d3dx9: Implement the D3DXVec*Array functions.

Philip Nilsson pnilsson at nullref.se
Thu Mar 20 18:33:45 CDT 2008


---
 dlls/d3dx9_36/Makefile.in   |    3 +-
 dlls/d3dx9_36/d3dx9_36.spec |   18 ++--
 dlls/d3dx9_36/math.c        |  195 +++++++++++++++++++++++++++++++++++++++++++
 include/d3dx9math.h         |    9 ++
 4 files changed, 215 insertions(+), 10 deletions(-)
 create mode 100644 dlls/d3dx9_36/math.c

diff --git a/dlls/d3dx9_36/Makefile.in b/dlls/d3dx9_36/Makefile.in
index c4cdbb4..2ed85ea 100644
--- a/dlls/d3dx9_36/Makefile.in
+++ b/dlls/d3dx9_36/Makefile.in
@@ -8,7 +8,8 @@ IMPORTS   = d3d9 d3dx8 kernel32
 
 C_SRCS = \
 	d3dx9_36_main.c \
-	font.c
+	font.c \
+	math.c
 
 @MAKE_DLL_RULES@
 
diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec
index 46c7cd5..80dc55f 100644
--- a/dlls/d3dx9_36/d3dx9_36.spec
+++ b/dlls/d3dx9_36/d3dx9_36.spec
@@ -307,30 +307,30 @@
 @ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec2Hermite
 @ stdcall D3DXVec2Normalize(ptr ptr) d3dx8.D3DXVec2Normalize
 @ stdcall D3DXVec2Transform(ptr ptr ptr) d3dx8.D3DXVec2Transform
-@ stub D3DXVec2TransformArray
+@ stdcall D3DXVec2TransformArray(ptr long ptr long ptr long) D3DXVec2TransformArray
 @ stdcall D3DXVec2TransformCoord(ptr ptr ptr) d3dx8.D3DXVec2TransformCoord
-@ stub D3DXVec2TransformCoordArray
+@ stdcall D3DXVec2TransformCoordArray(ptr long ptr long ptr long) D3DXVec2TransformCoordArray
 @ stdcall D3DXVec2TransformNormal(ptr ptr ptr) d3dx8.D3DXVec2TransformNormal
-@ stub D3DXVec2TransformNormalArray
+@ stdcall D3DXVec2TransformNormalArray(ptr long ptr long ptr long) D3DXVec2TransformNormalArray
 @ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec3BaryCentric
 @ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3CatmullRom
 @ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3Hermite
 @ stdcall D3DXVec3Normalize(ptr ptr) d3dx8.D3DXVec3Normalize
 @ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Project
-@ stub D3DXVec3ProjectArray
+@ stdcall D3DXVec3ProjectArray(ptr long ptr long ptr ptr ptr ptr long) D3DXVec3ProjectArray
 @ stdcall D3DXVec3Transform(ptr ptr ptr) d3dx8.D3DXVec3Transform
-@ stub D3DXVec3TransformArray
+@ stdcall D3DXVec3TransformArray(ptr long ptr long ptr long) D3DXVec3TransformArray
 @ stdcall D3DXVec3TransformCoord(ptr ptr ptr) d3dx8.D3DXVec3TransformCoord
-@ stub D3DXVec3TransformCoordArray
+@ stdcall D3DXVec3TransformCoordArray(ptr long ptr long ptr long) D3DXVec3TransformCoordArray
 @ stdcall D3DXVec3TransformNormal(ptr ptr ptr) d3dx8.D3DXVec3TransformNormal
-@ stub D3DXVec3TransformNormalArray
+@ stdcall D3DXVec3TransformNormalArray(ptr long ptr long ptr long) D3DXVec3TransformNormalArray
 @ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Unproject
-@ stub D3DXVec3UnprojectArray
+@ stdcall D3DXVec3UnprojectArray(ptr long ptr long ptr ptr ptr ptr long) D3DXVec3UnprojectArray
 @ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec4BaryCentric
 @ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4CatmullRom
 @ stdcall D3DXVec4Cross(ptr ptr ptr ptr) d3dx8.D3DXVec4Cross
 @ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4Hermite
 @ stdcall D3DXVec4Normalize(ptr ptr) d3dx8.D3DXVec4Normalize
 @ stdcall D3DXVec4Transform(ptr ptr ptr) d3dx8.D3DXVec4Transform
-@ stub D3DXVec4TransformArray
+@ stdcall D3DXVec4TransformArray(ptr long ptr long ptr long) D3DXVec4TransformArray
 @ stub D3DXWeldVertices
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
new file mode 100644
index 0000000..3a95951
--- /dev/null
+++ b/dlls/d3dx9_36/math.c
@@ -0,0 +1,195 @@
+/*
+ * Mathematical operations specific to D3DX9.
+ *
+ * Copyright (C) 2008 Philip Nilsson
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#include "config.h"
+#include "windef.h"
+#include "wingdi.h"
+#include "wine/debug.h"
+#include "d3dx9.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
+
+/*************************************************************************
+ * D3DXVec2TransformArray
+ *
+ * Transform an array of vectors by a matrix.
+ */
+D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
+    D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
+    CONST D3DXMATRIX* matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec2Transform(
+            (D3DXVECTOR4*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR2*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec2TransformCoordArray
+ */
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
+    D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
+    CONST D3DXMATRIX* matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec2TransformCoord(
+            (D3DXVECTOR2*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR2*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec2TransformNormalArray
+ */
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
+    D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
+    CONST D3DXMATRIX *matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec2TransformNormal(
+            (D3DXVECTOR2*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR2*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec3ProjectArray
+ *
+ * Projects an array of vectors to the screen.
+ */
+D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
+    D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
+    CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
+    CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec3Project(
+            (D3DXVECTOR3*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+            viewport, projection, view, world);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec3TransformArray
+ */
+D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
+    D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
+    CONST D3DXMATRIX* matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec3Transform(
+            (D3DXVECTOR4*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec3TransformCoordArray
+ */
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
+    D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
+    CONST D3DXMATRIX* matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec3TransformCoord(
+            (D3DXVECTOR3*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec3TransformNormalArray
+ */
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
+    D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
+    CONST D3DXMATRIX* matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec3TransformNormal(
+            (D3DXVECTOR3*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec3UnprojectArray
+ */
+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)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec3Unproject(
+            (D3DXVECTOR3*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR3*)((const char*)in + instride * i),
+            viewport, projection, view, world);
+    }
+    return out;
+}
+
+/*************************************************************************
+ * D3DXVec4TransformArray
+ */
+D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
+    D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
+    CONST D3DXMATRIX* matrix, UINT elements)
+{
+    unsigned int i;
+    TRACE("\n");
+    for (i = 0; i < elements; ++i) {
+        D3DXVec4Transform(
+            (D3DXVECTOR4*)((char*)out + outstride * i),
+            (CONST D3DXVECTOR4*)((const char*)in + instride * i),
+            matrix);
+    }
+    return out;
+}
diff --git a/include/d3dx9math.h b/include/d3dx9math.h
index d4bd379..63f2be7 100644
--- a/include/d3dx9math.h
+++ b/include/d3dx9math.h
@@ -321,18 +321,26 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 
 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
+D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
+D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
 
 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
@@ -340,6 +348,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
+D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
 
 #ifdef __cplusplus
 }
-- 
1.5.3.7




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