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;
+}
More information about the wine-cvs
mailing list