mirror of
https://github.com/microsoft/DirectXMath
synced 2024-11-22 12:20:06 +00:00
78 lines
4.1 KiB
C++
78 lines
4.1 KiB
C++
//-------------------------------------------------------------------------------------
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// DirectXSH.h -- C++ Spherical Harmonics Math Library
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/p/?LinkId=262885
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//-------------------------------------------------------------------------------------
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#ifdef _MSC_VER
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#pragma once
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#endif
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#define DIRECTX_SHMATH_VERSION 102
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#include <DirectXMath.h>
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#include <winerror.h>
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struct ID3D11DeviceContext;
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struct ID3D11Texture2D;
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namespace DirectX
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{
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#if (DIRECTXMATH_VERSION < 305) && !defined(XM_CALLCONV)
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#define XM_CALLCONV __fastcall
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typedef const DirectX::XMVECTOR& HXMVECTOR;
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typedef const DirectX::XMMATRIX& FXMMATRIX;
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#endif
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const size_t XM_SH_MINORDER = 2;
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const 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 );
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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 );
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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 );
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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 );
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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 );
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float XMSHDot( _In_ size_t order, _In_reads_(order*order) const float *inputA, _In_reads_(order*order) const float *inputB );
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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 );
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float* XMSHMultiply2( _Out_writes_(4) float *result, _In_reads_(4) const float *inputF, _In_reads_(4) const float *inputG );
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float* XMSHMultiply3( _Out_writes_(9) float *result, _In_reads_(9) const float *inputF, _In_reads_(9) const float *inputG );
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float* XMSHMultiply4( _Out_writes_(16) float *result, _In_reads_(16) const float *inputF, _In_reads_(16) const float *inputG );
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float* XMSHMultiply5( _Out_writes_(25) float *result, _In_reads_(25) const float *inputF, _In_reads_(25) const float *inputG );
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float* XMSHMultiply6( _Out_writes_(36) float *result, _In_reads_(36) const float *inputF, _In_reads_(36) const float *inputG );
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bool XM_CALLCONV XMSHEvalDirectionalLight( _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 );
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bool XM_CALLCONV XMSHEvalSphericalLight( _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 );
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bool XM_CALLCONV XMSHEvalConeLight( _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 );
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bool XM_CALLCONV XMSHEvalHemisphereLight( _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 );
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HRESULT SHProjectCubeMap( _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 );
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}; // namespace DirectX
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