Commit 5154b203 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixPerspectiveRH.

parent 324aad45
...@@ -36,7 +36,7 @@ ...@@ -36,7 +36,7 @@
@ stub D3DXMatrixAffineTransformation @ stub D3DXMatrixAffineTransformation
@ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr) @ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr)
@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr) @ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr)
@ stub D3DXMatrixPerspectiveRH @ stdcall D3DXMatrixPerspectiveRH(ptr long long long long)
@ stub D3DXMatrixPerspectiveLH @ stub D3DXMatrixPerspectiveLH
@ stub D3DXMatrixPerspectiveFovRH @ stub D3DXMatrixPerspectiveFovRH
@ stub D3DXMatrixPerspectiveFovLH @ stub D3DXMatrixPerspectiveFovLH
......
...@@ -116,6 +116,18 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C ...@@ -116,6 +116,18 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / w;
pout->m[1][1] = 2.0f * zn / h;
pout->m[2][2] = zf / (zn - zf);
pout->m[3][2] = (zn * zf) / (zn - zf);
pout->m[2][3] = -1.0f;
pout->m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
{ {
D3DXVECTOR3 v; D3DXVECTOR3 v;
......
...@@ -222,7 +222,15 @@ static void D3DXMatrixTest(void) ...@@ -222,7 +222,15 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2); D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat); expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixRotationRotationAxis_____*/ /*____________D3DXMatrixPerspectiveRH_______________*/
expectedmat.m[0][0] = -24.0f; expectedmat.m[0][1] = -0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = -0.783784f; expectedmat.m[2][3] = -1.0f;
expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 1.881081f; expectedmat.m[3][3] = 0.0f;
D3DXMatrixPerspectiveRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixRotationAxis_____*/
expectedmat.m[0][0] = 0.508475f; expectedmat.m[0][1] = 0.763805f; expectedmat.m[0][2] = 0.397563f; expectedmat.m[0][3] = 0.0f; expectedmat.m[0][0] = 0.508475f; expectedmat.m[0][1] = 0.763805f; expectedmat.m[0][2] = 0.397563f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = -0.814652f; expectedmat.m[1][1] = 0.576271f; expectedmat.m[1][2] = -0.065219f; expectedmat.m[1][3] = 0.0f; expectedmat.m[1][0] = -0.814652f; expectedmat.m[1][1] = 0.576271f; expectedmat.m[1][2] = -0.065219f; expectedmat.m[1][3] = 0.0f;
expectedmat.m[2][0] = -0.278919f; expectedmat.m[2][1] = -0.290713f; expectedmat.m[2][2] = 0.915254f; expectedmat.m[2][3] = 0.0f; expectedmat.m[2][0] = -0.278919f; expectedmat.m[2][1] = -0.290713f; expectedmat.m[2][2] = 0.915254f; expectedmat.m[2][3] = 0.0f;
......
...@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); ...@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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);
......
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