summaryrefslogtreecommitdiff
path: root/sdk/dx8sdk/Include/d3dx8math.h
diff options
context:
space:
mode:
Diffstat (limited to 'sdk/dx8sdk/Include/d3dx8math.h')
-rw-r--r--sdk/dx8sdk/Include/d3dx8math.h1215
1 files changed, 1215 insertions, 0 deletions
diff --git a/sdk/dx8sdk/Include/d3dx8math.h b/sdk/dx8sdk/Include/d3dx8math.h
new file mode 100644
index 00000000..9c8f2030
--- /dev/null
+++ b/sdk/dx8sdk/Include/d3dx8math.h
@@ -0,0 +1,1215 @@
+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (C) Microsoft Corporation. All Rights Reserved.
+//
+// File: d3dx8math.h
+// Content: D3DX math types and functions
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#include "d3dx8.h"
+
+#ifndef __D3DX8MATH_H__
+#define __D3DX8MATH_H__
+
+#include <math.h>
+#pragma warning(disable:4201) // anonymous unions warning
+
+
+
+//===========================================================================
+//
+// General purpose utilities
+//
+//===========================================================================
+#define D3DX_PI ((FLOAT) 3.141592654f)
+#define D3DX_1BYPI ((FLOAT) 0.318309886f)
+
+#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
+#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
+
+
+
+//===========================================================================
+//
+// Vectors
+//
+//===========================================================================
+
+//--------------------------
+// 2D Vector
+//--------------------------
+typedef struct D3DXVECTOR2
+{
+#ifdef __cplusplus
+public:
+ D3DXVECTOR2() {};
+ D3DXVECTOR2( CONST FLOAT * );
+ D3DXVECTOR2( FLOAT x, FLOAT y );
+
+ // casting
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ // assignment operators
+ D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& );
+ D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& );
+ D3DXVECTOR2& operator *= ( FLOAT );
+ D3DXVECTOR2& operator /= ( FLOAT );
+
+ // unary operators
+ D3DXVECTOR2 operator + () const;
+ D3DXVECTOR2 operator - () const;
+
+ // binary operators
+ D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const;
+ D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const;
+ D3DXVECTOR2 operator * ( FLOAT ) const;
+ D3DXVECTOR2 operator / ( FLOAT ) const;
+
+ friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& );
+
+ BOOL operator == ( CONST D3DXVECTOR2& ) const;
+ BOOL operator != ( CONST D3DXVECTOR2& ) const;
+
+
+public:
+#endif //__cplusplus
+ FLOAT x, y;
+} D3DXVECTOR2, *LPD3DXVECTOR2;
+
+
+//--------------------------
+// 3D Vector
+//--------------------------
+#ifdef __cplusplus
+typedef struct D3DXVECTOR3 : public D3DVECTOR
+{
+public:
+ D3DXVECTOR3() {};
+ D3DXVECTOR3( CONST FLOAT * );
+ D3DXVECTOR3( CONST D3DVECTOR& );
+ D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z );
+
+ // casting
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ // assignment operators
+ D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& );
+ D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& );
+ D3DXVECTOR3& operator *= ( FLOAT );
+ D3DXVECTOR3& operator /= ( FLOAT );
+
+ // unary operators
+ D3DXVECTOR3 operator + () const;
+ D3DXVECTOR3 operator - () const;
+
+ // binary operators
+ 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& );
+
+ BOOL operator == ( CONST D3DXVECTOR3& ) const;
+ BOOL operator != ( CONST D3DXVECTOR3& ) const;
+
+} D3DXVECTOR3, *LPD3DXVECTOR3;
+
+#else //!__cplusplus
+typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
