2657 lines
85 KiB
C
2657 lines
85 KiB
C
/*
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* Mesh operations specific to D3DX9.
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*
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* Copyright (C) 2005 Henri Verbeet
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* Copyright (C) 2006 Ivan Gyurdiev
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* Copyright (C) 2009 David Adam
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* Copyright (C) 2010 Tony Wasserka
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* Copyright (C) 2011 Dylan Smith
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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 "wine/port.h"
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#define NONAMELESSUNION
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#include "windef.h"
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#include "wingdi.h"
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#include "d3dx9.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "d3dx9_36_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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typedef struct ID3DXMeshImpl
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{
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ID3DXMesh ID3DXMesh_iface;
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LONG ref;
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DWORD numfaces;
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DWORD numvertices;
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DWORD options;
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DWORD fvf;
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IDirect3DDevice9 *device;
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IDirect3DVertexDeclaration9 *vertex_declaration;
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IDirect3DVertexBuffer9 *vertex_buffer;
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IDirect3DIndexBuffer9 *index_buffer;
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} ID3DXMeshImpl;
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static inline ID3DXMeshImpl *impl_from_ID3DXMesh(ID3DXMesh *iface)
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{
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return CONTAINING_RECORD(iface, ID3DXMeshImpl, ID3DXMesh_iface);
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}
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static HRESULT WINAPI ID3DXMeshImpl_QueryInterface(ID3DXMesh *iface, REFIID riid, LPVOID *object)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%s, %p)\n", This, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_IUnknown) ||
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IsEqualGUID(riid, &IID_ID3DXBaseMesh) ||
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IsEqualGUID(riid, &IID_ID3DXMesh))
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{
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iface->lpVtbl->AddRef(iface);
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*object = This;
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return S_OK;
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}
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WARN("Interface %s not found.\n", debugstr_guid(riid));
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return E_NOINTERFACE;
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}
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static ULONG WINAPI ID3DXMeshImpl_AddRef(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(): AddRef from %d\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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static ULONG WINAPI ID3DXMeshImpl_Release(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p)->(): Release from %d\n", This, ref + 1);
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if (!ref)
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{
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IDirect3DIndexBuffer9_Release(This->index_buffer);
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IDirect3DVertexBuffer9_Release(This->vertex_buffer);
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IDirect3DVertexDeclaration9_Release(This->vertex_declaration);
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IDirect3DDevice9_Release(This->device);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/*** ID3DXBaseMesh ***/
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static HRESULT WINAPI ID3DXMeshImpl_DrawSubset(ID3DXMesh *iface, DWORD attrib_id)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%u): stub\n", This, attrib_id);
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return E_NOTIMPL;
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}
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static DWORD WINAPI ID3DXMeshImpl_GetNumFaces(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)\n", This);
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return This->numfaces;
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}
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static DWORD WINAPI ID3DXMeshImpl_GetNumVertices(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)\n", This);
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return This->numvertices;
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}
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static DWORD WINAPI ID3DXMeshImpl_GetFVF(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)\n", This);
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return This->fvf;
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}
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static HRESULT WINAPI ID3DXMeshImpl_GetDeclaration(ID3DXMesh *iface, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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UINT numelements;
