comparison win32/directx/d3dx10math.d @ 1:4a9dcbd9e54f

-files of 0.13 beta -fixes so that it now compiles with the current dmd version
author marton@basel.hu
date Tue, 05 Apr 2011 20:44:01 +0200
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0:586e4a649642 1:4a9dcbd9e54f
1 /***********************************************************************\
2 * d3dx10math.d *
3 * *
4 * Windows API header module *
5 * *
6 * Placed into public domain *
7 \***********************************************************************/
8 module win32.directx.d3dx10math;
9
10 version(Tango) {
11 import tango.math.Math;
12 alias sqrt sqrtf;
13 } else {
14 import std.c.math;
15 }
16
17 private import win32.windows;
18 private import win32.directx.d3dx10;
19
20 struct D3DVECTOR {
21 float x;
22 float y;
23 float z;
24 }
25
26 struct D3DMATRIX {
27 union {
28 struct {
29 float _11, _12, _13, _14;
30 float _21, _22, _23, _24;
31 float _31, _32, _33, _34;
32 float _41, _42, _43, _44;
33 }
34 float[4][4] m;
35 }
36 }
37
38 const D3DX_PI = 3.14159265358979323846;
39 const D3DX_1BYPI = 1.0 / D3DX_PI;
40
41 float D3DXToRadian(float degree) {
42 return degree * (D3DX_PI / 180.0);
43 }
44
45 float D3DXToDegree(float radian) {
46 return radian * (180.0 / D3DX_PI);
47 }
48
49 const D3DX_16F_DIG = 3;
50 const D3DX_16F_EPSILON = 4.8875809e-4f;
51 const D3DX_16F_MANT_DIG = 11;
52 const D3DX_16F_MAX = 6.550400e+004;
53 const D3DX_16F_MAX_10_EXP = 4;
54 const D3DX_16F_MAX_EXP = 15;
55 const D3DX_16F_MIN = 6.1035156e-5f;
56 const D3DX_16F_MIN_10_EXP = -4;
57 const D3DX_16F_MIN_EXP = -14;
58 const D3DX_16F_RADIX = 2;
59 const D3DX_16F_ROUNDS = 1;
60 const D3DX_16F_SIGN_MASK = 0x8000;
61 const D3DX_16F_EXP_MASK = 0x7C00;
62 const D3DX_16F_FRAC_MASK = 0x03FF;
63
64 struct D3DXFLOAT16 {
65 //TODO
66 protected:
67 WORD value;
68 }
69
70 struct D3DXVECTOR2 {
71 //TODO
72 float x, y;
73 }
74
75 struct D3DXVECTOR2_16F {
76 //TODO
77 D3DXFLOAT16 x, y;
78 }
79
80 struct D3DXVECTOR3 {
81 //TODO
82 float x, y, z;
83 }
84
85 struct D3DXVECTOR3_16F {
86 //TODO
87 D3DXFLOAT16 x, y, z;
88 }
89
90 struct D3DXVECTOR4 {
91 //TODO
92 float x, y, z, w;
93 }
94
95 struct D3DXVECTOR4_16F {
96 //TODO
97 D3DXFLOAT16 x, y, z, w;
98 }
99
100 struct D3DXMATRIX {
101 //TODO
102 union {
103 struct {
104 float _11, _12, _13, _14;
105 float _21, _22, _23, _24;
106 float _31, _32, _33, _34;
107 float _41, _42, _43, _44;
108 }
109 float[4][4] m;
110 }
111 }
112
113 //TODO struct _D3DXMATRIXA16 : D3DXMATRIX
114
115 struct D3DXQUATERNION {
116 //TODO
117 float x, y, z, w;
118 }
119
120 struct D3DXPLANE {
121 //TODO
122 float a, b, c, d;
123 }
124
125 struct D3DXCOLOR {
126 //TODO
127 float r, g, b, a;
128 }
129
130 extern(Windows) {
131 D3DXFLOAT16* D3DXFloat32To16Array(D3DXFLOAT16* pOut, float* pIn, UINT n);
132 float* D3DXFloat16To32Array(float* pOut, D3DXFLOAT16* pIn, UINT n);
133 }
134
135 float D3DXVec2Length(D3DXVECTOR2* pV) {
136 debug(D3DX10_DEBUG) {
137 if (pV is null) return 0.0;
138 }
139 return sqrtf((pV.x * pV.x) + (pV.y * pV.y));
140 }
141
142 float D3DXVec2LengthSq(D3DXVECTOR2* pV) {
143 debug(D3DX10_DEBUG) {
144 if (pV is null) return 0.0;
145 }
146 return (pV.x * pV.x) + (pV.y * pV.y);
147 }
148
149 float D3DXVec2Dot(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
150 debug(D3DX10_DEBUG) {
151 if ((pV1 is null) || (pV2 is null)) return 0.0;
152 }
153 return (pV1.x * pV2.x) + (pV1.y * pV2.y);
154 }
155
156 float D3DXVec2CCW(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