+#endif //!__cplusplus
+
+
+//--------------------------
+// 4D Vector
+//--------------------------
+typedef struct D3DXVECTOR4
+{
+#ifdef __cplusplus
+public:
+ D3DXVECTOR4() {};
+ D3DXVECTOR4( CONST FLOAT* );
+ D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
+
+ // casting
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ // assignment operators
+ D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& );
+ D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& );
+ D3DXVECTOR4& operator *= ( FLOAT );
+ D3DXVECTOR4& operator /= ( FLOAT );
+
+ // unary operators
+ D3DXVECTOR4 operator + () const;
+ D3DXVECTOR4 operator - () const;
+
+ // binary operators
+ D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const;
+ D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const;
+ D3DXVECTOR4 operator * ( FLOAT ) const;
+ D3DXVECTOR4 operator / ( FLOAT ) const;
+
+ friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& );
+
+ BOOL operator == ( CONST D3DXVECTOR4& ) const;
+ BOOL operator != ( CONST D3DXVECTOR4& ) const;
+
+public:
+#endif //__cplusplus
+ FLOAT x, y, z, w;
+} D3DXVECTOR4, *LPD3DXVECTOR4;
+
+
+//===========================================================================
+//
+// Matrices
+//
+//===========================================================================
+#ifdef __cplusplus
+typedef struct D3DXMATRIX : public D3DMATRIX
+{
+public:
+ D3DXMATRIX() {};
+ D3DXMATRIX( CONST FLOAT * );
+ D3DXMATRIX( CONST D3DMATRIX& );
+ D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
+ FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
+ FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
+ FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 );
+
+
+ // access grants
+ FLOAT& operator () ( UINT Row, UINT Col );
+ FLOAT operator () ( UINT Row, UINT Col ) const;
+
+ // casting operators
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ // assignment operators
+ D3DXMATRIX& operator *= ( CONST D3DXMATRIX& );
+ D3DXMATRIX& operator += ( CONST D3DXMATRIX& );
+ D3DXMATRIX& operator -= ( CONST D3DXMATRIX& );
+ D3DXMATRIX& operator *= ( FLOAT );
+ D3DXMATRIX& operator /= ( FLOAT );
+
+ // unary operators
+ D3DXMATRIX operator + () const;
+ D3DXMATRIX operator - () const;
+
+ // binary operators
+ 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& );
+
+ BOOL operator == ( CONST D3DXMATRIX& ) const;
+ BOOL operator != ( CONST D3DXMATRIX& ) const;
+
+} D3DXMATRIX, *LPD3DXMATRIX;
+
+#else //!__cplusplus
+typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
+#endif //!__cplusplus
+
+//===========================================================================
+//
+// Aligned Matrices
+//
+// This class helps keep matrices 16-byte aligned as preferred by P4 cpus.
+// It aligns matrices on the stack and on the heap or in global scope.
+// It does this using __declspec(align(16)) which works on VC7 and on VC 6
+// with the processor pack. Unfortunately there is no way to detect the
+// latter so this is turned on only on VC7. On other compilers this is the
+// the same as D3DXMATRIX.
+// Using this class on a compiler that does not actually do the alignment
+// can be dangerous since it will not expose bugs that ignore alignment.
+// E.g if an object of this class in inside a struct or class, and some code
+// memcopys data in it assuming tight packing. This could break on a compiler
+// that eventually start aligning the matrix.
