14 #ifndef __D3DX9MATH_H__ 15 #define __D3DX9MATH_H__ 21 #pragma warning(disable:4201) // anonymous unions warning 29 #ifndef D3DVECTOR_DEFINED 35 #define D3DVECTOR_DEFINED 38 #ifndef D3DMATRIX_DEFINED 51 #define D3DMATRIX_DEFINED 59 #define D3DX_PI (3.14159265358979323846) 60 #define D3DX_1BYPI ( 1.0 / D3DX_PI ) 62 #define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0)) 63 #define D3DXToDegree( radian ) ((radian) * (180.0 / D3DX_PI)) 73 #define D3DX_16F_DIG 3 // # of decimal digits of precision 74 #define D3DX_16F_EPSILON 4.8875809e-4f // smallest such that 1.0 + epsilon != 1.0 75 #define D3DX_16F_MANT_DIG 11 // # of bits in mantissa 76 #define D3DX_16F_MAX 6.550400e+004 // max value 77 #define D3DX_16F_MAX_10_EXP 4 // max decimal exponent 78 #define D3DX_16F_MAX_EXP 15 // max binary exponent 79 #define D3DX_16F_MIN 6.1035156e-5f // min positive value 80 #define D3DX_16F_MIN_10_EXP (-4) // min decimal exponent 81 #define D3DX_16F_MIN_EXP (-14) // min binary exponent 82 #define D3DX_16F_RADIX 2 // exponent radix 83 #define D3DX_16F_ROUNDS 1 // addition rounding: near 84 #define D3DX_16F_SIGN_MASK 0x8000 85 #define D3DX_16F_EXP_MASK 0x7C00 86 #define D3DX_16F_FRAC_MASK 0x03FF 232 typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; 392 typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; 425 void*
operator new ( size_t );
426 void*
operator new[] ( size_t );
429 void operator delete (
void* );
430 void operator delete[] (
void* );
438 typedef D3DXMATRIX _D3DXMATRIXA16; 443 #if _MSC_VER >= 1300 // VC7 444 #define D3DX_ALIGN16 __declspec(align(16)) 446 #define D3DX_ALIGN16 // Earlier compiler may not understand this, do nothing. 556 operator UINT ()
const;
1334 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
1338 #define INTERFACE ID3DXMatrixStack 1345 STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
1346 STDMETHOD_(ULONG,AddRef)(THIS) PURE;
1347 STDMETHOD_(ULONG,
Release)(THIS) PURE;
1355 STDMETHOD(Pop)(THIS) PURE;
1358 STDMETHOD(Push)(THIS) PURE;
1361 STDMETHOD(LoadIdentity)(THIS) PURE;
1377 STDMETHOD(RotateAxis)
1383 STDMETHOD(RotateAxisLocal)
1392 STDMETHOD(RotateYawPitchRoll)
1401 STDMETHOD(RotateYawPitchRollLocal)
1448 #define D3DXSH_MINORDER 2 1449 #define D3DXSH_MAXORDER 6 1650 __out_ecount_opt(Order*Order)
FLOAT *pROut,
1651 __out_ecount_opt(Order*Order)
FLOAT *pGOut,
1652 __out_ecount_opt(Order*Order)
FLOAT *pBOut );
1689 __out_ecount_opt(Order*Order)
FLOAT *pROut,
1690 __out_ecount_opt(Order*Order)
FLOAT *pGOut,
1691 __out_ecount_opt(Order*Order)
FLOAT *pBOut );
1729 __out_ecount_opt(Order*Order)
FLOAT *pROut,
1730 __out_ecount_opt(Order*Order)
FLOAT *pGOut,
1731 __out_ecount_opt(Order*Order)
FLOAT *pBOut );
1767 __out_ecount_opt(Order*Order)
FLOAT *pROut,
1768 __out_ecount_opt(Order*Order)
FLOAT *pGOut,
1769 __out_ecount_opt(Order*Order)
FLOAT *pBOut );
1859 #if _MSC_VER >= 1200 1860 #pragma warning(pop) 1862 #pragma warning(default:4201) 1865 #endif // __D3DX9MATH_H__ float x
Definition: d3d8types.h:49
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM)
FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1619
D3DXQUATERNION * D3DXQuaternionConjugate(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1588
D3DXMATRIX *WINAPI D3DXMatrixTranslation(D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z)
FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1225
struct D3DXPLANE * LPD3DXPLANE
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3)
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
D3DXVECTOR4 * D3DXVec4Minimize(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1422
D3DXVECTOR4 *WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
struct _D3DVECTOR * LPD3DXVECTOR3
Definition: d3dx10math.h:232
D3DXMATRIX *WINAPI D3DXMatrixMultiply(D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
struct _D3DMATRIX * LPD3DXMATRIX
Definition: d3dx10math.h:392
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
Definition: d3dx10math.h:1340
WORD value
Definition: d3dx9math.h:65
D3DXCOLOR * D3DXColorModulate(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