157 debug(D3DX10_DEBUG) {
158 if ((pV1 is null) || (pV2 is null)) return 0.0;
159 }
160 return (pV1.x * pV2.y) + (pV1.y * pV2.x);
161 }
162
163 D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
164 debug(D3DX10_DEBUG) {
165 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
166 }
167 pOut.x = pV1.x + pV2.x;
168 pOut.y = pV1.y + pV2.y;
169 return pOut;
170 }
171
172 D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
173 debug(D3DX10_DEBUG) {
174 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
175 }
176 pOut.x = pV1.x - pV2.x;
177 pOut.y = pV1.y - pV2.y;
178 return pOut;
179 }
180
181 D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
182 debug(D3DX10_DEBUG) {
183 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
184 }
185 pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
186 pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
187 return pOut;
188 }
189
190 D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
191 debug(D3DX10_DEBUG) {
192 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
193 }
194 pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
195 pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
196 return pOut;
197 }
198
199 D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, float s) {
200 debug(D3DX10_DEBUG) {
201 if ((pOut is null) || (pV is null)) return null;
202 }
203 pOut.x = pV.x * s;
204 pOut.y = pV.y * s;
205 return pOut;
206 }
207
208 D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, float s) {
209 debug(D3DX10_DEBUG) {
210 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
211 }
212 pOut.x = pV1.x + s * (pV2.x - pV1.x);
213 pOut.y = pV1.y + s * (pV2.y - pV1.y);
214 return pOut;
215 }
216
217 extern(Windows) {
218 D3DXVECTOR2* D3DXVec2Normalize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV);
219 D3DXVECTOR2* D3DXVec2Hermite(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pT1, D3DXVECTOR2* pV2, D3DXVECTOR2* pT2, float s);
220 D3DXVECTOR2* D3DXVec2CatmullRom(D3DXVECTOR2* pOut, D3DXVECTOR2* pV0, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float s);
221 D3DXVECTOR2* D3DXVec2BaryCentric(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float f, float g);
222 D3DXVECTOR4* D3DXVec2Transform(D3DXVECTOR4* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
223 D3DXVECTOR2* D3DXVec2TransformCoord(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
224 D3DXVECTOR2* D3DXVec2TransformNormal(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
225 D3DXVECTOR4* D3DXVec2TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
226 D3DXVECTOR2* D3DXVec2TransformCoordArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
227 D3DXVECTOR2* D3DXVec2TransformNormalArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
228 }
229
230 float D3DXVec3Length(D3DXVECTOR3* pV) {
231 debug(D3DX10_DEBUG) {
232 if (pV is null) return 0.0;
233 }
234 return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z));
235 }
236
237 float D3DXVec3LengthSq(D3DXVECTOR3* pV) {
238 debug(D3DX10_DEBUG) {
239 if (pV is null) return 0.0;
240 }
241 return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z);
242 }
243
244 float D3DXVec3Dot(D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
245 debug(D3DX10_DEBUG) {
246 if ((pV1 is null) || (pV2 is null)) return 0.0;
247 }
248 return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z);
249 }
250
251 D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
