summaryrefslogtreecommitdiffstats
path: root/sdk/dx8sdk/Include/d3dx9math.h
blob: 2ba4a606a029fcb8d9bf389224bf66db4411b96e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9math.h
//  Content:    D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////

#include "d3dx9.h"

#ifndef __D3DX9MATH_H__
#define __D3DX9MATH_H__

#include <math.h>
#if _MSC_VER >= 1200
#pragma warning(push)
#endif
#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))



//===========================================================================
//
// 16 bit floating point numbers
//
//===========================================================================

#define D3DX_16F_DIG          3                // # of decimal digits of precision
#define D3DX_16F_EPSILON      4.8875809e-4f    // smallest such that 1.0 + epsilon != 1.0
#define D3DX_16F_MANT_DIG     11               // # of bits in mantissa
#define D3DX_16F_MAX          6.550400e+004    // max value
#define D3DX_16F_MAX_10_EXP   4                // max decimal exponent
#define D3DX_16F_MAX_EXP      15               // max binary exponent
#define D3DX_16F_MIN          6.1035156e-5f    // min positive value
#define D3DX_16F_MIN_10_EXP   (-4)             // min decimal exponent
#define D3DX_16F_MIN_EXP      (-12)            // min binary exponent
#define D3DX_16F_RADIX        2                // exponent radix
#define D3DX_16F_ROUNDS       1                // addition rounding: near


typedef struct D3DXFLOAT16
{
#ifdef __cplusplus
public:
    D3DXFLOAT16() {};
    D3DXFLOAT16( FLOAT );
    D3DXFLOAT16( CONST D3DXFLOAT16& );

    // casting
    operator FLOAT ();

    // binary operators
    BOOL operator == ( CONST D3DXFLOAT16& ) const;
    BOOL operator != ( CONST D3DXFLOAT16& ) const;

protected:
#endif //__cplusplus
    WORD value;
} D3DXFLOAT16, *LPD3DXFLOAT16;



//===========================================================================
//
// Vectors
//
//===========================================================================


//--------------------------
// 2D Vector
//--------------------------
typedef struct D3DXVECTOR2
{
#ifdef __cplusplus
public:
    D3DXVECTOR2() {};
    D3DXVECTOR2( CONST FLOAT * );
    D3DXVECTOR2( CONST D3DXFLOAT16 * );
    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;



//--------------------------
// 2D Vector (16 bit)
//--------------------------

typedef struct D3DXVECTOR2_16F
{
#ifdef __cplusplus
public:
    D3DXVECTOR2_16F() {};
    D3DXVECTOR2_16F( CONST FLOAT * );
    D3DXVECTOR2_16F( CONST D3DXFLOAT16 * );
    D3DXVECTOR2_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y );

    // casting
    operator D3DXFLOAT16* ();
    operator CONST D3DXFLOAT16* () const;

    // binary operators
    BOOL operator == ( CONST D3DXVECTOR2_16F& ) const;
    BOOL operator != ( CONST D3DXVECTOR2_16F& ) const;

public:
#endif //__cplusplus
    D3DXFLOAT16 x, y;

} D3DXVECTOR2_16F, *LPD3DXVECTOR2_16F;



//--------------------------
// 3D Vector
//--------------------------
#ifdef __cplusplus
typedef struct D3DXVECTOR3 : public D3DVECTOR
{
public:
    D3DXVECTOR3() {};
    D3DXVECTOR3( CONST FLOAT * );
    D3DXVECTOR3( CONST D3DVECTOR& );
    D3DXVECTOR3( CONST D3DXFLOAT16 * );
    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



//--------------------------
// 3D Vector (16 bit)
//--------------------------
typedef struct D3DXVECTOR3_16F
{
#ifdef __cplusplus
public:
    D3DXVECTOR3_16F() {};
    D3DXVECTOR3_16F( CONST FLOAT * );
    D3DXVECTOR3_16F( CONST D3DVECTOR& );
    D3DXVECTOR3_16F( CONST D3DXFLOAT16 * );
    D3DXVECTOR3_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y, CONST D3DXFLOAT16 &z );

