d3dx9: Cleanup D3DXVec3Unproject() implementation a bit.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1987,27 +1987,33 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
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return out;
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}
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld)
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D3DXVECTOR3 * WINAPI D3DXVec3Unproject(D3DXVECTOR3 *out, const D3DXVECTOR3 *v,
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const D3DVIEWPORT9 *viewport, const D3DXMATRIX *projection, const D3DXMATRIX *view,
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const D3DXMATRIX *world)
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{
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D3DXMATRIX m;
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TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld);
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TRACE("out %p, v %p, viewport %p, projection %p, view %p, world %p.\n",
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out, v, viewport, projection, view, world);
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D3DXMatrixIdentity(&m);
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if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
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if (pview) D3DXMatrixMultiply(&m, &m, pview);
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if (pprojection) D3DXMatrixMultiply(&m, &m, pprojection);
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if (world)
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D3DXMatrixMultiply(&m, &m, world);
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if (view)
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D3DXMatrixMultiply(&m, &m, view);
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if (projection)
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D3DXMatrixMultiply(&m, &m, projection);
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D3DXMatrixInverse(&m, NULL, &m);
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*pout = *pv;
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if (pviewport)
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*out = *v;
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if (viewport)
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{
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pout->x = 2.0f * ( pout->x - pviewport->X ) / pviewport->Width - 1.0f;
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pout->y = 1.0f - 2.0f * ( pout->y - pviewport->Y ) / pviewport->Height;
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pout->z = ( pout->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
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out->x = 2.0f * (out->x - viewport->X) / viewport->Width - 1.0f;
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out->y = 1.0f - 2.0f * (out->y - viewport->Y) / viewport->Height;
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out->z = (out->z - viewport->MinZ) / (viewport->MaxZ - viewport->MinZ);
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}
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D3DXVec3TransformCoord(pout, pout, &m);
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return pout;
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D3DXVec3TransformCoord(out, out, &m);
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return out;
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}
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D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR3* in, UINT instride, const D3DVIEWPORT9* viewport, const D3DXMATRIX* projection, const D3DXMATRIX* view, const D3DXMATRIX* world, UINT elements)
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