Definition: d3dx8math.inl:1706
float _44
Definition: d3d8types.h:83
D3DXVECTOR2 * D3DXVec2Lerp(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, FLOAT s)
Definition: d3dx8math.inl:1191
FLOAT x
Definition: d3dx8math.h:362
__in_ecount(4) CONST FLOAT *pF
FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1210
Definition: d3d8types.h:77
D3DXVECTOR3 *WINAPI D3DXVec3Project(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
D3DXVECTOR4 * D3DXVec4Lerp(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, FLOAT s)
Definition: d3dx8math.inl:1467
FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pV)
Definition: d3dx8math.inl:1355
FLOAT *WINAPI D3DXFloat16To32Array(__out_ecount(n) FLOAT *pOut, __in_ecount(n) CONST D3DXFLOAT16 *pIn, UINT n)
float _23
Definition: d3d8types.h:81
D3DXFLOAT16 x
Definition: d3dx9math.h:291
Definition: d3d8types.h:48
FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
Definition: d3dx8math.inl:1630
float _21
Definition: d3d8types.h:81
D3DXVECTOR2 * D3DXVec2Scale(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s)
Definition: d3dx8math.inl:1178
FLOAT r
Definition: d3dx8math.h:446
D3DXVECTOR3 *WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: glslang_tab.cpp:129
D3DXVECTOR2 * D3DXVec2Subtract(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1139
D3DXFLOAT16 z
Definition: d3dx9math.h:291
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n)
D3DXMATRIX *WINAPI D3DXMatrixRotationX(D3DXMATRIX *pOut, FLOAT Angle)
D3DXFLOAT16 w
Definition: d3dx9math.h:291
struct D3DXVECTOR3_16F D3DXVECTOR3_16F
__cplusplus
D3DXMATRIX *WINAPI D3DXMatrixTransformation(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM)
FLOAT *WINAPI D3DXSHMultiply2(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
D3DXVECTOR4 *WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s)
FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pV)
Definition: d3dx8math.inl:1078
HRESULT WINAPI D3DXCreateMatrixStack(UINT Flags, LPD3DXMATRIXSTACK *ppStack)
float _12
Definition: d3d8types.h:80
GLdouble GLdouble GLdouble r
Definition: glext.h:6406
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
float y
Definition: d3d8types.h:50
__out_ecount(4) FLOAT *WINAPI D3DXSHMultiply2(__out_ecount(4) FLOAT *pOut
FLOAT y
Definition: d3dx8math.h:362
D3DXVECTOR4 *WINAPI D3DXVec3Transform(D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
GLdouble GLdouble t
Definition: glext.h:6398
FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pV)
Definition: d3dx8math.inl:1370
struct D3DXQUATERNION * LPD3DXQUATERNION
D3DXQUATERNION *WINAPI D3DXQuaternionLn(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
D3DXVECTOR2 *WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g)
D3DXVECTOR3 * D3DXVec3Lerp(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, FLOAT s)
Definition: d3dx8math.inl:1335
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
D3DXVECTOR4 *WINAPI D3DXVec4Transform(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM)
GLfloat f
Definition: glext.h:8207
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
D3DXVECTOR2 *WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s)
D3DXMATRIX *WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
D3DXMATRIX *WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
float z
Definition: d3d8types.h:51
float _31
Definition: d3d8types.h:82
D3DXPLANE *WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal)
FLOAT D3DXPlaneDot(CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV)
Definition: d3dx8math.inl:1608
GLdouble s
Definition: glext.h:6390
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
D3DXQUATERNION * D3DXQuaternionIdentity(D3DXQUATERNION *pOut)
Definition: d3dx8math.inl:1563
GLdouble GLdouble z
Definition: glext.h:6514
D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
float _11
Definition: d3d8types.h:80
HRESULT WINAPI D3DXSHEvalConeLight(UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut)
D3DXVECTOR4 *WINAPI D3DXVec4Cross(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3)
float _32
