11 #ifndef __D3DX9MATH_H__ 12 #define __D3DX9MATH_H__ 24 #define D3DX_PI ((FLOAT) 3.141592654f) 25 #define D3DX_1BYPI ((FLOAT) 0.318309886f) 27 #define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) 28 #define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) 35 #define D3DX_16F_DIG 3 36 #define D3DX_16F_EPSILON 4.8875809e-4f 37 #define D3DX_16F_MANT_DIG 11 38 #define D3DX_16F_MAX 6.550400e+004 39 #define D3DX_16F_MAX_10_EXP 4 40 #define D3DX_16F_MAX_EXP 15 41 #define D3DX_16F_MIN 6.1035156e-5f 42 #define D3DX_16F_MIN_10_EXP (-4) 43 #define D3DX_16F_MIN_EXP (-14) 44 #define D3DX_16F_RADIX 2 45 #define D3DX_16F_ROUNDS 1 383 void*
operator new ( size_t );
384 void*
operator new[] ( size_t );
387 void operator delete (
void* );
388 void operator delete[] (
void* );
400 #define D3DX_ALIGN16 __declspec(align(16)) 509 operator DWORD ()
const;
1279 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
1283 #define INTERFACE ID3DXMatrixStack 1288 STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
1289 STDMETHOD_(ULONG,AddRef)(THIS) PURE;
1290 STDMETHOD_(ULONG,
Release)(THIS) PURE;
1296 STDMETHOD(Pop)(THIS) PURE;
1299 STDMETHOD(Push)(THIS) PURE;
1302 STDMETHOD(LoadIdentity)(THIS) PURE;
1318 STDMETHOD(RotateAxis)
1324 STDMETHOD(RotateAxisLocal)
1334 STDMETHOD(RotateYawPitchRoll)
1344 STDMETHOD(RotateYawPitchRollLocal)
1402 #define D3DXSH_MINORDER 2 1403 #define D3DXSH_MAXORDER 6 1490 #if _MSC_VER >= 1200 1491 #pragma warning(pop) D3DXPLANE *WINAPI D3DXPlaneTransformArray(D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n)
FLOAT *WINAPI D3DXSHAdd(FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
D3DXVECTOR4 *WINAPI D3DXVec2Transform(D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
HRESULT WINAPI D3DXSHProjectCubeMap(UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pV)
Definition: d3dx8math.inl:1078
HRESULT WINAPI D3DXSHEvalConeLight(UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
D3DXQUATERNION * D3DXQuaternionIdentity(D3DXQUATERNION *pOut)
Definition: d3dx8math.inl:1563
HRESULT WINAPI D3DXCreateMatrixStack(DWORD Flags, LPD3DXMATRIXSTACK *ppStack)
D3DXVECTOR2 * D3DXVec2Minimize(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1152
D3DXVECTOR2 * D3DXVec2Lerp(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, FLOAT s)
Definition: d3dx8math.inl:1191
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
D3DXPLANE *WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal)
FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1104
struct D3DXPLANE D3DXPLANE
struct D3DXFLOAT16 * LPD3DXFLOAT16
WORD value
Definition: d3dx9math.h:65
float _44
Definition: d3d8types.h:83
FLOAT x
Definition: d3dx8math.h:362
Definition: d3d8types.h:77
FLOAT *WINAPI D3DXSHRotate(FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn)
FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pV)
Definition: d3dx8math.inl:1355
struct D3DXVECTOR2 D3DXVECTOR2
D3DXMATRIX *WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pOut, FLOAT Angle)
D3DXVECTOR4 *WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
BOOL D3DXQuaternionIsIdentity(CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1576
DEFINE_GUID(IID_ID3DXMatrixStack, 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85)
float _23
Definition: d3d8types.h:81
D3DXFLOAT16 x
Definition: d3dx9math.h:291
Definition: d3d8types.h:48
struct D3DXQUATERNION * LPD3DXQUATERNION
float _21
Definition: d3d8types.h:81
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
FLOAT r
Definition: d3dx8math.h:446
Definition: glslang_tab.cpp:129
D3DXVECTOR2 * D3DXVec2Add(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1126
D3DXFLOAT16 z
Definition: d3dx9math.h:291
D3DXMATRIX *WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
D3DXVECTOR4 *WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV)
struct D3DXVECTOR4_16F D3DXVECTOR4_16F
struct D3DXVECTOR4 D3DXVECTOR4
D3DXMATRIX *WINAPI D3DXMatrixRotationY(D3DXMATRIX *pOut, FLOAT Angle)
D3DXFLOAT16 w
Definition: d3dx9math.h:291
D3DXVECTOR2 *WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s)
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
Definition: d3dx9math.h:1285
struct _D3DVECTOR D3DXVECTOR3
Definition: d3dx9math.h:190
FLOAT *WINAPI D3DXSHMultiply2(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
D3DXCOLOR * D3DXColorNegative(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
Definition: d3dx8math.inl:1646