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TRACE("(%p)\n", This);
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if (declaration == NULL) return D3DERR_INVALIDCALL;
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return IDirect3DVertexDeclaration9_GetDeclaration(This->vertex_declaration,
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declaration,
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&numelements);
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}
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static DWORD WINAPI ID3DXMeshImpl_GetNumBytesPerVertex(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("iface (%p)\n", This);
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return D3DXGetFVFVertexSize(This->fvf);
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}
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static DWORD WINAPI ID3DXMeshImpl_GetOptions(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)\n", This);
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return This->options;
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}
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static HRESULT WINAPI ID3DXMeshImpl_GetDevice(ID3DXMesh *iface, LPDIRECT3DDEVICE9 *device)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%p)\n", This, device);
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if (device == NULL) return D3DERR_INVALIDCALL;
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*device = This->device;
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IDirect3DDevice9_AddRef(This->device);
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXMeshImpl_CloneMeshFVF(ID3DXMesh *iface, DWORD options, DWORD fvf, LPDIRECT3DDEVICE9 device, LPD3DXMESH *clone_mesh)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%u,%u,%p,%p): stub\n", This, options, fvf, device, clone_mesh);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_CloneMesh(ID3DXMesh *iface, DWORD options, CONST D3DVERTEXELEMENT9 *declaration, LPDIRECT3DDEVICE9 device,
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LPD3DXMESH *clone_mesh)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%u,%p,%p,%p): stub\n", This, options, declaration, device, clone_mesh);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_GetVertexBuffer(ID3DXMesh *iface, LPDIRECT3DVERTEXBUFFER9 *vertex_buffer)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%p)\n", This, vertex_buffer);
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if (vertex_buffer == NULL) return D3DERR_INVALIDCALL;
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*vertex_buffer = This->vertex_buffer;
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IDirect3DVertexBuffer9_AddRef(This->vertex_buffer);
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXMeshImpl_GetIndexBuffer(ID3DXMesh *iface, LPDIRECT3DINDEXBUFFER9 *index_buffer)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%p)\n", This, index_buffer);
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if (index_buffer == NULL) return D3DERR_INVALIDCALL;
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*index_buffer = This->index_buffer;
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IDirect3DIndexBuffer9_AddRef(This->index_buffer);
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXMeshImpl_LockVertexBuffer(ID3DXMesh *iface, DWORD flags, LPVOID *data)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%u,%p)\n", This, flags, data);
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return IDirect3DVertexBuffer9_Lock(This->vertex_buffer, 0, 0, data, flags);
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}
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static HRESULT WINAPI ID3DXMeshImpl_UnlockVertexBuffer(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)\n", This);
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return IDirect3DVertexBuffer9_Unlock(This->vertex_buffer);
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}
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static HRESULT WINAPI ID3DXMeshImpl_LockIndexBuffer(ID3DXMesh *iface, DWORD flags, LPVOID *data)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%u,%p)\n", This, flags, data);
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return IDirect3DIndexBuffer9_Lock(This->index_buffer, 0, 0, data, flags);
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}
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static HRESULT WINAPI ID3DXMeshImpl_UnlockIndexBuffer(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)\n", This);
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return IDirect3DIndexBuffer9_Unlock(This->index_buffer);
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}
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static HRESULT WINAPI ID3DXMeshImpl_GetAttributeTable(ID3DXMesh *iface, D3DXATTRIBUTERANGE *attrib_table, DWORD *attrib_table_size)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%p,%p): stub\n", This, attrib_table, attrib_table_size);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface, CONST DWORD *point_reps, DWORD *adjacency)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%p,%p): stub\n", This, point_reps, adjacency);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface, CONST DWORD *adjacency, DWORD *point_reps)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%p,%p): stub\n", This, adjacency, point_reps);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_GenerateAdjacency(ID3DXMesh *iface, FLOAT epsilon, DWORD *adjacency)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%f,%p): stub\n", This, epsilon, adjacency);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_UpdateSemantics(ID3DXMesh *iface, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%p): stub\n", This, declaration);
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return E_NOTIMPL;
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}
