d3dx8: Implement D3DXVec3Unproject.
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6c902b42d5
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147600b671
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@ -13,7 +13,7 @@
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@ stdcall D3DXVec3TransformCoord(ptr ptr ptr)
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@ stdcall D3DXVec3TransformCoord(ptr ptr ptr)
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@ stdcall D3DXVec3TransformNormal(ptr ptr ptr)
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@ stdcall D3DXVec3TransformNormal(ptr ptr ptr)
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@ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr)
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@ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr)
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@ stub D3DXVec3Unproject
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@ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr)
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@ stdcall D3DXVec4Cross(ptr ptr ptr ptr)
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@ stdcall D3DXVec4Cross(ptr ptr ptr ptr)
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@ stdcall D3DXVec4Normalize(ptr ptr)
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@ stdcall D3DXVec4Normalize(ptr ptr)
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@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long)
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@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long)
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@ -606,6 +606,21 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
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}
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}
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
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{
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D3DXMATRIX m1, m2, m3;
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D3DXVECTOR3 vec;
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D3DXMatrixMultiply(&m1, pworld, pview);
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D3DXMatrixMultiply(&m2, &m1, pprojection);
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D3DXMatrixInverse(&m3, NULL, &m2);
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vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
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vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
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vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
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D3DXVec3TransformCoord(pout, &vec, &m3);
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return pout;
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}
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/*_________________D3DXVec4_____________________*/
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/*_________________D3DXVec4_____________________*/
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
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@ -878,6 +878,12 @@ static void D3X8Vector3Test(void)
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expectedvec.x = 57.0f; expectedvec.y = 74.0f; expectedvec.z = 91.0f;
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expectedvec.x = 57.0f; expectedvec.y = 74.0f; expectedvec.z = 91.0f;
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D3DXVec3TransformNormal(&gotvec,&u,&mat);
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D3DXVec3TransformNormal(&gotvec,&u,&mat);
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expect_vec3(expectedvec,gotvec);
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expect_vec3(expectedvec,gotvec);
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/*_______________D3DXVec3Unproject_________________________*/
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expectedvec.x = -2.913411f; expectedvec.y = 1.593215f; expectedvec.z = 0.380724f;
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D3DXMatrixPerspectiveFovLH(&projection,D3DX_PI/4.0f,20.0f/17.0f,1.0f,1000.0f);
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D3DXVec3Unproject(&gotvec,&u,&viewport,&projection,&view,&world);
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expect_vec3(expectedvec,gotvec);
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}
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}
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static void D3X8Vector4Test(void)
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static void D3X8Vector4Test(void)
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@ -304,6 +304,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CO
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
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