DXVECTOR3
*
pt2
,
FLOAT
s
);
D3DXVECTOR3
*
WINAPI
D3DXVec3ProjectArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
pv
,
UINT
vstride
,
CONST
D3DVIEWPORT9
*
pviewport
,
CONST
D3DXMATRIX
*
pprojection
,
CONST
D3DXMATRIX
*
pview
,
CONST
D3DXMATRIX
*
pworld
,
UINT
n
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Normalize
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
);
D3DXVECTOR4
*
WINAPI
D3DXVec3Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Project
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DVIEWPORT9
*
pviewport
,
const
D3DXMATRIX
*
pprojection
,
D3DXVECTOR4
*
WINAPI
D3DXVec3TransformArray
(
D3DXVECTOR4
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
const
D3DXMATRIX
*
pview
,
const
D3DXMATRIX
*
pworld
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoord
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR3
*
WINAPI
D3DXVec3ProjectArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
const
D3DXVECTOR3
*
pv
,
UINT
vstride
,
const
D3DVIEWPORT9
*
pviewport
,
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoordArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
const
D3DXMATRIX
*
pprojection
,
const
D3DXMATRIX
*
pview
,
const
D3DXMATRIX
*
pworld
,
UINT
n
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormal
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR4
*
WINAPI
D3DXVec3Transform
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DXMATRIX
*
pm
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormalArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec3TransformArray
(
D3DXVECTOR4
*
pout
,
UINT
outstride
,
const
D3DXVECTOR3
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Unproject
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DVIEWPORT9
*
pviewport
,
CONST
D3DXMATRIX
*
pprojection
,
CONST
D3DXMATRIX
*
pview
,
CONST
D3DXMATRIX
*
pworld
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoord
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DXMATRIX
*
pm
);
D3DXVECTOR3
*
WINAPI
D3DXVec3UnprojectArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR3
*
pv
,
UINT
vstride
,
CONST
D3DVIEWPORT9
*
pviewport
,
CONST
D3DXMATRIX
*
pprojection
,
CONST
D3DXMATRIX
*
pview
,
CONST
D3DXMATRIX
*
pworld
,
UINT
n
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformCoordArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
const
D3DXVECTOR3
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormal
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DXMATRIX
*
pm
);
D3DXVECTOR4
*
WINAPI
D3DXVec4BaryCentric
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
,
FLOAT
f
,
FLOAT
g
);
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormalArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
const
D3DXVECTOR3
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec4CatmullRom
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv0
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
,
FLOAT
s
);
D3DXVECTOR3
*
WINAPI
D3DXVec3Unproject
(
D3DXVECTOR3
*
pout
,
const
D3DXVECTOR3
*
pv
,
const
D3DVIEWPORT9
*
pviewport
,
const
D3DXMATRIX
*
pprojection
,
D3DXVECTOR4
*
WINAPI
D3DXVec4Cross
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
);
const
D3DXMATRIX
*
pview
,
const
D3DXMATRIX
*
pworld
);
D3DXVECTOR4
*
WINAPI
D3DXVec4Hermite
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pt1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pt2
,
FLOAT
s
);
D3DXVECTOR3
*
WINAPI
D3DXVec3UnprojectArray
(
D3DXVECTOR3
*
pout
,
UINT
outstride
,
const
D3DXVECTOR3
*
pv
,
UINT
vstride
,
const
D3DVIEWPORT9
*
pviewport
,
D3DXVECTOR4
*
WINAPI
D3DXVec4Normalize
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv
);
const
D3DXMATRIX
*
pprojection
,
const
D3DXMATRIX
*
pview
,
const
D3DXMATRIX
*