+//
+//===========================================================================
+#ifdef __cplusplus
+typedef struct _D3DXMATRIXA16 : public D3DXMATRIX
+{
+ _D3DXMATRIXA16() {}
+ _D3DXMATRIXA16( CONST FLOAT * f): D3DXMATRIX(f) {}
+ _D3DXMATRIXA16( CONST D3DMATRIX& m): D3DXMATRIX(m) {}
+ _D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
+ FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
+ FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
+ FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) :
+ D3DXMATRIX(_11, _12, _13, _14,
+ _21, _22, _23, _24,
+ _31, _32, _33, _34,
+ _41, _42, _43, _44) {}
+ void* operator new(size_t s)
+ {
+ LPBYTE p = ::new BYTE[s + 16];
+ if (p)
+ {
+ BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
+ p += offset;
+ p[-1] = offset;
+ }
+ return p;
+ };
+
+ void* operator new[](size_t s)
+ {
+ LPBYTE p = ::new BYTE[s + 16];
+ if (p)
+ {
+ BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
+ p += offset;
+ p[-1] = offset;
+ }
+ return p;
+ };
+
+ // This is NOT a virtual operator. If you cast
+ // to D3DXMATRIX, do not delete using that
+ void operator delete(void* p)
+ {
+ if(p)
+ {
+ BYTE* pb = static_cast<BYTE*>(p);
+ pb -= pb[-1];
+ ::delete [] pb;
+ }
+ };
+
+ // This is NOT a virtual operator. If you cast
+ // to D3DXMATRIX, do not delete using that
+ void operator delete[](void* p)
+ {
+ if(p)
+ {
+ BYTE* pb = static_cast<BYTE*>(p);
+ pb -= pb[-1];
+ ::delete [] pb;
+ }
+ };
+
+ struct _D3DXMATRIXA16& operator=(CONST D3DXMATRIX& rhs)
+ {
+ memcpy(&_11, &rhs, sizeof(D3DXMATRIX));
+ return *this;
+ };
+} _D3DXMATRIXA16;
+
+#else //!__cplusplus
+typedef D3DXMATRIX _D3DXMATRIXA16;
+#endif //!__cplusplus
+
+#if _MSC_VER >= 1300 // VC7
+#define _ALIGN_16 __declspec(align(16))
+#else
+#define _ALIGN_16 // Earlier compiler may not understand this, do nothing.
+#endif
+
+#define D3DXMATRIXA16 _ALIGN_16 _D3DXMATRIXA16
+
+typedef D3DXMATRIXA16 *LPD3DXMATRIXA16;
+
+//===========================================================================
+//
+// Quaternions
+//
+//===========================================================================
+typedef struct D3DXQUATERNION
+{
+#ifdef __cplusplus
+public:
+ D3DXQUATERNION() {}
+ D3DXQUATERNION( CONST FLOAT * );
+ D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
+
+ // casting
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ // assignment operators
+ D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& );
+ D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& );
+ D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& );
+ D3DXQUATERNION& operator *= ( FLOAT );
+ D3DXQUATERNION& operator /= ( FLOAT );
+
+ // unary operators
+ D3DXQUATERNION operator + () const;
+ D3DXQUATERNION operator - () const;
+
+ // binary operators
+ 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& );
+
+ BOOL operator == ( CONST D3DXQUATERNION& ) const;
+ BOOL operator != ( CONST D3DXQUATERNION& ) const;
+
+#endif //__cplusplus
+ FLOAT x, y, z, w;
+} D3DXQUATERNION, *LPD3DXQUATERNION;
+
+
+//===========================================================================
+//
+// Planes
+//
+//===========================================================================
+typedef struct D3DXPLANE
+{
+#ifdef __cplusplus
+public:
+ D3DXPLANE() {}
+ D3DXPLANE( CONST FLOAT* );
+ D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d );
+
+ // casting
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ // unary operators
+ D3DXPLANE operator + () const;
+ D3DXPLANE operator - () const;
+
+ // binary operators
+ BOOL operator == ( CONST D3DXPLANE& ) const;
+ BOOL operator != ( CONST D3DXPLANE& ) const;
+
+#endif //__cplusplus
+ FLOAT a, b, c, d;
+} D3DXPLANE, *LPD3DXPLANE;
+
+
+//===========================================================================
+//
+// Colors
+//
+//===========================================================================
+
+typedef struct D3DXCOLOR
+{
+#ifdef __cplusplus
+public:
+ D3DXCOLOR() {}
+ D3DXCOLOR( DWORD argb );
+ D3DXCOLOR( CONST FLOAT * );
+ D3DXCOLOR( CONST D3DCOLORVALUE& );
+ D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a );
+
+ // casting
+ operator DWORD () const;
+
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ operator D3DCOLORVALUE* ();
+ operator CONST D3DCOLORVALUE* () const;
+
+ operator D3DCOLORVALUE& ();
+ operator CONST D3DCOLORVALUE& () const;
+
+ // assignment operators
+ D3DXCOLOR& operator += ( CONST D3DXCOLOR& );
+ D3DXCOLOR& operator -= ( CONST D3DXCOLOR& );
+ D3DXCOLOR& operator *= ( FLOAT );
+ D3DXCOLOR& operator /= ( FLOAT );
+
+ // unary operators
+ D3DXCOLOR operator + () const;
+ D3DXCOLOR operator - () const;
+
+ // binary operators
+ D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const;
+ D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const;
+ D3DXCOLOR operator * ( FLOAT ) const;
+ D3DXCOLOR operator / ( FLOAT ) const;
+
+ friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR& );
+
+ BOOL operator == ( CONST D3DXCOLOR& ) const;
+ BOOL operator != ( CONST D3DXCOLOR& ) const;
+
+#endif //__cplusplus
+ FLOAT r, g, b, a;
+} D3DXCOLOR, *LPD3DXCOLOR;
+
+
+
+//===========================================================================
+//
+// D3DX math functions:
+//
+// NOTE:
+// * All these functions can take the same object as in and out parameters.
+//
+// * Out parameters are typically also returned as return values, so that
+// the output of one function may be used as a parameter to another.
+//
+//===========================================================================
+
+//--------------------------
+// 2D Vector
+//--------------------------
+
+// inline
+
+FLOAT D3DXVec2Length
+ ( CONST D3DXVECTOR2 *pV );
+
+FLOAT D3DXVec2LengthSq
+ ( CONST D3DXVECTOR2 *pV );
+
+FLOAT D3DXVec2Dot
+ ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
+
+// Z component of ((x1,y1,0) cross (x2,y2,0))
+FLOAT D3DXVec2CCW
+ ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
+
+D3DXVECTOR2* D3DXVec2Add
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
+
+D3DXVECTOR2* D3DXVec2Subtract
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
+
+// Minimize each component. x = min(x1, x2), y = min(y1, y2)
+D3DXVECTOR2* D3DXVec2Minimize
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
+
+// Maximize each component. x = max(x1, x2), y = max(y1, y2)
+D3DXVECTOR2* D3DXVec2Maximize
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
+
+D3DXVECTOR2* D3DXVec2Scale
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s );
+
+// Linear interpolation. V1 + s(V2-V1)
+D3DXVECTOR2* D3DXVec2Lerp
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
+ FLOAT s );
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+D3DXVECTOR2* WINAPI D3DXVec2Normalize
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV );
+
+// Hermite interpolation between position V1, tangent T1 (when s == 0)
+// and position V2, tangent T2 (when s == 1).
+D3DXVECTOR2* WINAPI D3DXVec2Hermite
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1,
+ CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s );
+
+// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
+D3DXVECTOR2* WINAPI D3DXVec2CatmullRom
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1,
+ CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
+
+// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
+D3DXVECTOR2* WINAPI D3DXVec2BaryCentric
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
+ CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
+
+// Transform (x, y, 0, 1) by matrix.
+D3DXVECTOR4* WINAPI D3DXVec2Transform
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
+
+// Transform (x, y, 0, 1) by matrix, project result back into w=1.
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoord
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
+
+// Transform (x, y, 0, 0) by matrix.
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormal
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
+
+#ifdef __cplusplus
+}
+#endif
+
+
+//--------------------------
+// 3D Vector
+//--------------------------
+
+// inline
+
+FLOAT D3DXVec3Length
+ ( CONST D3DXVECTOR3 *pV );
+
+FLOAT D3DXVec3LengthSq
+ ( CONST D3DXVECTOR3 *pV );
+
+FLOAT D3DXVec3Dot
+ ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
+
+D3DXVECTOR3* D3DXVec3Cross
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
+
+D3DXVECTOR3* D3DXVec3Add
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
+
+D3DXVECTOR3* D3DXVec3Subtract
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
+
+// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
+D3DXVECTOR3* D3DXVec3Minimize
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
+
+// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
+D3DXVECTOR3* D3DXVec3Maximize
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
+
+D3DXVECTOR3* D3DXVec3Scale
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s);
+
+// Linear interpolation. V1 + s(V2-V1)
+D3DXVECTOR3* D3DXVec3Lerp
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
+ FLOAT s );
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+D3DXVECTOR3* WINAPI D3DXVec3Normalize
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV );
+
+// Hermite interpolation between position V1, tangent T1 (when s == 0)
+// and position V2, tangent T2 (when s == 1).
