d3dx9: Use const instead of CONST.

oldstable
Nozomi Kodama 2013-02-13 06:57:14 -10:00 committed by Alexandre Julliard
parent 88b9ae1ec2
commit 5038a7d915
3 changed files with 253 additions and 244 deletions

View File

@ -50,7 +50,7 @@ struct ID3DXMatrixStackImpl
/*_________________D3DXColor____________________*/
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{
TRACE("(%p, %p, %f)\n", pout, pc, s);
@ -61,7 +61,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc,
return pout;
}
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{
FLOAT grey;
@ -208,7 +208,7 @@ D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scal
return out;
}
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm)
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm)
{
D3DXMATRIX normalized;
D3DXVECTOR3 vec;
@ -253,7 +253,7 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
return S_OK;
}
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
{
D3DXVECTOR4 minor, v1, v2, v3;
FLOAT det;
@ -268,7 +268,7 @@ FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
return det;
}
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)
{
int a, i, j;
D3DXMATRIX out;
@ -305,7 +305,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
{
D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
@ -336,7 +336,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
{
D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
@ -367,7 +367,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{
D3DXMATRIX out;
int i,j;
@ -386,7 +386,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{
TRACE("%p, %p, %p)\n", pout, pm1, pm2);
@ -535,7 +535,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
{
D3DXPLANE Nplane;
@ -590,7 +590,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v
return out;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
{
TRACE("(%p, %p)\n", pout, pq);
@ -687,7 +687,7 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pplane)
{
D3DXPLANE Nplane;
FLOAT dot;
@ -715,7 +715,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight,
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
{
D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
D3DXQUATERNION prc;
@ -792,7 +792,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
{
D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans;
@ -877,9 +877,9 @@ D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLO
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
{
CONST D3DXMATRIX m = *pm;
const D3DXMATRIX m = *pm;
int i,j;
TRACE("(%p, %p)\n", pout, pm);
@ -991,7 +991,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1002,7 +1002,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, C
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1013,7 +1013,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, C
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, const D3DXMATRIX *pm)
{
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1079,7 +1079,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1092,7 +1092,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, C
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, const D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
@ -1207,7 +1207,7 @@ static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
/*_________________D3DXPLANE________________*/
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
{
TRACE("(%p, %p, %p)\n", pout, pvpoint, pvnormal);
@ -1218,7 +1218,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *p
return pout;
}
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3)
{
D3DXVECTOR3 edge1, edge2, normal, Nnormal;
@ -1234,7 +1234,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, C
return pout;
}
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
{
D3DXVECTOR3 direction, normal;
FLOAT dot, temp;
@ -1281,9 +1281,9 @@ D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
return out;
}
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm)
{
CONST D3DXPLANE plane = *pplane;
const D3DXPLANE plane = *pplane;
TRACE("(%p, %p, %p)\n", pout, pplane, pm);
@ -1294,7 +1294,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
return pout;
}
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const D3DXPLANE* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -1303,7 +1303,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
for (i = 0; i < elements; ++i) {
D3DXPlaneTransform(
(D3DXPLANE*)((char*)out + outstride * i),
(CONST D3DXPLANE*)((const char*)in + instride * i),
(const D3DXPLANE*)((const char*)in + instride * i),
matrix);
}
return out;
@ -1311,7 +1311,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST
/*_________________D3DXQUATERNION________________*/
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
{
D3DXQUATERNION temp1, temp2;
@ -1346,7 +1346,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERN
return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
{
D3DXQUATERNION out;
FLOAT norm;
@ -1383,7 +1383,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNI
return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
{
D3DXQUATERNION out;
@ -1537,7 +1537,7 @@ D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATE
