d3dx9: Implement ID3DXSkinInfo bone influence getting and setting.
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999d043e57
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209ce3233d
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@ -23,6 +23,13 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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struct bone
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{
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DWORD num_influences;
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DWORD *vertices;
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FLOAT *weights;
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};
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typedef struct ID3DXSkinInfoImpl
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{
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ID3DXSkinInfo ID3DXSkinInfo_iface;
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@ -32,6 +39,7 @@ typedef struct ID3DXSkinInfoImpl
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D3DVERTEXELEMENT9 vertex_declaration[MAX_FVF_DECL_SIZE];
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DWORD num_vertices;
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DWORD num_bones;
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struct bone *bones;
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} ID3DXSkinInfoImpl;
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static inline struct ID3DXSkinInfoImpl *impl_from_ID3DXSkinInfo(ID3DXSkinInfo *iface)
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@ -73,6 +81,12 @@ static ULONG WINAPI ID3DXSkinInfoImpl_Release(ID3DXSkinInfo *iface)
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TRACE("%p decreasing refcount to %u\n", This, ref);
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if (ref == 0) {
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int i;
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for (i = 0; i < This->num_bones; i++) {
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HeapFree(GetProcessHeap(), 0, This->bones[i].vertices);
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HeapFree(GetProcessHeap(), 0, This->bones[i].weights);
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}
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HeapFree(GetProcessHeap(), 0, This->bones);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -82,10 +96,35 @@ static ULONG WINAPI ID3DXSkinInfoImpl_Release(ID3DXSkinInfo *iface)
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneInfluence(ID3DXSkinInfo *iface, DWORD bone_num, DWORD num_influences, CONST DWORD *vertices, CONST FLOAT *weights)
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{
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ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
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struct bone *bone;
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DWORD *new_vertices = NULL;
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FLOAT *new_weights = NULL;
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FIXME("(%p, %u, %u, %p, %p): stub\n", This, bone_num, num_influences, vertices, weights);
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TRACE("(%p, %u, %u, %p, %p)\n", This, bone_num, num_influences, vertices, weights);
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return E_NOTIMPL;
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if (bone_num >= This->num_bones || !vertices || !weights)
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return D3DERR_INVALIDCALL;
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if (num_influences) {
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new_vertices = HeapAlloc(GetProcessHeap(), 0, num_influences * sizeof(*vertices));
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if (!new_vertices)
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return E_OUTOFMEMORY;
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new_weights = HeapAlloc(GetProcessHeap(), 0, num_influences * sizeof(*weights));
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if (!new_weights) {
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HeapFree(GetProcessHeap(), 0, new_vertices);
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return E_OUTOFMEMORY;
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}
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memcpy(new_vertices, vertices, num_influences * sizeof(*vertices));
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memcpy(new_weights, weights, num_influences * sizeof(*weights));
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}
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bone = &This->bones[bone_num];
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bone->num_influences = num_influences;
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HeapFree(GetProcessHeap(), 0, bone->vertices);
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HeapFree(GetProcessHeap(), 0, bone->weights);
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bone->vertices = new_vertices;
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bone->weights = new_weights;
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneVertexInfluence(ID3DXSkinInfo *iface, DWORD bone_num, DWORD influence_num, float weight)
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@ -101,18 +140,33 @@ static DWORD WINAPI ID3DXSkinInfoImpl_GetNumBoneInfluences(ID3DXSkinInfo *iface,
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{
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ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
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FIXME("(%p, %u): stub\n", This, bone_num);
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TRACE("(%p, %u)\n", This, bone_num);
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return 0;
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if (bone_num >= This->num_bones)
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return 0;
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return This->bones[bone_num].num_influences;
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}
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static HRESULT WINAPI ID3DXSkinInfoImpl_GetBoneInfluence(ID3DXSkinInfo *iface, DWORD bone_num, DWORD *vertices, FLOAT *weights)
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{
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ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
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struct bone *bone;
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FIXME("(%p, %u, %p, %p): stub\n", This, bone_num, vertices, weights);
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TRACE("(%p, %u, %p, %p)\n", This, bone_num, vertices, weights);
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return E_NOTIMPL;
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if (bone_num >= This->num_bones || !vertices)
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return D3DERR_INVALIDCALL;
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bone = &This->bones[bone_num];
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if (!bone->num_influences)
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return D3D_OK;
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memcpy(vertices, bone->vertices, bone->num_influences * sizeof(*vertices));
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if (weights)
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memcpy(weights, bone->weights, bone->num_influences * sizeof(*weights));
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSkinInfoImpl_GetBoneVertexInfluence(ID3DXSkinInfo *iface, DWORD bone_num,
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@ -391,15 +445,22 @@ HRESULT WINAPI D3DXCreateSkinInfo(DWORD num_vertices, CONST D3DVERTEXELEMENT9 *d
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object->vertex_declaration[0] = empty_declaration;
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object->fvf = 0;
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hr = ID3DXSkinInfoImpl_SetDeclaration(&object->ID3DXSkinInfo_iface, declaration);
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if (FAILED(hr)) {
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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object->bones = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_bones * sizeof(*object->bones));
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if (!object->bones) {
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hr = E_OUTOFMEMORY;
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goto error;
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}
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hr = ID3DXSkinInfoImpl_SetDeclaration(&object->ID3DXSkinInfo_iface, declaration);
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if (FAILED(hr)) goto error;
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*skin_info = &object->ID3DXSkinInfo_iface;
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return D3D_OK;
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error:
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HeapFree(GetProcessHeap(), 0, object->bones);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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HRESULT WINAPI D3DXCreateSkinInfoFVF(DWORD num_vertices, DWORD fvf, DWORD num_bones, LPD3DXSKININFO *skin_info)
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