+D3DXVECTOR3* WINAPI D3DXVec3Hermite
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1,
+ CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s );
+
+// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
+D3DXVECTOR3* WINAPI D3DXVec3CatmullRom
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1,
+ CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
+
+// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
+D3DXVECTOR3* WINAPI D3DXVec3BaryCentric
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
+ CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
+
+// Transform (x, y, z, 1) by matrix.
+D3DXVECTOR4* WINAPI D3DXVec3Transform
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
+
+// Transform (x, y, z, 1) by matrix, project result back into w=1.
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoord
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
+
+// Transform (x, y, z, 0) by matrix. If you transforming a normal by a
+// non-affine matrix, the matrix you pass to this function should be the
+// transpose of the inverse of the matrix you would use to transform a coord.
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormal
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
+
+// Project vector from object space into screen space
+D3DXVECTOR3* WINAPI D3DXVec3Project
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport,
+ CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
+
+// Project vector from screen space into object space
+D3DXVECTOR3* WINAPI D3DXVec3Unproject
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport,
+ CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
+
+#ifdef __cplusplus
+}
+#endif
+
+
+
+//--------------------------
+// 4D Vector
+//--------------------------
+
+// inline
+
+FLOAT D3DXVec4Length
+ ( CONST D3DXVECTOR4 *pV );
+
+FLOAT D3DXVec4LengthSq
+ ( CONST D3DXVECTOR4 *pV );
+
+FLOAT D3DXVec4Dot
+ ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 );
+
+D3DXVECTOR4* D3DXVec4Add
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
+
+D3DXVECTOR4* D3DXVec4Subtract
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
+
+// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
+D3DXVECTOR4* D3DXVec4Minimize
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
+
+// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
+D3DXVECTOR4* D3DXVec4Maximize
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
+
+D3DXVECTOR4* D3DXVec4Scale
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s);
+
+// Linear interpolation. V1 + s(V2-V1)
+D3DXVECTOR4* D3DXVec4Lerp
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
+ FLOAT s );
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Cross-product in 4 dimensions.
+D3DXVECTOR4* WINAPI D3DXVec4Cross
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
+ CONST D3DXVECTOR4 *pV3);
+
+D3DXVECTOR4* WINAPI D3DXVec4Normalize
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
+
+// Hermite interpolation between position V1, tangent T1 (when s == 0)
+// and position V2, tangent T2 (when s == 1).
+D3DXVECTOR4* WINAPI D3DXVec4Hermite
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1,
+ CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s );
+
+// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
+D3DXVECTOR4* WINAPI D3DXVec4CatmullRom
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1,
+ CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
+
+// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
+D3DXVECTOR4* WINAPI D3DXVec4BaryCentric
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
+ CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
+
+// Transform vector by matrix.
+D3DXVECTOR4* WINAPI D3DXVec4Transform
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
+
+#ifdef __cplusplus
+}
+#endif
+
+
+//--------------------------
+// 4D Matrix
+//--------------------------
+
+// inline
+
+D3DXMATRIX* D3DXMatrixIdentity
+ ( D3DXMATRIX *pOut );
+
+BOOL D3DXMatrixIsIdentity
+ ( CONST D3DXMATRIX *pM );
+
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+FLOAT WINAPI D3DXMatrixfDeterminant
+ ( CONST D3DXMATRIX *pM );
+
+D3DXMATRIX* WINAPI D3DXMatrixTranspose
+ ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
+
+// Matrix multiplication. The result represents the transformation M2
+// followed by the transformation M1. (Out = M1 * M2)
+D3DXMATRIX* WINAPI D3DXMatrixMultiply
+ ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
+
+// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2))
+D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose
+ ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
+
+// Calculate inverse of matrix. Inversion my fail, in which case NULL will
+// be returned. The determinant of pM is also returned it pfDeterminant
+// is non-NULL.
