d3dx9_36: Implement D3DXIntersectTri.
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@ -10,6 +10,7 @@ C_SRCS = \
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d3dx9_36_main.c \
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d3dx9_36_main.c \
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font.c \
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font.c \
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math.c \
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math.c \
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mesh.c \
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shader.c \
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shader.c \
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sprite.c
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sprite.c
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@ -167,7 +167,7 @@
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@ stdcall D3DXGetVertexShaderProfile(ptr)
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@ stdcall D3DXGetVertexShaderProfile(ptr)
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@ stdcall D3DXIntersect(ptr ptr ptr ptr ptr ptr ptr ptr ptr ptr) d3dx8.D3DXIntersect
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@ stdcall D3DXIntersect(ptr ptr ptr ptr ptr ptr ptr ptr ptr ptr) d3dx8.D3DXIntersect
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@ stdcall D3DXIntersectSubset(ptr long ptr ptr ptr ptr ptr ptr ptr ptr ptr) d3dx8.D3DXIntersectSubset
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@ stdcall D3DXIntersectSubset(ptr long ptr ptr ptr ptr ptr ptr ptr ptr ptr) d3dx8.D3DXIntersectSubset
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@ stub D3DXIntersectTri
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@ stdcall D3DXIntersectTri(ptr ptr ptr ptr ptr ptr ptr ptr)
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@ stub D3DXLoadMeshFromXA
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@ stub D3DXLoadMeshFromXA
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@ stub D3DXLoadMeshFromXInMemory
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@ stub D3DXLoadMeshFromXInMemory
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@ stub D3DXLoadMeshFromXResource
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@ stub D3DXLoadMeshFromXResource
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@ -0,0 +1,72 @@
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/*
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* Mesh operations specific to D3DX9.
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*
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* Copyright (C) 2009 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "windef.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3dx9.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/*************************************************************************
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* D3DXIntersectTri
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*/
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BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
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{
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D3DXMATRIX m;
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D3DXVECTOR4 vec;
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m.m[0][0] = p1->x - p0->x;
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m.m[1][0] = p2->x - p0->x;
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m.m[2][0] = -praydir->x;
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m.m[3][0] = 0.0f;
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m.m[0][1] = p1->y - p0->z;
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m.m[1][1] = p2->y - p0->z;
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m.m[2][1] = -praydir->y;
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m.m[3][1] = 0.0f;
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m.m[0][2] = p1->z - p0->z;
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m.m[1][2] = p2->z - p0->z;
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m.m[2][2] = -praydir->z;
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m.m[3][2] = 0.0f;
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m.m[0][3] = 0.0f;
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m.m[1][3] = 0.0f;
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m.m[2][3] = 0.0f;
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m.m[3][3] = 1.0f;
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vec.x = praypos->x - p0->x;
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vec.y = praypos->y - p0->y;
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vec.z = praypos->z - p0->z;
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vec.w = 0.0f;
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if ( D3DXMatrixInverse(&m, NULL, &m) )
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{
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D3DXVec4Transform(&vec, &vec, &m);
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if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
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{
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*pu = vec.x;
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*pv = vec.y;
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*pdist = fabs( vec.z );
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return TRUE;
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}
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}
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return FALSE;
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}
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@ -144,6 +144,7 @@ SRCDIR_INCLUDES = \
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d3dx9core.h \
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d3dx9core.h \
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d3dx9math.h \
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d3dx9math.h \
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d3dx9math.inl \
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d3dx9math.inl \
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d3dx9mesh.h \
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d3dx9shader.h \
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d3dx9shader.h \
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d3dx9tex.h \
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d3dx9tex.h \
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dbghelp.h \
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dbghelp.h \
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@ -0,0 +1,38 @@
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/*
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* Copyright (C) 2009 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_D3DX9MESH_H
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#define __WINE_D3DX9MESH_H
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#include <d3dx9.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT WINAPI D3DXCreateBuffer(DWORD, LPD3DXBUFFER*);
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UINT WINAPI D3DXGetFVFVertexSize(DWORD);
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *);
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *,FLOAT,CONST D3DXVECTOR3 *,CONST D3DXVECTOR3 *);
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BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3*, FLOAT *, FLOAT *, FLOAT *);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __WINE_D3DX9MESH_H */
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