252 debug(D3DX10_DEBUG) {
253 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return 0.0;
254 }
255 D3DXVECTOR3 v;
256 v.x = (pV1.y * pV2.z) - (pV1.z * pV2.y);
257 v.y = (pV1.z * pV2.x) - (pV1.x * pV2.z);
258 v.z = (pV1.x * pV2.y) - (pV1.y * pV2.x);
259 *pOut = v;
260 return pOut;
261 }
262
263 D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
264 debug(D3DX10_DEBUG) {
265 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
266 }
267 pOut.x = pV1.x + pV2.x;
268 pOut.y = pV1.y + pV2.y;
269 pOut.z = pV1.z + pV2.z;
270 return pOut;
271 }
272
273 D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
274 debug(D3DX10_DEBUG) {
275 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
276 }
277 pOut.x = pV1.x - pV2.x;
278 pOut.y = pV1.y - pV2.y;
279 pOut.z = pV1.z - pV2.z;
280 return pOut;
281 }
282
283 D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
284 debug(D3DX10_DEBUG) {
285 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
286 }
287 pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
288 pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
289 pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z;
290 return pOut;
291 }
292
293 D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
294 debug(D3DX10_DEBUG) {
295 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
296 }
297 pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
298 pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
299 pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z;
300 return pOut;
301 }
302
303 D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, float s) {
304 debug(D3DX10_DEBUG) {
305 if ((pOut is null) || (pV is null)) return null;
306 }
307 pOut.x = pV.x * s;
308 pOut.y = pV.y * s;
309 pOut.z = pV.z * s;
310 return pOut;
311 }
312
313 D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, float s) {
314 debug(D3DX10_DEBUG) {
315 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
316 }
317 pOut.x = pV1.x + s * (pV2.x - pV1.x);
318 pOut.y = pV1.y + s * (pV2.y - pV1.y);
319 pOut.z = pV1.z + s * (pV2.z - pV1.z);
320 return pOut;
321 }
322
323 extern(Windows) {
324 D3DXVECTOR3* D3DXVec3Normalize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV);
325 D3DXVECTOR3* D3DXVec3Hermite(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pT1, D3DXVECTOR3* pV2, D3DXVECTOR3* pT2, FLOAT s);
326 D3DXVECTOR3* D3DXVec3CatmullRom(D3DXVECTOR3* pOut, D3DXVECTOR3* pV0, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT s);
327 D3DXVECTOR3* D3DXVec3BaryCentric(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT f, FLOAT g);
328 D3DXVECTOR4* D3DXVec3Transform(D3DXVECTOR4* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
329 D3DXVECTOR3* D3DXVec3TransformCoord(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
330 D3DXVECTOR3* D3DXVec3TransformNormal(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
331 D3DXVECTOR4* D3DXVec3TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
332 D3DXVECTOR3* D3DXVec3TransformCoordArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
333 D3DXVECTOR3* D3DXVec3TransformNormalArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
334 D3DXVECTOR3* D3DXVec3Project(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld);
335 D3DXVECTOR3* D3DXVec3Unproject(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld);
336 D3DXVECTOR3* D3DXVec3ProjectArray(D3DXVECTOR3* pOut, UINT OutStride,D3DXVECTOR3* pV, UINT VStride,D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n);