Definition: d3d8types.h:82
typedef HRESULT(WINAPI *PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(_In_ const D3D12_ROOT_SIGNATURE_DESC *pRootSignature
HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pCenter, FLOAT *pRadius)
BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir, FLOAT *pU, FLOAT *pV, FLOAT *pDist)
D3DXFLOAT16 x
Definition: d3dx9math.h:144
D3DXMATRIX *WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
struct D3DXVECTOR2 D3DXVECTOR2
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g)
D3DXVECTOR2 * D3DXVec2Add(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1126
FLOAT y
Definition: d3dx8math.h:162
D3DXMATRIX *WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pCenter, FLOAT Radius, CONST D3DXVECTOR3 *pRayPosition, CONST D3DXVECTOR3 *pRayDirection)
D3DXFLOAT16 x
Definition: d3dx9math.h:218
struct _D3DMATRIX D3DXMATRIX
__cplusplus
Definition: d3dx10math.h:392
DEFINE_GUID(IID_ID3DXMatrixStack, 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85)
D3DXCOLOR * D3DXColorLerp(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s)
Definition: d3dx8math.inl:1721
interface ID3DXMatrixStack * LPD3DXMATRIXSTACK
Definition: d3dx8math.h:1094
float _42
Definition: d3d8types.h:83
const GLubyte * c
Definition: glext.h:9812
struct _D3DVECTOR D3DXVECTOR3
__cplusplus
Definition: d3dx10math.h:232
GLboolean GLboolean GLboolean b
Definition: glext.h:6844
struct _D3DMATRIX D3DMATRIX
D3DXMATRIX *WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pOut, CONST D3DXVECTOR2 *pScalingCenter, FLOAT ScalingRotation, CONST D3DXVECTOR2 *pScaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
float _43
Definition: d3d8types.h:83
FLOAT WINAPI D3DXFresnelTerm(FLOAT CosTheta, FLOAT RefractionIndex)
float _13
Definition: d3d8types.h:80
D3DXVECTOR4 *WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV)
D3DXFLOAT16 z
Definition: d3dx9math.h:218
D3DXQUATERNION *WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
D3DXMATRIX * D3DXMatrixIdentity(D3DXMATRIX *pOut)
Definition: d3dx8math.inl:1488
D3DXVECTOR4 *WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
FLOAT *WINAPI D3DXSHRotateZ(FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn)
D3DXQUATERNION *WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.h:127
D3DXVECTOR3 *WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
Definition: d3dx9math.h:125
FLOAT z
Definition: d3dx8math.h:162
D3DXQUATERNION *WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, CONST D3DXQUATERNION *pC, FLOAT t)
D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16
Definition: d3dx10math.h:449
D3DXCOLOR * D3DXColorAdd(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
Definition: d3dx8math.inl:1661
interface ID3DXMatrixStack ID3DXMatrixStack
Definition: d3dx8math.h:1093
D3DXVECTOR2 * D3DXVec2Maximize(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1165
BOOL D3DXMatrixIsIdentity(CONST D3DXMATRIX *pM)
Definition: d3dx8math.inl:1506
D3DXVECTOR4 * D3DXVec4Maximize(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1437
FLOAT b
Definition: d3dx8math.h:392
D3DXVECTOR4 *WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s)
FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
Definition: d3dx8math.inl:1551
D3DXPLANE *WINAPI D3DXPlaneNormalize(D3DXPLANE *pOut, CONST D3DXPLANE *pP)
bool l
Definition: connect_wiiupro.c:37
D3DXVECTOR3 *WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g)
D3DXVECTOR3 * D3DXVec3Add(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1265
D3DXPLANE *WINAPI D3DXPlaneTransform(D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM)
struct D3DXVECTOR3_16F * LPD3DXVECTOR3_16F
D3DXVECTOR2 *WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV)
D3DXCOLOR *WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
struct D3DXQUATERNION D3DXQUATERNION
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pMin, CONST D3DXVECTOR3 *pMax, CONST D3DXVECTOR3 *pRayPosition, CONST D3DXVECTOR3 *pRayDirection)
D3DXVECTOR4 *WINAPI D3DXVec2Transform(D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
FLOAT d
