Mercurial > projects > ddbg_continued
diff 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 |
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date | Tue, 05 Apr 2011 20:44:01 +0200 |
parents | |
children |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/win32/directx/d3dx10math.d Tue Apr 05 20:44:01 2011 +0200 @@ -0,0 +1,728 @@ +/***********************************************************************\ +* d3dx10math.d * +* * +* Windows API header module * +* * +* Placed into public domain * +\***********************************************************************/ +module win32.directx.d3dx10math; + +version(Tango) { + import tango.math.Math; + alias sqrt sqrtf; +} else { + import std.c.math; +} + +private import win32.windows; +private import win32.directx.d3dx10; + +struct D3DVECTOR { + float x; + float y; + float z; +} + +struct D3DMATRIX { + union { + struct { + float _11, _12, _13, _14; + float _21, _22, _23, _24; + float _31, _32, _33, _34; + float _41, _42, _43, _44; + } + float[4][4] m; + } +} + +const D3DX_PI = 3.14159265358979323846; +const D3DX_1BYPI = 1.0 / D3DX_PI; + +float D3DXToRadian(float degree) { + return degree * (D3DX_PI / 180.0); +} + +float D3DXToDegree(float radian) { + return radian * (180.0 / D3DX_PI); +} + +const D3DX_16F_DIG = 3; +const D3DX_16F_EPSILON = 4.8875809e-4f; +const D3DX_16F_MANT_DIG = 11; +const D3DX_16F_MAX = 6.550400e+004; +const D3DX_16F_MAX_10_EXP = 4; +const D3DX_16F_MAX_EXP = 15; +const D3DX_16F_MIN = 6.1035156e-5f; +const D3DX_16F_MIN_10_EXP = -4; +const D3DX_16F_MIN_EXP = -14; +const D3DX_16F_RADIX = 2; +const D3DX_16F_ROUNDS = 1; +const D3DX_16F_SIGN_MASK = 0x8000; +const D3DX_16F_EXP_MASK = 0x7C00; +const D3DX_16F_FRAC_MASK = 0x03FF; + +struct D3DXFLOAT16 { + //TODO +protected: + WORD value; +} + +struct D3DXVECTOR2 { + //TODO + float x, y; +} + +struct D3DXVECTOR2_16F { + //TODO + D3DXFLOAT16 x, y; +} + +struct D3DXVECTOR3 { + //TODO + float x, y, z; +} + +struct D3DXVECTOR3_16F { + //TODO + D3DXFLOAT16 x, y, z; +} + +struct D3DXVECTOR4 { + //TODO + float x, y, z, w; +} + +struct D3DXVECTOR4_16F { + //TODO + D3DXFLOAT16 x, y, z, w; +} + +struct D3DXMATRIX { + //TODO + union { + struct { + float _11, _12, _13, _14; + float _21, _22, _23, _24; + float _31, _32, _33, _34; + float _41, _42, _43, _44; + } + float[4][4] m; + } +} + +//TODO struct _D3DXMATRIXA16 : D3DXMATRIX + +struct D3DXQUATERNION { + //TODO + float x, y, z, w; +} + +struct D3DXPLANE { + //TODO + float a, b, c, d; +} + +struct D3DXCOLOR { + //TODO + float r, g, b, a; +} + +extern(Windows) { + D3DXFLOAT16* D3DXFloat32To16Array(D3DXFLOAT16* pOut, float* pIn, UINT n); + float* D3DXFloat16To32Array(float* pOut, D3DXFLOAT16* pIn, UINT n); +} + +float D3DXVec2Length(D3DXVECTOR2* pV) { + debug(D3DX10_DEBUG) { + if (pV is null) return 0.0; + } + return sqrtf((pV.x * pV.x) + (pV.y * pV.y)); +} + +float D3DXVec2LengthSq(D3DXVECTOR2* pV) { + debug(D3DX10_DEBUG) { + if (pV is null) return 0.0; + } + return (pV.x * pV.x) + (pV.y * pV.y); +} + +float D3DXVec2Dot(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) { + debug(D3DX10_DEBUG) { + if ((pV1 is null) || (pV2 is null)) return 0.0; + } + return (pV1.x * pV2.x) + (pV1.y * pV2.y); +} + +float D3DXVec2CCW(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) { + debug(D3DX10_DEBUG) { + if ((pV1 is null) || (pV2 is null)) return 0.0; + } + return (pV1.x * pV2.y) + (pV1.y * pV2.x); +} + +D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x + pV2.x; + pOut.y = pV1.y + pV2.y; + return pOut; +} + +D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x - pV2.x; + pOut.y = pV1.y - pV2.y; + return pOut; +} + +D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x; + pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y; + return pOut; +} + +D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x; + pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y; + return pOut; +} + +D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, float s) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV is null)) return null; + } + pOut.x = pV.x * s; + pOut.y = pV.y * s; + return pOut; +} + +D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, float s) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x + s * (pV2.x - pV1.x); + pOut.y = pV1.y + s * (pV2.y - pV1.y); + return pOut; +} + +extern(Windows) { + D3DXVECTOR2* D3DXVec2Normalize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV); + D3DXVECTOR2* D3DXVec2Hermite(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pT1, D3DXVECTOR2* pV2, D3DXVECTOR2* pT2, float s); + D3DXVECTOR2* D3DXVec2CatmullRom(D3DXVECTOR2* pOut, D3DXVECTOR2* pV0, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float s); + D3DXVECTOR2* D3DXVec2BaryCentric(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float f, float g); + D3DXVECTOR4* D3DXVec2Transform(D3DXVECTOR4* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM); + D3DXVECTOR2* D3DXVec2TransformCoord(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM); + D3DXVECTOR2* D3DXVec2TransformNormal(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM); + D3DXVECTOR4* D3DXVec2TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n); + D3DXVECTOR2* D3DXVec2TransformCoordArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n); + D3DXVECTOR2* D3DXVec2TransformNormalArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n); +} + +float D3DXVec3Length(D3DXVECTOR3* pV) { + debug(D3DX10_DEBUG) { + if (pV is null) return 0.0; + } + return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z)); +} + +float D3DXVec3LengthSq(D3DXVECTOR3* pV) { + debug(D3DX10_DEBUG) { + if (pV is null) return 0.0; + } + return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z); +} + +float D3DXVec3Dot(D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) { + debug(D3DX10_DEBUG) { + if ((pV1 is null) || (pV2 is null)) return 0.0; + } + return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z); +} + +D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return 0.0; + } + D3DXVECTOR3 v; + v.x = (pV1.y * pV2.z) - (pV1.z * pV2.y); + v.y = (pV1.z * pV2.x) - (pV1.x * pV2.z); + v.z = (pV1.x * pV2.y) - (pV1.y * pV2.x); + *pOut = v; + return pOut; +} + +D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x + pV2.x; + pOut.y = pV1.y + pV2.y; + pOut.z = pV1.z + pV2.z; + return pOut; +} + +D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x - pV2.x; + pOut.y = pV1.y - pV2.y; + pOut.z = pV1.z - pV2.z; + return pOut; +} + +D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x; + pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y; + pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z; + return pOut; +} + +D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x; + pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y; + pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z; + return pOut; +} + +D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, float s) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV is null)) return null; + } + pOut.x = pV.x * s; + pOut.y = pV.y * s; + pOut.z = pV.z * s; + return pOut; +} + +D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, float s) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x + s * (pV2.x - pV1.x); + pOut.y = pV1.y + s * (pV2.y - pV1.y); + pOut.z = pV1.z + s * (pV2.z - pV1.z); + return pOut; +} + +extern(Windows) { + D3DXVECTOR3* D3DXVec3Normalize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV); + D3DXVECTOR3* D3DXVec3Hermite(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pT1, D3DXVECTOR3* pV2, D3DXVECTOR3* pT2, FLOAT s); + D3DXVECTOR3* D3DXVec3CatmullRom(D3DXVECTOR3* pOut, D3DXVECTOR3* pV0, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT s); + D3DXVECTOR3* D3DXVec3BaryCentric(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT f, FLOAT g); + D3DXVECTOR4* D3DXVec3Transform(D3DXVECTOR4* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM); + D3DXVECTOR3* D3DXVec3TransformCoord(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM); + D3DXVECTOR3* D3DXVec3TransformNormal(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM); + D3DXVECTOR4* D3DXVec3TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n); + D3DXVECTOR3* D3DXVec3TransformCoordArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n); + D3DXVECTOR3* D3DXVec3TransformNormalArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n); + D3DXVECTOR3* D3DXVec3Project(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld); + D3DXVECTOR3* D3DXVec3Unproject(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld); + D3DXVECTOR3* D3DXVec3ProjectArray(D3DXVECTOR3* pOut, UINT OutStride,D3DXVECTOR3* pV, UINT VStride,D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n); + D3DXVECTOR3* D3DXVec3UnprojectArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n); +} + +float D3DXVec4Length(D3DXVECTOR4* pV) { + debug(D3DX10_DEBUG) { + if (pV is null) return 0.0; + } + return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w)); +} + +float D3DXVec4LengthSq(D3DXVECTOR4* pV) { + debug(D3DX10_DEBUG) { + if (pV is null) return 0.0; + } + return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w); +} + +float D3DXVec4Dot(D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) { + debug(D3DX10_DEBUG) { + if ((pV1 is null) || (pV2 is null)) return 0.0; + } + return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z) + (pV1.w * pV2.w); +} + +D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x + pV2.x; + pOut.y = pV1.y + pV2.y; + pOut.z = pV1.z + pV2.z; + pOut.w = pV1.w + pV2.w; + return pOut; +} + +D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x - pV2.x; + pOut.y = pV1.y - pV2.y; + pOut.z = pV1.z - pV2.z; + pOut.w = pV1.w - pV2.w; + return pOut; +} + +D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x; + pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y; + pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z; + pOut.w = pV1.w < pV2.w ? pV1.w : pV2.w; + return pOut; +} + +D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x; + pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y; + pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z; + pOut.w = pV1.w > pV2.w ? pV1.w : pV2.w; + return pOut; +} + +D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, float s) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV is null)) return null; + } + pOut.x = pV.x * s; + pOut.y = pV.y * s; + pOut.z = pV.z * s; + pOut.w = pV.w * s; + return pOut; +} + +D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, float s) { + debug(D3DX10_DEBUG) { + if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null; + } + pOut.x = pV1.x + s * (pV2.x - pV1.x); + pOut.y = pV1.y + s * (pV2.y - pV1.y); + pOut.z = pV1.z + s * (pV2.z - pV1.z); + pOut.w = pV1.w + s * (pV2.w - pV1.w); + return pOut; +} + +extern(Windows) { + D3DXVECTOR4* D3DXVec4Cross(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3); + D3DXVECTOR4* D3DXVec4Normalize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV); + D3DXVECTOR4* D3DXVec4Hermite(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pT1, D3DXVECTOR4* pV2, D3DXVECTOR4* pT2, FLOAT s); + D3DXVECTOR4* D3DXVec4CatmullRom(D3DXVECTOR4* pOut, D3DXVECTOR4* pV0, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT s); + D3DXVECTOR4* D3DXVec4BaryCentric(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT f, FLOAT g); + D3DXVECTOR4* D3DXVec4Transform(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, D3DXMATRIX* pM); + D3DXVECTOR4* D3DXVec4TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR4* pV, UINT VStride, D3DXMATRIX* pM, UINT n); +} + +D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pOut) { + debug(D3DX10_DEBUG) { + if (pOut is null) return NULL; + } + pOut.m[0][1] = pOut.m[0][2] = pOut.m[0][3] = + pOut.m[1][0] = pOut.m[1][2] = pOut.m[1][3] = + pOut.m[2][0] = pOut.m[2][1] = pOut.m[2][3] = + pOut.m[3][0] = pOut.m[3][1] = pOut.m[3][2] = 0.0; + pOut.m[0][0] = pOut.m[1][1] = pOut.m[2][2] = pOut.m[3][3] = 1.0; + return pOut; +} + + +BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pM) { + debug(D3DX10_DEBUG) { + if(pM is null) return FALSE; + } + 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) && + (pM.m[1][0] == 0.0f) && (pM.m[1][1] == 1.0f) && (pM.m[1][2] == 0.0f) && (pM.m[1][3] == 0.0f) && + (pM.m[2][0] == 0.0f) && (pM.m[2][1] == 0.0f) && (pM.m[2][2] == 1.0f) && (pM.m[2][3] == 0.0f) && + (pM.m[3][0] == 0.0f) && (pM.m[3][1] == 0.0f) && (pM.m[3][2] == 0.0f) && (pM.m[3][3] == 1.0f); +} + +extern(Windows) { + FLOAT D3DXMatrixDeterminant(D3DXMATRIX* pM); + HRESULT D3DXMatrixDecompose(D3DXVECTOR3* pOutScale, D3DXQUATERNION* pOutRotation, D3DXVECTOR3* pOutTranslation, D3DXMATRIX* pM); + D3DXMATRIX* D3DXMatrixTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM); + D3DXMATRIX* D3DXMatrixMultiply(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2); + D3DXMATRIX* D3DXMatrixMultiplyTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2); + D3DXMATRIX* D3DXMatrixInverse(D3DXMATRIX* pOut, FLOAT* pDeterminant, D3DXMATRIX* pM); + D3DXMATRIX* D3DXMatrixScaling(D3DXMATRIX* pOut, FLOAT sx, FLOAT sy, FLOAT sz); + D3DXMATRIX* D3DXMatrixTranslation(D3DXMATRIX* pOut, FLOAT x, FLOAT y, FLOAT z); + D3DXMATRIX* D3DXMatrixRotationX(D3DXMATRIX* pOut, FLOAT Angle); + D3DXMATRIX* D3DXMatrixRotationY(D3DXMATRIX* pOut, FLOAT Angle); + D3DXMATRIX* D3DXMatrixRotationZ(D3DXMATRIX* pOut, FLOAT Angle); + D3DXMATRIX* D3DXMatrixRotationAxis(D3DXMATRIX* pOut, D3DXVECTOR3* pV, FLOAT Angle); + D3DXMATRIX* D3DXMatrixRotationQuaternion(D3DXMATRIX* pOut, D3DXQUATERNION* pQ); + D3DXMATRIX* D3DXMatrixRotationYawPitchRoll(D3DXMATRIX* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll); + D3DXMATRIX* D3DXMatrixTransformation(D3DXMATRIX* pOut, D3DXVECTOR3* pScalingCenter, D3DXQUATERNION* pScalingRotation, D3DXVECTOR3* pScaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation); + D3DXMATRIX* D3DXMatrixTransformation2D(D3DXMATRIX* pOut, D3DXVECTOR2* pScalingCenter, FLOAT