/* * Mesh operations specific to D3DX9. * * Copyright (C) 2009 David Adam * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wine/debug.h" #include "windef.h" #include "wingdi.h" #include "d3dx9.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx); /************************************************************************* * D3DXComputeBoundingBox */ HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax) { D3DXVECTOR3 vec; unsigned int i; if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL; *pmin = *pfirstposition; *pmax = *pmin; for(i=0; ix ) pmin->x = vec.x; if ( vec.x > pmax->x ) pmax->x = vec.x; if ( vec.y < pmin->y ) pmin->y = vec.y; if ( vec.y > pmax->y ) pmax->y = vec.y; if ( vec.z < pmin->z ) pmin->z = vec.z; if ( vec.z > pmax->z ) pmax->z = vec.z; } return D3D_OK; } /************************************************************************* * D3DXComputeBoundingSphere */ HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius) { D3DXVECTOR3 temp, temp1; FLOAT d; unsigned int i; if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL; temp.x = 0.0f; temp.y = 0.0f; temp.z = 0.0f; temp1 = temp; d = 0.0f; *pradius = 0.0f; for(i=0; i *pradius ) *pradius = d; } return D3D_OK; } /************************************************************************* * D3DXGetFVFVertexSize */ static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num) { return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1); } UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) { DWORD size = 0; UINT i; UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3); if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD); if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD); if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD); switch (FVF & D3DFVF_POSITION_MASK) { case D3DFVF_XYZ: size += sizeof(D3DXVECTOR3); break; case D3DFVF_XYZRHW: size += 4 * sizeof(FLOAT); break; case D3DFVF_XYZB1: size += 4 * sizeof(FLOAT); break; case D3DFVF_XYZB2: size += 5 * sizeof(FLOAT); break; case D3DFVF_XYZB3: size += 6 * sizeof(FLOAT); break; case D3DFVF_XYZB4: size += 7 * sizeof(FLOAT); break; case D3DFVF_XYZB5: size += 8 * sizeof(FLOAT); break; case D3DFVF_XYZW: size += 4 * sizeof(FLOAT); break; } for (i = 0; i < numTextures; i++) { size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT); } return size; } /************************************************************************* * D3DXGetFVFVertexSize */ UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx) { const D3DVERTEXELEMENT9 *element; UINT size = 0; TRACE("decl %p, stream_idx %u\n", decl, stream_idx); if (!decl) return 0; for (element = decl; element->Stream != 0xff; ++element) { UINT type_size; if (element->Stream != stream_idx) continue; switch (element->Type) { case D3DDECLTYPE_FLOAT1: type_size = 1 * 4; break; case D3DDECLTYPE_FLOAT2: type_size = 2 * 4; break; case D3DDECLTYPE_FLOAT3: type_size = 3 * 4; break; case D3DDECLTYPE_FLOAT4: type_size = 4 * 4; break; case D3DDECLTYPE_D3DCOLOR: type_size = 4 * 1; break; case D3DDECLTYPE_UBYTE4: type_size = 4 * 1; break; case D3DDECLTYPE_SHORT2: type_size = 2 * 2; break; case D3DDECLTYPE_SHORT4: type_size = 4 * 2; break; case D3DDECLTYPE_UBYTE4N: type_size = 4 * 1; break; case D3DDECLTYPE_SHORT2N: type_size = 2 * 2; break; case D3DDECLTYPE_SHORT4N: type_size = 4 * 2; break; case D3DDECLTYPE_USHORT2N: type_size = 2 * 2; break; case D3DDECLTYPE_USHORT4N: type_size = 4 * 2; break; case D3DDECLTYPE_UDEC3: type_size = 4; break; /* 3 * 10 bits + 2 padding */ case D3DDECLTYPE_DEC3N: type_size = 4; break; case D3DDECLTYPE_FLOAT16_2: type_size = 2 * 2; break; case D3DDECLTYPE_FLOAT16_4: type_size = 4 * 2; break; default: FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type); type_size = 0; break; } if (element->Offset + type_size > size) size = element->Offset + type_size; } return size; } /************************************************************************* * D3DXIntersectTri */ BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist) { D3DXMATRIX m; D3DXVECTOR4 vec; m.m[0][0] = p1->x - p0->x; m.m[1][0] = p2->x - p0->x; m.m[2][0] = -praydir->x; m.m[3][0] = 0.0f; m.m[0][1] = p1->y - p0->z; m.m[1][1] = p2->y - p0->z; m.m[2][1] = -praydir->y; m.m[3][1] = 0.0f; m.m[0][2] = p1->z - p0->z; m.m[1][2] = p2->z - p0->z; m.m[2][2] = -praydir->z; m.m[3][2] = 0.0f; m.m[0][3] = 0.0f; m.m[1][3] = 0.0f; m.m[2][3] = 0.0f; m.m[3][3] = 1.0f; vec.x = praypos->x - p0->x; vec.y = praypos->y - p0->y; vec.z = praypos->z - p0->z; vec.w = 0.0f; if ( D3DXMatrixInverse(&m, NULL, &m) ) { D3DXVec4Transform(&vec, &vec, &m); if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) ) { *pu = vec.x; *pv = vec.y; *pdist = fabs( vec.z ); return TRUE; } } return FALSE; }