David Adam : d3dx9: Merge d3dx8 mesh into d3dx9.

Alexandre Julliard julliard at winehq.org
Mon Jul 13 07:55:52 CDT 2009


Module: wine
Branch: master
Commit: 40c6cf77ce6a6302f13f5ad8492e77518a2cd65b
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=40c6cf77ce6a6302f13f5ad8492e77518a2cd65b

Author: David Adam <david.adam.cnrs at gmail.com>
Date:   Sat Jul 11 18:01:59 2009 +0200

d3dx9: Merge d3dx8 mesh into d3dx9.

---

 dlls/d3dx9_36/d3dx9_36.spec |    4 +-
 dlls/d3dx9_36/mesh.c        |   93 ++++++++++++++++++++++++++++++++++++++++++-
 2 files changed, 94 insertions(+), 3 deletions(-)

diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec
index 30926c2..a0f092f 100644
--- a/dlls/d3dx9_36/d3dx9_36.spec
+++ b/dlls/d3dx9_36/d3dx9_36.spec
@@ -3,7 +3,7 @@
 @ stub D3DXAssembleShaderFromFileW
 @ stub D3DXAssembleShaderFromResourceA
 @ stub D3DXAssembleShaderFromResourceW
-@ stdcall D3DXBoxBoundProbe(ptr ptr ptr ptr) d3dx8.D3DXBoxBoundProbe
+@ stdcall D3DXBoxBoundProbe(ptr ptr ptr ptr)
 @ stub D3DXCheckCubeTextureRequirements
 @ stub D3DXCheckTextureRequirements
 @ stdcall D3DXCheckVersion(long long)
@@ -291,7 +291,7 @@
 @ stub D3DXSHRotateZ
 @ stub D3DXSHScale
 @ stdcall D3DXSimplifyMesh(ptr ptr ptr ptr long long ptr) d3dx8.D3DXSimplifyMesh
-@ stdcall D3DXSphereBoundProbe(ptr long ptr ptr) d3dx8.D3DXSphereBoundProbe
+@ stdcall D3DXSphereBoundProbe(ptr long ptr ptr)
 @ stdcall D3DXSplitMesh(ptr ptr long long ptr ptr ptr ptr ptr) d3dx8.D3DXSplitMesh
 @ stdcall D3DXTessellateNPatches(ptr ptr long long ptr ptr) d3dx8.D3DXTessellateNPatches
 @ stub D3DXTessellateRectPatch
diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c
index 9b54ce0..251bb40 100644
--- a/dlls/d3dx9_36/mesh.c
+++ b/dlls/d3dx9_36/mesh.c
@@ -28,6 +28,79 @@
 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
 
 /*************************************************************************
+ * D3DXBoxBoundProbe
+ */
+BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+
+/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
+Amy Williams             University of Utah
+Steve Barrus             University of Utah
+R. Keith Morley          University of Utah
+Peter Shirley            University of Utah
+
+International Conference on Computer Graphics and Interactive Techniques  archive
+ACM SIGGRAPH 2005 Courses
+Los Angeles, California
+
+This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
+
+Algorithm: Consider the box as the intersection of three slabs. Clip the ray
+against each slab, if there's anything left of the ray after we're
+done we've got an intersection of the ray with the box.
+*/
+
+{
+    FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
+
+    div = 1.0f / praydirection->x;
+    if ( div >= 0.0f )
+    {
+     tmin = ( pmin->x - prayposition->x ) * div;
+     tmax = ( pmax->x - prayposition->x ) * div;
+    }
+    else
+    {
+     tmin = ( pmax->x - prayposition->x ) * div;
+     tmax = ( pmin->x - prayposition->x ) * div;
+    }
+
+    if ( tmax < 0.0f ) return FALSE;
+
+    div = 1.0f / praydirection->y;
+    if ( div >= 0.0f )
+    {
+     tymin = ( pmin->y - prayposition->y ) * div;
+     tymax = ( pmax->y - prayposition->y ) * div;
+    }
+    else
+    {
+     tymin = ( pmax->y - prayposition->y ) * div;
+     tymax = ( pmin->y - prayposition->y ) * div;
+    }
+
+    if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
+
+    if ( tymin > tmin ) tmin = tymin;
+    if ( tymax < tmax ) tmax = tymax;
+
+    div = 1.0f / praydirection->z;
+    if ( div >= 0.0f )
+    {
+     tzmin = ( pmin->z - prayposition->z ) * div;
+     tzmax = ( pmax->z - prayposition->z ) * div;
+    }
+    else
+    {
+     tzmin = ( pmax->z - prayposition->z ) * div;
+     tzmax = ( pmin->z - prayposition->z ) * div;
+    }
+
+    if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
+
+    return TRUE;
+}
+
+/*************************************************************************
  * D3DXComputeBoundingBox
  */
 HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
@@ -131,7 +204,7 @@ UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
 }
 
 /*************************************************************************
- * D3DXGetFVFVertexSize
+ * D3DXGetDeclVertexSize
  */
 UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx)
 {
@@ -223,3 +296,21 @@ BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST
 
     return FALSE;
 }
+
+/*************************************************************************
+ * D3DXSphereBoundProbe
+ */
+BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+{
+    D3DXVECTOR3 difference;
+    FLOAT a, b, c, d;
+
+    a = D3DXVec3LengthSq(praydirection);
+    if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
+    b = D3DXVec3Dot(&difference, praydirection);
+    c = D3DXVec3LengthSq(&difference) - radius * radius;
+    d = b * b - a * c;
+
+    if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
+    return TRUE;
+}




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