[PATCH 02/10] d3dx9: Improve D3DXMatrixTransformation() implementation.
Matteo Bruni
mbruni at codeweavers.com
Fri Jan 25 11:15:00 CST 2019
Inspired by a patch from David Adam.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=33456
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3dx9_36/math.c | 104 +++++++++++++++++++------------------------
1 file changed, 46 insertions(+), 58 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index 8909c3c6b25..02e917df87d 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -744,82 +744,70 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight,
return pout;
}
-D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
+D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center,
+ const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling,
+ const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation,
+ const D3DXVECTOR3 *translation)
{
- D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
- D3DXQUATERNION prc;
- D3DXVECTOR3 psc, pt;
+ static const D3DXVECTOR3 zero_vector;
+ D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt;
+ D3DXVECTOR3 sc, rc;
+ D3DXQUATERNION q;
- TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
- pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation);
+ TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p,"
+ " rotation %p, translation %p.\n",
+ out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
- if ( !pscalingcenter )
+ if (scaling)
{
- psc.x = 0.0f;
- psc.y = 0.0f;
- psc.z = 0.0f;
- }
- else
- {
- psc.x = pscalingcenter->x;
- psc.y = pscalingcenter->y;
- psc.z = pscalingcenter->z;
- }
-
- if ( !protationcenter )
- {
- prc.x = 0.0f;
- prc.y = 0.0f;
- prc.z = 0.0f;
+ sc = scaling_center ? *scaling_center : zero_vector;
+ D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z);
+ if (scaling_rotation)
+ {
+ q.x = -scaling_rotation->x;
+ q.y = -scaling_rotation->y;
+ q.z = -scaling_rotation->z;
+ q.w = scaling_rotation->w;
+ D3DXMatrixRotationQuaternion(&msr1, &q);
+ D3DXMatrixMultiply(&m1, &m1, &msr1);
+ }
+ D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z);
+ D3DXMatrixMultiply(&m1, &m1, &ms);
+ if (scaling_rotation)
+ {
+ D3DXMatrixRotationQuaternion(&msr, scaling_rotation);
+ D3DXMatrixMultiply(&m1, &m1, &msr);
+ }
+ D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z);
+ D3DXMatrixMultiply(&m1, &m1, &msc);
}
else
{
- prc.x = protationcenter->x;
- prc.y = protationcenter->y;
- prc.z = protationcenter->z;
+ D3DXMatrixIdentity(&m1);
}
- if ( !ptranslation )
- {
- pt.x = 0.0f;
- pt.y = 0.0f;
- pt.z = 0.0f;
- }
- else
+ if (rotation)
{
- pt.x = ptranslation->x;
- pt.y = ptranslation->y;
- pt.z = ptranslation->z;
+ rc = rotation_center ? *rotation_center : zero_vector;
+ D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z);
+ D3DXMatrixMultiply(&m1, &m1, &mrc1);
+ D3DXMatrixRotationQuaternion(&mr, rotation);
+ D3DXMatrixMultiply(&m1, &m1, &mr);
+ D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z);
+ D3DXMatrixMultiply(&m1, &m1, &mrc);
}
- D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
-
- if ( !pscalingrotation )
+ if (translation)
{
- D3DXMatrixIdentity(&m2);
- D3DXMatrixIdentity(&m4);
+ D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z);
+ D3DXMatrixMultiply(out, &m1, &mt);
}
else
{
- D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
- D3DXMatrixInverse(&m2, NULL, &m4);
+ *out = m1;
}
- if ( !pscaling ) D3DXMatrixIdentity(&m3);
- else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
-
- if ( !protation ) D3DXMatrixIdentity(&m6);
- else D3DXMatrixRotationQuaternion(&m6, protation);
-
- D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
- D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
- D3DXMatrixMultiply(&m1, &m1, &m2);
- D3DXMatrixMultiply(&m1, &m1, &m3);
- D3DXMatrixMultiply(&m1, &m1, &m4);
- D3DXMatrixMultiply(&m1, &m1, &m5);
- D3DXMatrixMultiply(&m1, &m1, &m6);
- D3DXMatrixMultiply(pout, &m1, &m7);
- return pout;
+ return out;
}
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
--
2.19.2
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