Commit 951ca73f authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixOrthoOffCenterLH.

parent 9fc132d0
...@@ -45,7 +45,7 @@ ...@@ -45,7 +45,7 @@
@ stdcall D3DXMatrixOrthoRH(ptr long long long long) @ stdcall D3DXMatrixOrthoRH(ptr long long long long)
@ stdcall D3DXMatrixOrthoLH(ptr long long long long) @ stdcall D3DXMatrixOrthoLH(ptr long long long long)
@ stdcall D3DXMatrixOrthoOffCenterRH(ptr long long long long long long) @ stdcall D3DXMatrixOrthoOffCenterRH(ptr long long long long long long)
@ stub D3DXMatrixOrthoOffCenterLH @ stdcall D3DXMatrixOrthoOffCenterLH(ptr long long long long long long)
@ stub D3DXMatrixShadow @ stub D3DXMatrixShadow
@ stub D3DXMatrixReflect @ stub D3DXMatrixReflect
@ stub D3DXQuaternionToAxisAngle @ stub D3DXQuaternionToAxisAngle
......
...@@ -126,6 +126,18 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z ...@@ -126,6 +126,18 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f / (r - l);
pout->m[1][1] = 2.0f / (t - b);
pout->m[2][2] = 1.0f / (zf -zn);
pout->m[3][0] = -1.0f -2.0f *l / (r - l);
pout->m[3][1] = 1.0f + 2.0f * t / (b - t);
pout->m[3][2] = zn / (zn -zf);
return pout;
}
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)
{ {
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
......
...@@ -230,6 +230,14 @@ static void D3DXMatrixTest(void) ...@@ -230,6 +230,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixOrthoLH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f); D3DXMatrixOrthoLH(&gotmat, 2.5f, 7.4f, -3.2f, -9.8f);
expect_mat(expectedmat,gotmat); expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixOrthoOffCenterLH_______________*/
expectedmat.m[0][0] = 3.636364f; 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] = 0.180180f; 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] = -0.045662f; expectedmat.m[2][3] = 0.0f;
expectedmat.m[3][0] = -1.727272f; expectedmat.m[3][1] = -0.567568f; expectedmat.m[3][2] = 0.424658f; expectedmat.m[3][3] = 1.0f;
D3DXMatrixOrthoOffCenterLH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f, 9.3, -12.6);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixOrthoOffCenterRH_______________*/ /*____________D3DXMatrixOrthoOffCenterRH_______________*/
expectedmat.m[0][0] = 3.636364f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[0][0] = 3.636364f; 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] = 0.180180f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f; expectedmat.m[1][0] = 0.0f; expectedmat.m[1][1] = 0.180180f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][3] = 0.0f;
......
...@@ -63,7 +63,9 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, ...@@ -63,7 +63,9 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
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 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 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);
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI 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);
......
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