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/*** ID3DXMesh ***/
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static HRESULT WINAPI ID3DXMeshImpl_LockAttributeBuffer(ID3DXMesh *iface, DWORD flags, DWORD **data)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%u,%p): stub\n", This, flags, data);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_UnlockAttributeBuffer(ID3DXMesh *iface)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p): stub\n", This);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_Optimize(ID3DXMesh *iface, DWORD flags, CONST DWORD *adjacency_in, DWORD *adjacency_out,
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DWORD *face_remap, LPD3DXBUFFER *vertex_remap, LPD3DXMESH *opt_mesh)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%u,%p,%p,%p,%p,%p): stub\n", This, flags, adjacency_in, adjacency_out, face_remap, vertex_remap, opt_mesh);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_OptimizeInplace(ID3DXMesh *iface, DWORD flags, CONST DWORD *adjacency_in, DWORD *adjacency_out,
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DWORD *face_remap, LPD3DXBUFFER *vertex_remap)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%u,%p,%p,%p,%p): stub\n", This, flags, adjacency_in, adjacency_out, face_remap, vertex_remap);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXMeshImpl_SetAttributeTable(ID3DXMesh *iface, CONST D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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FIXME("(%p)->(%p,%u): stub\n", This, attrib_table, attrib_table_size);
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return E_NOTIMPL;
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}
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static const struct ID3DXMeshVtbl D3DXMesh_Vtbl =
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{
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/*** IUnknown methods ***/
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ID3DXMeshImpl_QueryInterface,
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ID3DXMeshImpl_AddRef,
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ID3DXMeshImpl_Release,
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/*** ID3DXBaseMesh ***/
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ID3DXMeshImpl_DrawSubset,
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ID3DXMeshImpl_GetNumFaces,
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ID3DXMeshImpl_GetNumVertices,
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ID3DXMeshImpl_GetFVF,
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ID3DXMeshImpl_GetDeclaration,
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ID3DXMeshImpl_GetNumBytesPerVertex,
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ID3DXMeshImpl_GetOptions,
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ID3DXMeshImpl_GetDevice,
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ID3DXMeshImpl_CloneMeshFVF,
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ID3DXMeshImpl_CloneMesh,
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ID3DXMeshImpl_GetVertexBuffer,
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ID3DXMeshImpl_GetIndexBuffer,
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ID3DXMeshImpl_LockVertexBuffer,
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ID3DXMeshImpl_UnlockVertexBuffer,
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ID3DXMeshImpl_LockIndexBuffer,
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ID3DXMeshImpl_UnlockIndexBuffer,
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ID3DXMeshImpl_GetAttributeTable,
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ID3DXMeshImpl_ConvertPointRepsToAdjacency,
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ID3DXMeshImpl_ConvertAdjacencyToPointReps,
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ID3DXMeshImpl_GenerateAdjacency,
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ID3DXMeshImpl_UpdateSemantics,
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/*** ID3DXMesh ***/
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ID3DXMeshImpl_LockAttributeBuffer,
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ID3DXMeshImpl_UnlockAttributeBuffer,
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ID3DXMeshImpl_Optimize,
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ID3DXMeshImpl_OptimizeInplace,
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ID3DXMeshImpl_SetAttributeTable
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};
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/*************************************************************************
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* D3DXBoxBoundProbe
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*/
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
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Amy Williams University of Utah
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Steve Barrus University of Utah
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R. Keith Morley University of Utah
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Peter Shirley University of Utah
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International Conference on Computer Graphics and Interactive Techniques archive
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ACM SIGGRAPH 2005 Courses
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Los Angeles, California
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This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
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Algorithm: Consider the box as the intersection of three slabs. Clip the ray
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against each slab, if there's anything left of the ray after we're
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done we've got an intersection of the ray with the box.