return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, FLOAT t)
{
D3DXQUATERNION temp1, temp2;
@ -1547,7 +1547,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATE
return pout;
}
static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q2, CONST FLOAT add)
static D3DXQUATERNION add_diff(const D3DXQUATERNION *q1, const D3DXQUATERNION *q2, const FLOAT add)
{
D3DXQUATERNION temp;
@ -1559,7 +1559,7 @@ static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q
return temp;
}
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, CONST D3DXQUATERNION *pq0, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3)
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3)
{
D3DXQUATERNION q, temp1, temp2, temp3, zero;
@ -1614,7 +1614,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou
return;
}
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
{
TRACE("(%p, %p, %p)\n", pq, paxis, pangle);
@ -1626,7 +1626,7 @@ void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *pax
/*_________________D3DXVec2_____________________*/
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
{
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g);
@ -1635,7 +1635,7 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
{
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s);
@ -1644,7 +1644,7 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s)
{
FLOAT h1, h2, h3, h4;
@ -1660,7 +1660,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
{
FLOAT norm;
@ -1681,7 +1681,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{
TRACE("(%p, %p, %p)\n", pout, pv, pm);
@ -1692,7 +1692,7 @@ D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv,
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -1701,13 +1701,13 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
(const D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{
D3DXVECTOR2 v;
FLOAT norm;
@ -1723,7 +1723,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -1732,21 +1732,21 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride
for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
(D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
(const D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{
CONST D3DXVECTOR2 v = *pv;
const D3DXVECTOR2 v = *pv;
pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, const D3DXVECTOR2 *in, UINT instride, const D3DXMATRIX *matrix, UINT elements)
{
UINT i;
@ -1755,7 +1755,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
(D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
(const D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
@ -1763,7 +1763,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
{
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g);
@ -1773,7 +1773,7 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
{
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s);
@ -1783,7 +1783,7 @@ D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s)
{
FLOAT h1, h2, h3, h4;
@ -1800,7 +1800,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
{
FLOAT norm;
@ -1823,7 +1823,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
{
D3DXMATRIX m;
@ -1845,7 +1845,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CO
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection, CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DVIEWPORT9* viewport, const D3DXMATRIX* projection, const D3DXMATRIX* view, const D3DXMATRIX* world, UINT elements)
{
UINT i;
@ -1854,13 +1854,13 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST
for (i = 0; i < elements; ++i) {
D3DXVec3Project(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
(const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{
TRACE("(%p, %p, %p)\n", pout, pv, pm);
@ -1871,7 +1871,7 @@ D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv,
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -1880,13 +1880,13 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
(const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{
D3DXVECTOR3 out;
FLOAT norm;
@ -1904,7 +1904,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -1913,15 +1913,15 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride
for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
(const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{
CONST D3DXVECTOR3 v = *pv;
const D3DXVECTOR3 v = *pv;
TRACE("(%p, %p, %p)\n", pout, pv, pm);
@ -1932,7 +1932,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
}
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -1941,13 +1941,13 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
(const D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
{
D3DXMATRIX m;
@ -1970,7 +1970,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv,
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection, CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DVIEWPORT9* viewport, const D3DXMATRIX* projection, const D3DXMATRIX* view, const D3DXMATRIX* world, UINT elements)
{
UINT i;
@ -1979,7 +1979,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
(const D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
@ -1987,7 +1987,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CON
