David Adam : d3dx8: Implement D3DX*Transform.

Alexandre Julliard julliard at winehq.org
Mon Oct 29 08:34:59 CDT 2007


Module: wine
Branch: master
Commit: fa58dcee8d8da1f8275fb521c65ff2c4af3b7302
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=fa58dcee8d8da1f8275fb521c65ff2c4af3b7302

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Sat Oct 27 11:00:07 2007 +0200

d3dx8: Implement D3DX*Transform.

---

 dlls/d3dx8/d3dx8.spec   |    6 +++---
 dlls/d3dx8/math.c       |   27 +++++++++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   35 +++++++++++++++++++++++++++++++++++
 include/d3dx8math.h     |    3 +++
 4 files changed, 68 insertions(+), 3 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 8d20c5d..d52c4f9 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -2,14 +2,14 @@
 @ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long)
 @ stdcall D3DXVec2CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
-@ stub D3DXVec2Transform
+@ stdcall D3DXVec2Transform(ptr ptr ptr)
 @ stub D3DXVec2TransformCoord
 @ stub D3DXVec2TransformNormal
 @ stdcall D3DXVec3Normalize(ptr ptr)
 @ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long)
 @ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long)
-@ stub D3DXVec3Transform
+@ stdcall D3DXVec3Transform(ptr ptr ptr)
 @ stub D3DXVec3TransformCoord
 @ stub D3DXVec3TransformNormal
 @ stub D3DXVec3Project
@@ -19,7 +19,7 @@
 @ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long)
 @ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long)
-@ stub D3DXVec4Transform
+@ stdcall D3DXVec4Transform(ptr ptr ptr)
 @ stub D3DXMatrixfDeterminant
 @ stub D3DXMatrixMultiply
 @ stub D3DXMatrixTranspose
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 636bca8..6351da5 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -100,6 +100,15 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
     return pout;
 }
 
+D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
+{
+    pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y  + pm->m[3][0];
+    pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y  + pm->m[3][1];
+    pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y  + pm->m[3][2];
+    pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y  + pm->m[3][3];
+    return pout;
+}
+
 /*_________________D3DXVec3_____________________*/
 
 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
@@ -153,6 +162,15 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
     return pout;
 }
 
+D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
+{
+    pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0];
+    pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1];
+    pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2];
+    pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3];
+    return pout;
+}
+
 /*_________________D3DXVec4_____________________*/
 
 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
@@ -210,3 +228,12 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
     }
     return pout;
 }
+
+D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
+{
+    pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w;
+    pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w;
+    pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w;
+    pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w;
+    return pout;
+}
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index f410b64..aad36b8 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -275,6 +275,8 @@ static void D3X8Vector2Test(void)
 {
     D3DXVECTOR2 expectedvec, gotvec, nul, u, v, w, x;
     LPD3DXVECTOR2 funcpointer;
+    D3DXVECTOR4 expectedtrans, gottrans;
+    D3DXMATRIX mat;
     FLOAT coeff1, coeff2, expected, got, scale;
 
     nul.x = 0.0f; nul.y = 0.0f;
@@ -283,6 +285,11 @@ static void D3X8Vector2Test(void)
     w.x = 4.0f; w.y = -3.0f;
     x.x = 2.0f; x.y = -11.0f;
 
+    mat.m[0][0] = 1.0f; mat.m[0][1] = 2.0f; mat.m[0][2] = 3.0f; mat.m[0][3] = 4.0f;
+    mat.m[1][0] = 5.0f; mat.m[1][1] = 6.0f; mat.m[1][2] = 7.0f; mat.m[1][3] = 8.0f;
+    mat.m[2][0] = 9.0f; mat.m[2][1] = 10.0f; mat.m[2][2] = 11.0f; mat.m[2][3] = 12.0f;
+    mat.m[3][0] = 13.0f; mat.m[3][1] = 14.0f; mat.m[3][2] = 15.0f; mat.m[3][3] = 16.0f;
+
     coeff1 = 2.0f; coeff2 = 5.0f;
     scale = -6.5f;
 
@@ -412,12 +419,18 @@ static void D3X8Vector2Test(void)
     funcpointer = D3DXVec2Subtract(NULL,NULL,NULL);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
 