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*/
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{
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FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
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div = 1.0f / praydirection->x;
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if ( div >= 0.0f )
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{
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tmin = ( pmin->x - prayposition->x ) * div;
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tmax = ( pmax->x - prayposition->x ) * div;
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}
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else
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{
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tmin = ( pmax->x - prayposition->x ) * div;
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tmax = ( pmin->x - prayposition->x ) * div;
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}
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if ( tmax < 0.0f ) return FALSE;
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div = 1.0f / praydirection->y;
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if ( div >= 0.0f )
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{
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tymin = ( pmin->y - prayposition->y ) * div;
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tymax = ( pmax->y - prayposition->y ) * div;
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}
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else
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{
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tymin = ( pmax->y - prayposition->y ) * div;
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tymax = ( pmin->y - prayposition->y ) * div;
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}
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if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
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if ( tymin > tmin ) tmin = tymin;
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if ( tymax < tmax ) tmax = tymax;
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div = 1.0f / praydirection->z;
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if ( div >= 0.0f )
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{
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tzmin = ( pmin->z - prayposition->z ) * div;
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tzmax = ( pmax->z - prayposition->z ) * div;
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}
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else
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{
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tzmin = ( pmax->z - prayposition->z ) * div;
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tzmax = ( pmin->z - prayposition->z ) * div;
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}
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if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
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return TRUE;
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}
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/*************************************************************************
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* D3DXComputeBoundingBox
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*/
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HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