/*_________________D3DXVec4_____________________*/
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
{
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g);
@ -1998,7 +1998,7 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
{
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s);
@ -2009,7 +2009,7 @@ D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3)
{
D3DXVECTOR4 out;
@ -2023,7 +2023,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s)
{
FLOAT h1, h2, h3, h4;
@ -2041,7 +2041,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
{
FLOAT norm;
@ -2057,7 +2057,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm)
{
D3DXVECTOR4 out;
@ -2071,7 +2071,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv,
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, const D3DXVECTOR4* in, UINT instride, const D3DXMATRIX* matrix, UINT elements)
{
UINT i;
@ -2080,7 +2080,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON
for (i = 0; i < elements; ++i) {
D3DXVec4Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR4*)((const char*)in + instride * i),
(const D3DXVECTOR4*)((const char*)in + instride * i),
matrix);
}
return out;
@ -2171,7 +2171,7 @@ unsigned short float_32_to_16(const float in)
return ret;
}
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n)
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n)
{
unsigned int i;
@ -2205,7 +2205,7 @@ static inline float float_16_to_32(const unsigned short in)
}
}
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n)
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
{
unsigned int i;
@ -2233,7 +2233,7 @@ FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
return out;
}
FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b)
FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
{
FLOAT s;
UINT i;
@ -2247,7 +2247,7 @@ FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b)
return s;
}
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir)
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
{
TRACE("(%p, %u, %p)\n", out, order, dir);
@ -2307,7 +2307,7 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir
return out;
}
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
{
FLOAT s, temp;
UINT j;
@ -2452,7 +2452,7 @@ FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
return out;
}
FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b)
FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b)
{
FLOAT ta, tb, t;
@ -2789,7 +2789,7 @@ static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
}
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in)
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in)
{
FLOAT alpha, beta, gamma, sinb, temp[36], temp1[36];
@ -2920,7 +2920,7 @@ FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *i
return out;
}
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT scale)
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale)
{
UINT i;

View File

@ -2285,7 +2285,7 @@ static void test_D3DXVec_Array(void)
exp_vec[3].x = 1051.778931f; exp_vec[3].y = 376.462250f; exp_vec[3].z = 0.156329f;
exp_vec[4].x = 1037.348877f; exp_vec[4].y = 606.827393f; exp_vec[4].z = 0.133813f;
exp_vec[5].x = 1025.023560f; exp_vec[5].y = 803.591248f; exp_vec[5].z = 0.114581f;
D3DXVec3ProjectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (CONST D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE);
D3DXVec3ProjectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (const D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE);
compare_vectors(exp_vec, out_vec);
/* D3DXVec3UnprojectArray */
@ -2294,7 +2294,7 @@ static void test_D3DXVec_Array(void)
exp_vec[3].x = -2.922839f; exp_vec[3].y = 1.596689f; exp_vec[3].z = 0.380609f;
exp_vec[4].x = -2.456225f; exp_vec[4].y = 1.359290f; exp_vec[4].z = 0.345632f;
exp_vec[5].x = -2.167897f; exp_vec[5].y = 1.212597f; exp_vec[5].z = 0.324019f;
D3DXVec3UnprojectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (CONST D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE);
D3DXVec3UnprojectArray((D3DXVECTOR3*)(out_vec + 1), sizeof(D3DXVECTOR4), (const D3DXVECTOR3*)inp_vec, sizeof(D3DXVECTOR4), &viewport, &projection, &view, &world, ARRAY_SIZE);
compare_vectors(exp_vec, out_vec);
/* D3DXVec2TransformArray */
@ -2462,7 +2462,7 @@ static void test_D3DXSHDot(void)
{
unsigned int i;
FLOAT a[49], b[49], got;
CONST FLOAT expected[] =
const FLOAT expected[] =
{ 0.5f, 0.5f, 25.0f, 262.5f, 1428.0f, 5362.0f, 15873.0f, 39812.0f, };
for (i = 0; i < 49; i++)
@ -2486,7 +2486,7 @@ static void test_D3DXSHEvalDirection(void)
unsigned int i, order;
D3DXVECTOR3 d;
FLOAT a[49], expected[49], *received_ptr;
CONST FLOAT table[36] =
const FLOAT table[36] =
{ 0.282095f, -0.977205f, 1.465808f, -0.488603f, 2.185097f, -6.555291f,
8.200181f, -3.277646f, -1.638823f, 1.180087f, 17.343668f, -40.220032f,
47.020218f, -20.110016f, -13.007751f, 6.490479f, -15.020058f, 10.620785f,

View File

@ -37,29 +37,29 @@ typedef struct D3DXVECTOR2
{
#ifdef __cplusplus
D3DXVECTOR2();
D3DXVECTOR2(CONST FLOAT *pf);
D3DXVECTOR2(const FLOAT *pf);
D3DXVECTOR2(FLOAT fx, FLOAT fy);
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
