David Adam : d3dx8: Implement D3DXMatrixShadow.

Alexandre Julliard julliard at winehq.org
Fri Nov 16 08:31:15 CST 2007


Module: wine
Branch: master
Commit: a1010e6c9437878138e2a3280351496eb0a16989
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=a1010e6c9437878138e2a3280351496eb0a16989

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Thu Nov 15 12:53:10 2007 +0100

d3dx8: Implement D3DXMatrixShadow.

---

 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   26 ++++++++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   14 ++++++++++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 42 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 71c55ac..dae4570 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -47,7 +47,7 @@
 @ stdcall D3DXMatrixOrthoLH(ptr long long long long)
 @ stdcall D3DXMatrixOrthoOffCenterRH(ptr long long long long long long)
 @ stdcall D3DXMatrixOrthoOffCenterLH(ptr long long long long long long)
-@ stub D3DXMatrixShadow
+@ stdcall D3DXMatrixShadow(ptr ptr ptr)
 @ stub D3DXMatrixReflect
 @ stub D3DXQuaternionToAxisAngle
 @ stub D3DXQuaternionRotationMatrix
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 032d2db..990aa55 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -410,6 +410,32 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
     return pout;
 }
 
+D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
+{
+    D3DXPLANE Nplane;
+    FLOAT dot;
+
+    D3DXPlaneNormalize(&Nplane, pplane);
+    dot = D3DXPlaneDot(&Nplane, plight);
+    pout->u.m[0][0] = dot - Nplane.a * plight->x;
+    pout->u.m[0][1] = -Nplane.a * plight->y;
+    pout->u.m[0][2] = -Nplane.a * plight->z;
+    pout->u.m[0][3] = -Nplane.a * plight->w;
+    pout->u.m[1][0] = -Nplane.b * plight->x;
+    pout->u.m[1][1] = dot - Nplane.b * plight->y;
+    pout->u.m[1][2] = -Nplane.b * plight->z;
+    pout->u.m[1][3] = -Nplane.b * plight->w;
+    pout->u.m[2][0] = -Nplane.c * plight->x;
+    pout->u.m[2][1] = -Nplane.c * plight->y;
+    pout->u.m[2][2] = dot - Nplane.c * plight->z;
+    pout->u.m[2][3] = -Nplane.c * plight->w;
+    pout->u.m[3][0] = -Nplane.d * plight->x;
+    pout->u.m[3][1] = -Nplane.d * plight->y;
+    pout->u.m[3][2] = -Nplane.d * plight->z;
+    pout->u.m[3][3] = dot - Nplane.d * plight->w;
+    return pout;
+}
+
 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
 {
     D3DXMatrixIdentity(pout);
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 526fc00..abc3a98 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -152,8 +152,10 @@ static void D3DXMatrixTest(void)
 {
     D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
     LPD3DXMATRIX funcpointer;
+    D3DXPLANE plane;
     D3DXQUATERNION q;
     D3DXVECTOR3 at, axis, eye;
+    D3DXVECTOR4 light;
     BOOL expected, got;
     FLOAT angle, determinant, expectedfloat, gotfloat;
 
@@ -171,12 +173,16 @@ static void D3DXMatrixTest(void)
     U(mat2).m[0][3] = -4.0f; U(mat2).m[1][3] = -3.0f; U(mat2).m[2][3] = -2.0f;
     U(mat2).m[3][3] = -1.0f;
 
+    plane.a = -3.0f; plane.b = -1.0f; plane.c = 4.0f; plane.d = 7.0f;
+
     q.x = 1.0f; q.y = -4.0f; q.z =7.0f; q.w = -11.0f;
 
     at.x = -2.0f; at.y = 13.0f; at.z = -9.0f;
     axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f;
     eye.x = 8.0f; eye.y = -5.0f; eye.z = 5.75f;
 
+    light.x = 9.6f; light.y = 8.5f; light.z = 7.4; light.w = 6.3;
+
     angle = D3DX_PI/3.0f;
 
 /*____________D3DXMatrixAffineTransformation______*/
@@ -396,6 +402,14 @@ static void D3DXMatrixTest(void)
     D3DXMatrixScaling(&gotmat,0.69f,0.53f,4.11f);
     expect_mat(expectedmat,gotmat);
 
+/*____________D3DXMatrixShadow______________*/
+    U(expectedmat).m[0][0] = 12.786773f; U(expectedmat).m[0][1] = 5.000961f; U(expectedmat).m[0][2] = 4.353778f; U(expectedmat).m[0][3] = 3.706595f;
+    U(expectedmat).m[1][0] = 1.882715; U(expectedmat).m[1][1] = 8.805615f; U(expectedmat).m[1][2] = 1.451259f; U(expectedmat).m[1][3] = 1.235532f;
+    U(expectedmat).m[2][0] = -7.530860f; U(expectedmat).m[2][1] = -6.667949f; U(expectedmat).m[2][2] = 1.333590f; U(expectedmat).m[2][3] = -4.942127f;
+    U(expectedmat).m[3][0] = -13.179006f; U(expectedmat).m[3][1] = -11.668910f; U(expectedmat).m[3][2] = -10.158816f; U(expectedmat).m[3][3] = -1.510094f;
+    D3DXMatrixShadow(&gotmat,&light,&plane);
+    expect_mat(expectedmat,gotmat);
+
 /*____________D3DXMatrixTranslation______________*/
     U(expectedmat).m[0][0] = 1.0f; U(expectedmat).m[0][1] = 0.0f; U(expectedmat).m[0][2] = 0.0f; U(expectedmat).m[0][3] = 0.0f;
     U(expectedmat).m[1][0] = 0.0; U(expectedmat).m[1][1] = 1.0f; U(expectedmat).m[1][2] = 0.0f; U(expectedmat).m[1][3] = 0.0f;
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 7660b21..195badd 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -288,6 +288,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
+D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
 




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