mirror of
https://github.com/microsoft/DirectXMath
synced 2024-11-28 14:51:05 +00:00
73 lines
4.0 KiB
C++
73 lines
4.0 KiB
C++
//-------------------------------------------------------------------------------------
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// DirectXSH.h -- C++ Spherical Harmonics Math Library
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/p/?LinkId=262885
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//-------------------------------------------------------------------------------------
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#pragma once
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#define DIRECTX_SHMATH_VERSION 106
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#include <DirectXMath.h>
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namespace DirectX
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{
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constexpr size_t XM_SH_MINORDER = 2;
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constexpr size_t XM_SH_MAXORDER = 6;
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float* XM_CALLCONV XMSHEvalDirection(_Out_writes_(order*order) float *result, _In_ size_t order, _In_ FXMVECTOR dir) noexcept;
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float* XM_CALLCONV XMSHRotate(_Out_writes_(order*order) float *result, _In_ size_t order, _In_ FXMMATRIX rotMatrix, _In_reads_(order*order) const float *input) noexcept;
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float* XMSHRotateZ(_Out_writes_(order*order) float *result, _In_ size_t order, _In_ float angle, _In_reads_(order*order) const float *input) noexcept;
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float* XMSHAdd(_Out_writes_(order*order) float *result, _In_ size_t order, _In_reads_(order*order) const float *inputA, _In_reads_(order*order) const float *inputB) noexcept;
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float* XMSHScale(_Out_writes_(order*order) float *result, _In_ size_t order, _In_reads_(order*order) const float *input, _In_ float scale) noexcept;
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float XMSHDot(_In_ size_t order, _In_reads_(order*order) const float *inputA, _In_reads_(order*order) const float *inputB) noexcept;
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float* XMSHMultiply(_Out_writes_(order*order) float *result, _In_ size_t order, _In_reads_(order*order) const float *inputF, _In_reads_(order*order) const float *inputG) noexcept;
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float* XMSHMultiply2(_Out_writes_(4) float *result, _In_reads_(4) const float *inputF, _In_reads_(4) const float *inputG) noexcept;
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float* XMSHMultiply3(_Out_writes_(9) float *result, _In_reads_(9) const float *inputF, _In_reads_(9) const float *inputG) noexcept;
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float* XMSHMultiply4(_Out_writes_(16) float *result, _In_reads_(16) const float *inputF, _In_reads_(16) const float *inputG) noexcept;
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float* XMSHMultiply5(_Out_writes_(25) float *result, _In_reads_(25) const float *inputF, _In_reads_(25) const float *inputG) noexcept;
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float* XMSHMultiply6(_Out_writes_(36) float *result, _In_reads_(36) const float *inputF, _In_reads_(36) const float *inputG) noexcept;
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bool XM_CALLCONV XMSHEvalDirectionalLight(
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_In_ size_t order, _In_ FXMVECTOR dir, _In_ FXMVECTOR color,
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_Out_writes_(order*order) float *resultR, _Out_writes_opt_(order*order) float *resultG, _Out_writes_opt_(order*order) float *resultB) noexcept;
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bool XM_CALLCONV XMSHEvalSphericalLight(
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_In_ size_t order, _In_ FXMVECTOR pos, _In_ float radius, _In_ FXMVECTOR color,
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_Out_writes_(order*order) float *resultR, _Out_writes_opt_(order*order) float *resultG, _Out_writes_opt_(order*order) float *resultB) noexcept;
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bool XM_CALLCONV XMSHEvalConeLight(
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_In_ size_t order, _In_ FXMVECTOR dir, _In_ float radius, _In_ FXMVECTOR color,
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_Out_writes_(order*order) float *resultR, _Out_writes_opt_(order*order) float *resultG, _Out_writes_opt_(order*order) float *resultB) noexcept;
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bool XM_CALLCONV XMSHEvalHemisphereLight(
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_In_ size_t order, _In_ FXMVECTOR dir, _In_ FXMVECTOR topColor, _In_ FXMVECTOR bottomColor,
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_Out_writes_(order*order) float *resultR, _Out_writes_opt_(order*order) float *resultG, _Out_writes_opt_(order*order) float *resultB) noexcept;
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#if defined(__d3d11_h__) || defined(__d3d11_x_h__)
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HRESULT SHProjectCubeMap(
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_In_ ID3D11DeviceContext *context, _In_ size_t order, _In_ ID3D11Texture2D *cubeMap,
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_Out_writes_opt_(order*order) float *resultR, _Out_writes_opt_(order*order) float *resultG, _Out_writes_opt_(order*order) float *resultB) noexcept;
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#endif
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#if defined(__d3d12_h__) || defined(__d3d12_x_h__) || defined(__XBOX_D3D12_X__)
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HRESULT SHProjectCubeMap(
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_In_ size_t order, _In_ const D3D12_RESOURCE_DESC& desc, _In_ const D3D12_SUBRESOURCE_DATA cubeMap[6],
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_Out_writes_opt_(order*order) float *resultR, _Out_writes_opt_(order*order) float *resultG, _Out_writes_opt_(order*order) float *resultB) noexcept;
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#endif
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} // namespace DirectX
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