Definition: d3dx8math.h:392
D3DXMATRIX *WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pOut, FLOAT Angle)
D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations(BOOL Enable)
D3DXMATRIX *WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
D3DXCOLOR * D3DXColorScale(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
Definition: d3dx8math.inl:1691
D3DXCOLOR * D3DXColorNegative(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
Definition: d3dx8math.inl:1646
FLOAT x
Definition: d3dx8math.h:162
HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pMin, D3DXVECTOR3 *pMax)
D3DXMATRIX _D3DXMATRIXA16
__cplusplus
Definition: d3dx10math.h:438
float _33
Definition: d3d8types.h:82
FLOAT z
Definition: d3dx8math.h:362
float4 p1
Definition: notHere.h:1
Definition: d3dx10math.h:1833
Definition: d3dx10math.h:1832
GLint GLint GLint GLint GLint GLint y
Definition: glext.h:6295
GLint GLint GLint GLint GLint x
Definition: glext.h:6295
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
FLOAT w
Definition: d3dx8math.h:362
D3DXCOLOR * D3DXColorSubtract(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
Definition: d3dx8math.inl:1676
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
float _34
Definition: d3d8types.h:82
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pV)
Definition: d3dx8math.inl:1093
D3DXMATRIX *WINAPI D3DXMatrixShadow(D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, CONST D3DXPLANE *pPlane)
D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ)
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle)
D3DXPLANE *WINAPI D3DXPlaneFromPoints(D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3)
FLOAT *WINAPI D3DXSHMultiply5(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
D3DX_ALIGN16 _D3DXMATRIXA16 * LPD3DXMATRIXA16
Definition: d3dx10math.h:449
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
struct D3DXFLOAT16 D3DXFLOAT16
FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1104
float _14
Definition: d3d8types.h:80
D3DXVECTOR4 * D3DXVec4Subtract(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1407
interface ID3DXMatrixStack * LPD3DXMATRIXSTACK
Definition: d3dx10math.h:1330
FLOAT WINAPI D3DXSHDot(UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
FLOAT a
Definition: d3dx8math.h:446
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
Definition: d3dx8math.h:371
Definition: d3dx9math.h:271
struct D3DXVECTOR4 * LPD3DXVECTOR4
float _22
Definition: d3d8types.h:81
D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
D3DXVECTOR3 * D3DXVec3Minimize(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1293
FLOAT *WINAPI D3DXSHEvalDirection(FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir)
static INLINE ULONG Release(void *object)
Definition: dxgi_common.h:253
FLOAT *WINAPI D3DXSHMultiply6(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut)
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
Definition: d3dx8math.h:40
struct D3DXVECTOR2_16F * LPD3DXVECTOR2_16F
Definition: d3dx9math.h:48
D3DXQUATERNION *WINAPI D3DXQuaternionExp(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
bool operator==(const FloatProxy< T > &first, const FloatProxy< T > &second)
Definition: hex_float.h:162
unsigned int BOOL
Definition: gctypes.h:51
FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1115
D3DXVECTOR3 *WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n)
FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1540
struct D3DXCOLOR * LPD3DXCOLOR
D3DXVECTOR3 * D3DXVec3Maximize(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1307
FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1236
D3DXVECTOR2 * D3DXVec2Minimize(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
Definition: d3dx8math.inl:1152
struct D3DXCOLOR D3DXCOLOR
struct D3DXPLANE D3DXPLANE
D3DXFLOAT16 y
Definition: d3dx9math.h:218
GLboolean GLboolean g
Definition: glext.h:6844
FLOAT *WINAPI D3DXSHMultiply3(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
D3DXPLANE *WINAPI D3DXPlaneTransformArray(D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n)