ScalingRotation, D3DXVECTOR2* pScaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation); + D3DXMATRIX* D3DXMatrixAffineTransformation(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation); + D3DXMATRIX* D3DXMatrixAffineTransformation2D(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation); + D3DXMATRIX* D3DXMatrixLookAtRH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp); + D3DXMATRIX* D3DXMatrixLookAtLH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp); + D3DXMATRIX* D3DXMatrixPerspectiveRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixPerspectiveLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixPerspectiveFovRH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixPerspectiveFovLH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixOrthoRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixOrthoLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixOrthoOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixOrthoOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); + D3DXMATRIX* D3DXMatrixShadow(D3DXMATRIX* pOut, D3DXVECTOR4* pLight, D3DXPLANE* pPlane); + D3DXMATRIX* D3DXMatrixReflect(D3DXMATRIX* pOut, D3DXPLANE* pPlane); +} + +float D3DXQuaternionLength(D3DXQUATERNION *pQ) { + debug(D3DX10_DEBUG) { + if (pQ is null) return 0.0f; + } + return sqrtf((pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w)); +} + +float D3DXQuaternionLengthSq(D3DXQUATERNION *pQ) { + debug(D3DX10_DEBUG) { + if(pQ is null) return 0.0f; + } + return (pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w); +} + +float D3DXQuaternionDot(D3DXQUATERNION *pQ1, D3DXQUATERNION *pQ2) { + debug(D3DX10_DEBUG) { + if((pQ1 is null) || (pQ2 is null)) return 0.0f; + } + return (pQ1.x * pQ2.x) + (pQ1.y * pQ2.y) + (pQ1.z * pQ2.z) + (pQ1.w * pQ2.w); +} + +D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pOut) { + debug(D3DX10_DEBUG) { + if(pOut is null) return null; + } + pOut.x = pOut.y = pOut.z = 0.0f; + pOut.w = 1.0f; + return pOut; +} + +bool D3DXQuaternionIsIdentity(D3DXQUATERNION *pQ) { + debug(D3DX10_DEBUG) { + if(pQ is null) return false; + } + return (pQ.x == 0.0f) && (pQ.y == 0.0f) && (pQ.z == 0.0f) && (pQ.w == 1.0f); +} + +D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pOut, D3DXQUATERNION *pQ) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pQis is null)) return null; + } + pOut.x = -pQ.x; + pOut.y = -pQ.y; + pOut.z = -pQ.z; + pOut.w = pQ.w; + return pOut; +} + +extern(Windows) { + void D3DXQuaternionToAxisAngle(D3DXQUATERNION* pQ, D3DXVECTOR3* pAxis, FLOAT* pAngle); + D3DXQUATERNION* D3DXQuaternionRotationMatrix(D3DXQUATERNION* pOut, D3DXMATRIX* pM); + D3DXQUATERNION* D3DXQuaternionRotationAxis(D3DXQUATERNION* pOut, D3DXVECTOR3* pV, FLOAT Angle); + D3DXQUATERNION* D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll); + D3DXQUATERNION* D3DXQuaternionMultiply(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2); + D3DXQUATERNION* D3DXQuaternionNormalize(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ); + D3DXQUATERNION* D3DXQuaternionInverse(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ); + D3DXQUATERNION* D3DXQuaternionLn(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ); + D3DXQUATERNION* D3DXQuaternionExp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ); + D3DXQUATERNION* D3DXQuaternionSlerp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, FLOAT