David Adam : d3dx8: Implement D3DX*TransformCoord.

Alexandre Julliard julliard at winehq.org
Mon Oct 29 08:35:00 CDT 2007


Module: wine
Branch: master
Commit: 90c4757b8dbcf65759619fdebbeac731a854f167
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=90c4757b8dbcf65759619fdebbeac731a854f167

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Sat Oct 27 11:54:25 2007 +0200

d3dx8: Implement D3DX*TransformCoord.

---

 dlls/d3dx8/d3dx8.spec   |    4 ++--
 dlls/d3dx8/math.c       |   39 +++++++++++++++++++++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   24 ++++++++++++++++++++++--
 include/d3dx8math.h     |    2 ++
 4 files changed, 65 insertions(+), 4 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index d52c4f9..5daf16d 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -3,14 +3,14 @@
 @ stdcall D3DXVec2CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
 @ stdcall D3DXVec2Transform(ptr ptr ptr)
-@ stub D3DXVec2TransformCoord
+@ stdcall D3DXVec2TransformCoord(ptr ptr ptr)
 @ 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)
 @ stdcall D3DXVec3Transform(ptr ptr ptr)
-@ stub D3DXVec3TransformCoord
+@ stdcall D3DXVec3TransformCoord(ptr ptr ptr)
 @ stub D3DXVec3TransformNormal
 @ stub D3DXVec3Project
 @ stub D3DXVec3Unproject
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 6351da5..57adce0 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -109,6 +109,24 @@ D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv,
     return pout;
 }
 
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
+{
+    FLOAT norm;
+
+    norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
+    if ( norm )
+    {
+     pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0]) / norm;
+     pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1]) / norm;
+    }
+    else
+    {
+     pout->x = 0.0f;
+     pout->y = 0.0f;
+    }
+    return pout;
+}
+
 /*_________________D3DXVec3_____________________*/
 
 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
@@ -171,6 +189,27 @@ D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv,
     return pout;
 }
 
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
+{
+    FLOAT norm;
+
+    norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3];
+
+    if ( norm )
+    {
+     pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm;
+     pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm;
+     pout->z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm;
+    }
+    else
+    {
+     pout->x = 0.0f;
+     pout->y = 0.0f;
+     pout->z = 0.0f;
+    }
+    return pout;
+}
+
 /*_________________D3DXVec4_____________________*/
 
 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index aad36b8..ccddd89 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -273,7 +273,7 @@ static void D3X8QuaternionTest(void)
 
 static void D3X8Vector2Test(void)
 {
-    D3DXVECTOR2 expectedvec, gotvec, nul, u, v, w, x;
+    D3DXVECTOR2 expectedvec, gotvec, nul, nulproj, u, v, w, x;
     LPD3DXVECTOR2 funcpointer;
     D3DXVECTOR4 expectedtrans, gottrans;
     D3DXMATRIX mat;
@@ -423,11 +423,21 @@ static void D3X8Vector2Test(void)
     expectedtrans.x = 36.0f; expectedtrans.y = 44.0f; expectedtrans.z = 52.0f; expectedtrans.w = 60.0f;
     D3DXVec2Transform(&gottrans,&u,&mat);
     expect_vec4(expectedtrans,gottrans);
+
+/*_______________D3DXVec2TransformCoord_______________________*/
+    expectedvec.x = 0.6f; expectedvec.y = 11.0f/15.0f;
+    D3DXVec2TransformCoord(&gotvec,&u,&mat);
+    expect_vec(expectedvec,gotvec);
+    /* Test the nul projected vector */
+    nulproj.x = -2.0f; nulproj.y = -1.0f;
+    expectedvec.x = 0.0f; expectedvec.y = 0.0f;
+    D3DXVec2TransformCoord(&gotvec,&nulproj,&mat);
+    expect_vec(expectedvec,gotvec);
 }
 
 static void D3X8Vector3Test(void)
 {
-    D3DXVECTOR3 expectedvec, gotvec, nul, u, v, w, x;
+    D3DXVECTOR3 expectedvec, gotvec, nul, nulproj, u, v, w, x;
     LPD3DXVECTOR3 funcpointer;
     D3DXVECTOR4 expectedtrans, gottrans;
     D3DXMATRIX mat;
@@ -576,6 +586,16 @@ static void D3X8Vector3Test(void)
     expectedtrans.x = 70.0f; expectedtrans.y = 88.0f; expectedtrans.z = 106.0f; expectedtrans.w = 124.0f;
     D3DXVec3Transform(&gottrans,&u,&mat);
     expect_vec4(expectedtrans,gottrans);
+
+/*_______________D3DXVec3TransformCoord_______________________*/
+    expectedvec.x = 70.0f/124.0f; expectedvec.y = 88.0f/124.0f; expectedvec.z = 106.0f/124.0f;
+    D3DXVec3TransformCoord(&gotvec,&u,&mat);
+    expect_vec3(expectedvec,gotvec);
+    /* Test the nul projected vector */
+    nulproj.x = 1.0f; nulproj.y = -1.0f, nulproj.z = -1.0f;
+    expectedvec.x = 0.0f; expectedvec.y = 0.0f; expectedvec.z = 0.0f;
+    D3DXVec3TransformCoord(&gotvec,&nulproj,&mat);
+    expect_vec3(expectedvec,gotvec);
 }
 
 static void D3X8Vector4Test(void)
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 3bdb55c..9e599b5 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -65,12 +65,14 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
 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);
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *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);
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *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);




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