Commit f20ba244 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXFresnelTerm.

parent 082d740f
...@@ -68,6 +68,7 @@ ...@@ -68,6 +68,7 @@
@ stdcall D3DXPlaneTransform(ptr ptr ptr) @ stdcall D3DXPlaneTransform(ptr ptr ptr)
@ stdcall D3DXColorAdjustSaturation(ptr ptr long) @ stdcall D3DXColorAdjustSaturation(ptr ptr long)
@ stdcall D3DXColorAdjustContrast(ptr ptr long) @ stdcall D3DXColorAdjustContrast(ptr ptr long)
@ stdcall D3DXFresnelTerm(long long)
@ stdcall D3DXCreateMatrixStack(long ptr) @ stdcall D3DXCreateMatrixStack(long ptr)
@ stdcall D3DXCreateFont(ptr ptr ptr) @ stdcall D3DXCreateFont(ptr ptr ptr)
@ stub D3DXCreateFontIndirect @ stub D3DXCreateFontIndirect
......
...@@ -58,6 +58,20 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc ...@@ -58,6 +58,20 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc
return pout; return pout;
} }
/*_________________Misc__________________________*/
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
{
FLOAT a, d, g, result;
g = sqrt(refractionindex * refractionindex + costheta * costheta - 1.0f);
a = g + costheta;
d = g - costheta;
result = ( costheta * a - 1.0f ) * ( costheta * a - 1.0f ) / ( ( costheta * d + 1.0f ) * ( costheta * d + 1.0f ) ) + 1.0f;
result = result * 0.5f * d * d / ( a * a );
return result;
}
/*_________________D3DXMatrix____________________*/ /*_________________D3DXMatrix____________________*/
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation) D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
......
...@@ -166,6 +166,15 @@ static void D3DXColorTest(void) ...@@ -166,6 +166,15 @@ static void D3DXColorTest(void)
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer); ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
} }
static void D3DXFresnelTest(void)
{
FLOAT expected, got;
expected = 0.089187;
got = D3DXFresnelTerm(0.5f,1.5);
ok( fabs(got - expected) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
}
static void D3DXMatrixTest(void) static void D3DXMatrixTest(void)
{ {
D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3; D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
...@@ -1498,6 +1507,7 @@ static void test_matrix_stack(void) ...@@ -1498,6 +1507,7 @@ static void test_matrix_stack(void)
START_TEST(math) START_TEST(math)
{ {
D3DXColorTest(); D3DXColorTest();
D3DXFresnelTest();
D3DXMatrixTest(); D3DXMatrixTest();
D3DXPlaneTest(); D3DXPlaneTest();
D3X8QuaternionTest(); D3X8QuaternionTest();
......
...@@ -271,6 +271,8 @@ extern "C" { ...@@ -271,6 +271,8 @@ extern "C" {
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s); D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s); D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation); D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
......
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