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Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
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slouken committed Mar 11, 2014
1 parent 9c2fb68 commit 2c558ca
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Showing 9 changed files with 276 additions and 310 deletions.
96 changes: 52 additions & 44 deletions VisualC/SDL/SDL_VS2008.vcproj
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RelativePath="..\..\include\SDL_cpuinfo.h"
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</File>
<File
RelativePath="..\..\include\\SDL_egl.h"
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RelativePath="..\..\src\video\sdl_egl_c.h"
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RelativePath="..\..\include\SDL_egl.h"
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<File
RelativePath="..\..\src\video\windows\SDL_windowsopengles.h"
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RelativePath="..\..\src\video\sdl_egl_c.h"
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RelativePath="..\..\include\SDL_video.h"
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RelativePath="..\..\src\video\windows\SDL_windowsopengles.h"
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RelativePath="..\..\src\events\blank_cursor.h"
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RelativePath="..\..\src\cpuinfo\SDL_cpuinfo.c"
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<File
RelativePath="..\..\src\render\SDL_d3dmath.c"
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RelativePath="..\..\src\render\SDL_d3dmath.h"
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RelativePath="..\..\src\audio\directsound\SDL_directsound.c"
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RelativePath="..\..\src\joystick\windows\SDL_dxjoystick.c"
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RelativePath="..\..\src\dynapi\SDL_dynapi.c"
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RelativePath="..\..\src\SDL_error.c"
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RelativePath="..\..\src\render\direct3d11\SDL_render_d3d11.c"
RelativePath="..\..\src\render\direct3d\SDL_render_d3d.c"
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RelativePath="..\..\src\render\direct3d\SDL_render_d3d.c"
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RelativePath="..\..\src\render\opengl\SDL_shaders_gl.h"
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RelativePath="..\..\src\thread\windows\SDL_systhread.c"
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RelativePath="..\..\src\timer\SDL_systimer.h"
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RelativePath="..\..\src\thread\windows\SDL_systls.c"
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RelativePath="..\..\src\core\windows\SDL_windows.h"
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<File
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RelativePath="..\..\src\video\windows\SDL_windowsopengles.c"
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2 changes: 2 additions & 0 deletions VisualC/SDL/SDL_VS2010.vcxproj
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<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
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<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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2 changes: 2 additions & 0 deletions VisualC/SDL/SDL_VS2012.vcxproj
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<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
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<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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2 changes: 2 additions & 0 deletions VisualC/SDL/SDL_VS2013.vcxproj
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<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
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<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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131 changes: 131 additions & 0 deletions src/render/SDL_d3dmath.c
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#include "SDL_stdinc.h"

#include "SDL_d3dmath.h"

/* Direct3D matrix math functions */

Float4X4 MatrixIdentity()
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}

Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
{
Float4X4 m;
m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
return m;
}

Float4X4 MatrixScaling(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = x;
m._22 = y;
m._33 = z;
m._44 = 1.0f;
return m;
}

Float4X4 MatrixTranslation(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
m._41 = x;
m._42 = y;
m._43 = z;
return m;
}

Float4X4 MatrixRotationX(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = cosR;
m._23 = sinR;
m._32 = -sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}

Float4X4 MatrixRotationY(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._13 = -sinR;
m._22 = 1.0f;
m._31 = sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}

Float4X4 MatrixRotationZ(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._12 = sinR;
m._21 = -sinR;
m._22 = cosR;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}

/* vi: set ts=4 sw=4 expandtab: */

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