D3DXVECTOR4 * D3DXVec4Subtract(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1407
D3DXVECTOR3 *WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
D3DXVECTOR4 *WINAPI D3DXVec4Transform(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM)
FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1525
float _12
Definition: d3d8types.h:80
GLdouble GLdouble GLdouble r
Definition: glext.h:6406
D3DXVECTOR4 * D3DXVec4Add(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1392
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
D3DXCOLOR * D3DXColorLerp(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s)
Definition: d3dx8math.inl:1721
FLOAT y
Definition: d3dx8math.h:362
GLdouble GLdouble t
Definition: glext.h:6398
struct D3DXVECTOR4_16F * LPD3DXVECTOR4_16F
FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
Definition: d3dx8math.inl:1551
GLfloat f
Definition: glext.h:8207
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pM)
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n)
D3DXVECTOR4 * D3DXVec4Lerp(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, FLOAT s)
Definition: d3dx8math.inl:1467
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
D3DXVECTOR3 * D3DXVec3Lerp(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, FLOAT s)
Definition: d3dx8math.inl:1335
float _31
Definition: d3d8types.h:82
D3DXVECTOR3 *WINAPI D3DXVec3Project(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
D3DXPLANE *WINAPI D3DXPlaneNormalize(D3DXPLANE *pOut, CONST D3DXPLANE *pP)
GLdouble s
Definition: glext.h:6390
D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g)
struct D3DXVECTOR2 * LPD3DXVECTOR2
D3DXMATRIX *WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
GLdouble GLdouble z
Definition: glext.h:6514
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
float _11
Definition: d3d8types.h:80
D3DXVECTOR2 *WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV)
float _32
Definition: d3d8types.h:82
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, FLOAT t)
typedef HRESULT(WINAPI *PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(_In_ const D3D12_ROOT_SIGNATURE_DESC *pRootSignature
D3DXFLOAT16 x
Definition: d3dx9math.h:144
FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pV)
Definition: d3dx8math.inl:1093
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
FLOAT y
Definition: d3dx8math.h:162
struct D3DXQUATERNION D3DXQUATERNION
D3DXFLOAT16 x
Definition: d3dx9math.h:218
interface ID3DXMatrixStack * LPD3DXMATRIXSTACK
Definition: d3dx8math.h:1094
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n)
float _42
Definition: d3d8types.h:83
D3DXMATRIX *WINAPI D3DXMatrixTranspose(D3DXMATRIX *pOut, CONST D3DXMATRIX *pM)
FLOAT *WINAPI D3DXSHScale(FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale)
const GLubyte * c
Definition: glext.h:9812
GLboolean GLboolean GLboolean b
Definition: glext.h:6844
D3DXVECTOR2 *WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g)
D3DXVECTOR2 * D3DXVec2Scale(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s)
Definition: d3dx8math.inl:1178
D3DXVECTOR3 * D3DXVec3Minimize(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1293
float _43
Definition: d3d8types.h:83
D3DXVECTOR3 *WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g)
float _13
Definition: d3d8types.h:80
struct IDirect3DCubeTexture9 * LPDIRECT3DCUBETEXTURE9
Definition: d3d9.h:1197
FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1236
D3DXFLOAT16 z
Definition: d3dx9math.h:218
struct D3DXFLOAT16 D3DXFLOAT16
D3DXQUATERNION *WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
D3DXQUATERNION *WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, CONST D3DXQUATERNION *pC, FLOAT t)
struct _D3DMATRIX * LPD3DXMATRIX
Definition: d3dx9math.h:349
D3DXVECTOR3 *WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n)
struct D3DXPLANE * LPD3DXPLANE
D3DXMATRIX *WINAPI D3DXMatrixTransformation(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
Definition: d3dx8math.h:127
Definition: d3dx9math.h:125
FLOAT z
Definition: d3dx8math.h:162
interface ID3DXMatrixStack ID3DXMatrixStack
Definition: d3dx8math.h:1093
FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1381
FLOAT b
Definition: d3dx8math.h:392
FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1630
D3DXQUATERNION *WINAPI D3DXQuaternionLn(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
bool l
Definition: connect_wiiupro.c:37