337 D3DXVECTOR3* D3DXVec3UnprojectArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n);
338 }
339
340 float D3DXVec4Length(D3DXVECTOR4* pV) {
341 debug(D3DX10_DEBUG) {
342 if (pV is null) return 0.0;
343 }
344 return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w));
345 }
346
347 float D3DXVec4LengthSq(D3DXVECTOR4* pV) {
348 debug(D3DX10_DEBUG) {
349 if (pV is null) return 0.0;
350 }
351 return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w);
352 }
353
354 float D3DXVec4Dot(D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
355 debug(D3DX10_DEBUG) {
356 if ((pV1 is null) || (pV2 is null)) return 0.0;
357 }
358 return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z) + (pV1.w * pV2.w);
359 }
360
361 D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
362 debug(D3DX10_DEBUG) {
363 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
364 }
365 pOut.x = pV1.x + pV2.x;
366 pOut.y = pV1.y + pV2.y;
367 pOut.z = pV1.z + pV2.z;
368 pOut.w = pV1.w + pV2.w;
369 return pOut;
370 }
371
372 D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
373 debug(D3DX10_DEBUG) {
374 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
375 }
376 pOut.x = pV1.x - pV2.x;
377 pOut.y = pV1.y - pV2.y;
378 pOut.z = pV1.z - pV2.z;
379 pOut.w = pV1.w - pV2.w;
380 return pOut;
381 }
382
383 D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
384 debug(D3DX10_DEBUG) {
385 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
386 }
387 pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
388 pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
389 pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z;
390 pOut.w = pV1.w < pV2.w ? pV1.w : pV2.w;
391 return pOut;
392 }
393
394 D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
395 debug(D3DX10_DEBUG) {
396 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
397 }
398 pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
399 pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
400 pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z;
401 pOut.w = pV1.w > pV2.w ? pV1.w : pV2.w;
402 return pOut;
403 }
404
405 D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, float s) {
406 debug(D3DX10_DEBUG) {
407 if ((pOut is null) || (pV is null)) return null;
408 }
409 pOut.x = pV.x * s;
410 pOut.y = pV.y * s;
411 pOut.z = pV.z * s;
412 pOut.w = pV.w * s;
413 return pOut;
414 }
415
416 D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, float s) {
417 debug(D3DX10_DEBUG) {
418 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
419 }
420 pOut.x = pV1.x + s * (pV2.x - pV1.x);
421 pOut.y = pV1.y + s * (pV2.y - pV1.y);
422 pOut.z = pV1.z + s * (pV2.z - pV1.z);
423 pOut.w = pV1.w + s * (pV2.w - pV1.w);
424 return pOut;
425 }
426
427 extern(Windows) {
428 D3DXVECTOR4* D3DXVec4Cross(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3);
429 D3DXVECTOR4* D3DXVec4Normalize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV);
430 D3DXVECTOR4* D3DXVec4Hermite(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pT1, D3DXVECTOR4* pV2, D3DXVECTOR4* pT2, FLOAT s);
431 D3DXVECTOR4* D3DXVec4CatmullRom(D3DXVECTOR4* pOut, D3DXVECTOR4* pV0, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT s);
432 D3DXVECTOR4* D3DXVec4BaryCentric(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT f, FLOAT g);
433 D3DXVECTOR4* D3DXVec4Transform(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, D3DXMATRIX* pM);