t); + D3DXQUATERNION* D3DXQuaternionSquad(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pA, D3DXQUATERNION* pB, D3DXQUATERNION* pC, FLOAT t); + void D3DXQuaternionSquadSetup(D3DXQUATERNION* pAOut, D3DXQUATERNION* pBOut, D3DXQUATERNION* pCOut, D3DXQUATERNION* pQ0, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3); + D3DXQUATERNION* D3DXQuaternionBaryCentric(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3, FLOAT f, FLOAT g); +} + +float D3DXPlaneDot(D3DXPLANE *pP, D3DXVECTOR4 *pV) { + debug(D3DX10_DEBUG) { + if((pP is null) || (pV is null)) return 0.0f; + } + return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + (pP.d * pV.w); +} + +float D3DXPlaneDotCoord(D3DXPLANE *pP, D3DXVECTOR3 *pV) { + debug(D3DX10_DEBUG) { + if((pP is null) || (pV is null)) return 0.0f; + } + return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + pP.d; +} + +float D3DXPlaneDotNormal(D3DXPLANE *pP, D3DXVECTOR3 *pV) { + debug(D3DX10_DEBUG) { + if((pP is null) || (pV is null)) return 0.0f; + } + return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z); +} + +D3DXPLANE* D3DXPlaneScale(D3DXPLANE *pOut, D3DXPLANE *pP, float s) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pP is null)) return null; + } + pOut.a = pP.a * s; + pOut.b = pP.b * s; + pOut.c = pP.c * s; + pOut.d = pP.d * s; + return pOut; +} + +extern(Windows) { + D3DXPLANE* D3DXPlaneNormalize(D3DXPLANE* pOut, D3DXPLANE* pP); + D3DXVECTOR3* D3DXPlaneIntersectLine(D3DXVECTOR3* pOut, D3DXPLANE* pP, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2); + D3DXPLANE* D3DXPlaneFromPointNormal(D3DXPLANE* pOut, D3DXVECTOR3* pPoint, D3DXVECTOR3* pNormal); + D3DXPLANE* D3DXPlaneFromPoints(D3DXPLANE* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3); + D3DXPLANE* D3DXPlaneTransform(D3DXPLANE* pOut, D3DXPLANE* pP, D3DXMATRIX* pM); + D3DXPLANE* D3DXPlaneTransformArray(D3DXPLANE* pOut, UINT OutStride, D3DXPLANE* pP, UINT PStride, D3DXMATRIX* pM, UINT n); +} + +D3DXCOLOR* D3DXColorNegative(D3DXCOLOR* pOut, D3DXCOLOR* pC) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pC is null)) return null; + } + pOut.r = 1.0f - pC.r; + pOut.g = 1.0f - pC.g; + pOut.b = 1.0f - pC.b; + pOut.a = pC.a; + return pOut; +} + +D3DXCOLOR* D3DXColorAdd(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pC1 is null) || (pC2 is null)) return null; + } + pOut.r = pC1.r + pC2.r; + pOut.g = pC1.g + pC2.g; + pOut.b = pC1.b + pC2.b; + pOut.a = pC1.a + pC2.a; + return pOut; +} + +D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pC1 is null) || (pC2 is null)) return null; + } + pOut.r = pC1.r - pC2.r; + pOut.g = pC1.g - pC2.g; + pOut.b = pC1.b - pC2.b; + pOut.a = pC1.a - pC2.a; + return pOut; +} + +D3DXCOLOR* D3DXColorScale(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pC is null)) return null; + } + pOut.r = pC.r * s; + pOut.g = pC.g * s; + pOut.b = pC.b * s; + pOut.a = pC.a * s; + return pOut; +} + +D3DXCOLOR* D3DXColorModulate(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pC1 is null) || (pC2 is null)) return null; + } + pOut.r = pC1.r * pC2.r; + pOut.g = pC1.g * pC2.g; + pOut.b = pC1.b * pC2.b; + pOut.a = pC1.a * pC2.a; + return pOut; +} + +D3DXCOLOR* D3DXColorLerp(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2, float s) { + debug(D3DX10_DEBUG) { + if((pOut is null) || (pC1 is null) || (pC2 is null)) return null; + } + pOut.r = pC1.r + s * (pC2.r - pC1.r); + pOut.g = pC1.g + s * (pC2.g - pC1.g); + pOut.b = pC1.b + s * (pC2.b - pC1.b); + pOut.a = pC1.a + s * (pC2.a - pC1.a); + return pOut; +} + +extern(Windows) { + D3DXCOLOR* D3DXColorAdjustSaturation(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s); + D3DXCOLOR* D3DXColorAdjustContrast(D3DXCOLOR* pOut, D3DXCOLOR* pC, float c); + FLOAT D3DXFresnelTerm(float CosTheta, float RefractionIndex); +} + +extern (C) const GUID IID_ID3DXMatrixStack = {0xc7885ba7, 0xf990, 0x4fe7, [0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85]}; + +interface ID3DXMatrixStack : IUnknown { + extern(Windows) : + HRESULT Pop(); + HRESULT Push(); + HRESULT LoadIdentity(); + HRESULT LoadMatrix(D3DXMATRIX* pM ); + HRESULT MultMatrix(D3DXMATRIX* pM ); + HRESULT MultMatrixLocal(D3DXMATRIX* pM ); + HRESULT RotateAxis(D3DXVECTOR3* pV, float Angle); + HRESULT RotateAxisLocal(D3DXVECTOR3* pV, float Angle); + HRESULT RotateYawPitchRoll(float Yaw, float Pitch, float Roll); + HRESULT RotateYawPitchRollLocal(float Yaw, float Pitch, float Roll); + HRESULT Scale(float x, float y, float z); + HRESULT ScaleLocal(float x, float y, float z); + HRESULT Translate(float x, float y, float z ); + HRESULT TranslateLocal(float x, float y, float z); + D3DXMATRIX* GetTop(); +} + +//TODO extern(Windows) HRESULT D3DXCreateMatrixStack(UINT Flags, D3DXMATRIXSTACK* ppStack); + +const D3DXSH_MINORDER = 2; +const D3DXSH_MAXORDER = 6; + +extern(Windows) { + float* D3DXSHEvalDirection(float* pOut, UINT Order, D3DXVECTOR3* pDir); + float* D3DXSHRotate(float* pOut, UINT Order, D3DXMATRIX* pMatrix, float* pIn); + float* D3DXSHRotateZ(float* pOut, UINT Order, float Angle, float* pIn); + float* D3DXSHAdd(float* pOut, UINT Order, float* pA, float* pB); + float* D3DXSHScale(float* pOut, UINT Order, float* pIn, float Scale); + float D3DXSHDot(UINT Order, float* pA, float* pB); + float* D3DXSHMultiply2(float* pOut, float* pF, float* pG); + float* D3DXSHMultiply3(float* pOut, float* pF, float* pG); + float* D3DXSHMultiply4(float* pOut, float* pF, float* pG); + float* D3DXSHMultiply5(float* pOut, float* pF, float* pG); + float* D3DXSHMultiply6(float* pOut, float* pF, float* pG); + HRESULT D3DXSHEvalDirectionalLight(UINT Order, D3DXVECTOR3* pDir, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut); + HRESULT D3DXSHEvalSphericalLight(UINT Order, D3DXVECTOR3* pPos, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut); + HRESULT D3DXSHEvalConeLight(UINT Order, D3DXVECTOR3* pDir, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut); + HRESULT D3DXSHEvalHemisphereLight(UINT Order, D3DXVECTOR3* pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, float* pROut, float* pGOut, float* pBOut); + BOOL D3DXIntersectTri(D3DXVECTOR3* p0, D3DXVECTOR3* p1, D3DXVECTOR3* p2, D3DXVECTOR3* pRayPos, D3DXVECTOR3* pRayDir, float* pU, float* pV, float* pDist); + BOOL D3DXSphereBoundProbe(D3DXVECTOR3* pCenter, float Radius, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection); + BOOL D3DXBoxBoundProbe(D3DXVECTOR3* pMin, D3DXVECTOR3* pMax, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection); + HRESULT D3DXComputeBoundingSphere(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pCenter, float* pRadius); + HRESULT D3DXComputeBoundingBox(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pMin, D3DXVECTOR3* pMax); +} + +enum D3DX_CPU_OPTIMIZATION { + D3DX_NOT_OPTIMIZED = 0, + D3DX_3DNOW_OPTIMIZED, + D3DX_SSE2_OPTIMIZED, + D3DX_SSE_OPTIMIZED +} + +extern(Windows) D3DX_CPU_OPTIMIZATION D3DXCpuOptimizations(bool Enable);