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{
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D3DXVECTOR3 vec;
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unsigned int i;
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if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
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*pmin = *pfirstposition;
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*pmax = *pmin;
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for(i=0; i<numvertices; i++)
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{
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vec = *( (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i) );
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if ( vec.x < pmin->x ) 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;
|
|
*pradius = 0.0f;
|
|
|
|
for(i=0; i<numvertices; i++)
|
|
{
|
|
D3DXVec3Add(&temp1, &temp, (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i));
|
|
temp = temp1;
|
|
}
|
|
|
|
D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
|
|
|
|
for(i=0; i<numvertices; i++)
|
|
{
|
|
d = D3DXVec3Length(D3DXVec3Subtract(&temp, (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i), pcenter));
|
|
if ( d > *pradius ) *pradius = d;
|
|
}
|
|
return D3D_OK;
|
|
}
|
|
|
|
static const UINT d3dx_decltype_size[D3DDECLTYPE_UNUSED] =
|
|
{
|
|
/* D3DDECLTYPE_FLOAT1 */ 1 * 4,
|
|
/* D3DDECLTYPE_FLOAT2 */ 2 * 4,
|
|
/* D3DDECLTYPE_FLOAT3 */ 3 * 4,
|
|
/* D3DDECLTYPE_FLOAT4 */ 4 * 4,
|
|
/* D3DDECLTYPE_D3DCOLOR */ 4 * 1,
|
|
/* D3DDECLTYPE_UBYTE4 */ 4 * 1,
|
|
/* D3DDECLTYPE_SHORT2 */ 2 * 2,
|
|
/* D3DDECLTYPE_SHORT4 */ 4 * 2,
|
|
/* D3DDECLTYPE_UBYTE4N */ 4 * 1,
|
|
/* D3DDECLTYPE_SHORT2N */ 2 * 2,
|
|
/* D3DDECLTYPE_SHORT4N */ 4 * 2,
|
|
/* D3DDECLTYPE_USHORT2N */ 2 * 2,
|
|
/* D3DDECLTYPE_USHORT4N */ 4 * 2,
|
|
/* D3DDECLTYPE_UDEC3 */ 4, /* 3 * 10 bits + 2 padding */
|
|
/* D3DDECLTYPE_DEC3N */ 4,
|
|
/* D3DDECLTYPE_FLOAT16_2 */ 2 * 2,
|
|
/* D3DDECLTYPE_FLOAT16_4 */ 4 * 2,
|
|
};
|
|
|
|
static void append_decl_element(D3DVERTEXELEMENT9 *declaration, UINT *idx, UINT *offset,
|
|
D3DDECLTYPE type, D3DDECLUSAGE usage, UINT usage_idx)
|
|
{
|
|
declaration[*idx].Stream = 0;
|
|
declaration[*idx].Offset = *offset;
|
|
declaration[*idx].Type = type;
|
|
declaration[*idx].Method = D3DDECLMETHOD_DEFAULT;
|
|
declaration[*idx].Usage = usage;
|
|
declaration[*idx].UsageIndex = usage_idx;
|
|
|
|
*offset += d3dx_decltype_size[type];
|
|
++(*idx);
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXDeclaratorFromFVF
|
|
*/
|
|
HRESULT WINAPI D3DXDeclaratorFromFVF(DWORD fvf, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
|
|
{
|
|
static const D3DVERTEXELEMENT9 end_element = D3DDECL_END();
|
|
DWORD tex_count = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
|
|
unsigned int offset = 0;
|
|
unsigned int idx = 0;
|
|
unsigned int i;
|
|
|
|
TRACE("fvf %#x, declaration %p.\n", fvf, declaration);
|
|
|
|
if (fvf & (D3DFVF_RESERVED0 | D3DFVF_RESERVED2)) return D3DERR_INVALIDCALL;
|
|
|
|
if (fvf & D3DFVF_POSITION_MASK)
|
|
{
|
|
BOOL has_blend = (fvf & D3DFVF_XYZB5) >= D3DFVF_XYZB1;
|
|
DWORD blend_count = 1 + (((fvf & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1);
|
|
BOOL has_blend_idx = (fvf & D3DFVF_LASTBETA_D3DCOLOR) || (fvf & D3DFVF_LASTBETA_UBYTE4);
|
|
|
|
if (has_blend_idx) --blend_count;
|
|
|
|
if ((fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZW
|
|
|| (has_blend && blend_count > 4))
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
if ((fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT4, D3DDECLUSAGE_POSITIONT, 0);
|
|
else
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_POSITION, 0);
