David Adam : d3dx8: Implement D3DX*BaryCentric.

Alexandre Julliard julliard at winehq.org
Mon Oct 29 08:34:58 CDT 2007


Module: wine
Branch: master
Commit: ea8e7ce42d0e03ffdeb747c95470d9b93af8ad95
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=ea8e7ce42d0e03ffdeb747c95470d9b93af8ad95

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Fri Oct 26 18:58:28 2007 +0200

d3dx8: Implement D3DX*BaryCentric.

---

 dlls/d3dx8/d3dx8.spec   |    6 ++--
 dlls/d3dx8/math.c       |   23 ++++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   48 +++++++++++++++++++++++++++++++++++-----------
 include/d3dx8math.h     |    3 ++
 4 files changed, 65 insertions(+), 15 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 6620454..362b76c 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -1,14 +1,14 @@
 @ stdcall D3DXVec2Normalize(ptr ptr)
 @ stub D3DXVec2Hermite
 @ stub D3DXVec2CatmullRom
-@ stub D3DXVec2BaryCentric
+@ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
 @ stub D3DXVec2Transform
 @ stub D3DXVec2TransformCoord
 @ stub D3DXVec2TransformNormal
 @ stdcall D3DXVec3Normalize(ptr ptr)
 @ stub D3DXVec3Hermite
 @ stub D3DXVec3CatmullRom
-@ stub D3DXVec3BaryCentric
+@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long)
 @ stub D3DXVec3Transform
 @ stub D3DXVec3TransformCoord
 @ stub D3DXVec3TransformNormal
@@ -18,7 +18,7 @@
 @ stdcall D3DXVec4Normalize(ptr ptr)
 @ stub D3DXVec4Hermite
 @ stub D3DXVec4CatmullRom
-@ stub D3DXVec4BaryCentric
+@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long)
 @ stub D3DXVec4Transform
 @ stub D3DXMatrixfDeterminant
 @ stub D3DXMatrixMultiply
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 8cec297..e10229c 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -54,6 +54,13 @@ D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQ
 }
 /*_________________D3DXVec2_____________________*/
 
+D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
+{
+    pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
+    pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
+    return pout;
+}
+
 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
 {
     FLOAT norm;
@@ -74,6 +81,14 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
 
 /*_________________D3DXVec3_____________________*/
 
+D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
+{
+    pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
+    pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
+    pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
+    return pout;
+}
+
 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
 {
     FLOAT norm;
@@ -96,6 +111,14 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
 
 /*_________________D3DXVec4_____________________*/
 
+D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
+{
+    pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
+    pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
+    pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
+    pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
+    return pout;
+}
 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
 {
     FLOAT norm;
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 675e620..ea206ba 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -273,25 +273,33 @@ static void D3X8QuaternionTest(void)
 
 static void D3X8Vector2Test(void)
 {
-    D3DXVECTOR2 expectedvec, gotvec, nul, u, v;
+    D3DXVECTOR2 expectedvec, gotvec, nul, u, v, w;
     LPD3DXVECTOR2 funcpointer;
-    FLOAT expected, got, scale;
+    FLOAT coeff1, coeff2, expected, got, scale;
 
     nul.x = 0.0f; nul.y = 0.0f;
-    u.x=3.0f; u.y=4.0f;
-    v.x=-7.0f; v.y=9.0f;
+    u.x = 3.0f; u.y = 4.0f;
+    v.x = -7.0f; v.y = 9.0f;
+    w.x = 4.0f; w.y = -3.0f;
+
+    coeff1 = 2.0f; coeff2 = 5.0f;
     scale = -6.5f;
 
 /*_______________D3DXVec2Add__________________________*/
-   expectedvec.x = -4.0f; expectedvec.y = 13.0f;
-   D3DXVec2Add(&gotvec,&u,&v);
-   expect_vec(expectedvec,gotvec);
-   /* Tests the case NULL */
+    expectedvec.x = -4.0f; expectedvec.y = 13.0f;
+    D3DXVec2Add(&gotvec,&u,&v);
+    expect_vec(expectedvec,gotvec);
+    /* Tests the case NULL */
     funcpointer = D3DXVec2Add(&gotvec,NULL,&v);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
     funcpointer = D3DXVec2Add(NULL,NULL,NULL);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
 
+/*_______________D3DXVec2BaryCentric___________________*/
+    expectedvec.x = -12.0f; expectedvec.y = -21.0f;
+    D3DXVec2BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
+    expect_vec(expectedvec,gotvec);
+
 /*_______________D3DXVec2CCW__________________________*/
    expected = 55.0f;
    got = D3DXVec2CCW(&u,&v);
@@ -397,13 +405,16 @@ static void D3X8Vector2Test(void)
 
 static void D3X8Vector3Test(void)
 {
-    D3DXVECTOR3 expectedvec, gotvec, nul, u, v;
+    D3DXVECTOR3 expectedvec, gotvec, nul, u, v, w;
     LPD3DXVECTOR3 funcpointer;
-    FLOAT expected, got, scale;
+    FLOAT coeff1, coeff2, expected, got, scale;
 
     nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f;
     u.x = 9.0f; u.y = 6.0f; u.z = 2.0f;
     v.x = 2.0f; v.y = -3.0f; v.z = -4.0;
+    w.x = 3.0f; w.y = -5.0f; w.z = 7.0f;
+
+    coeff1 = 2.0f; coeff2 = 5.0f;
     scale = -6.5f;
 
 /*_______________D3DXVec3Add__________________________*/
@@ -416,6 +427,11 @@ static void D3X8Vector3Test(void)
     funcpointer = D3DXVec3Add(NULL,NULL,NULL);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
 
+/*_______________D3DXVec3BaryCentric___________________*/
+    expectedvec.x = -35.0f; expectedvec.y = -67.0; expectedvec.z = 15.0f;
+    D3DXVec3BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
+    expect_vec3(expectedvec,gotvec);
+
 /*_______________D3DXVec3Cross________________________*/
     expectedvec.x = -18.0f; expectedvec.y = 40.0f; expectedvec.z = -30.0f;
     D3DXVec3Cross(&gotvec,&u,&v);
@@ -518,13 +534,16 @@ static void D3X8Vector3Test(void)
 
 static void D3X8Vector4Test(void)
 {
-    D3DXVECTOR4 expectedvec, gotvec, nul, u, v;
+    D3DXVECTOR4 expectedvec, gotvec, nul, u, v, w;
     LPD3DXVECTOR4 funcpointer;
-    FLOAT expected, got, scale;
+    FLOAT coeff1, coeff2, expected, got, scale;
 
     nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
     u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0;
     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;
+
+    coeff1 = 2.0f; coeff2 = 5.0;
     scale = -6.5f;
 
 /*_______________D3DXVec4Add__________________________*/
@@ -537,6 +556,11 @@ static void D3X8Vector4Test(void)
     funcpointer = D3DXVec4Add(NULL,NULL,NULL);
     ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
 
+/*_______________D3DXVec4BaryCentric____________________*/
+    expectedvec.x = 8.0f; expectedvec.y = 26.0; expectedvec.z =  -44.0f; expectedvec.w = -41.0f;
+    D3DXVec4BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
+    expect_vec4(expectedvec,gotvec);
+
 /*_______________D3DXVec4Dot__________________________*/
     expected = 55.0f;
     got = D3DXVec4Dot(&u,&v);
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index e173ac5..c510031 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -60,10 +60,13 @@ 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 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 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 D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
 
 #include <d3dx8math.inl>




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