[PATCH 04/10] d3dx9: Cleanup D3DXVec3Unproject() implementation a bit.
Matteo Bruni
mbruni at codeweavers.com
Wed Mar 14 13:53:19 CDT 2018
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
Spurred from a (now ~2 years-old...) patch by Andrey Gusev.
dlls/d3dx9_36/math.c | 30 ++++++++++++++++++------------
1 file changed, 18 insertions(+), 12 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index 856e987cb96..8909c3c6b25 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -1987,27 +1987,33 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
return out;
}
-D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
+D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v,
+ const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view,
+ const D3DXMATRIX *world)
{
D3DXMATRIX m;
- TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld);
+ TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n",
+ out, v, viewport, projection, view, world);
D3DXMatrixIdentity(&m);
- if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
- if (pview) D3DXMatrixMultiply(&m, &m, pview);
- if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
+ if (world)
+ D3DXMatrixMultiply(&m, &m, world);
+ if (view)
+ D3DXMatrixMultiply(&m, &m, view);
+ if (projection)
+ D3DXMatrixMultiply(&m, &m, projection);
D3DXMatrixInverse(&m, NULL, &m);
- *pout = *pv;
- if (pviewport)
+ *out = *v;
+ if (viewport)
{
- pout->x = 2.0f * ( pout->x - pviewport->X ) / pviewport->Width - 1.0f;
- pout->y = 1.0f - 2.0f * ( pout->y - pviewport->Y ) / pviewport->Height;
- pout->z = ( pout->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
+ out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f;
+ out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height;
+ out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ);
}
- D3DXVec3TransformCoord(pout, pout, &m);
- return pout;
+ D3DXVec3TransformCoord(out, out, &m);
+ return out;
}
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DVIEWPORT9* viewport, const D3DXMATRIX* projection, const D3DXMATRIX* view, const D3DXMATRIX* world, UINT elements)
--
2.13.6
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