Commit 4f1d5c26 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixAffineTransformation2D.

parent 63e82945
...@@ -197,7 +197,7 @@ ...@@ -197,7 +197,7 @@
@ stub D3DXLoadVolumeFromResourceW @ stub D3DXLoadVolumeFromResourceW
@ stub D3DXLoadVolumeFromVolume @ stub D3DXLoadVolumeFromVolume
@ stdcall D3DXMatrixAffineTransformation(ptr long ptr ptr ptr) d3dx8.D3DXMatrixAffineTransformation @ stdcall D3DXMatrixAffineTransformation(ptr long ptr ptr ptr) d3dx8.D3DXMatrixAffineTransformation
@ stub D3DXMatrixAffineTransformation2D @ stdcall D3DXMatrixAffineTransformation2D(ptr long ptr long ptr)
@ stdcall D3DXMatrixDecompose(ptr ptr ptr ptr) @ stdcall D3DXMatrixDecompose(ptr ptr ptr ptr)
@ stdcall D3DXMatrixDeterminant(ptr) d3dx8.D3DXMatrixfDeterminant @ stdcall D3DXMatrixDeterminant(ptr) d3dx8.D3DXMatrixfDeterminant
@ stdcall D3DXMatrixInverse(ptr ptr ptr) d3dx8.D3DXMatrixInverse @ stdcall D3DXMatrixInverse(ptr ptr ptr) d3dx8.D3DXMatrixInverse
......
...@@ -29,6 +29,53 @@ ...@@ -29,6 +29,53 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3dx); WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
/************************************************************************* /*************************************************************************
* D3DXMatrixAffineTransformation2D
*/
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(
D3DXMATRIX *pout, FLOAT scaling,
CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
CONST D3DXVECTOR2 *ptranslation)
{
D3DXQUATERNION rot;
D3DXVECTOR3 rot_center, trans;
rot.w=cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sin(rotation/2.0f);
if ( protationcenter )
{
rot_center.x=protationcenter->x;
rot_center.y=protationcenter->y;
rot_center.z=0.0f;
}
else
{
rot_center.x=0.0f;
rot_center.y=0.0f;
rot_center.z=0.0f;
}
if ( ptranslation )
{
trans.x=ptranslation->x;
trans.y=ptranslation->y;
trans.z=0.0f;
}
else
{
trans.x=0.0f;
trans.y=0.0f;
trans.z=0.0f;
}
D3DXMatrixAffineTransformation(pout, scaling, &rot_center, &rot, &trans);
return pout;
}
/*************************************************************************
* D3DXMatrixDecompose * D3DXMatrixDecompose
*/ */
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm) HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm)
......
...@@ -17,7 +17,7 @@ ...@@ -17,7 +17,7 @@
*/ */
#include "wine/test.h" #include "wine/test.h"
#include "d3dx9math.h" #include "d3dx9.h"
#define ARRAY_SIZE 5 #define ARRAY_SIZE 5
...@@ -25,6 +25,38 @@ ...@@ -25,6 +25,38 @@
#define relative_error(exp, out) ((exp == out) ? 0.0f : (fabs(out - exp) / fabs(exp))) #define relative_error(exp, out) ((exp == out) ? 0.0f : (fabs(out - exp) / fabs(exp)))
static inline BOOL compare_matrix(const D3DXMATRIX *m1, const D3DXMATRIX *m2)
{
int i, j;
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
if (fabs(U(*m1).m[i][j] - U(*m2).m[i][j]) > admitted_error)
return FALSE;
}
}
return TRUE;
}
#define expect_mat(expectedmat, gotmat) \
do { \
const D3DXMATRIX *__m1 = (expectedmat); \
const D3DXMATRIX *__m2 = (gotmat); \
ok(compare_matrix(__m1, __m2), "Expected matrix=\n(%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n)\n\n" \
"Got matrix=\n(%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f)\n", \
U(*__m1).m[0][0], U(*__m1).m[0][1], U(*__m1).m[0][2], U(*__m1).m[0][3], \
U(*__m1).m[1][0], U(*__m1).m[1][1], U(*__m1).m[1][2], U(*__m1).m[1][3], \
U(*__m1).m[2][0], U(*__m1).m[2][1], U(*__m1).m[2][2], U(*__m1).m[2][3], \
U(*__m1).m[3][0], U(*__m1).m[3][1], U(*__m1).m[3][2], U(*__m1).m[3][3], \
U(*__m2).m[0][0], U(*__m2).m[0][1], U(*__m2).m[0][2], U(*__m2).m[0][3], \
U(*__m2).m[1][0], U(*__m2).m[1][1], U(*__m2).m[1][2], U(*__m2).m[1][3], \
U(*__m2).m[2][0], U(*__m2).m[2][1], U(*__m2).m[2][2], U(*__m2).m[2][3], \
U(*__m2).m[3][0], U(*__m2).m[3][1], U(*__m2).m[3][2], U(*__m2).m[3][3]); \
} while(0)
#define compare_rotation(exp, got) \ #define compare_rotation(exp, got) \
ok(fabs(exp.w - got.w) < admitted_error && \ ok(fabs(exp.w - got.w) < admitted_error && \
fabs(exp.x - got.x) < admitted_error && \ fabs(exp.x - got.x) < admitted_error && \
...@@ -88,6 +120,131 @@ ...@@ -88,6 +120,131 @@
* says so too). * says so too).