+/*_______________D3DXVec2Transform_______________________*/
+    expectedtrans.x = 36.0f; expectedtrans.y = 44.0f; expectedtrans.z = 52.0f; expectedtrans.w = 60.0f;
+    D3DXVec2Transform(&gottrans,&u,&mat);
+    expect_vec4(expectedtrans,gottrans);
 }
 
 static void D3X8Vector3Test(void)
 {
     D3DXVECTOR3 expectedvec, gotvec, nul, u, v, w, x;
     LPD3DXVECTOR3 funcpointer;
+    D3DXVECTOR4 expectedtrans, gottrans;
+    D3DXMATRIX mat;
     FLOAT coeff1, coeff2, expected, got, scale;
 
     nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f;
@@ -426,6 +439,11 @@ static void D3X8Vector3Test(void)
     w.x = 3.0f; w.y = -5.0f; w.z = 7.0f;
     x.x = 4.0f; x.y = 1.0f; x.z = 11.0f;
 
+    mat.m[0][0] = 1.0f; mat.m[0][1] = 2.0f; mat.m[0][2] = 3.0f; mat.m[0][3] = 4.0f;
+    mat.m[1][0] = 5.0f; mat.m[1][1] = 6.0f; mat.m[1][2] = 7.0f; mat.m[1][3] = 8.0f;
+    mat.m[2][0] = 9.0f; mat.m[2][1] = 10.0f; mat.m[2][2] = 11.0f; mat.m[2][3] = 12.0f;
+    mat.m[3][0] = 13.0f; mat.m[3][1] = 14.0f; mat.m[3][2] = 15.0f; mat.m[3][3] = 16.0f;
+
     coeff1 = 2.0f; coeff2 = 5.0f;
     scale = -6.5f;
 
@@ -554,12 +572,18 @@ static void D3X8Vector3Test(void)
     funcpointer = D3DXVec3Subtract(NULL,NULL,NULL);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
 
+/*_______________D3DXVec3Transform_______________________*/
+    expectedtrans.x = 70.0f; expectedtrans.y = 88.0f; expectedtrans.z = 106.0f; expectedtrans.w = 124.0f;
+    D3DXVec3Transform(&gottrans,&u,&mat);
+    expect_vec4(expectedtrans,gottrans);
 }
 
 static void D3X8Vector4Test(void)
 {
     D3DXVECTOR4 expectedvec, gotvec, nul, u, v, w, x;
     LPD3DXVECTOR4 funcpointer;
+    D3DXVECTOR4 expectedtrans, gottrans;
+    D3DXMATRIX mat;
     FLOAT coeff1, coeff2, expected, got, scale;
 
     nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
@@ -567,6 +591,12 @@ static void D3X8Vector4Test(void)
     v.x = -3.0f; v.y = 4.0f; v.z = -5.0f; v.w = 7.0;
     w.x = 4.0f; w.y =6.0f; w.z = -2.0f; w.w = 1.0f;
     x.x = 6.0f; x.y = -7.0f; x.z =8.0f; x.w = -9.0f;
+
+    mat.m[0][0] = 1.0f; mat.m[0][1] = 2.0f; mat.m[0][2] = 3.0f; mat.m[0][3] = 4.0f;
+    mat.m[1][0] = 5.0f; mat.m[1][1] = 6.0f; mat.m[1][2] = 7.0f; mat.m[1][3] = 8.0f;
+    mat.m[2][0] = 9.0f; mat.m[2][1] = 10.0f; mat.m[2][2] = 11.0f; mat.m[2][3] = 12.0f;
+    mat.m[3][0] = 13.0f; mat.m[3][1] = 14.0f; mat.m[3][2] = 15.0f; mat.m[3][3] = 16.0f;
+
     coeff1 = 2.0f; coeff2 = 5.0;
     scale = -6.5f;
 
@@ -683,6 +713,11 @@ static void D3X8Vector4Test(void)
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
     funcpointer = D3DXVec4Subtract(NULL,NULL,NULL);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
+
+/*_______________D3DXVec4Transform_______________________*/
+    expectedtrans.x = 177.0f; expectedtrans.y = 194.0f; expectedtrans.z = 211.0f; expectedtrans.w = 228.0f;
+    D3DXVec4Transform(&gottrans,&u,&mat);
+    expect_vec4(expectedtrans,gottrans);
 }
 
 START_TEST(math)
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 5db652e..3bdb55c 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -64,16 +64,19 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
+D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
 
 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
+D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
 
 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
+D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
 
 #include <d3dx8math.inl>
 




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