Commit f45e991c authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixPerspectiveFovRH.

parent bde962f0
...@@ -38,7 +38,7 @@ ...@@ -38,7 +38,7 @@
@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr) @ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr)
@ stdcall D3DXMatrixPerspectiveRH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveRH(ptr long long long long)
@ stdcall D3DXMatrixPerspectiveLH(ptr long long long long) @ stdcall D3DXMatrixPerspectiveLH(ptr long long long long)
@ stub D3DXMatrixPerspectiveFovRH @ stdcall D3DXMatrixPerspectiveFovRH(ptr long long long long)
@ stub D3DXMatrixPerspectiveFovLH @ stub D3DXMatrixPerspectiveFovLH
@ stub D3DXMatrixPerspectiveOffCenterRH @ stub D3DXMatrixPerspectiveOffCenterRH
@ stub D3DXMatrixPerspectiveOffCenterLH @ stub D3DXMatrixPerspectiveOffCenterLH
......
...@@ -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 D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
pout->m[1][1] = 1.0f / tan(fovy/2.0f);
pout->m[2][2] = zf / (zn - zf);
pout->m[2][3] = -1.0f;
pout->m[3][2] = (zf * zn) / (zn - zf);
pout->m[3][3] = 0.0f;
return pout;
}
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)
{ {
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
......
...@@ -222,6 +222,14 @@ static void D3DXMatrixTest(void) ...@@ -222,6 +222,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2); D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat); expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixPerspectiveFovRH_______________*/
expectedmat.m[0][0] = 13.288858f; 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] = 9.966644f; 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;
D3DXMatrixPerspectiveFovRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixPerspectiveLH_______________*/ /*____________D3DXMatrixPerspectiveLH_______________*/
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[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[1][0] = 0.0f; expectedmat.m[1][1] = -6.4f; expectedmat.m[1][2] = 0.0; expectedmat.m[1][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 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 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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