D3DXVECTOR2& operator += (const D3DXVECTOR2&);
D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
D3DXVECTOR2& operator *= (FLOAT);
D3DXVECTOR2& operator /= (FLOAT);
D3DXVECTOR2 operator + () const;
D3DXVECTOR2 operator - () const;
D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
D3DXVECTOR2 operator * (FLOAT) const;
D3DXVECTOR2 operator / (FLOAT) const;
friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
BOOL operator == (CONST D3DXVECTOR2&) const;
BOOL operator != (CONST D3DXVECTOR2&) const;
BOOL operator == (const D3DXVECTOR2&) const;
BOOL operator != (const D3DXVECTOR2&) const;
#endif /* __cplusplus */
FLOAT x, y;
} D3DXVECTOR2, *LPD3DXVECTOR2;
@ -68,30 +68,30 @@ typedef struct D3DXVECTOR2
typedef struct D3DXVECTOR3 : public D3DVECTOR
{
D3DXVECTOR3();
D3DXVECTOR3(CONST FLOAT *pf);
D3DXVECTOR3(CONST D3DVECTOR& v);
D3DXVECTOR3(const FLOAT *pf);
D3DXVECTOR3(const D3DVECTOR& v);
D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
D3DXVECTOR3& operator += (const D3DXVECTOR3&);
D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
D3DXVECTOR3& operator *= (FLOAT);
D3DXVECTOR3& operator /= (FLOAT);
D3DXVECTOR3 operator + () const;
D3DXVECTOR3 operator - () const;
D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
D3DXVECTOR3 operator + (const D3DXVECTOR3&) const;
D3DXVECTOR3 operator - (const D3DXVECTOR3&) const;
D3DXVECTOR3 operator * (FLOAT) const;
D3DXVECTOR3 operator / (FLOAT) const;
friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&);
BOOL operator == (CONST D3DXVECTOR3&) const;
BOOL operator != (CONST D3DXVECTOR3&) const;
BOOL operator == (const D3DXVECTOR3&) const;
BOOL operator != (const D3DXVECTOR3&) const;
} D3DXVECTOR3, *LPD3DXVECTOR3;
#else /* !__cplusplus */
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
@ -101,29 +101,29 @@ typedef struct D3DXVECTOR4
{
#ifdef __cplusplus
D3DXVECTOR4();
D3DXVECTOR4(CONST FLOAT *pf);
D3DXVECTOR4(const FLOAT *pf);
D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
D3DXVECTOR4& operator += (const D3DXVECTOR4&);
D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
D3DXVECTOR4& operator *= (FLOAT);
D3DXVECTOR4& operator /= (FLOAT);
D3DXVECTOR4 operator + () const;
D3DXVECTOR4 operator - () const;
D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
D3DXVECTOR4 operator * (FLOAT) const;
D3DXVECTOR4 operator / (FLOAT) const;
friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&);
BOOL operator == (CONST D3DXVECTOR4&) const;
BOOL operator != (CONST D3DXVECTOR4&) const;
BOOL operator == (const D3DXVECTOR4&) const;
BOOL operator != (const D3DXVECTOR4&) const;
#endif /* __cplusplus */
FLOAT x, y, z, w;
} D3DXVECTOR4, *LPD3DXVECTOR4;
@ -132,8 +132,8 @@ typedef struct D3DXVECTOR4
typedef struct D3DXMATRIX : public D3DMATRIX
{
D3DXMATRIX();
D3DXMATRIX(CONST FLOAT *pf);
D3DXMATRIX(CONST D3DMATRIX& mat);
D3DXMATRIX(const FLOAT *pf);
D3DXMATRIX(const D3DMATRIX& mat);
D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
@ -143,27 +143,27 @@ typedef struct D3DXMATRIX : public D3DMATRIX
FLOAT operator () (UINT row, UINT col) const;
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
D3DXMATRIX& operator += (CONST D3DXMATRIX&);
D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
D3DXMATRIX& operator *= (const D3DXMATRIX&);
D3DXMATRIX& operator += (const D3DXMATRIX&);
D3DXMATRIX& operator -= (const D3DXMATRIX&);
D3DXMATRIX& operator *= (FLOAT);
D3DXMATRIX& operator /= (FLOAT);
D3DXMATRIX operator + () const;
D3DXMATRIX operator - () const;
D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
D3DXMATRIX operator * (const D3DXMATRIX&) const;
D3DXMATRIX operator + (const D3DXMATRIX&) const;
D3DXMATRIX operator - (const D3DXMATRIX&) const;
D3DXMATRIX operator * (FLOAT) const;
D3DXMATRIX operator / (FLOAT) const;
friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
BOOL operator == (CONST D3DXMATRIX&) const;
BOOL operator != (CONST D3DXMATRIX&) const;
BOOL operator == (const D3DXMATRIX&) const;
BOOL operator != (const D3DXMATRIX&) const;
} D3DXMATRIX, *LPD3DXMATRIX;
#else /* !__cplusplus */
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
@ -173,31 +173,31 @@ typedef struct D3DXQUATERNION
{
#ifdef __cplusplus
D3DXQUATERNION();
D3DXQUATERNION(CONST FLOAT *pf);
D3DXQUATERNION(const FLOAT *pf);
D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
D3DXQUATERNION& operator += (const D3DXQUATERNION&);
D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
D3DXQUATERNION& operator *= (FLOAT);
D3DXQUATERNION& operator /= (FLOAT);
D3DXQUATERNION operator + () const;
D3DXQUATERNION operator - () const;
D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
D3DXQUATERNION operator + (const D3DXQUATERNION&) const;
D3DXQUATERNION operator - (const D3DXQUATERNION&) const;
D3DXQUATERNION operator * (const D3DXQUATERNION&) const;
D3DXQUATERNION operator * (FLOAT) const;
D3DXQUATERNION operator / (FLOAT) const;
friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&);
BOOL operator == (CONST D3DXQUATERNION&) const;
BOOL operator != (CONST D3DXQUATERNION&) const;
BOOL operator == (const D3DXQUATERNION&) const;
BOOL operator != (const D3DXQUATERNION&) const;