|
|
|
|
if (has_blend)
|
|
{
|
|
switch (blend_count)
|
|
{
|
|
case 0:
|
|
break;
|
|
case 1:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT1, D3DDECLUSAGE_BLENDWEIGHT, 0);
|
|
break;
|
|
case 2:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT2, D3DDECLUSAGE_BLENDWEIGHT, 0);
|
|
break;
|
|
case 3:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_BLENDWEIGHT, 0);
|
|
break;
|
|
case 4:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT4, D3DDECLUSAGE_BLENDWEIGHT, 0);
|
|
break;
|
|
default:
|
|
ERR("Invalid blend count %u.\n", blend_count);
|
|
break;
|
|
}
|
|
|
|
if (has_blend_idx)
|
|
{
|
|
if (fvf & D3DFVF_LASTBETA_UBYTE4)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_UBYTE4, D3DDECLUSAGE_BLENDINDICES, 0);
|
|
else if (fvf & D3DFVF_LASTBETA_D3DCOLOR)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_D3DCOLOR, D3DDECLUSAGE_BLENDINDICES, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fvf & D3DFVF_NORMAL)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_NORMAL, 0);
|
|
if (fvf & D3DFVF_PSIZE)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT1, D3DDECLUSAGE_PSIZE, 0);
|
|
if (fvf & D3DFVF_DIFFUSE)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_D3DCOLOR, D3DDECLUSAGE_COLOR, 0);
|
|
if (fvf & D3DFVF_SPECULAR)
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_D3DCOLOR, D3DDECLUSAGE_COLOR, 1);
|
|
|
|
for (i = 0; i < tex_count; ++i)
|
|
{
|
|
switch ((fvf >> (16 + 2 * i)) & 0x03)
|
|
{
|
|
case D3DFVF_TEXTUREFORMAT1:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT1, D3DDECLUSAGE_TEXCOORD, i);
|
|
break;
|
|
case D3DFVF_TEXTUREFORMAT2:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT2, D3DDECLUSAGE_TEXCOORD, i);
|
|
break;
|
|
case D3DFVF_TEXTUREFORMAT3:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_TEXCOORD, i);
|
|
break;
|
|
case D3DFVF_TEXTUREFORMAT4:
|
|
append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT4, D3DDECLUSAGE_TEXCOORD, i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
declaration[idx] = end_element;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXFVFFromDeclarator
|
|
*/
|
|
HRESULT WINAPI D3DXFVFFromDeclarator(const D3DVERTEXELEMENT9 *declaration, DWORD *fvf)
|
|
{
|
|
unsigned int i = 0, texture, offset;
|
|
|
|
TRACE("(%p, %p)\n", declaration, fvf);
|
|
|
|
*fvf = 0;
|
|
if (declaration[0].Type == D3DDECLTYPE_FLOAT3 && declaration[0].Usage == D3DDECLUSAGE_POSITION)
|
|
{
|
|
if ((declaration[1].Type == D3DDECLTYPE_FLOAT4 && declaration[1].Usage == D3DDECLUSAGE_BLENDWEIGHT &&
|
|
declaration[1].UsageIndex == 0) &&
|
|
(declaration[2].Type == D3DDECLTYPE_FLOAT1 && declaration[2].Usage == D3DDECLUSAGE_BLENDINDICES &&
|
|
declaration[2].UsageIndex == 0))
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
else if ((declaration[1].Type == D3DDECLTYPE_UBYTE4 || declaration[1].Type == D3DDECLTYPE_D3DCOLOR) &&
|
|
declaration[1].Usage == D3DDECLUSAGE_BLENDINDICES && declaration[1].UsageIndex == 0)
|
|
{
|
|
if (declaration[1].Type == D3DDECLTYPE_UBYTE4)
|
|
{
|
|
*fvf |= D3DFVF_XYZB1 | D3DFVF_LASTBETA_UBYTE4;
|
|
}
|
|
else
|
|
{
|
|
*fvf |= D3DFVF_XYZB1 | D3DFVF_LASTBETA_D3DCOLOR;
|
|
}
|
|
i = 2;
|
|
}
|
|
else if (declaration[1].Type <= D3DDECLTYPE_FLOAT4 && declaration[1].Usage == D3DDECLUSAGE_BLENDWEIGHT &&
|
|
declaration[1].UsageIndex == 0)
|
|
{
|
|
if ((declaration[2].Type == D3DDECLTYPE_UBYTE4 || declaration[2].Type == D3DDECLTYPE_D3DCOLOR) &&
|
|
declaration[2].Usage == D3DDECLUSAGE_BLENDINDICES && declaration[2].UsageIndex == 0)
|
|
{
|
|
if (declaration[2].Type == D3DDECLTYPE_UBYTE4)
|
|
{
|
|
*fvf |= D3DFVF_LASTBETA_UBYTE4;
|
|
}
|
|
else
|
|
{
|
|
*fvf |= D3DFVF_LASTBETA_D3DCOLOR;
|
|
}
|
|
