[PATCH] Implement D3DXMatrixPerspectiveRH with a test
David Adam
David.Adam at math.cnrs.fr
Sat Nov 3 03:43:11 CDT 2007
---
dlls/d3dx8/d3dx8.spec | 2 +-
dlls/d3dx8/math.c | 12 ++++++++++++
dlls/d3dx8/tests/math.c | 10 +++++++++-
include/d3dx8math.h | 1 +
4 files changed, 23 insertions(+), 2 deletions(-)
diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index e562cde..3464c54 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -36,7 +36,7 @@
@ stub D3DXMatrixAffineTransformation
@ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr)
@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr)
-@ stub D3DXMatrixPerspectiveRH
+@ stdcall D3DXMatrixPerspectiveRH(ptr long long long long)
@ stub D3DXMatrixPerspectiveLH
@ stub D3DXMatrixPerspectiveFovRH
@ stub D3DXMatrixPerspectiveFovLH
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 52a4c48..4848c69 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -116,6 +116,18 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout,=
CONST D3DXMATRIX *pm1, C
return pout;
}
=20
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT=
h, FLOAT zn, FLOAT zf)
+{
+ D3DXMatrixIdentity(pout);
+ pout->m[0][0] =3D 2.0f * zn / w;
+ pout->m[1][1] =3D 2.0f * zn / h;
+ pout->m[2][2] =3D zf / (zn - zf);
+ pout->m[3][2] =3D (zn * zf) / (zn - zf);
+ pout->m[2][3] =3D -1.0f;
+ pout->m[3][3] =3D 0.0f;
+ return pout;
+}
+
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTO=
R3 *pv, FLOAT angle)
{
D3DXVECTOR3 v;
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 040d6e0..a93a312 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -222,7 +222,15 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat);
=20
-/*____________D3DXMatrixRotationRotationAxis_____*/
+/*____________D3DXMatrixPerspectiveRH_______________*/
+ expectedmat.m[0][0] =3D -24.0f; expectedmat.m[0][1] =3D -0.0f; expected=
mat.m[0][2] =3D 0.0f; expectedmat.m[0][3] =3D 0.0f;
+ expectedmat.m[1][0] =3D 0.0f; expectedmat.m[1][1] =3D -6.4f; expectedma=
t.m[1][2] =3D 0.0; expectedmat.m[1][3] =3D 0.0f;
+ expectedmat.m[2][0] =3D 0.0f; expectedmat.m[2][1] =3D 0.0f; expectedmat=
.m[2][2] =3D -0.783784f; expectedmat.m[2][3] =3D -1.0f;
+ expectedmat.m[3][0] =3D 0.0f; expectedmat.m[3][1] =3D 0.0f; expectedmat=
.m[3][2] =3D 1.881081f; expectedmat.m[3][3] =3D 0.0f;
+ D3DXMatrixPerspectiveRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f);
+ expect_mat(expectedmat,gotmat);
+
+/*____________D3DXMatrixRotationAxis_____*/
expectedmat.m[0][0] =3D 0.508475f; expectedmat.m[0][1] =3D 0.763805f; e=
xpectedmat.m[0][2] =3D 0.397563f; expectedmat.m[0][3] =3D 0.0f;
expectedmat.m[1][0] =3D -0.814652f; expectedmat.m[1][1] =3D 0.576271f; =
expectedmat.m[1][2] =3D -0.065219f; expectedmat.m[1][3] =3D 0.0f;
expectedmat.m[2][0] =3D -0.278919f; expectedmat.m[2][1] =3D -0.290713f;=
expectedmat.m[2][2] =3D 0.915254f; expectedmat.m[2][3] =3D 0.0f;
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 7f005c1..61d9342 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *=
peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *=
peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *p=
m1, CONST D3DXMATRIX *pm2);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT=
h, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTO=
R3 *pv, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3D=
XQUATERNION *pq);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
--=20
1.5.3.2
--=_5jtkn3tc4zs4--
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