d3dx8: Implement D3DXMatrixfDeterminant.
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@ -20,7 +20,7 @@
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@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr long)
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@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long)
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@ stdcall D3DXVec4Transform(ptr ptr ptr)
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@ stub D3DXMatrixfDeterminant
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@ stdcall D3DXMatrixfDeterminant(ptr)
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@ stub D3DXMatrixMultiply
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@ stub D3DXMatrixTranspose
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@ stub D3DXMatrixInverse
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@ -29,6 +29,21 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
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/*_________________D3DXMatrix____________________*/
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FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
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{
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D3DXVECTOR4 minor, v1, v2, v3;
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FLOAT det;
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v1.x = pm->m[0][0]; v1.y = pm->m[1][0]; v1.z = pm->m[2][0]; v1.w = pm->m[3][0];
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v2.x = pm->m[0][1]; v2.y = pm->m[1][1]; v2.z = pm->m[2][1]; v2.w = pm->m[3][1];
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v3.x = pm->m[0][2]; v3.y = pm->m[1][2]; v3.z = pm->m[2][2]; v3.w = pm->m[3][2];
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D3DXVec4Cross(&minor,&v1,&v2,&v3);
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det = - (pm->m[0][3] * minor.x + pm->m[1][3] * minor.y + pm->m[2][3] * minor.z + pm->m[3][3] * minor.w);
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return det;
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}
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/*_________________D3DXQUATERNION________________*/
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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@ -125,14 +125,21 @@ static void D3DXMatrixTest(void)
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{
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D3DXMATRIX mat;
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BOOL expected, got;
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FLOAT expectedfloat, gotfloat;
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U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
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U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f;
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U(mat).m[2][0] = 19.0f; U(mat).m[2][1] = -21.0f; U(mat).m[2][3] = 43.0f;
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U(mat).m[3][0] = 2.0f; U(mat).m[3][1] = 3.0f; U(mat).m[3][2] = -4.0f;
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U(mat).m[0][0] = 10.0f; U(mat).m[1][1] = 20.0f; U(mat).m[2][2] = 30.0f;
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U(mat).m[3][3] = -40.0f;
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/*____________D3DXMatrixfDeterminant_____________*/
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expectedfloat = -147888.0f;
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gotfloat = D3DXMatrixfDeterminant(&mat);
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ok(fabs( gotfloat - expectedfloat ) < admitted_error, "Expected: %f, Got: %f\n", expectedfloat, gotfloat);
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/*____________D3DXMatrixIsIdentity______________*/
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U(mat).m[0][1] = 0.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
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U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 0.0f; U(mat).m[1][3] = 0.0f;
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U(mat).m[2][0] = 0.0f; U(mat).m[2][1] = 0.0f; U(mat).m[2][3] = 0.0f;
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U(mat).m[3][0] = 0.0f; U(mat).m[3][1] = 0.0f; U(mat).m[3][2] = 0.0f;
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U(mat).m[0][0] = 1.0f; U(mat).m[1][1] = 1.0f; U(mat).m[2][2] = 1.0f;
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U(mat).m[3][3] = 1.0f;
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expected = FALSE;
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got = D3DXMatrixIsIdentity(&mat);
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ok(expected == got, "Expected : %d, Got : %d\n", expected, got);
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@ -58,6 +58,8 @@ typedef struct D3DXCOLOR
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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