pworld
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec4Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv
,
CONST
D3DXMATRIX
*
pm
);
D3DXVECTOR4
*
WINAPI
D3DXVec4BaryCentric
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pv3
,
FLOAT
f
,
FLOAT
g
);
D3DXVECTOR4
*
WINAPI
D3DXVec4TransformArray
(
D3DXVECTOR4
*
pout
,
UINT
outstride
,
CONST
D3DXVECTOR4
*
pv
,
UINT
vstride
,
CONST
D3DXMATRIX
*
pm
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec4CatmullRom
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv0
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pv3
,
FLOAT
s
);
D3DXVECTOR4
*
WINAPI
D3DXVec4Cross
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pv3
);
D3DXFLOAT16
*
WINAPI
D3DXFloat32To16Array
(
D3DXFLOAT16
*
pout
,
CONST
FLOAT
*
pin
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec4Hermite
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv1
,
const
D3DXVECTOR4
*
pt1
,
const
D3DXVECTOR4
*
pv2
,
const
D3DXVECTOR4
*
pt2
,
FLOAT
s
);
FLOAT
*
WINAPI
D3DXFloat16To32Array
(
FLOAT
*
pout
,
CONST
D3DXFLOAT16
*
pin
,
UINT
n
);
D3DXVECTOR4
*
WINAPI
D3DXVec4Normalize
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv
);
D3DXVECTOR4
*
WINAPI
D3DXVec4Transform
(
D3DXVECTOR4
*
pout
,
const
D3DXVECTOR4
*
pv
,
const
D3DXMATRIX
*
pm
);
FLOAT
*
WINAPI
D3DXSHAdd
(
FLOAT
*
out
,
UINT
order
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
);
D3DXVECTOR4
*
WINAPI
D3DXVec4TransformArray
(
D3DXVECTOR4
*
pout
,
UINT
outstride
,
const
D3DXVECTOR4
*
pv
,
UINT
vstride
,
const
D3DXMATRIX
*
pm
,
UINT
n
);
FLOAT
WINAPI
D3DXSHDot
(
UINT
order
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHEvalDirection
(
FLOAT
*
out
,
UINT
order
,
CONST
D3DXVECTOR3
*
dir
);
D3DXFLOAT16
*
WINAPI
D3DXFloat32To16Array
(
D3DXFLOAT16
*
pout
,
const
FLOAT
*
pin
,
UINT
n
);
HRESULT
WINAPI
D3DXSHEvalDirectionalLight
(
UINT
order
,
CONST
D3DXVECTOR3
*
dir
,
FLOAT
Rintensity
,
FLOAT
Gintensity
,
FLOAT
Bintensity
,
FLOAT
*
rout
,
FLOAT
*
gout
,
FLOAT
*
bout
);
FLOAT
*
WINAPI
D3DXFloat16To32Array
(
FLOAT
*
pout
,
const
D3DXFLOAT16
*
pin
,
UINT
n
);
FLOAT
*
WINAPI
D3DXSHMultiply2
(
FLOAT
*
out
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHMultiply3
(
FLOAT
*
out
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHAdd
(
FLOAT
*
out
,
UINT
order
,
const
FLOAT
*
a
,
const
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHMultiply4
(
FLOAT
*
out
,
CONST
FLOAT
*
a
,
CONST
FLOAT
*
b
);
FLOAT
WINAPI
D3DXSHDot
(
UINT
order
,
const
FLOAT
*
a
,
const
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHRotate
(
FLOAT
*
out
,
UINT
order
,
CONST
D3DXMATRIX
*
matrix
,
CONST
FLOAT
*
in
);
FLOAT
*
WINAPI
D3DXSHEvalDirection
(
FLOAT
*
out
,
UINT
order
,
const
D3DXVECTOR3
*
dir
);
FLOAT
*
WINAPI
D3DXSHRotateZ
(
FLOAT
*
out
,
UINT
order
,
FLOAT
angle
,
CONST
FLOAT
*
in
);
HRESULT
WINAPI
D3DXSHEvalDirectionalLight
(
UINT
order
,
const
D3DXVECTOR3
*
dir
,
FLOAT
Rintensity
,
FLOAT
Gintensity
,
FLOAT
Bintensity
,
FLOAT
*
rout
,
FLOAT
*
gout
,
FLOAT
*
bout
);
FLOAT
*
WINAPI
D3DXSHScale
(
FLOAT
*
out
,
UINT
order
,
CONST
FLOAT
*
a
,
CONST
FLOAT
scale
);
FLOAT
*
WINAPI
D3DXSHMultiply2
(
FLOAT
*
out
,
const
FLOAT
*
a
,
const
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHMultiply3
(
FLOAT
*
out
,
const
FLOAT
*
a
,
const
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHMultiply4
(
FLOAT
*
out
,
const
FLOAT
*
a
,
const
FLOAT
*
b
);
FLOAT
*
WINAPI
D3DXSHRotate
(
FLOAT
*
out
,
UINT
order
,
const
D3DXMATRIX
*
matrix
,
const
FLOAT
*
in
);
FLOAT
*
WINAPI
D3DXSHRotateZ
(
FLOAT
*
out
,
UINT
order
,
FLOAT
angle
,
const
FLOAT
*
in
);
FLOAT
*
WINAPI
D3DXSHScale
(
FLOAT
*
out
,
UINT
order
,
const
FLOAT
*
a
,
const
FLOAT
scale
);
#ifdef __cplusplus
#ifdef __cplusplus
}
}
...