D3DXPLANE * D3DXPlaneScale(D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s)
Definition: d3dx9math.inl:1783
D3DXCOLOR *WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
D3DX_ALIGN16 _D3DXMATRIXA16 * LPD3DXMATRIXA16
Definition: d3dx9math.h:405
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
D3DXVECTOR2 * D3DXVec2Maximize(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1165
D3DXMATRIX *WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
FLOAT d
Definition: d3dx8math.h:392
D3DXVECTOR3 * D3DXVec3Add(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1265
D3DXVECTOR4 * D3DXVec4Scale(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s)
Definition: d3dx8math.inl:1452
FLOAT x
Definition: d3dx8math.h:162
float _33
Definition: d3d8types.h:82
FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1115
D3DXVECTOR3 *WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s)
FLOAT z
Definition: d3dx8math.h:362
FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1619
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
struct D3DXVECTOR2_16F D3DXVECTOR2_16F
D3DXMATRIX *WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
struct _D3DMATRIX D3DXMATRIX
Definition: d3dx9math.h:349
D3DXQUATERNION * D3DXQuaternionConjugate(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1588
GLint GLint GLint GLint GLint GLint y
Definition: glext.h:6295
D3DXMATRIX *WINAPI D3DXMatrixShadow(D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, CONST D3DXPLANE *pPlane)
FLOAT D3DXPlaneDot(CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV)
Definition: d3dx8math.inl:1608
D3DXMATRIX *WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pOut, CONST D3DXVECTOR2 *pScalingCenter, FLOAT ScalingRotation, CONST D3DXVECTOR2 *pScaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
D3DXVECTOR4 *WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
FLOAT WINAPI D3DXSHDot(UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
D3DXMATRIX _D3DXMATRIXA16
Definition: d3dx9math.h:396
GLint GLint GLint GLint GLint x
Definition: glext.h:6295
D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ)
D3DXVECTOR2 *WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s)
FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1210
D3DXVECTOR4 * D3DXVec4Minimize(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1422
FLOAT w
Definition: d3dx8math.h:362
D3DXCOLOR * D3DXColorAdd(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
Definition: d3dx8math.inl:1661
D3DXMATRIX *WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
D3DXVECTOR4 * D3DXVec4Maximize(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1437
struct D3DXVECTOR3_16F D3DXVECTOR3_16F
BOOL D3DXMatrixIsIdentity(CONST D3DXMATRIX *pM)
Definition: d3dx8math.inl:1506
float _34
Definition: d3d8types.h:82
D3DXVECTOR4 *WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
FLOAT *WINAPI D3DXSHMultiply5(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
float _14
Definition: d3d8types.h:80
HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
FLOAT WINAPI D3DXFresnelTerm(FLOAT CosTheta, FLOAT RefractionIndex)
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM)
FLOAT a
Definition: d3dx8math.h:446
Definition: d3dx8math.h:371
D3DXQUATERNION *WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
Definition: d3dx9math.h:271
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3)
float _22
Definition: d3d8types.h:81
D3DXMATRIX *WINAPI D3DXMatrixRotationX(D3DXMATRIX *pOut, FLOAT Angle)
D3DXVECTOR3 * D3DXVec3Subtract(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1279
static INLINE ULONG Release(void *object)
Definition: dxgi_common.h:253
FLOAT *WINAPI D3DXSHMultiply6(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
D3DXVECTOR4 *WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s)
Definition: d3dx8math.h:40
Definition: d3dx9math.h:48
struct D3DXVECTOR2_16F * LPD3DXVECTOR2_16F
D3DXVECTOR3 *WINAPI D3DXVec3CatmullRom(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s)
FLOAT *WINAPI D3DXSHRotateZ(FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn)
bool operator==(const FloatProxy< T > &first, const FloatProxy< T > &second)
Definition: hex_float.h:162
D3DXVECTOR3 *WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV)
D3DXVECTOR3 * D3DXVec3Cross(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1247
unsigned int BOOL
Definition: gctypes.h:51
D3DXVECTOR2 * D3DXVec2Subtract(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1139