    // casting
    operator D3DXFLOAT16* ();
    operator CONST D3DXFLOAT16* () const;

    // binary operators
    BOOL operator == ( CONST D3DXVECTOR3_16F& ) const;
    BOOL operator != ( CONST D3DXVECTOR3_16F& ) const;

public:
#endif //__cplusplus
    D3DXFLOAT16 x, y, z;

} D3DXVECTOR3_16F, *LPD3DXVECTOR3_16F;



//--------------------------
// 4D Vector
//--------------------------
typedef struct D3DXVECTOR4
{
#ifdef __cplusplus
public:
    D3DXVECTOR4() {};
    D3DXVECTOR4( CONST FLOAT* );
    D3DXVECTOR4( CONST D3DXFLOAT16* );
    D3DXVECTOR4( CONST D3DVECTOR& xyz, FLOAT w );
    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;


//--------------------------
// 4D Vector (16 bit)
//--------------------------
typedef struct D3DXVECTOR4_16F
{
#ifdef __cplusplus
public:
    D3DXVECTOR4_16F() {};
    D3DXVECTOR4_16F( CONST FLOAT * );
    D3DXVECTOR4_16F( CONST D3DXFLOAT16* );
    D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& xyz, CONST D3DXFLOAT16& w );
    D3DXVECTOR4_16F( CONST D3DXFLOAT16& x, CONST D3DXFLOAT16& y, CONST D3DXFLOAT16& z, CONST D3DXFLOAT16& w );

    // casting
    operator D3DXFLOAT16* ();
    operator CONST D3DXFLOAT16* () const;

    // binary operators
    BOOL operator == ( CONST D3DXVECTOR4_16F& ) const;
    BOOL operator != ( CONST D3DXVECTOR4_16F& ) const;

public:
#endif //__cplusplus
    D3DXFLOAT16 x, y, z, w;

} D3DXVECTOR4_16F, *LPD3DXVECTOR4_16F;



//===========================================================================
//
// Matrices
//
//===========================================================================
#ifdef __cplusplus
typedef struct D3DXMATRIX : public D3DMATRIX
{
public:
    D3DXMATRIX() {};
    D3DXMATRIX( CONST FLOAT * );
    D3DXMATRIX( CONST D3DMATRIX& );
    D3DXMATRIX( CONST D3DXFLOAT16 * );
    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 * );
    _D3DXMATRIXA16( CONST D3DMATRIX& );
    _D3DXMATRIXA16( CONST D3DXFLOAT16 * );
    _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 );

    // new operators
    void* operator new   ( size_t );
    void* operator new[] ( size_t );

    // delete operators
    void operator delete   ( void* );   // These are NOT virtual; Do not 
    void operator delete[] ( void* );   // cast to D3DXMATRIX and delete.
    
    // assignment operators
    _D3DXMATRIXA16& operator = ( CONST D3DXMATRIX& );

} _D3DXMATRIXA16;

#else //!__cplusplus
typedef D3DXMATRIX  _D3DXMATRIXA16;
#endif //!__cplusplus



#if _MSC_VER >= 1300  // VC7
#define D3DX_ALIGN16 __declspec(align(16))
#else
#define D3DX_ALIGN16  // Earlier compiler may not understand this, do nothing.
#endif

typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16, *LPD3DXMATRIXA16;



//===========================================================================
//
//    Quaternions
//
//===========================================================================
typedef struct D3DXQUATERNION
{
#ifdef __cplusplus
public:
    D3DXQUATERNION() {}
    D3DXQUATERNION( CONST FLOAT * );
    D3DXQUATERNION( CONST D3DXFLOAT16 * );
    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( CONST D3DXFLOAT16* );
    D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d );

    // casting
    operator FLOAT* ();
    operator CONST FLOAT* () const;

