d3dx8: Implement D3DX*Add with a test.

This commit is contained in:
David Adam 2007-10-18 18:32:17 +02:00 committed by Alexandre Julliard
parent 643bcd3e46
commit e205a210d2
2 changed files with 47 additions and 2 deletions

View File

@ -26,6 +26,10 @@
#define expect_vec(expectedvec,gotvec) ok((fabs(expectedvec.x-gotvec.x)<admitted_error)&&(fabs(expectedvec.y-gotvec.y)<admitted_error),"Expected Vector= (%f, %f)\n , Got Vector= (%f, %f)\n", expectedvec.x, expectedvec.y, gotvec.x, gotvec.y); #define expect_vec(expectedvec,gotvec) ok((fabs(expectedvec.x-gotvec.x)<admitted_error)&&(fabs(expectedvec.y-gotvec.y)<admitted_error),"Expected Vector= (%f, %f)\n , Got Vector= (%f, %f)\n", expectedvec.x, expectedvec.y, gotvec.x, gotvec.y);
#define expect_vec3(expectedvec,gotvec) ok((fabs(expectedvec.x-gotvec.x)<admitted_error)&&(fabs(expectedvec.y-gotvec.y)<admitted_error)&&(fabs(expectedvec.z-gotvec.z)<admitted_error),"Expected Vector= (%f, %f,%f)\n , Got Vector= (%f, %f, %f)\n", expectedvec.x, expectedvec.y, expectedvec.z, gotvec.x, gotvec.y, gotvec.z);
#define expect_vec4(expectedvec,gotvec) ok((fabs(expectedvec.x-gotvec.x)<admitted_error)&&(fabs(expectedvec.y-gotvec.y)<admitted_error)&&(fabs(expectedvec.z-gotvec.z)<admitted_error)&&(fabs(expectedvec.w-gotvec.w)<admitted_error),"Expected Vector= (%f, %f, %f, %f)\n , Got Vector= (%f, %f, %f, %f)\n", expectedvec.x, expectedvec.y, expectedvec.z, expectedvec.w, gotvec.x, gotvec.y, gotvec.z, gotvec.w);
static void D3X8QuaternionTest(void) static void D3X8QuaternionTest(void)
{ {
D3DXQUATERNION q, r; D3DXQUATERNION q, r;
@ -181,12 +185,23 @@ static void D3X8Vector2Test(void)
static void D3X8Vector3Test(void) static void D3X8Vector3Test(void)
{ {
D3DXVECTOR3 u, v; D3DXVECTOR3 expectedvec, gotvec, u, v;
LPD3DXVECTOR3 funcpointer;
FLOAT expected, got; FLOAT expected, got;
u.x = 9.0f; u.y = 6.0f; u.z = 2.0f; u.x = 9.0f; u.y = 6.0f; u.z = 2.0f;
v.x = 2.0f; v.y = -3.0f; v.z = -4.0; v.x = 2.0f; v.y = -3.0f; v.z = -4.0;
/*_______________D3DXVec3Add__________________________*/
expectedvec.x = 11.0f; expectedvec.y = 3.0f; expectedvec.z = -2.0f;
D3DXVec3Add(&gotvec,&u,&v);
expect_vec3(expectedvec,gotvec);
/* Tests the case NULL */
funcpointer = D3DXVec3Add(&gotvec,NULL,&v);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
funcpointer = D3DXVec3Add(NULL,NULL,NULL);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXVec3Dot__________________________*/ /*_______________D3DXVec3Dot__________________________*/
expected = -8.0f; expected = -8.0f;
got = D3DXVec3Dot(&u,&v); got = D3DXVec3Dot(&u,&v);
@ -220,12 +235,23 @@ static void D3X8Vector3Test(void)
static void D3X8Vector4Test(void) static void D3X8Vector4Test(void)
{ {
D3DXVECTOR4 u, v; D3DXVECTOR4 expectedvec, gotvec, u, v;
LPD3DXVECTOR4 funcpointer;
FLOAT expected, got; FLOAT expected, got;
u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0; u.x = 1.0f; u.y = 2.0f; u.z = 4.0f; u.w = 10.0;
v.x = -3.0f; v.y = 4.0f; v.z = -5.0f; v.w = 7.0; v.x = -3.0f; v.y = 4.0f; v.z = -5.0f; v.w = 7.0;
/*_______________D3DXVec3Add__________________________*/
expectedvec.x = -2.0f; expectedvec.y = 6.0f; expectedvec.z = -1.0f; expectedvec.w = 17.0;
D3DXVec4Add(&gotvec,&u,&v);
expect_vec4(expectedvec,gotvec);
/* Tests the case NULL */
funcpointer = D3DXVec4Add(&gotvec,NULL,&v);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
funcpointer = D3DXVec4Add(NULL,NULL,NULL);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXVec4Dot__________________________*/ /*_______________D3DXVec4Dot__________________________*/
expected = 55.0f; expected = 55.0f;
got = D3DXVec4Dot(&u,&v); got = D3DXVec4Dot(&u,&v);

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@ -95,6 +95,15 @@ static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
/*__________________D3DXVECTOR3_______________________*/ /*__________________D3DXVECTOR3_______________________*/
static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = pv1->x + pv2->x;
pout->y = pv1->y + pv2->y;
pout->z = pv1->z + pv2->z;
return pout;
}
static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
{ {
if ( !pv1 || !pv2 ) return 0.0f; if ( !pv1 || !pv2 ) return 0.0f;
@ -115,6 +124,16 @@ static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
/*__________________D3DXVECTOR4_______________________*/ /*__________________D3DXVECTOR4_______________________*/
static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = pv1->x + pv2->x;
pout->y = pv1->y + pv2->y;
pout->z = pv1->z + pv2->z;
pout->w = pv1->w + pv2->w;
return pout;
}
static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
{ {
if (!pv1 || !pv2 ) return 0.0f; if (!pv1 || !pv2 ) return 0.0f;