From 7d0f15f9646e16f000e2ddb6c3324b1b2cb99151 Mon Sep 17 00:00:00 2001 From: David Adam Date: Fri, 26 Oct 2007 21:43:46 +0200 Subject: [PATCH] d3dx8: Implement D3DX*CatmullRom. --- dlls/d3dx8/d3dx8.spec | 6 +++--- dlls/d3dx8/math.c | 24 ++++++++++++++++++++++++ dlls/d3dx8/tests/math.c | 16 ++++++++++++++++ include/d3dx8math.h | 3 +++ 4 files changed, 46 insertions(+), 3 deletions(-) diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index f29d601f9ef..8d20c5d4bfa 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -1,13 +1,13 @@ @ stdcall D3DXVec2Normalize(ptr ptr) @ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) -@ stub D3DXVec2CatmullRom +@ stdcall D3DXVec2CatmullRom(ptr ptr ptr ptr long) @ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long) @ stub D3DXVec2Transform @ stub D3DXVec2TransformCoord @ stub D3DXVec2TransformNormal @ stdcall D3DXVec3Normalize(ptr ptr) @ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) -@ stub D3DXVec3CatmullRom +@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr long) @ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) @ stub D3DXVec3Transform @ stub D3DXVec3TransformCoord @@ -17,7 +17,7 @@ @ stub D3DXVec4Cross @ stdcall D3DXVec4Normalize(ptr ptr) @ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) -@ stub D3DXVec4CatmullRom +@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr long) @ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) @ stub D3DXVec4Transform @ stub D3DXMatrixfDeterminant diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 780c25f27b1..636bca8bb6d 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -61,6 +61,13 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv return pout; } +D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s) +{ + pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); + pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); + return pout; +} + D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s) { FLOAT h1, h2, h3, h4; @@ -103,6 +110,14 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv return pout; } +D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s) +{ + pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); + pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); + pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s); + return pout; +} + D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s) { FLOAT h1, h2, h3, h4; @@ -149,6 +164,15 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv return pout; } +D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s) +{ + pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); + pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); + pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s); + pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s); + return pout; +} + D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s) { FLOAT h1, h2, h3, h4; diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index 19025314cbd..258222d3454 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -301,6 +301,11 @@ static void D3X8Vector2Test(void) D3DXVec2BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2); expect_vec(expectedvec,gotvec); +/*_______________D3DXVec2CatmullRom____________________*/ + expectedvec.x = 5820.25f; expectedvec.y = -3654.5625f; + D3DXVec2CatmullRom(&gotvec,&u,&v,&w,&x,scale); + expect_vec(expectedvec,gotvec); + /*_______________D3DXVec2CCW__________________________*/ expected = 55.0f; got = D3DXVec2CCW(&u,&v); @@ -437,6 +442,12 @@ static void D3X8Vector3Test(void) /*_______________D3DXVec3BaryCentric___________________*/ expectedvec.x = -35.0f; expectedvec.y = -67.0; expectedvec.z = 15.0f; D3DXVec3BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2); + + expect_vec3(expectedvec,gotvec); + +/*_______________D3DXVec3CatmullRom____________________*/ + expectedvec.x = 1458.0f; expectedvec.y = 22.1875f; expectedvec.z = 4141.375f; + D3DXVec3CatmullRom(&gotvec,&u,&v,&w,&x,scale); expect_vec3(expectedvec,gotvec); /*_______________D3DXVec3Cross________________________*/ @@ -573,6 +584,11 @@ static void D3X8Vector4Test(void) D3DXVec4BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2); expect_vec4(expectedvec,gotvec); +/*_______________D3DXVec4CatmullRom____________________*/ + expectedvec.x = 2754.625f; expectedvec.y = 2367.5625f; expectedvec.z = 1060.1875f; expectedvec.w = 131.3125f; + D3DXVec4CatmullRom(&gotvec,&u,&v,&w,&x,scale); + expect_vec4(expectedvec,gotvec); + /*_______________D3DXVec4Dot__________________________*/ expected = 55.0f; got = D3DXVec4Dot(&u,&v); diff --git a/include/d3dx8math.h b/include/d3dx8math.h index d3f0ac0f7fa..5db652e7ac9 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -61,14 +61,17 @@ typedef struct D3DXCOLOR D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq); D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g); +D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s); 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); 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); 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); 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); -- 2.11.4.GIT