    // assignment operators
    D3DXPLANE& operator *= ( FLOAT );
    D3DXPLANE& operator /= ( FLOAT );

    // unary operators
    D3DXPLANE operator + () const;
    D3DXPLANE operator - () const;

    // binary operators
    D3DXPLANE operator * ( FLOAT ) const;
    D3DXPLANE operator / ( FLOAT ) const;

    friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& );

    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 D3DXFLOAT16 * );
    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.
//
//===========================================================================

//--------------------------
// Float16
//--------------------------

// non-inline
#ifdef __cplusplus
extern "C" {
#endif

// Converts an array 32-bit floats to 16-bit floats
D3DXFLOAT16* WINAPI D3DXFloat32To16Array
    ( D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n );

// Converts an array 16-bit floats to 32-bit floats
FLOAT* WINAPI D3DXFloat16To32Array
    ( FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n );

#ifdef __cplusplus
}
#endif


//--------------------------
// 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 );
     
// Transform Array (x, y, 0, 1) by matrix.
D3DXVECTOR4* WINAPI D3DXVec2TransformArray
    ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n);

// Transform Array (x, y, 0, 1) by matrix, project result back into w=1.
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray
    ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n );

// Transform Array (x, y, 0, 0) by matrix.
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray
    ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n );
    
    

#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 );
    
    
// Transform Array (x, y, z, 1) by matrix. 
D3DXVECTOR4* WINAPI D3DXVec3TransformArray
    ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n );

// Transform Array (x, y, z, 1) by matrix, project result back into w=1.
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray
    ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n );

// 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 D3DXVec3TransformNormalArray
    ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n );

// Project vector from object space into screen space
D3DXVECTOR3* WINAPI D3DXVec3Project
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *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 D3DVIEWPORT9 *pViewport,
      CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
      
// Project vector Array from object space into screen space
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);

// Project vector Array from screen space into object space
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);


#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 );
    
// Transform vector array by matrix.
D3DXVECTOR4* WINAPI D3DXVec4TransformArray
    ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n );

#ifdef __cplusplus
}
#endif


//--------------------------
// 4D Matrix
//--------------------------

// inline

D3DXMATRIX* D3DXMatrixIdentity
    ( D3DXMATRIX *pOut );

BOOL D3DXMatrixIsIdentity
    ( CONST D3DXMATRIX *pM );


// non-inline
#ifdef __cplusplus
extern "C" {
#endif

FLOAT WINAPI D3DXMatrixDeterminant
    ( CONST D3DXMATRIX *pM );

HRESULT WINAPI D3DXMatrixDecompose
    ( D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, 
	  D3DXVECTOR3 *pOutTranslation, 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 2D transformation matrix in XY plane.  NULL arguments are treated as identity.
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR2* pScalingCenter, 
      FLOAT ScalingRotation, CONST D3DXVECTOR2* pScaling, 
      CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation, 
      CONST D3DXVECTOR2* 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 2D affine transformation matrix in XY plane.  NULL arguments are treated as identity.
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D
    ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2* pRotationCenter, 
      FLOAT Rotation, CONST D3DXVECTOR2* 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);

D3DXPLANE* D3DXPlaneScale
    (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s);

// 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 );
    
// Transform an array of planes by a matrix.  The vectors (a,b,c) must be normal.
// M should be the inverse transpose of the transformation desired.
D3DXPLANE* WINAPI D3DXPlaneTransformArray
    ( D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n );

#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;

// {C7885BA7-F990-4fe7-922D-8515E477DD85}
DEFINE_GUID(IID_ID3DXMatrixStack, 
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);


#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

//===========================================================================
//
//  Spherical Harmonic Runtime Routines
//
// NOTE:
//  * Most of these functions can take the same object as in and out parameters.
//    The exceptions are the rotation functions.  
//
//  * Out parameters are typically also returned as return values, so that
//    the output of one function may be used as a parameter to another.
//
//============================================================================