switch (declaration[1].Type)
|
|
{
|
|
case D3DDECLTYPE_FLOAT1: *fvf |= D3DFVF_XYZB2; break;
|
|
case D3DDECLTYPE_FLOAT2: *fvf |= D3DFVF_XYZB3; break;
|
|
case D3DDECLTYPE_FLOAT3: *fvf |= D3DFVF_XYZB4; break;
|
|
case D3DDECLTYPE_FLOAT4: *fvf |= D3DFVF_XYZB5; break;
|
|
}
|
|
i = 3;
|
|
}
|
|
else
|
|
{
|
|
switch (declaration[1].Type)
|
|
{
|
|
case D3DDECLTYPE_FLOAT1: *fvf |= D3DFVF_XYZB1; break;
|
|
case D3DDECLTYPE_FLOAT2: *fvf |= D3DFVF_XYZB2; break;
|
|
case D3DDECLTYPE_FLOAT3: *fvf |= D3DFVF_XYZB3; break;
|
|
case D3DDECLTYPE_FLOAT4: *fvf |= D3DFVF_XYZB4; break;
|
|
}
|
|
i = 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*fvf |= D3DFVF_XYZ;
|
|
i = 1;
|
|
}
|
|
}
|
|
else if (declaration[0].Type == D3DDECLTYPE_FLOAT4 && declaration[0].Usage == D3DDECLUSAGE_POSITIONT &&
|
|
declaration[0].UsageIndex == 0)
|
|
{
|
|
*fvf |= D3DFVF_XYZRHW;
|
|
i = 1;
|
|
}
|
|
|
|
if (declaration[i].Type == D3DDECLTYPE_FLOAT3 && declaration[i].Usage == D3DDECLUSAGE_NORMAL)
|
|
{
|
|
*fvf |= D3DFVF_NORMAL;
|
|
i++;
|
|
}
|
|
if (declaration[i].Type == D3DDECLTYPE_FLOAT1 && declaration[i].Usage == D3DDECLUSAGE_PSIZE &&
|
|
declaration[i].UsageIndex == 0)
|
|
{
|
|
*fvf |= D3DFVF_PSIZE;
|
|
i++;
|
|
}
|
|
if (declaration[i].Type == D3DDECLTYPE_D3DCOLOR && declaration[i].Usage == D3DDECLUSAGE_COLOR &&
|
|
declaration[i].UsageIndex == 0)
|
|
{
|
|
*fvf |= D3DFVF_DIFFUSE;
|
|
i++;
|
|
}
|
|
if (declaration[i].Type == D3DDECLTYPE_D3DCOLOR && declaration[i].Usage == D3DDECLUSAGE_COLOR &&
|
|
declaration[i].UsageIndex == 1)
|
|
{
|
|
*fvf |= D3DFVF_SPECULAR;
|
|
i++;
|
|
}
|
|
|
|
for (texture = 0; texture < D3DDP_MAXTEXCOORD; i++, texture++)
|
|
{
|
|
if (declaration[i].Stream == 0xFF)
|
|
{
|
|
break;
|
|
}
|
|
else if (declaration[i].Type == D3DDECLTYPE_FLOAT1 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
|
|
declaration[i].UsageIndex == texture)
|
|
{
|
|
*fvf |= D3DFVF_TEXCOORDSIZE1(declaration[i].UsageIndex);
|
|
}
|
|
else if (declaration[i].Type == D3DDECLTYPE_FLOAT2 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
|
|
declaration[i].UsageIndex == texture)
|
|
{
|
|
*fvf |= D3DFVF_TEXCOORDSIZE2(declaration[i].UsageIndex);
|
|
}
|
|
else if (declaration[i].Type == D3DDECLTYPE_FLOAT3 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
|
|
declaration[i].UsageIndex == texture)
|
|
{
|
|
*fvf |= D3DFVF_TEXCOORDSIZE3(declaration[i].UsageIndex);
|
|
}
|
|
else if (declaration[i].Type == D3DDECLTYPE_FLOAT4 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
|
|
declaration[i].UsageIndex == texture)
|
|
{
|
|
*fvf |= D3DFVF_TEXCOORDSIZE4(declaration[i].UsageIndex);
|
|
}
|
|
else
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
*fvf |= (texture << D3DFVF_TEXCOUNT_SHIFT);
|
|
|
|
for (offset = 0, i = 0; declaration[i].Stream != 0xFF;
|
|
offset += d3dx_decltype_size[declaration[i].Type], i++)
|
|
{
|
|
if (declaration[i].Offset != offset)
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXGetDeclVertexSize
|
|
*/
|
|
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;
|
|
|
|
if (element->Type >= sizeof(d3dx_decltype_size) / sizeof(*d3dx_decltype_size))
|
|
{
|
|
FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type);
|
|
continue;
|
|
}
|
|
|
|
type_size = d3dx_decltype_size[element->Type];
|
|
if (element->Offset + type_size > size) size = element->Offset + type_size;
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXGetDeclLength
|
|
*/
|
|
UINT WINAPI D3DXGetDeclLength(const D3DVERTEXELEMENT9 *decl)
|
|
{
|
|
const D3DVERTEXELEMENT9 *element;
|
|
|
|
TRACE("decl %p\n", decl);
|
|
|
|
/* null decl results in exception on Windows XP */
|
|
|
|
for (element = decl; element->Stream != 0xff; ++element);
