Artifact 2818c66b17c430a299245e843a184aac21b757d9
- File
src/win32/directx/d3dx10math.d
-
2015-05-05 06:49:05
- part of checkin
[9b639cf2d6]
on branch trunk
- Working version for update to 2.067.
The problem was __gshared. Replacing it with TLS fixed the issue. Remaining problem is that "hack.d"'s CloseHandle hack is not working anymore.
(user: kinaba) [annotate]
-
2015-05-05 06:49:05
- part of checkin
[9b639cf2d6]
on branch trunk
- Working version for update to 2.067.
/***********************************************************************\ * d3dx10math.d * * * * Windows API header module * * * * Placed into public domain * \***********************************************************************/ module win32.directx.d3dx10math; version(Tango) { import tango.math.Math; alias sqrt sqrtf; } else { version (D_Version2) import core.stdc.math; 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);