d3dx9: Improve vertices computation in D3DXCreatePolygon().

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
David Adam 2018-03-14 19:53:17 +01:00 committed by Alexandre Julliard
parent 5865f87c3b
commit 32ffef3333
2 changed files with 13 additions and 8 deletions

View File

@ -4565,7 +4565,7 @@ HRESULT WINAPI D3DXCreatePolygon(struct IDirect3DDevice9 *device, float length,
struct vertex *vertices;
WORD (*faces)[3];
DWORD (*adjacency_buf)[3];
float scale;
float angle, scale;
unsigned int i;
TRACE("device %p, length %f, sides %u, mesh %p, adjacency %p.\n",
@ -4593,7 +4593,9 @@ HRESULT WINAPI D3DXCreatePolygon(struct IDirect3DDevice9 *device, float length,
return hr;
}
scale = 0.5f * length / sinf(D3DX_PI / sides);
angle = D3DX_PI / sides;
scale = 0.5f * length / sinf(angle);
angle *= 2.0f;
vertices[0].position.x = 0.0f;
vertices[0].position.y = 0.0f;
@ -4604,8 +4606,8 @@ HRESULT WINAPI D3DXCreatePolygon(struct IDirect3DDevice9 *device, float length,
for (i = 0; i < sides; ++i)
{
vertices[i + 1].position.x = cosf(2.0f * D3DX_PI * i / sides) * scale;
vertices[i + 1].position.y = sinf(2.0f * D3DX_PI * i / sides) * scale;
vertices[i + 1].position.x = cosf(angle * i) * scale;
vertices[i + 1].position.y = sinf(angle * i) * scale;
vertices[i + 1].position.z = 0.0f;
vertices[i + 1].normal.x = 0.0f;
vertices[i + 1].normal.y = 0.0f;

View File

@ -2683,12 +2683,14 @@ static void D3DXCreateBoxTest(void)
static BOOL compute_polygon(struct mesh *mesh, float length, unsigned int sides)
{
unsigned int i;
float scale;
float angle, scale;
if (!new_mesh(mesh, sides + 1, sides))
return FALSE;
scale = 0.5f * length / sinf(D3DX_PI / sides);
angle = D3DX_PI / sides;
scale = 0.5f * length / sinf(angle);
angle *= 2.0f;
mesh->vertices[0].position.x = 0.0f;
mesh->vertices[0].position.y = 0.0f;
@ -2699,8 +2701,8 @@ static BOOL compute_polygon(struct mesh *mesh, float length, unsigned int sides)
for (i = 0; i < sides; ++i)
{
mesh->vertices[i + 1].position.x = cosf(2.0f * D3DX_PI * i / sides) * scale;
mesh->vertices[i + 1].position.y = sinf(2.0f * D3DX_PI * i / sides) * scale;
mesh->vertices[i + 1].position.x = cosf(angle * i) * scale;
mesh->vertices[i + 1].position.y = sinf(angle * i) * scale;
mesh->vertices[i + 1].position.z = 0.0f;
mesh->vertices[i + 1].normal.x = 0.0f;
mesh->vertices[i + 1].normal.y = 0.0f;
@ -2807,6 +2809,7 @@ static void D3DXCreatePolygonTest(void)
test_polygon(device, 10.0f, 5);
test_polygon(device, 10.0f, 10);
test_polygon(device, 20.0f, 10);
test_polygon(device, 20.0f, 32000);
free_test_context(test_context);
}