434 D3DXVECTOR4* D3DXVec4TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR4* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
435 }
436
437 D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pOut) {
438 debug(D3DX10_DEBUG) {
439 if (pOut is null) return NULL;
440 }
441 pOut.m[0][1] = pOut.m[0][2] = pOut.m[0][3] =
442 pOut.m[1][0] = pOut.m[1][2] = pOut.m[1][3] =
443 pOut.m[2][0] = pOut.m[2][1] = pOut.m[2][3] =
444 pOut.m[3][0] = pOut.m[3][1] = pOut.m[3][2] = 0.0;
445 pOut.m[0][0] = pOut.m[1][1] = pOut.m[2][2] = pOut.m[3][3] = 1.0;
446 return pOut;
447 }
448
449
450 BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pM) {
451 debug(D3DX10_DEBUG) {
452 if(pM is null) return FALSE;
453 }
454 return (pM.m[0][0] == 1.0f) && (pM.m[0][1] == 0.0f) && (pM.m[0][2] == 0.0f) && (pM.m[0][3] == 0.0f) &&
455 (pM.m[1][0] == 0.0f) && (pM.m[1][1] == 1.0f) && (pM.m[1][2] == 0.0f) && (pM.m[1][3] == 0.0f) &&
456 (pM.m[2][0] == 0.0f) && (pM.m[2][1] == 0.0f) && (pM.m[2][2] == 1.0f) && (pM.m[2][3] == 0.0f) &&
457 (pM.m[3][0] == 0.0f) && (pM.m[3][1] == 0.0f) && (pM.m[3][2] == 0.0f) && (pM.m[3][3] == 1.0f);
458 }
459
460 extern(Windows) {
461 FLOAT D3DXMatrixDeterminant(D3DXMATRIX* pM);
462 HRESULT D3DXMatrixDecompose(D3DXVECTOR3* pOutScale, D3DXQUATERNION* pOutRotation, D3DXVECTOR3* pOutTranslation, D3DXMATRIX* pM);
463 D3DXMATRIX* D3DXMatrixTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM);
464 D3DXMATRIX* D3DXMatrixMultiply(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2);
465 D3DXMATRIX* D3DXMatrixMultiplyTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2);
466 D3DXMATRIX* D3DXMatrixInverse(D3DXMATRIX* pOut, FLOAT* pDeterminant, D3DXMATRIX* pM);
467 D3DXMATRIX* D3DXMatrixScaling(D3DXMATRIX* pOut, FLOAT sx, FLOAT sy, FLOAT sz);
468 D3DXMATRIX* D3DXMatrixTranslation(D3DXMATRIX* pOut, FLOAT x, FLOAT y, FLOAT z);
469 D3DXMATRIX* D3DXMatrixRotationX(D3DXMATRIX* pOut, FLOAT Angle);
470 D3DXMATRIX* D3DXMatrixRotationY(D3DXMATRIX* pOut, FLOAT Angle);
471 D3DXMATRIX* D3DXMatrixRotationZ(D3DXMATRIX* pOut, FLOAT Angle);
472 D3DXMATRIX* D3DXMatrixRotationAxis(D3DXMATRIX* pOut, D3DXVECTOR3* pV, FLOAT Angle);
473 D3DXMATRIX* D3DXMatrixRotationQuaternion(D3DXMATRIX* pOut, D3DXQUATERNION* pQ);
474 D3DXMATRIX* D3DXMatrixRotationYawPitchRoll(D3DXMATRIX* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll);
475 D3DXMATRIX* D3DXMatrixTransformation(D3DXMATRIX* pOut, D3DXVECTOR3* pScalingCenter, D3DXQUATERNION* pScalingRotation, D3DXVECTOR3* pScaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation);
476 D3DXMATRIX* D3DXMatrixTransformation2D(D3DXMATRIX* pOut, D3DXVECTOR2* pScalingCenter, FLOAT ScalingRotation, D3DXVECTOR2* pScaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation);
477 D3DXMATRIX* D3DXMatrixAffineTransformation(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation);
478 D3DXMATRIX* D3DXMatrixAffineTransformation2D(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation);
479 D3DXMATRIX* D3DXMatrixLookAtRH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp);
480 D3DXMATRIX* D3DXMatrixLookAtLH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp);
481 D3DXMATRIX* D3DXMatrixPerspectiveRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
482 D3DXMATRIX* D3DXMatrixPerspectiveLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
483 D3DXMATRIX* D3DXMatrixPerspectiveFovRH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf);
484 D3DXMATRIX* D3DXMatrixPerspectiveFovLH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf);
