d3dx8: Implement D3DX*CatmullRom.
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4ff191a7eb
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7d0f15f964
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@ -1,13 +1,13 @@
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@ stdcall D3DXVec2Normalize(ptr ptr)
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@ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long)
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@ stub D3DXVec2CatmullRom
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@ stdcall D3DXVec2CatmullRom(ptr ptr ptr ptr long)
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@ stdcall D3DXVec2BaryCentric(ptr ptr ptr ptr long long)
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@ stub D3DXVec2Transform
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@ stub D3DXVec2TransformCoord
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@ stub D3DXVec2TransformNormal
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@ stdcall D3DXVec3Normalize(ptr ptr)
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@ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long)
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@ stub D3DXVec3CatmullRom
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@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr long)
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@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long)
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@ stub D3DXVec3Transform
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@ stub D3DXVec3TransformCoord
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@ -17,7 +17,7 @@
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@ stub D3DXVec4Cross
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@ stdcall D3DXVec4Normalize(ptr ptr)
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@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long)
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@ stub D3DXVec4CatmullRom
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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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@ stub D3DXVec4Transform
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@ stub D3DXMatrixfDeterminant
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@ -61,6 +61,13 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
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return pout;
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}
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D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
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{
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pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
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pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
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return pout;
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}
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D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
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{
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FLOAT h1, h2, h3, h4;
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@ -103,6 +110,14 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv
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return pout;
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}
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D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
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{
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pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
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pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
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pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
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return pout;
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}
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D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
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{
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FLOAT h1, h2, h3, h4;
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@ -149,6 +164,15 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv
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return pout;
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}
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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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{
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pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
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pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
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pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
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pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s);
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return pout;
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}
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D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
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{
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FLOAT h1, h2, h3, h4;
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@ -301,6 +301,11 @@ static void D3X8Vector2Test(void)
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D3DXVec2BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
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expect_vec(expectedvec,gotvec);
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/*_______________D3DXVec2CatmullRom____________________*/
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expectedvec.x = 5820.25f; expectedvec.y = -3654.5625f;
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D3DXVec2CatmullRom(&gotvec,&u,&v,&w,&x,scale);
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expect_vec(expectedvec,gotvec);
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/*_______________D3DXVec2CCW__________________________*/
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expected = 55.0f;
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got = D3DXVec2CCW(&u,&v);
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@ -437,6 +442,12 @@ static void D3X8Vector3Test(void)
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/*_______________D3DXVec3BaryCentric___________________*/
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expectedvec.x = -35.0f; expectedvec.y = -67.0; expectedvec.z = 15.0f;
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D3DXVec3BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
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expect_vec3(expectedvec,gotvec);
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/*_______________D3DXVec3CatmullRom____________________*/
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expectedvec.x = 1458.0f; expectedvec.y = 22.1875f; expectedvec.z = 4141.375f;
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D3DXVec3CatmullRom(&gotvec,&u,&v,&w,&x,scale);
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expect_vec3(expectedvec,gotvec);
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/*_______________D3DXVec3Cross________________________*/
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@ -573,6 +584,11 @@ static void D3X8Vector4Test(void)
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D3DXVec4BaryCentric(&gotvec,&u,&v,&w,coeff1,coeff2);
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expect_vec4(expectedvec,gotvec);
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/*_______________D3DXVec4CatmullRom____________________*/
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expectedvec.x = 2754.625f; expectedvec.y = 2367.5625f; expectedvec.z = 1060.1875f; expectedvec.w = 131.3125f;
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D3DXVec4CatmullRom(&gotvec,&u,&v,&w,&x,scale);
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expect_vec4(expectedvec,gotvec);
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/*_______________D3DXVec4Dot__________________________*/
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expected = 55.0f;
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got = D3DXVec4Dot(&u,&v);
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@ -61,14 +61,17 @@ typedef struct D3DXCOLOR
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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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D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
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D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
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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 D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
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