// non-inline
#ifdef __cplusplus
extern "C" {
#endif

//============================================================================
//
//  Basic Spherical Harmonic math routines
//
//============================================================================

#define D3DXSH_MINORDER 2
#define D3DXSH_MAXORDER 6

//============================================================================
//
//  D3DXSHEvalDirection:
//  --------------------
//  Evaluates the Spherical Harmonic basis functions
//
//  Parameters:
//   pOut
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l
//      This is the pointer that is returned.
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pDir
//      Direction to evaluate in - assumed to be normalized
//
//============================================================================

FLOAT* WINAPI D3DXSHEvalDirection
    (  FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir );
    
//============================================================================
//
//  D3DXSHRotate:
//  --------------------
//  Rotates SH vector by a rotation matrix
//
//  Parameters:
//   pOut
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l
//      This is the pointer that is returned (should not alias with pIn.)
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pMatrix
//      Matrix used for rotation - rotation sub matrix should be orthogonal
//      and have a unit determinant.
//   pIn
//      Input SH coeffs (rotated), incorect results if this is also output.
//
//============================================================================

FLOAT* WINAPI D3DXSHRotate
    ( FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn );
    
//============================================================================
//
//  D3DXSHRotateZ:
//  --------------------
//  Rotates the SH vector in the Z axis by an angle
//
//  Parameters:
//   pOut
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l
//      This is the pointer that is returned (should not alias with pIn.)
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   Angle
//      Angle in radians to rotate around the Z axis.
//   pIn
//      Input SH coeffs (rotated), incorect results if this is also output.
//
//============================================================================


FLOAT* WINAPI D3DXSHRotateZ
    ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn );
    
//============================================================================
//
//  D3DXSHAdd:
//  --------------------
//  Adds two SH vectors, pOut[i] = pA[i] + pB[i];
//
//  Parameters:
//   pOut
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l
//      This is the pointer that is returned.
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pA
//      Input SH coeffs.
//   pB
//      Input SH coeffs (second vector.)
//
//============================================================================

FLOAT* WINAPI D3DXSHAdd
    ( FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB );

//============================================================================
//
//  D3DXSHScale:
//  --------------------
//  Adds two SH vectors, pOut[i] = pA[i]*Scale;
//
//  Parameters:
//   pOut
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l
//      This is the pointer that is returned.
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pIn
//      Input SH coeffs.
//   Scale
//      Scale factor.
//
//============================================================================

FLOAT* WINAPI D3DXSHScale
    ( FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale );
    
//============================================================================
//
//  D3DXSHDot:
//  --------------------
//  Computes the dot product of two SH vectors
//
//  Parameters:
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pA
//      Input SH coeffs.
//   pB
//      Second set of input SH coeffs.
//
//============================================================================

FLOAT WINAPI D3DXSHDot
    ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB );

//============================================================================
//
//  Basic Spherical Harmonic lighting routines
//
//============================================================================

//============================================================================
//
//  D3DXSHEvalDirectionalLight:
//  --------------------
//  Evaluates a directional light and returns spectral SH data.  The output 
//  vector is computed so that if the intensity of R/G/B is unit the resulting
//  exit radiance of a point directly under the light on a diffuse object with
//  an albedo of 1 would be 1.0.  This will compute 3 spectral samples, pROut
//  has to be specified, while pGout and pBout are optional.
//
//  Parameters:
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pDir
//      Direction light is coming from (assumed to be normalized.)
//   RIntensity
//      Red intensity of light.
//   GIntensity
//      Green intensity of light.
//   BIntensity
//      Blue intensity of light.
//   pROut
//      Output SH vector for Red.
//   pGOut
//      Output SH vector for Green (optional.)
//   pBOut
//      Output SH vector for Blue (optional.)        
//
//============================================================================

HRESULT WINAPI D3DXSHEvalDirectionalLight
    ( UINT Order, CONST D3DXVECTOR3 *pDir, 
      FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity,
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut );

//============================================================================
//
//  D3DXSHEvalSphericalLight:
//  --------------------
//  Evaluates a spherical light and returns spectral SH data.  There is no 
//  normalization of the intensity of the light like there is for directional
//  lights, care has to be taken when specifiying the intensities.  This will 
//  compute 3 spectral samples, pROut has to be specified, while pGout and 
//  pBout are optional.
//
//  Parameters:
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pPos
//      Position of light - reciever is assumed to be at the origin.
//   Radius
//      Radius of the spherical light source.
//   RIntensity
//      Red intensity of light.
//   GIntensity
//      Green intensity of light.
//   BIntensity
//      Blue intensity of light.
//   pROut
//      Output SH vector for Red.
//   pGOut
//      Output SH vector for Green (optional.)
//   pBOut
//      Output SH vector for Blue (optional.)        
//
//============================================================================

HRESULT WINAPI D3DXSHEvalSphericalLight
    ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius,
      FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity,
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut );

//============================================================================
//
//  D3DXSHEvalConeLight:
//  --------------------
//  Evaluates a light that is a cone of constant intensity and returns spectral
//  SH data.  The output vector is computed so that if the intensity of R/G/B is
//  unit the resulting exit radiance of a point directly under the light oriented
//  in the cone direction on a diffuse object with an albedo of 1 would be 1.0.
//  This will compute 3 spectral samples, pROut has to be specified, while pGout
//  and pBout are optional.
//
//  Parameters:
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pDir
//      Direction light is coming from (assumed to be normalized.)
//   Radius
//      Radius of cone in radians.
//   RIntensity
//      Red intensity of light.
//   GIntensity
//      Green intensity of light.
//   BIntensity
//      Blue intensity of light.
//   pROut
//      Output SH vector for Red.
//   pGOut
//      Output SH vector for Green (optional.)
//   pBOut
//      Output SH vector for Blue (optional.)        
//
//============================================================================

HRESULT WINAPI D3DXSHEvalConeLight
    ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius,
      FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity,
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut );
      
//============================================================================
//
//  D3DXSHEvalHemisphereLight:
//  --------------------
//  Evaluates a light that is a linear interpolant between two colors over the
//  sphere.  The interpolant is linear along the axis of the two points, not
//  over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in
//  Z, not in the azimuthal angle.)  The resulting spherical lighting function
//  is normalized so that a point on a perfectly diffuse surface with no
//  shadowing and a normal pointed in the direction pDir would result in exit
//  radiance with a value of 1 if the top color was white and the bottom color
//  was black.  This is a very simple model where Top represents the intensity 
//  of the "sky" and Bottom represents the intensity of the "ground".
//
//  Parameters:
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pDir
//      Axis of the hemisphere.
//   Top
//      Color of the upper hemisphere.
//   Bottom
//      Color of the lower hemisphere.
//   pROut
//      Output SH vector for Red.
//   pGOut
//      Output SH vector for Green
//   pBOut
//      Output SH vector for Blue        
//
//============================================================================

HRESULT WINAPI D3DXSHEvalHemisphereLight
    ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom,
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut );

//============================================================================
//
//  Basic Spherical Harmonic projection routines
//
//============================================================================

//============================================================================
//
//  D3DXSHProjectCubeMap:
//  --------------------
//  Projects a function represented on a cube map into spherical harmonics.
//
//  Parameters:
//   Order
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
//   pCubeMap
//      CubeMap that is going to be projected into spherical harmonics
//   pROut
//      Output SH vector for Red.
//   pGOut
//      Output SH vector for Green
//   pBOut
//      Output SH vector for Blue        
//
//============================================================================

HRESULT WINAPI D3DXSHProjectCubeMap
    ( UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap,
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut );


#ifdef __cplusplus
}
#endif


#include "d3dx9math.inl"

#if _MSC_VER >= 1200
#pragma warning(pop)
#else
#pragma warning(default:4201)
#endif

#endif // __D3DX9MATH_H__