@@ -408,11 +417,11 @@ DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
...
@@ -408,11 +417,11 @@ DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
STDMETHOD
(
Pop
)(
THIS
)
PURE
;
STDMETHOD
(
Pop
)(
THIS
)
PURE
;
STDMETHOD
(
Push
)(
THIS
)
PURE
;
STDMETHOD
(
Push
)(
THIS
)
PURE
;
STDMETHOD
(
LoadIdentity
)(
THIS
)
PURE
;
STDMETHOD
(
LoadIdentity
)(
THIS
)
PURE
;
STDMETHOD
(
LoadMatrix
)(
THIS_
CONST
D3DXMATRIX
*
pM
)
PURE
;
STDMETHOD
(
LoadMatrix
)(
THIS_
const
D3DXMATRIX
*
pM
)
PURE
;
STDMETHOD
(
MultMatrix
)(
THIS_
CONST
D3DXMATRIX
*
pM
)
PURE
;
STDMETHOD
(
MultMatrix
)(
THIS_
const
D3DXMATRIX
*
pM
)
PURE
;
STDMETHOD
(
MultMatrixLocal
)(
THIS_
CONST
D3DXMATRIX
*
pM
)
PURE
;
STDMETHOD
(
MultMatrixLocal
)(
THIS_
const
D3DXMATRIX
*
pM
)
PURE
;
STDMETHOD
(
RotateAxis
)(
THIS_
CONST
D3DXVECTOR3
*
pV
,
FLOAT
Angle
)
PURE
;
STDMETHOD
(
RotateAxis
)(
THIS_
const
D3DXVECTOR3
*
pV
,
FLOAT
Angle
)
PURE
;
STDMETHOD
(
RotateAxisLocal
)(
THIS_
CONST
D3DXVECTOR3
*
pV
,
FLOAT
Angle
)
PURE
;
STDMETHOD
(
RotateAxisLocal
)(
THIS_
const
D3DXVECTOR3
*
pV
,
FLOAT
Angle
)
PURE
;
STDMETHOD
(
RotateYawPitchRoll
)(
THIS_
FLOAT
Yaw
,
FLOAT
Pitch
,
FLOAT
Roll
)
PURE
;
STDMETHOD
(
RotateYawPitchRoll
)(
THIS_
FLOAT
Yaw
,
FLOAT
Pitch
,
FLOAT
Roll
)
PURE
;
STDMETHOD
(
RotateYawPitchRollLocal
)(
THIS_
FLOAT
Yaw
,
FLOAT
Pitch
,
FLOAT
Roll
)
PURE
;
STDMETHOD
(
RotateYawPitchRollLocal
)(
THIS_
FLOAT
Yaw
,
FLOAT
Pitch
,
FLOAT
Roll
)
PURE
;
STDMETHOD
(
Scale
)(
THIS_
FLOAT
x
,
FLOAT
y
,
FLOAT
z
)
PURE
;
STDMETHOD
(
Scale
)(
THIS_
FLOAT
x
,
FLOAT
y
,
FLOAT
z
)
PURE
;
...
...
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