*/ */
static void test_Matrix_AffineTransformation2D(void)
{
D3DXMATRIX exp_mat, got_mat;
D3DXVECTOR2 center, position;
FLOAT angle, scale;
center.x = 3.0f;
center.y = 4.0f;
position.x = -6.0f;
position.y = 7.0f;
angle = D3DX_PI/3.0f;
scale = 20.0f;
exp_mat.m[0][0] = 10.0f;
exp_mat.m[1][0] = -17.320507f;
exp_mat.m[2][0] = 0.0f;
exp_mat.m[3][0] = -1.035898f;
exp_mat.m[0][1] = 17.320507f;
exp_mat.m[1][1] = 10.0f;
exp_mat.m[2][1] = 0.0f;
exp_mat.m[3][1] = 6.401924f;
exp_mat.m[0][2] = 0.0f;
exp_mat.m[1][2] = 0.0f;
exp_mat.m[2][2] = 20.0f;
exp_mat.m[3][2] = 0.0f;
exp_mat.m[0][3] = 0.0f;
exp_mat.m[1][3] = 0.0f;
exp_mat.m[2][3] = 0.0f;
exp_mat.m[3][3] = 1.0f;
D3DXMatrixAffineTransformation2D(&got_mat, scale, &center, angle, &position);
expect_mat(&exp_mat, &got_mat);
/*______________*/
center.x = 3.0f;
center.y = 4.0f;
angle = D3DX_PI/3.0f;
scale = 20.0f;
exp_mat.m[0][0] = 10.0f;
exp_mat.m[1][0] = -17.320507f;
exp_mat.m[2][0] = 0.0f;
exp_mat.m[3][0] = 4.964102f;
exp_mat.m[0][1] = 17.320507f;
exp_mat.m[1][1] = 10.0f;
exp_mat.m[2][1] = 0.0f;
exp_mat.m[3][1] = -0.598076f;
exp_mat.m[0][2] = 0.0f;
exp_mat.m[1][2] = 0.0f;
exp_mat.m[2][2] = 20.0f;
exp_mat.m[3][2] = 0.0f;
exp_mat.m[0][3] = 0.0f;
exp_mat.m[1][3] = 0.0f;
exp_mat.m[2][3] = 0.0f;
exp_mat.m[3][3] = 1.0f;
D3DXMatrixAffineTransformation2D(&got_mat, scale, &center, angle, NULL);
expect_mat(&exp_mat, &got_mat);
/*______________*/
position.x = -6.0f;
position.y = 7.0f;
angle = D3DX_PI/3.0f;
scale = 20.0f;
exp_mat.m[0][0] = 10.0f;
exp_mat.m[1][0] = -17.320507f;
exp_mat.m[2][0] = 0.0f;
exp_mat.m[3][0] = -6.0f;
exp_mat.m[0][1] = 17.320507f;
exp_mat.m[1][1] = 10.0f;
exp_mat.m[2][1] = 0.0f;
exp_mat.m[3][1] = 7.0f;
exp_mat.m[0][2] = 0.0f;
exp_mat.m[1][2] = 0.0f;
exp_mat.m[2][2] = 20.0f;
exp_mat.m[3][2] = 0.0f;
exp_mat.m[0][3] = 0.0f;
exp_mat.m[1][3] = 0.0f;
exp_mat.m[2][3] = 0.0f;
exp_mat.m[3][3] = 1.0f;
D3DXMatrixAffineTransformation2D(&got_mat, scale, NULL, angle, &position);
expect_mat(&exp_mat, &got_mat);
/*______________*/
angle = 5.0f * D3DX_PI/4.0f;
scale = -20.0f;
exp_mat.m[0][0] = 14.142133f;
exp_mat.m[1][0] = -14.142133f;
exp_mat.m[2][0] = 0.0f;
exp_mat.m[3][0] = 0.0f;
exp_mat.m[0][1] = 14.142133;
exp_mat.m[1][1] = 14.142133f;
exp_mat.m[2][1] = 0.0f;
exp_mat.m[3][1] = 0.0f;
exp_mat.m[0][2] = 0.0f;
exp_mat.m[1][2] = 0.0f;
exp_mat.m[2][2] = -20.0f;
exp_mat.m[3][2] = 0.0f;
exp_mat.m[0][3] = 0.0f;
exp_mat.m[1][3] = 0.0f;
exp_mat.m[2][3] = 0.0f;
exp_mat.m[3][3] = 1.0f;
D3DXMatrixAffineTransformation2D(&got_mat, scale, NULL, angle, NULL);
expect_mat(&exp_mat, &got_mat);
}
static void test_Matrix_Decompose(void) static void test_Matrix_Decompose(void)
{ {
D3DXMATRIX pm; D3DXMATRIX pm;
...@@ -566,6 +723,7 @@ static void test_D3DXVec_Array(void) ...@@ -566,6 +723,7 @@ static void test_D3DXVec_Array(void)
START_TEST(math) START_TEST(math)
{ {
test_Matrix_AffineTransformation2D();
test_Matrix_Decompose(); test_Matrix_Decompose();
test_D3DXVec_Array(); test_D3DXVec_Array();
} }
...@@ -267,6 +267,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, ...@@ -267,6 +267,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc,
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s); D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation); D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm); HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm);
FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm); FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment