Commit 515d7101 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixPerspectiveOffCenterLH.

parent 110fcb49
...@@ -41,7 +41,7 @@ ...@@ -41,7 +41,7 @@
@ stdcall D3DXMatrixPerspectiveFovRH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveFovRH(ptr long long long long)
@ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveFovLH(ptr long long long long)
@ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long) @ stdcall D3DXMatrixPerspectiveOffCenterRH(ptr long long long long long long)
@ stub D3DXMatrixPerspectiveOffCenterLH @ stdcall D3DXMatrixPerspectiveOffCenterLH(ptr long long long long long long)
@ stub D3DXMatrixOrthoRH @ stub D3DXMatrixOrthoRH
@ stub D3DXMatrixOrthoLH @ stub D3DXMatrixOrthoLH
@ stub D3DXMatrixOrthoOffCenterRH @ stub D3DXMatrixOrthoOffCenterRH
......
...@@ -152,6 +152,20 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F ...@@ -152,6 +152,20 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / (r - l);
pout->m[1][1] = -2.0f * zn / (b - t);
pout->m[2][0] = -1.0f - 2.0f * l / (r - l);
pout->m[2][1] = 1.0f + 2.0f * t / (b - t);
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 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)
{ {
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
......
...@@ -246,6 +246,14 @@ static void D3DXMatrixTest(void) ...@@ -246,6 +246,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixPerspectiveLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f); D3DXMatrixPerspectiveLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f);
expect_mat(expectedmat,gotmat); expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixPerspectiveOffCenterLH_______________*/
expectedmat.m[0][0] = 11.636364f; 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] = 0.576577f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
expectedmat.m[2][0] = -1.727273f; expectedmat.m[2][1] = -0.567568f; expectedmat.m[2][2] = 0.840796f; expectedmat.m[2][3] = 1.0f;
expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = -2.690547f; expectedmat.m[3][3] = 0.0f;
D3DXMatrixPerspectiveOffCenterLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f, 3.2f, -16.9f);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixPerspectiveOffCenterRH_______________*/ /*____________D3DXMatrixPerspectiveOffCenterRH_______________*/
expectedmat.m[0][0] = 11.636364f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[0][0] = 11.636364f; 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] = 0.576577f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.576577f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
......
...@@ -65,6 +65,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C ...@@ -65,6 +65,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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 D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
......
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