Commit ea8e7ce4 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DX*BaryCentric.

parent 50ae1e36
@ stdcall D3DXVec2Normalize(ptr ptr)
@ stub D3DXVec2Hermite
@ stub D3DXVec2CatmullRom
@ stub D3DXVec2BaryCentric
@ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
@ stub D3DXVec2Transform
@ stub D3DXVec2TransformCoord
@ stub D3DXVec2TransformNormal
@ stdcall D3DXVec3Normalize(ptr ptr)
@ stub D3DXVec3Hermite
@ stub D3DXVec3CatmullRom
@ stub D3DXVec3BaryCentric
@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long)
@ stub D3DXVec3Transform
@ stub D3DXVec3TransformCoord
@ stub D3DXVec3TransformNormal
......@@ -18,7 +18,7 @@
@ stdcall D3DXVec4Normalize(ptr ptr)
@ stub D3DXVec4Hermite
@ stub D3DXVec4CatmullRom
@ stub D3DXVec4BaryCentric
@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long)
@ stub D3DXVec4Transform
@ stub D3DXMatrixfDeterminant
@ stub D3DXMatrixMultiply
......
......@@ -54,6 +54,13 @@ D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQ
}
/*_________________D3DXVec2_____________________*/
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
{
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
return pout;
}
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
{
FLOAT norm;
......@@ -74,6 +81,14 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
{
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
return pout;
}
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
{
FLOAT norm;
......@@ -96,6 +111,14 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
/*_________________D3DXVec4_____________________*/
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
{
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
return pout;
}
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
{
FLOAT norm;
......
......@@ -273,25 +273,33 @@ static void D3X8QuaternionTest(void)
static void D3X8Vector2Test(void)
{
D3DXVECTOR2 expectedvec, gotvec, nul, u, v;
D3DXVECTOR2 expectedvec, gotvec, nul, u, v, w;
LPD3DXVECTOR2 funcpointer;
FLOAT expected, got, scale;
FLOAT coeff1, coeff2, expected, got, scale;
nul.x = 0.0f; nul.y = 0.0f;
u.x=3.0f; u.y=4.0f;
v.x=-7.0f; v.y=9.0f;
u.x = 3.0f; u.y = 4.0f;
v.x = -7.0f; v.y = 9.0f;
w.x = 4.0f; w.y = -3.0f;
coeff1 = 2.0f; coeff2 = 5.0f;
scale = -6.5f;
/*_______________D3DXVec2Add__________________________*/
expectedvec.x = -4.0f; expectedvec.y = 13.0f;
D3DXVec2Add(&gotvec,&u,&v);
expect_vec(expectedvec,gotvec);
/* Tests the case NULL */
expectedvec.x = -4.0f; expectedvec.y = 13.0f;
D3DXVec2Add(&gotvec,&u,&v);
expect_vec(expectedvec,gotvec);
/* Tests the case NULL */
funcpointer = D3DXVec2Add(&gotvec,NULL,&v);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
funcpointer = D3DXVec2Add(NULL,NULL,NULL);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXVec2BaryCentric___________________*/
expectedvec.x = -12.0f; expectedvec.y = -21.0f;
D3DXVec2BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
expect_vec(expectedvec,gotvec);
/*_______________D3DXVec2CCW__________________________*/
expected = 55.0f;
got = D3DXVec2CCW(&u,&v);
......@@ -397,13 +405,16 @@ static void D3X8Vector2Test(void)
static void D3X8Vector3Test(void)
{
D3DXVECTOR3 expectedvec, gotvec, nul, u, v;
D3DXVECTOR3 expectedvec, gotvec, nul, u, v, w;
LPD3DXVECTOR3 funcpointer;
FLOAT expected, got, scale;
FLOAT coeff1, coeff2, expected, got, scale;
nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f;
u.x = 9.0f; u.y = 6.0f; u.z = 2.0f;
v.x = 2.0f; v.y = -3.0f; v.z = -4.0;
w.x = 3.0f; w.y = -5.0f; w.z = 7.0f;
coeff1 = 2.0f; coeff2 = 5.0f;
scale = -6.5f;
/*_______________D3DXVec3Add__________________________*/
......@@ -416,6 +427,11 @@ static void D3X8Vector3Test(void)
funcpointer = D3DXVec3Add(NULL,NULL,NULL);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXVec3BaryCentric___________________*/
expectedvec.x = -35.0f; expectedvec.y = -67.0; expectedvec.z = 15.0f;
D3DXVec3BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
expect_vec3(expectedvec,gotvec);
/*_______________D3DXVec3Cross________________________*/
expectedvec.x = -18.0f; expectedvec.y = 40.0f; expectedvec.z = -30.0f;
D3DXVec3Cross(&gotvec,&u,&v);
......@@ -518,13 +534,16 @@ static void D3X8Vector3Test(void)
static void D3X8Vector4Test(void)
{
D3DXVECTOR4 expectedvec, gotvec, nul, u, v;
D3DXVECTOR4 expectedvec, gotvec, nul, u, v, w;
LPD3DXVECTOR4 funcpointer;
FLOAT expected, got, scale;
FLOAT coeff1, coeff2, expected, got, scale;
nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0;
v.x = -3.0f; v.y = 4.0f; v.z = -5.0f; v.w = 7.0;
w.x = 4.0f; w.y =6.0f; w.z = -2.0f; w.w = 1.0f;
coeff1 = 2.0f; coeff2 = 5.0;
scale = -6.5f;
/*_______________D3DXVec4Add__________________________*/
......@@ -537,6 +556,11 @@ static void D3X8Vector4Test(void)
funcpointer = D3DXVec4Add(NULL,NULL,NULL);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXVec4BaryCentric____________________*/
expectedvec.x = 8.0f; expectedvec.y = 26.0; expectedvec.z = -44.0f; expectedvec.w = -41.0f;
D3DXVec4BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
expect_vec4(expectedvec,gotvec);
/*_______________D3DXVec4Dot__________________________*/
expected = 55.0f;
got = D3DXVec4Dot(&u,&v);
......
......@@ -60,10 +60,13 @@ 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 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 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 D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
#include <d3dx8math.inl>
......
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