485 D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
486 D3DXMATRIX* D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
487 D3DXMATRIX* D3DXMatrixOrthoRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
488 D3DXMATRIX* D3DXMatrixOrthoLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
489 D3DXMATRIX* D3DXMatrixOrthoOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
490 D3DXMATRIX* D3DXMatrixOrthoOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
491 D3DXMATRIX* D3DXMatrixShadow(D3DXMATRIX* pOut, D3DXVECTOR4* pLight, D3DXPLANE* pPlane);
492 D3DXMATRIX* D3DXMatrixReflect(D3DXMATRIX* pOut, D3DXPLANE* pPlane);
493 }
494
495 float D3DXQuaternionLength(D3DXQUATERNION *pQ) {
496 debug(D3DX10_DEBUG) {
497 if (pQ is null) return 0.0f;
498 }
499 return sqrtf((pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w));
500 }
501
502 float D3DXQuaternionLengthSq(D3DXQUATERNION *pQ) {
503 debug(D3DX10_DEBUG) {
504 if(pQ is null) return 0.0f;
505 }
506 return (pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w);
507 }
508
509 float D3DXQuaternionDot(D3DXQUATERNION *pQ1, D3DXQUATERNION *pQ2) {
510 debug(D3DX10_DEBUG) {
511 if((pQ1 is null) || (pQ2 is null)) return 0.0f;
512 }
513 return (pQ1.x * pQ2.x) + (pQ1.y * pQ2.y) + (pQ1.z * pQ2.z) + (pQ1.w * pQ2.w);
514 }
515
516 D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pOut) {
517 debug(D3DX10_DEBUG) {
518 if(pOut is null) return null;
519 }
520 pOut.x = pOut.y = pOut.z = 0.0f;
521 pOut.w = 1.0f;
522 return pOut;
523 }
524
525 bool D3DXQuaternionIsIdentity(D3DXQUATERNION *pQ) {
526 debug(D3DX10_DEBUG) {
527 if(pQ is null) return false;
528 }
529 return (pQ.x == 0.0f) && (pQ.y == 0.0f) && (pQ.z == 0.0f) && (pQ.w == 1.0f);
530 }
531
532 D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pOut, D3DXQUATERNION *pQ) {
533 debug(D3DX10_DEBUG) {
534 if((pOut is null) || (pQis is null)) return null;
535 }
536 pOut.x = -pQ.x;
537 pOut.y = -pQ.y;
538 pOut.z = -pQ.z;
539 pOut.w = pQ.w;
540 return pOut;
541 }
542
543 extern(Windows) {
544 void D3DXQuaternionToAxisAngle(D3DXQUATERNION* pQ, D3DXVECTOR3* pAxis, FLOAT* pAngle);
545 D3DXQUATERNION* D3DXQuaternionRotationMatrix(D3DXQUATERNION* pOut, D3DXMATRIX* pM);
546 D3DXQUATERNION* D3DXQuaternionRotationAxis(D3DXQUATERNION* pOut, D3DXVECTOR3* pV, FLOAT Angle);
547 D3DXQUATERNION* D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll);
548 D3DXQUATERNION* D3DXQuaternionMultiply(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2);
549 D3DXQUATERNION* D3DXQuaternionNormalize(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
550 D3DXQUATERNION* D3DXQuaternionInverse(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
551 D3DXQUATERNION* D3DXQuaternionLn(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
552 D3DXQUATERNION* D3DXQuaternionExp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
553 D3DXQUATERNION* D3DXQuaternionSlerp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, FLOAT t);
554 D3DXQUATERNION* D3DXQuaternionSquad(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pA, D3DXQUATERNION* pB, D3DXQUATERNION* pC, FLOAT t);
555 void D3DXQuaternionSquadSetup(D3DXQUATERNION* pAOut, D3DXQUATERNION* pBOut, D3DXQUATERNION* pCOut, D3DXQUATERNION* pQ0, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3);
556 D3DXQUATERNION* D3DXQuaternionBaryCentric(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3, FLOAT f, FLOAT g);
557 }
558
559 float D3DXPlaneDot(D3DXPLANE *pP, D3DXVECTOR4 *pV) {