+D3DXMATRIX* WINAPI D3DXMatrixInverse
+ ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
+
+// Build a matrix which scales by (sx, sy, sz)
+D3DXMATRIX* WINAPI D3DXMatrixScaling
+ ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz );
+
+// Build a matrix which translates by (x, y, z)
+D3DXMATRIX* WINAPI D3DXMatrixTranslation
+ ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
+
+// Build a matrix which rotates around the X axis
+D3DXMATRIX* WINAPI D3DXMatrixRotationX
+ ( D3DXMATRIX *pOut, FLOAT Angle );
+
+// Build a matrix which rotates around the Y axis
+D3DXMATRIX* WINAPI D3DXMatrixRotationY
+ ( D3DXMATRIX *pOut, FLOAT Angle );
+
+// Build a matrix which rotates around the Z axis
+D3DXMATRIX* WINAPI D3DXMatrixRotationZ
+ ( D3DXMATRIX *pOut, FLOAT Angle );
+
+// Build a matrix which rotates around an arbitrary axis
+D3DXMATRIX* WINAPI D3DXMatrixRotationAxis
+ ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
+
+// Build a matrix from a quaternion
+D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion
+ ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ);
+
+// Yaw around the Y axis, a pitch around the X axis,
+// and a roll around the Z axis.
+D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll
+ ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
+
+
+// Build transformation matrix. NULL arguments are treated as identity.
+// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
+D3DXMATRIX* WINAPI D3DXMatrixTransformation
+ ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter,
+ CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling,
+ CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation,
+ CONST D3DXVECTOR3 *pTranslation);
+
+// Build affine transformation matrix. NULL arguments are treated as identity.
+// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
+D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation
+ ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter,
+ CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation);
+
+// Build a lookat matrix. (right-handed)
+D3DXMATRIX* WINAPI D3DXMatrixLookAtRH
+ ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt,
+ CONST D3DXVECTOR3 *pUp );
+
+// Build a lookat matrix. (left-handed)
+D3DXMATRIX* WINAPI D3DXMatrixLookAtLH
+ ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt,
+ CONST D3DXVECTOR3 *pUp );
+
+// Build a perspective projection matrix. (right-handed)
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH
+ ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
+
+// Build a perspective projection matrix. (left-handed)
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH
+ ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
+
+// Build a perspective projection matrix. (right-handed)
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH
+ ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
+
+// Build a perspective projection matrix. (left-handed)
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH
+ ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
+
+// Build a perspective projection matrix. (right-handed)
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH
+ ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
+ FLOAT zf );
+
+// Build a perspective projection matrix. (left-handed)
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH
+ ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
+ FLOAT zf );
+
+// Build an ortho projection matrix. (right-handed)
+D3DXMATRIX* WINAPI D3DXMatrixOrthoRH
+ ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
+
+// Build an ortho projection matrix. (left-handed)
+D3DXMATRIX* WINAPI D3DXMatrixOrthoLH
+ ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
+
+// Build an ortho projection matrix. (right-handed)
+D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH
+ ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
+ FLOAT zf );
+
+// Build an ortho projection matrix. (left-handed)
+D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH
+ ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
+ FLOAT zf );
+
+// Build a matrix which flattens geometry into a plane, as if casting
+// a shadow from a light.
+D3DXMATRIX* WINAPI D3DXMatrixShadow
+ ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight,
+ CONST D3DXPLANE *pPlane );
+
+// Build a matrix which reflects the coordinate system about a plane
+D3DXMATRIX* WINAPI D3DXMatrixReflect
+ ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane );
+
+#ifdef __cplusplus
+}
+#endif
+
+
+//--------------------------
+// Quaternion
+//--------------------------
+
+// inline
+
+FLOAT D3DXQuaternionLength
+ ( CONST D3DXQUATERNION *pQ );
+
+// Length squared, or "norm"
+FLOAT D3DXQuaternionLengthSq
+ ( CONST D3DXQUATERNION *pQ );
+
+FLOAT D3DXQuaternionDot
+ ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 );
+
+// (0, 0, 0, 1)
+D3DXQUATERNION* D3DXQuaternionIdentity
+ ( D3DXQUATERNION *pOut );
+
+BOOL D3DXQuaternionIsIdentity
+ ( CONST D3DXQUATERNION *pQ );
+
+// (-x, -y, -z, w)
+D3DXQUATERNION* D3DXQuaternionConjugate
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
+
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
+void WINAPI D3DXQuaternionToAxisAngle
+ ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle );
+
+// Build a quaternion from a rotation matrix.
