David Adam : d3dx8: Implement D3DXTransformNormal.
Alexandre Julliard
julliard at winehq.org
Mon Oct 29 08:35:00 CDT 2007
Module: wine
Branch: master
Commit: cc22eac10e55270a7787a57463adac4ee98c6803
URL: http://source.winehq.org/git/wine.git/?a=commit;h=cc22eac10e55270a7787a57463adac4ee98c6803
Author: David Adam <David.Adam at math.cnrs.fr>
Date: Sat Oct 27 12:21:47 2007 +0200
d3dx8: Implement D3DXTransformNormal.
---
dlls/d3dx8/d3dx8.spec | 4 ++--
dlls/d3dx8/math.c | 16 ++++++++++++++++
dlls/d3dx8/tests/math.c | 10 ++++++++++
include/d3dx8math.h | 2 ++
4 files changed, 30 insertions(+), 2 deletions(-)
diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 5daf16d..7607d10 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -4,14 +4,14 @@
@ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
@ stdcall D3DXVec2Transform(ptr ptr ptr)
@ stdcall D3DXVec2TransformCoord(ptr ptr ptr)
-@ stub D3DXVec2TransformNormal
+@ stdcall D3DXVec2TransformNormal(ptr ptr ptr)
@ 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)
@ stdcall D3DXVec3TransformCoord(ptr ptr ptr)
-@ stub D3DXVec3TransformNormal
+@ stdcall D3DXVec3TransformNormal(ptr ptr ptr)
@ stub D3DXVec3Project
@ stub D3DXVec3Unproject
@ stub D3DXVec4Cross
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 57adce0..98488c9 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -127,6 +127,13 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return pout;
}
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
+{
+ pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y;
+ pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y;
+ return pout;
+}
+
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
@@ -210,6 +217,15 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
return pout;
}
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *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;
+ pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z;
+ pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z;
+ 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 ccddd89..0675c46 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -433,6 +433,11 @@ static void D3X8Vector2Test(void)
expectedvec.x = 0.0f; expectedvec.y = 0.0f;
D3DXVec2TransformCoord(&gotvec,&nulproj,&mat);
expect_vec(expectedvec,gotvec);
+
+ /*_______________D3DXVec2TransformNormal______________________*/
+ expectedvec.x = 23.0f; expectedvec.y = 30.0f;
+ D3DXVec2TransformNormal(&gotvec,&u,&mat);
+ expect_vec(expectedvec,gotvec);
}
static void D3X8Vector3Test(void)
@@ -596,6 +601,11 @@ static void D3X8Vector3Test(void)
expectedvec.x = 0.0f; expectedvec.y = 0.0f; expectedvec.z = 0.0f;
D3DXVec3TransformCoord(&gotvec,&nulproj,&mat);
expect_vec3(expectedvec,gotvec);
+
+/*_______________D3DXVec3TransformNormal______________________*/
+ expectedvec.x = 57.0f; expectedvec.y = 74.0f; expectedvec.z = 91.0f;
+ D3DXVec3TransformNormal(&gotvec,&u,&mat);
+ expect_vec3(expectedvec,gotvec);
}
static void D3X8Vector4Test(void)
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 9e599b5..9a28a54 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -66,6 +66,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
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);
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(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);
@@ -73,6 +74,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
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);
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(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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