560 debug(D3DX10_DEBUG) {
561 if((pP is null) || (pV is null)) return 0.0f;
562 }
563 return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + (pP.d * pV.w);
564 }
565
566 float D3DXPlaneDotCoord(D3DXPLANE *pP, D3DXVECTOR3 *pV) {
567 debug(D3DX10_DEBUG) {
568 if((pP is null) || (pV is null)) return 0.0f;
569 }
570 return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + pP.d;
571 }
572
573 float D3DXPlaneDotNormal(D3DXPLANE *pP, D3DXVECTOR3 *pV) {
574 debug(D3DX10_DEBUG) {
575 if((pP is null) || (pV is null)) return 0.0f;
576 }
577 return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z);
578 }
579
580 D3DXPLANE* D3DXPlaneScale(D3DXPLANE *pOut, D3DXPLANE *pP, float s) {
581 debug(D3DX10_DEBUG) {
582 if((pOut is null) || (pP is null)) return null;
583 }
584 pOut.a = pP.a * s;
585 pOut.b = pP.b * s;
586 pOut.c = pP.c * s;
587 pOut.d = pP.d * s;
588 return pOut;
589 }
590
591 extern(Windows) {
592 D3DXPLANE* D3DXPlaneNormalize(D3DXPLANE* pOut, D3DXPLANE* pP);
593 D3DXVECTOR3* D3DXPlaneIntersectLine(D3DXVECTOR3* pOut, D3DXPLANE* pP, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2);
594 D3DXPLANE* D3DXPlaneFromPointNormal(D3DXPLANE* pOut, D3DXVECTOR3* pPoint, D3DXVECTOR3* pNormal);
595 D3DXPLANE* D3DXPlaneFromPoints(D3DXPLANE* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3);
596 D3DXPLANE* D3DXPlaneTransform(D3DXPLANE* pOut, D3DXPLANE* pP, D3DXMATRIX* pM);
597 D3DXPLANE* D3DXPlaneTransformArray(D3DXPLANE* pOut, UINT OutStride, D3DXPLANE* pP, UINT PStride, D3DXMATRIX* pM, UINT n);
598 }
599
600 D3DXCOLOR* D3DXColorNegative(D3DXCOLOR* pOut, D3DXCOLOR* pC) {
601 debug(D3DX10_DEBUG) {
602 if((pOut is null) || (pC is null)) return null;
603 }
604 pOut.r = 1.0f - pC.r;
605 pOut.g = 1.0f - pC.g;
606 pOut.b = 1.0f - pC.b;
607 pOut.a = pC.a;
608 return pOut;
609 }
610
611 D3DXCOLOR* D3DXColorAdd(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
612 debug(D3DX10_DEBUG) {
613 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
614 }
615 pOut.r = pC1.r + pC2.r;
616 pOut.g = pC1.g + pC2.g;
617 pOut.b = pC1.b + pC2.b;
618 pOut.a = pC1.a + pC2.a;
619 return pOut;
620 }
621
622 D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
623 debug(D3DX10_DEBUG) {
624 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
625 }
626 pOut.r = pC1.r - pC2.r;
627 pOut.g = pC1.g - pC2.g;
628 pOut.b = pC1.b - pC2.b;
629 pOut.a = pC1.a - pC2.a;
630 return pOut;
631 }
632
633 D3DXCOLOR* D3DXColorScale(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s) {
634 debug(D3DX10_DEBUG) {
635 if((pOut is null) || (pC is null)) return null;
636 }
637 pOut.r = pC.r * s;
638 pOut.g = pC.g * s;
639 pOut.b = pC.b * s;
640 pOut.a = pC.a * s;
641 return pOut;
642 }
643
644 D3DXCOLOR* D3DXColorModulate(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
645 debug(D3DX10_DEBUG) {
646 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
647 }
648 pOut.r = pC1.r * pC2.r;
649 pOut.g = pC1.g * pC2.g;
650 pOut.b = pC1.b * pC2.b;
651 pOut.a = pC1.a * pC2.a;
652 return pOut;
653 }
654
655 D3DXCOLOR* D3DXColorLerp(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2, float s) {
656 debug(D3DX10_DEBUG) {
657 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
658 }
659 pOut.r = pC1.r + s * (pC2.r - pC1.r);
660 pOut.g = pC1.g + s * (pC2.g - pC1.g);
661 pOut.b = pC1.b + s * (pC2.b - pC1.b);
662 pOut.a = pC1.a + s * (pC2.a - pC1.a);
663 return pOut;
664 }
665
666 extern(Windows) {