#endif /* __cplusplus */
FLOAT x, y, z, w;
} D3DXQUATERNION, *LPD3DXQUATERNION;
@ -206,17 +206,17 @@ typedef struct D3DXPLANE
{
#ifdef __cplusplus
D3DXPLANE();
D3DXPLANE(CONST FLOAT *pf);
D3DXPLANE(const FLOAT *pf);
D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
D3DXPLANE operator + () const;
D3DXPLANE operator - () const;
BOOL operator == (CONST D3DXPLANE&) const;
BOOL operator != (CONST D3DXPLANE&) const;
BOOL operator == (const D3DXPLANE&) const;
BOOL operator != (const D3DXPLANE&) const;
#endif /* __cplusplus */
FLOAT a, b, c, d;
} D3DXPLANE, *LPD3DXPLANE;
@ -226,38 +226,38 @@ typedef struct D3DXCOLOR
#ifdef __cplusplus
D3DXCOLOR();
D3DXCOLOR(DWORD col);
D3DXCOLOR(CONST FLOAT *pf);
D3DXCOLOR(CONST D3DCOLORVALUE& col);
D3DXCOLOR(const FLOAT *pf);
D3DXCOLOR(const D3DCOLORVALUE& col);
D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
operator DWORD () const;
operator FLOAT* ();
operator CONST FLOAT* () const;
operator const FLOAT* () const;
operator D3DCOLORVALUE* ();
operator CONST D3DCOLORVALUE* () const;
operator const D3DCOLORVALUE* () const;
operator D3DCOLORVALUE& ();
operator CONST D3DCOLORVALUE& () const;
operator const D3DCOLORVALUE& () const;
D3DXCOLOR& operator += (CONST D3DXCOLOR&);
D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
D3DXCOLOR& operator += (const D3DXCOLOR&);
D3DXCOLOR& operator -= (const D3DXCOLOR&);
D3DXCOLOR& operator *= (FLOAT);
D3DXCOLOR& operator /= (FLOAT);
D3DXCOLOR operator + () const;
D3DXCOLOR operator - () const;
D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
D3DXCOLOR operator + (const D3DXCOLOR&) const;
D3DXCOLOR operator - (const D3DXCOLOR&) const;
D3DXCOLOR operator * (FLOAT) const;
D3DXCOLOR operator / (FLOAT) const;
friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
BOOL operator == (CONST D3DXCOLOR&) const;
BOOL operator != (CONST D3DXCOLOR&) const;
BOOL operator == (const D3DXCOLOR&) const;
BOOL operator != (const D3DXCOLOR&) const;
#endif /* __cplusplus */
FLOAT r, g, b, a;
} D3DXCOLOR, *LPD3DXCOLOR;
@ -267,12 +267,12 @@ typedef struct D3DXFLOAT16
#ifdef __cplusplus
D3DXFLOAT16();
D3DXFLOAT16(FLOAT f);
D3DXFLOAT16(CONST D3DXFLOAT16 &f);
D3DXFLOAT16(const D3DXFLOAT16 &f);
operator FLOAT ();
BOOL operator == (CONST D3DXFLOAT16 &) const;
BOOL operator != (CONST D3DXFLOAT16 &) const;
BOOL operator == (const D3DXFLOAT16 &) const;
BOOL operator != (const D3DXFLOAT16 &) const;
#endif /* __cplusplus */
WORD value;
} D3DXFLOAT16, *LPD3DXFLOAT16;
@ -281,20 +281,22 @@ typedef struct D3DXFLOAT16
extern "C" {
#endif
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm);
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
const D3DXVECTOR3 *translation);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
const D3DXVECTOR2 *ptranslation);
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(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 D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
@ -305,88 +307,95 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane);
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, CONST D3DXPLANE *pplane, UINT pstride, CONST D3DXMATRIX *pm, UINT n);
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp);
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, CONST D3DXQUATERNION *pq0, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3);
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
const D3DXQUATERNION *pq4, FLOAT t);
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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);
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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);
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv);
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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);
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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);
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n);
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n);
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n);
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n);
FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT *b);
FLOAT WINAPI D3DXSHDot(UINT order, CONST FLOAT *a, CONST FLOAT *b);
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir);
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b);
FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b);
FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b);
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in);
FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in);
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT scale);
FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir);
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in);
FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in);
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale);
#ifdef __cplusplus
}
@ -408,11 +417,11 @@ DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
STDMETHOD(Pop)(THIS) PURE;
STDMETHOD(Push)(THIS) PURE;
STDMETHOD(LoadIdentity)(THIS) PURE;
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;