push ac694015ba9a1d7cf8fc6346c6e51d4c35a62962
[wine/hacks.git] / dlls / d3dx9_36 / mesh.c
blob9b54ce03492254895865006ed795e8513747ca55
1 /*
2 * Mesh operations specific to D3DX9.
4 * Copyright (C) 2009 David Adam
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include "wine/port.h"
23 #include "wine/debug.h"
24 #include "windef.h"
25 #include "wingdi.h"
26 #include "d3dx9.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
30 /*************************************************************************
31 * D3DXComputeBoundingBox
33 HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
35 D3DXVECTOR3 vec;
36 unsigned int i;
38 if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
40 *pmin = *pfirstposition;
41 *pmax = *pmin;
43 for(i=0; i<numvertices; i++)
45 vec = *( (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i) );
47 if ( vec.x < pmin->x ) pmin->x = vec.x;
48 if ( vec.x > pmax->x ) pmax->x = vec.x;
50 if ( vec.y < pmin->y ) pmin->y = vec.y;
51 if ( vec.y > pmax->y ) pmax->y = vec.y;
53 if ( vec.z < pmin->z ) pmin->z = vec.z;
54 if ( vec.z > pmax->z ) pmax->z = vec.z;
57 return D3D_OK;
60 /*************************************************************************
61 * D3DXComputeBoundingSphere
63 HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
65 D3DXVECTOR3 temp, temp1;
66 FLOAT d;
67 unsigned int i;
69 if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
71 temp.x = 0.0f;
72 temp.y = 0.0f;
73 temp.z = 0.0f;
74 temp1 = temp;
75 d = 0.0f;
76 *pradius = 0.0f;
78 for(i=0; i<numvertices; i++)
80 D3DXVec3Add(&temp1, &temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i));
81 temp = temp1;
84 D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
86 for(i=0; i<numvertices; i++)
88 d = D3DXVec3Length(D3DXVec3Subtract(&temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i), pcenter));
89 if ( d > *pradius ) *pradius = d;
91 return D3D_OK;
94 /*************************************************************************
95 * D3DXGetFVFVertexSize
97 static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num)
99 return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1);
102 UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
104 DWORD size = 0;
105 UINT i;
106 UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
108 if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3);
109 if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD);
110 if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD);
111 if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD);
113 switch (FVF & D3DFVF_POSITION_MASK)
115 case D3DFVF_XYZ: size += sizeof(D3DXVECTOR3); break;
116 case D3DFVF_XYZRHW: size += 4 * sizeof(FLOAT); break;
117 case D3DFVF_XYZB1: size += 4 * sizeof(FLOAT); break;
118 case D3DFVF_XYZB2: size += 5 * sizeof(FLOAT); break;
119 case D3DFVF_XYZB3: size += 6 * sizeof(FLOAT); break;
120 case D3DFVF_XYZB4: size += 7 * sizeof(FLOAT); break;
121 case D3DFVF_XYZB5: size += 8 * sizeof(FLOAT); break;
122 case D3DFVF_XYZW: size += 4 * sizeof(FLOAT); break;
125 for (i = 0; i < numTextures; i++)
127 size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT);
130 return size;
133 /*************************************************************************
134 * D3DXGetFVFVertexSize
136 UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx)
138 const D3DVERTEXELEMENT9 *element;
139 UINT size = 0;
141 TRACE("decl %p, stream_idx %u\n", decl, stream_idx);
143 if (!decl) return 0;
145 for (element = decl; element->Stream != 0xff; ++element)
147 UINT type_size;
149 if (element->Stream != stream_idx) continue;
151 switch (element->Type)
153 case D3DDECLTYPE_FLOAT1: type_size = 1 * 4; break;
154 case D3DDECLTYPE_FLOAT2: type_size = 2 * 4; break;
155 case D3DDECLTYPE_FLOAT3: type_size = 3 * 4; break;
156 case D3DDECLTYPE_FLOAT4: type_size = 4 * 4; break;
157 case D3DDECLTYPE_D3DCOLOR: type_size = 4 * 1; break;
158 case D3DDECLTYPE_UBYTE4: type_size = 4 * 1; break;
159 case D3DDECLTYPE_SHORT2: type_size = 2 * 2; break;
160 case D3DDECLTYPE_SHORT4: type_size = 4 * 2; break;
161 case D3DDECLTYPE_UBYTE4N: type_size = 4 * 1; break;
162 case D3DDECLTYPE_SHORT2N: type_size = 2 * 2; break;
163 case D3DDECLTYPE_SHORT4N: type_size = 4 * 2; break;
164 case D3DDECLTYPE_USHORT2N: type_size = 2 * 2; break;
165 case D3DDECLTYPE_USHORT4N: type_size = 4 * 2; break;
166 case D3DDECLTYPE_UDEC3: type_size = 4; break; /* 3 * 10 bits + 2 padding */
167 case D3DDECLTYPE_DEC3N: type_size = 4; break;
168 case D3DDECLTYPE_FLOAT16_2: type_size = 2 * 2; break;
169 case D3DDECLTYPE_FLOAT16_4: type_size = 4 * 2; break;
170 default:
171 FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type);
172 type_size = 0;
173 break;
176 if (element->Offset + type_size > size) size = element->Offset + type_size;
179 return size;
182 /*************************************************************************
183 * D3DXIntersectTri
185 BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
187 D3DXMATRIX m;
188 D3DXVECTOR4 vec;
190 m.m[0][0] = p1->x - p0->x;
191 m.m[1][0] = p2->x - p0->x;
192 m.m[2][0] = -praydir->x;
193 m.m[3][0] = 0.0f;
194 m.m[0][1] = p1->y - p0->z;
195 m.m[1][1] = p2->y - p0->z;
196 m.m[2][1] = -praydir->y;
197 m.m[3][1] = 0.0f;
198 m.m[0][2] = p1->z - p0->z;
199 m.m[1][2] = p2->z - p0->z;
200 m.m[2][2] = -praydir->z;
201 m.m[3][2] = 0.0f;
202 m.m[0][3] = 0.0f;
203 m.m[1][3] = 0.0f;
204 m.m[2][3] = 0.0f;
205 m.m[3][3] = 1.0f;
207 vec.x = praypos->x - p0->x;
208 vec.y = praypos->y - p0->y;
209 vec.z = praypos->z - p0->z;
210 vec.w = 0.0f;
212 if ( D3DXMatrixInverse(&m, NULL, &m) )
214 D3DXVec4Transform(&vec, &vec, &m);
215 if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
217 *pu = vec.x;
218 *pv = vec.y;
219 *pdist = fabs( vec.z );
220 return TRUE;
224 return FALSE;