667 D3DXCOLOR* D3DXColorAdjustSaturation(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s);
668 D3DXCOLOR* D3DXColorAdjustContrast(D3DXCOLOR* pOut, D3DXCOLOR* pC, float c);
669 FLOAT D3DXFresnelTerm(float CosTheta, float RefractionIndex);
670 }
671
672 extern (C) const GUID IID_ID3DXMatrixStack = {0xc7885ba7, 0xf990, 0x4fe7, [0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85]};
673
674 interface ID3DXMatrixStack : IUnknown {
675 extern(Windows) :
676 HRESULT Pop();
677 HRESULT Push();
678 HRESULT LoadIdentity();
679 HRESULT LoadMatrix(D3DXMATRIX* pM );
680 HRESULT MultMatrix(D3DXMATRIX* pM );
681 HRESULT MultMatrixLocal(D3DXMATRIX* pM );
682 HRESULT RotateAxis(D3DXVECTOR3* pV, float Angle);
683 HRESULT RotateAxisLocal(D3DXVECTOR3* pV, float Angle);
684 HRESULT RotateYawPitchRoll(float Yaw, float Pitch, float Roll);
685 HRESULT RotateYawPitchRollLocal(float Yaw, float Pitch, float Roll);
686 HRESULT Scale(float x, float y, float z);
687 HRESULT ScaleLocal(float x, float y, float z);
688 HRESULT Translate(float x, float y, float z );
689 HRESULT TranslateLocal(float x, float y, float z);
690 D3DXMATRIX* GetTop();
691 }
692
693 //TODO extern(Windows) HRESULT D3DXCreateMatrixStack(UINT Flags, D3DXMATRIXSTACK* ppStack);
694
695 const D3DXSH_MINORDER = 2;
696 const D3DXSH_MAXORDER = 6;
697
698 extern(Windows) {
699 float* D3DXSHEvalDirection(float* pOut, UINT Order, D3DXVECTOR3* pDir);
700 float* D3DXSHRotate(float* pOut, UINT Order, D3DXMATRIX* pMatrix, float* pIn);
701 float* D3DXSHRotateZ(float* pOut, UINT Order, float Angle, float* pIn);
702 float* D3DXSHAdd(float* pOut, UINT Order, float* pA, float* pB);
703 float* D3DXSHScale(float* pOut, UINT Order, float* pIn, float Scale);
704 float D3DXSHDot(UINT Order, float* pA, float* pB);
705 float* D3DXSHMultiply2(float* pOut, float* pF, float* pG);
706 float* D3DXSHMultiply3(float* pOut, float* pF, float* pG);
707 float* D3DXSHMultiply4(float* pOut, float* pF, float* pG);
708 float* D3DXSHMultiply5(float* pOut, float* pF, float* pG);
709 float* D3DXSHMultiply6(float* pOut, float* pF, float* pG);
710 HRESULT D3DXSHEvalDirectionalLight(UINT Order, D3DXVECTOR3* pDir, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
711 HRESULT D3DXSHEvalSphericalLight(UINT Order, D3DXVECTOR3* pPos, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
712 HRESULT D3DXSHEvalConeLight(UINT Order, D3DXVECTOR3* pDir, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
713 HRESULT D3DXSHEvalHemisphereLight(UINT Order, D3DXVECTOR3* pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, float* pROut, float* pGOut, float* pBOut);
714 BOOL D3DXIntersectTri(D3DXVECTOR3* p0, D3DXVECTOR3* p1, D3DXVECTOR3* p2, D3DXVECTOR3* pRayPos, D3DXVECTOR3* pRayDir, float* pU, float* pV, float* pDist);
715 BOOL D3DXSphereBoundProbe(D3DXVECTOR3* pCenter, float Radius, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection);
716 BOOL D3DXBoxBoundProbe(D3DXVECTOR3* pMin, D3DXVECTOR3* pMax, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection);
717 HRESULT D3DXComputeBoundingSphere(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pCenter, float* pRadius);
718 HRESULT D3DXComputeBoundingBox(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pMin, D3DXVECTOR3* pMax);
719 }
720
721 enum D3DX_CPU_OPTIMIZATION {
722 D3DX_NOT_OPTIMIZED = 0,
723 D3DX_3DNOW_OPTIMIZED,
724 D3DX_SSE2_OPTIMIZED,
725 D3DX_SSE_OPTIMIZED
726 }
727
728 extern(Windows) D3DX_CPU_OPTIMIZATION D3DXCpuOptimizations(bool Enable);