Commit cc22eac1 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXTransformNormal.

parent 90c4757b
......@@ -4,14 +4,14 @@
@ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
@ stdcall D3DXVec2Transform(ptr ptr ptr)
@ stdcall D3DXVec2TransformCoord(ptr ptr ptr)
@ stub D3DXVec2TransformNormal
@ stdcall D3DXVec2TransformNormal(ptr ptr ptr)
@ stdcall D3DXVec3Normalize(ptr ptr)
@ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long)
@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr long)
@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long)
@ stdcall D3DXVec3Transform(ptr ptr ptr)
@ stdcall D3DXVec3TransformCoord(ptr ptr ptr)
@ stub D3DXVec3TransformNormal
@ stdcall D3DXVec3TransformNormal(ptr ptr ptr)
@ stub D3DXVec3Project
@ stub D3DXVec3Unproject
@ stub D3DXVec4Cross
......
......@@ -127,6 +127,13 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y;
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y;
return pout;
}
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
......@@ -210,6 +217,15 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z;
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z;
pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z;
return pout;
}
/*_________________D3DXVec4_____________________*/
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
......
......@@ -433,6 +433,11 @@ static void D3X8Vector2Test(void)
expectedvec.x = 0.0f; expectedvec.y = 0.0f;
D3DXVec2TransformCoord(&gotvec,&nulproj,&mat);
expect_vec(expectedvec,gotvec);
/*_______________D3DXVec2TransformNormal______________________*/
expectedvec.x = 23.0f; expectedvec.y = 30.0f;
D3DXVec2TransformNormal(&gotvec,&u,&mat);
expect_vec(expectedvec,gotvec);
}
static void D3X8Vector3Test(void)
......@@ -596,6 +601,11 @@ static void D3X8Vector3Test(void)
expectedvec.x = 0.0f; expectedvec.y = 0.0f; expectedvec.z = 0.0f;
D3DXVec3TransformCoord(&gotvec,&nulproj,&mat);
expect_vec3(expectedvec,gotvec);
/*_______________D3DXVec3TransformNormal______________________*/
expectedvec.x = 57.0f; expectedvec.y = 74.0f; expectedvec.z = 91.0f;
D3DXVec3TransformNormal(&gotvec,&u,&mat);
expect_vec3(expectedvec,gotvec);
}
static void D3X8Vector4Test(void)
......
......@@ -66,6 +66,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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);
......@@ -73,6 +74,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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);
......
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