struct D3DXVECTOR4 * LPD3DXVECTOR4
D3DXVECTOR4 *WINAPI D3DXVec4Cross(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3)
D3DXFLOAT16 y
Definition: d3dx9math.h:218
D3DXQUATERNION *WINAPI D3DXQuaternionExp(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
GLboolean GLboolean g
Definition: glext.h:6844
FLOAT *WINAPI D3DXSHMultiply3(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
HRESULT WINAPI D3DXSHEvalSphericalLight(UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
D3DXFLOAT16 y
Definition: d3dx9math.h:144
D3DXQUATERNION *WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, FLOAT f, FLOAT g)
D3DXCOLOR * D3DXColorModulate(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
Definition: d3dx8math.inl:1706
FLOAT y
Definition: d3dx8math.h:76
FLOAT *WINAPI D3DXSHEvalDirection(FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir)
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
FLOAT b
Definition: d3dx8math.h:446
D3DXVECTOR4 *WINAPI D3DXVec3Transform(D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16
Definition: d3dx9math.h:405
D3DXMATRIX *WINAPI D3DXMatrixScaling(D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz)
D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
D3DXFLOAT16 y
Definition: d3dx9math.h:291
Definition: glslang_tab.cpp:136
struct D3DXCOLOR D3DXCOLOR
Definition: d3dx8math.h:326
__cplusplus
Definition: d3dx9math.h:198
FLOAT c
Definition: d3dx8math.h:392
struct _D3DVECTOR * LPD3DXVECTOR3
Definition: d3dx9math.h:190
Definition: glslang_tab.cpp:133
FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1225
D3DXVECTOR3 *WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n)
D3DXMATRIX *WINAPI D3DXMatrixReflect(D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane)
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
D3DXCOLOR * D3DXColorScale(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
Definition: d3dx8math.inl:1691
FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pV)
Definition: d3dx8math.inl:1370
D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
D3DXMATRIX * D3DXMatrixIdentity(D3DXMATRIX *pOut)
Definition: d3dx8math.inl:1488
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6742
D3DXVECTOR4 *WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s)
FLOAT w
Definition: d3dx8math.h:162
D3DXVECTOR3 *WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
D3DXPLANE *WINAPI D3DXPlaneTransform(D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM)
float _24
Definition: d3d8types.h:81
#define D3DX_ALIGN16
Definition: d3dx9math.h:402
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
GLfloat GLfloat GLfloat GLfloat h
Definition: glext.h:8390
D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
struct D3DXCOLOR * LPD3DXCOLOR
D3DXCOLOR * D3DXColorSubtract(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
Definition: d3dx8math.inl:1676
FLOAT g
Definition: d3dx8math.h:446
D3DXPLANE *WINAPI D3DXPlaneFromPoints(D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3)
Definition: d3dx8math.h:402
FLOAT a
Definition: d3dx8math.h:392
struct D3DXVECTOR3_16F * LPD3DXVECTOR3_16F
Definition: d3d9types.h:100
D3DXMATRIX *WINAPI D3DXMatrixInverse(D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM)
D3DXCOLOR *WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c)
GLdouble n
Definition: glext.h:8396
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM)
D3DXVECTOR3 * D3DXVec3Maximize(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1307
D3DXMATRIX *WINAPI D3DXMatrixMultiply(D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
D3DXMATRIX *WINAPI D3DXMatrixTranslation(D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z)
The text renderer interface represents a set of application-defined callbacks that perform rendering ...
Definition: d3d8types.h:57
D3DXVECTOR3 * D3DXVec3Scale(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s)
Definition: d3dx8math.inl:1321
float _41
Definition: d3d8types.h:83
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle)
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6844
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
interface ID3DXMatrixStack * LPD3DXMATRIXSTACK
Definition: d3dx9math.h:1275
D3DXMATRIX *WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
FLOAT *WINAPI D3DXSHMultiply4(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1540
FLOAT x
Definition: d3dx8math.h:76