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix
+ ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM);
+
+// Rotation about arbitrary axis.
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis
+ ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
+
+// Yaw around the Y axis, a pitch around the X axis,
+// and a roll around the Z axis.
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll
+ ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
+
+// Quaternion multiplication. The result represents the rotation Q2
+// followed by the rotation Q1. (Out = Q2 * Q1)
+D3DXQUATERNION* WINAPI D3DXQuaternionMultiply
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
+ CONST D3DXQUATERNION *pQ2 );
+
+D3DXQUATERNION* WINAPI D3DXQuaternionNormalize
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
+
+// Conjugate and re-norm
+D3DXQUATERNION* WINAPI D3DXQuaternionInverse
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
+
+// Expects unit quaternions.
+// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
+D3DXQUATERNION* WINAPI D3DXQuaternionLn
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
+
+// Expects pure quaternions. (w == 0) w is ignored in calculation.
+// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
+D3DXQUATERNION* WINAPI D3DXQuaternionExp
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
+
+// Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1).
+// Expects unit quaternions.
+D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
+ CONST D3DXQUATERNION *pQ2, FLOAT t );
+
+// Spherical quadrangle interpolation.
+// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t))
+D3DXQUATERNION* WINAPI D3DXQuaternionSquad
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
+ CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB,
+ CONST D3DXQUATERNION *pC, FLOAT t );
+
+// Setup control points for spherical quadrangle interpolation
+// from Q1 to Q2. The control points are chosen in such a way
+// to ensure the continuity of tangents with adjacent segments.
+void WINAPI D3DXQuaternionSquadSetup
+ ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut,
+ CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1,
+ CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 );
+
+// Barycentric interpolation.
+// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
+D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
+ CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3,
+ FLOAT f, FLOAT g );
+
+#ifdef __cplusplus
+}
+#endif
+
+
+//--------------------------
+// Plane
+//--------------------------
+
+// inline
+
+// ax + by + cz + dw
+FLOAT D3DXPlaneDot
+ ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV);
+
+// ax + by + cz + d
+FLOAT D3DXPlaneDotCoord
+ ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
+
+// ax + by + cz
+FLOAT D3DXPlaneDotNormal
+ ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Normalize plane (so that |a,b,c| == 1)
+D3DXPLANE* WINAPI D3DXPlaneNormalize
+ ( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
+
+// Find the intersection between a plane and a line. If the line is
+// parallel to the plane, NULL is returned.
+D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine
+ ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1,
+ CONST D3DXVECTOR3 *pV2);
+
+// Construct a plane from a point and a normal
+D3DXPLANE* WINAPI D3DXPlaneFromPointNormal
+ ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal);
+
+// Construct a plane from 3 points
+D3DXPLANE* WINAPI D3DXPlaneFromPoints
+ ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
+ CONST D3DXVECTOR3 *pV3);
+
+// Transform a plane by a matrix. The vector (a,b,c) must be normal.
+// M should be the inverse transpose of the transformation desired.
+D3DXPLANE* WINAPI D3DXPlaneTransform
+ ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
+
+#ifdef __cplusplus
+}
+#endif
+
+
+//--------------------------
+// Color
+//--------------------------
+
+// inline
+
+// (1-r, 1-g, 1-b, a)
+D3DXCOLOR* D3DXColorNegative
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC);
+
+D3DXCOLOR* D3DXColorAdd
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
+
+D3DXCOLOR* D3DXColorSubtract
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
+
+D3DXCOLOR* D3DXColorScale
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
+
+// (r1*r2, g1*g2, b1*b2, a1*a2)
+D3DXCOLOR* D3DXColorModulate
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
+
+// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
+D3DXCOLOR* D3DXColorLerp
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s);
+
+// non-inline
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Interpolate r,g,b between desaturated color and color.