D3DXPLANE * D3DXPlaneScale(D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s)
Definition: d3dx9math.inl:1783
FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1525
float4 p2
Definition: local.h:1
D3DXFLOAT16 y
Definition: d3dx9math.h:144
FLOAT y
Definition: d3dx8math.h:76
D3DXVECTOR3 *WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n)
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut)
D3DXMATRIX *WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
D3DXMATRIX *WINAPI D3DXMatrixInverse(D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM)
FLOAT b
Definition: d3dx8math.h:446
D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
D3DXVECTOR4 * D3DXVec4Scale(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s)
Definition: d3dx8math.inl:1452
D3DXMATRIX *WINAPI D3DXMatrixRotationY(D3DXMATRIX *pOut, FLOAT Angle)
D3DXVECTOR3 * D3DXVec3Scale(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s)
Definition: d3dx8math.inl:1321
D3DXFLOAT16 y
Definition: d3dx9math.h:291
D3DXVECTOR3 *WINAPI D3DXVec3CatmullRom(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s)
Definition: glslang_tab.cpp:136
Definition: d3dx8math.h:326
__cplusplus
Definition: d3dx9math.h:198
FLOAT c
Definition: d3dx8math.h:392
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1381
BOOL D3DXQuaternionIsIdentity(CONST D3DXQUATERNION *pQ)
Definition: d3dx8math.inl:1576
Definition: glslang_tab.cpp:133
D3DXQUATERNION *WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, FLOAT f, FLOAT g)
D3DXVECTOR3 * D3DXVec3Cross(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1247
D3DXVECTOR3 *WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV)
#define D3DX_ALIGN16
__cplusplus
Definition: d3dx10math.h:446
struct D3DXFLOAT16 * LPD3DXFLOAT16
D3DXVECTOR2 *WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s)
FLOAT *WINAPI D3DXSHAdd(__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
D3DXMATRIX *WINAPI D3DXMatrixTranspose(D3DXMATRIX *pOut, CONST D3DXMATRIX *pM)
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6742
FLOAT w
Definition: d3dx8math.h:162
D3DXVECTOR3 *WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s)
float _24
Definition: d3d8types.h:81
struct D3DXVECTOR2 * LPD3DXVECTOR2
GLfloat GLfloat GLfloat GLfloat h
Definition: glext.h:8390
struct _D3DVECTOR D3DVECTOR
struct D3DXVECTOR4_16F D3DXVECTOR4_16F
D3DXVECTOR4 * D3DXVec4Add(D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
Definition: d3dx8math.inl:1392
FLOAT g
Definition: d3dx8math.h:446
FLOAT *WINAPI D3DXSHRotate(__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn)
HRESULT WINAPI D3DXSHEvalSphericalLight(UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut)
Definition: d3dx8math.h:402
FLOAT a
Definition: d3dx8math.h:392
FLOAT *WINAPI D3DXSHScale(__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale)
D3DXCOLOR *WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c)
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pM)
GLdouble n
Definition: glext.h:8396
const GLfloat * m
Definition: glext.h:11755
D3DXVECTOR3 * D3DXVec3Subtract(D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
Definition: d3dx8math.inl:1279
D3DXMATRIX *WINAPI D3DXMatrixScaling(D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz)
struct D3DXVECTOR4_16F * LPD3DXVECTOR4_16F
D3DXVECTOR4 *WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
float _41
Definition: d3d8types.h:83
Definition: d3dx10math.h:1831
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6844
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
struct D3DXVECTOR2_16F D3DXVECTOR2_16F
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
D3DXMATRIX *WINAPI D3DXMatrixReflect(D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane)
FLOAT *WINAPI D3DXSHMultiply4(FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
enum _D3DX_CPU_OPTIMIZATION D3DX_CPU_OPTIMIZATION
_D3DX_CPU_OPTIMIZATION
Definition: d3dx10math.h:1829
FLOAT x
Definition: d3dx8math.h:76
struct D3DXVECTOR4 D3DXVECTOR4
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, FLOAT t)
Definition: d3dx10math.h:1834