David Adam : d3dx8: Implement D3DX*CatmullRom.

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


Module: wine
Branch: master
Commit: 7d0f15f9646e16f000e2ddb6c3324b1b2cb99151
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=7d0f15f9646e16f000e2ddb6c3324b1b2cb99151

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Fri Oct 26 21:43:46 2007 +0200

d3dx8: Implement D3DX*CatmullRom.

---

 dlls/d3dx8/d3dx8.spec   |    6 +++---
 dlls/d3dx8/math.c       |   24 ++++++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   16 ++++++++++++++++
 include/d3dx8math.h     |    3 +++
 4 files changed, 46 insertions(+), 3 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index f29d601..8d20c5d 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -1,13 +1,13 @@
 @ stdcall D3DXVec2Normalize(ptr ptr)
 @ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long)
-@ stub D3DXVec2CatmullRom
+@ stdcall D3DXVec2CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
 @ stub D3DXVec2Transform
 @ stub D3DXVec2TransformCoord
 @ stub D3DXVec2TransformNormal
 @ stdcall D3DXVec3Normalize(ptr ptr)
 @ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long)
-@ stub D3DXVec3CatmullRom
+@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long)
 @ stub D3DXVec3Transform
 @ stub D3DXVec3TransformCoord
@@ -17,7 +17,7 @@
 @ stub D3DXVec4Cross
 @ stdcall D3DXVec4Normalize(ptr ptr)
 @ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long)
-@ stub D3DXVec4CatmullRom
+@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr long)
 @ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long)
 @ stub D3DXVec4Transform
 @ stub D3DXMatrixfDeterminant
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 780c25f..636bca8 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -61,6 +61,13 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
     return pout;
 }
 
+D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
+{
+    pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
+    pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
+    return pout;
+}
+
 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
 {
     FLOAT h1, h2, h3, h4;
@@ -103,6 +110,14 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
     return pout;
 }
 
+D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
+{
+    pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
+    pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
+    pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
+    return pout;
+}
+
 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
 {
     FLOAT h1, h2, h3, h4;
@@ -149,6 +164,15 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv
     return pout;
 }
 
+D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
+{
+    pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
+    pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
+    pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
+    pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s);
+    return pout;
+}
+
 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
 {
     FLOAT h1, h2, h3, h4;
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 1902531..258222d 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -301,6 +301,11 @@ static void D3X8Vector2Test(void)
     D3DXVec2BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
     expect_vec(expectedvec,gotvec);
 
+/*_______________D3DXVec2CatmullRom____________________*/
+    expectedvec.x = 5820.25f; expectedvec.y = -3654.5625f;
+    D3DXVec2CatmullRom(&gotvec,&u,&v,&w,&x,scale);
+    expect_vec(expectedvec,gotvec);
+
 /*_______________D3DXVec2CCW__________________________*/
    expected = 55.0f;
    got = D3DXVec2CCW(&u,&v);
@@ -437,6 +442,12 @@ static void D3X8Vector3Test(void)
 /*_______________D3DXVec3BaryCentric___________________*/
     expectedvec.x = -35.0f; expectedvec.y = -67.0; expectedvec.z = 15.0f;
     D3DXVec3BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
+
+    expect_vec3(expectedvec,gotvec);
+
+/*_______________D3DXVec3CatmullRom____________________*/
+    expectedvec.x = 1458.0f; expectedvec.y = 22.1875f; expectedvec.z = 4141.375f;
+    D3DXVec3CatmullRom(&gotvec,&u,&v,&w,&x,scale);
     expect_vec3(expectedvec,gotvec);
 
 /*_______________D3DXVec3Cross________________________*/
@@ -573,6 +584,11 @@ static void D3X8Vector4Test(void)
     D3DXVec4BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
     expect_vec4(expectedvec,gotvec);
 
+/*_______________D3DXVec4CatmullRom____________________*/
+    expectedvec.x = 2754.625f; expectedvec.y = 2367.5625f; expectedvec.z = 1060.1875f; expectedvec.w = 131.3125f;
+    D3DXVec4CatmullRom(&gotvec,&u,&v,&w,&x,scale);
+    expect_vec4(expectedvec,gotvec);
+
 /*_______________D3DXVec4Dot__________________________*/
     expected = 55.0f;
     got = D3DXVec4Dot(&u,&v);
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index d3f0ac0..5db652e 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -61,14 +61,17 @@ typedef struct D3DXCOLOR
 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
 
 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
+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);
 
 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 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);
 




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