+// DesaturatedColor + s(Color - DesaturatedColor)
+D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
+
+// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey)
+D3DXCOLOR* WINAPI D3DXColorAdjustContrast
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c);
+
+#ifdef __cplusplus
+}
+#endif
+
+
+
+
+//--------------------------
+// Misc
+//--------------------------
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Calculate Fresnel term given the cosine of theta (likely obtained by
+// taking the dot of two normals), and the refraction index of the material.
+FLOAT WINAPI D3DXFresnelTerm
+ (FLOAT CosTheta, FLOAT RefractionIndex);
+
+#ifdef __cplusplus
+}
+#endif
+
+
+
+//===========================================================================
+//
+// Matrix Stack
+//
+//===========================================================================
+
+typedef interface ID3DXMatrixStack ID3DXMatrixStack;
+typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
+
+// {E3357330-CC5E-11d2-A434-00A0C90629A8}
+DEFINE_GUID( IID_ID3DXMatrixStack,
+0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
+
+
+#undef INTERFACE
+#define INTERFACE ID3DXMatrixStack
+
+DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
+{
+ //
+ // IUnknown methods
+ //
+ STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
+ STDMETHOD_(ULONG,AddRef)(THIS) PURE;
+ STDMETHOD_(ULONG,Release)(THIS) PURE;
+
+ //
+ // ID3DXMatrixStack methods
+ //
+
+ // Pops the top of the stack, returns the current top
+ // *after* popping the top.
+ STDMETHOD(Pop)(THIS) PURE;
+
+ // Pushes the stack by one, duplicating the current matrix.
+ STDMETHOD(Push)(THIS) PURE;
+
+ // Loads identity in the current matrix.
+ STDMETHOD(LoadIdentity)(THIS) PURE;
+
+ // Loads the given matrix into the current matrix
+ STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
+
+ // Right-Multiplies the given matrix to the current matrix.
+ // (transformation is about the current world origin)
+ STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
+
+ // Left-Multiplies the given matrix to the current matrix
+ // (transformation is about the local origin of the object)
+ STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
+
+ // Right multiply the current matrix with the computed rotation
+ // matrix, counterclockwise about the given axis with the given angle.
+ // (rotation is about the current world origin)
+ STDMETHOD(RotateAxis)
+ (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
+
+ // Left multiply the current matrix with the computed rotation
+ // matrix, counterclockwise about the given axis with the given angle.
+ // (rotation is about the local origin of the object)
+ STDMETHOD(RotateAxisLocal)
+ (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
+
+ // Right multiply the current matrix with the computed rotation
+ // matrix. All angles are counterclockwise. (rotation is about the
+ // current world origin)
+
+ // The rotation is composed of a yaw around the Y axis, a pitch around
+ // the X axis, and a roll around the Z axis.
+ STDMETHOD(RotateYawPitchRoll)
+ (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
+
+ // Left multiply the current matrix with the computed rotation
+ // matrix. All angles are counterclockwise. (rotation is about the
+ // local origin of the object)
+
+ // The rotation is composed of a yaw around the Y axis, a pitch around
+ // the X axis, and a roll around the Z axis.
+ STDMETHOD(RotateYawPitchRollLocal)
+ (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
+
+ // Right multiply the current matrix with the computed scale
+ // matrix. (transformation is about the current world origin)
+ STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
+
+ // Left multiply the current matrix with the computed scale
+ // matrix. (transformation is about the local origin of the object)
+ STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
+
+ // Right multiply the current matrix with the computed translation
+ // matrix. (transformation is about the current world origin)
+ STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
+
+ // Left multiply the current matrix with the computed translation
+ // matrix. (transformation is about the local origin of the object)
+ STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
+
+ // Obtain the current matrix at the top of the stack
+ STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
+};
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+HRESULT WINAPI
+ D3DXCreateMatrixStack(
+ DWORD Flags,
+ LPD3DXMATRIXSTACK* ppStack);
+
+#ifdef __cplusplus
+}
+#endif
+
+#include "d3dx8math.inl"
+
+#pragma warning(default:4201)
+
+#endif // __D3DX8MATH_H__