diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 50d4cc3803b..82c958606d8 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -13,7 +13,7 @@ @ stdcall D3DXVec3TransformCoord(ptr ptr ptr) @ stdcall D3DXVec3TransformNormal(ptr ptr ptr) @ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) -@ stub D3DXVec3Unproject +@ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) @ stdcall D3DXVec4Cross(ptr ptr ptr ptr) @ stdcall D3DXVec4Normalize(ptr ptr) @ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index ddc2df250cf..7f965838b13 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -606,6 +606,21 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 } +D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) +{ + D3DXMATRIX m1, m2, m3; + D3DXVECTOR3 vec; + + D3DXMatrixMultiply(&m1, pworld, pview); + D3DXMatrixMultiply(&m2, &m1, pprojection); + D3DXMatrixInverse(&m3, NULL, &m2); + vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f; + vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height; + vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ ); + D3DXVec3TransformCoord(pout, &vec, &m3); + return pout; +} + /*_________________D3DXVec4_____________________*/ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index 70e5240afb2..65a0e5a670d 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -878,6 +878,12 @@ static void D3X8Vector3Test(void) expectedvec.x = 57.0f; expectedvec.y = 74.0f; expectedvec.z = 91.0f; D3DXVec3TransformNormal(&gotvec,&u,&mat); expect_vec3(expectedvec,gotvec); + +/*_______________D3DXVec3Unproject_________________________*/ + expectedvec.x = -2.913411f; expectedvec.y = 1.593215f; expectedvec.z = 0.380724f; + D3DXMatrixPerspectiveFovLH(&projection,D3DX_PI/4.0f,20.0f/17.0f,1.0f,1000.0f); + D3DXVec3Unproject(&gotvec,&u,&viewport,&projection,&view,&world); + expect_vec3(expectedvec,gotvec); } static void D3X8Vector4Test(void) diff --git a/include/d3dx8math.h b/include/d3dx8math.h index 93acf7babff..99164903055 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -304,6 +304,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CO 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); +D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld); 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);