|
|
|
|
return element - decl;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* 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.u.m[0][0] = p1->x - p0->x;
|
|
m.u.m[1][0] = p2->x - p0->x;
|
|
m.u.m[2][0] = -praydir->x;
|
|
m.u.m[3][0] = 0.0f;
|
|
m.u.m[0][1] = p1->y - p0->z;
|
|
m.u.m[1][1] = p2->y - p0->z;
|
|
m.u.m[2][1] = -praydir->y;
|
|
m.u.m[3][1] = 0.0f;
|
|
m.u.m[0][2] = p1->z - p0->z;
|
|
m.u.m[1][2] = p2->z - p0->z;
|
|
m.u.m[2][2] = -praydir->z;
|
|
m.u.m[3][2] = 0.0f;
|
|
m.u.m[0][3] = 0.0f;
|
|
m.u.m[1][3] = 0.0f;
|
|
m.u.m[2][3] = 0.0f;
|
|
m.u.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;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXSphereBoundProbe
|
|
*/
|
|
BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
|
|
{
|
|
D3DXVECTOR3 difference;
|
|
FLOAT a, b, c, d;
|
|
|
|
a = D3DXVec3LengthSq(praydirection);
|
|
if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
|
|
b = D3DXVec3Dot(&difference, praydirection);
|
|
c = D3DXVec3LengthSq(&difference) - radius * radius;
|
|
d = b * b - a * c;
|
|
|
|
if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
|
|
return TRUE;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXCreateMesh
|
|
*/
|
|
HRESULT WINAPI D3DXCreateMesh(DWORD numfaces, DWORD numvertices, DWORD options, CONST D3DVERTEXELEMENT9 *declaration,
|
|
LPDIRECT3DDEVICE9 device, LPD3DXMESH *mesh)
|
|
{
|
|
HRESULT hr;
|
|
DWORD fvf;
|
|
IDirect3DVertexDeclaration9 *vertex_declaration;
|
|
IDirect3DVertexBuffer9 *vertex_buffer;
|
|
IDirect3DIndexBuffer9 *index_buffer;
|
|
ID3DXMeshImpl *object;
|
|
|
|
TRACE("(%d, %d, %d, %p, %p, %p)\n", numfaces, numvertices, options, declaration, device, mesh);
|
|
|
|
if (numfaces == 0 || numvertices == 0 || declaration == NULL || device == NULL || mesh == NULL)
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
hr = D3DXFVFFromDeclarator(declaration, &fvf);
|
|
if (hr != D3D_OK)
|
|
{
|
|
fvf = 0;
|
|
}
|
|
|
|
/* Create vertex declaration */
|
|
hr = IDirect3DDevice9_CreateVertexDeclaration(device,
|
|
declaration,
|
|
&vertex_declaration);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Unexpected return value %x from IDirect3DDevice9_CreateVertexDeclaration.\n",hr);
|
|
return hr;
|
|
}
|
|
|
|
/* Create vertex buffer */
|
|
hr = IDirect3DDevice9_CreateVertexBuffer(device,
|
|
numvertices * D3DXGetDeclVertexSize(declaration, declaration[0].Stream),
|
|
0,
|
|
fvf,
|
|
D3DPOOL_MANAGED,
|
|
&vertex_buffer,
|
|
NULL);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Unexpected return value %x from IDirect3DDevice9_CreateVertexBuffer.\n",hr);
|
|
IDirect3DVertexDeclaration9_Release(vertex_declaration);
|
|
return hr;
|
|
}
|
|
|
|
/* Create index buffer */
|
|
hr = IDirect3DDevice9_CreateIndexBuffer(device,
|
|
numfaces * 6, /* 3 vertices per triangle, 2 triangles per face */
|
|
0,
|
|
D3DFMT_INDEX16,
|
|
D3DPOOL_MANAGED,
|
|
&index_buffer,
|
|
NULL);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Unexpected return value %x from IDirect3DDevice9_CreateVertexBuffer.\n",hr);
|
|
IDirect3DVertexBuffer9_Release(vertex_buffer);
|
|
IDirect3DVertexDeclaration9_Release(vertex_declaration);
|
|
return hr;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMeshImpl));
|
|
if (object == NULL)
|
|
{
|
|
IDirect3DIndexBuffer9_Release(index_buffer);
|
|
IDirect3DVertexBuffer9_Release(vertex_buffer);
|
|
IDirect3DVertexDeclaration9_Release(vertex_declaration);
|
|
*mesh = NULL;
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
object->ID3DXMesh_iface.lpVtbl = &D3DXMesh_Vtbl;
|
|
object->ref = 1;
|
|
|
|
object->numfaces = numfaces;
|
|
object->numvertices = numvertices;
|
|
object->options = options;
|
|
object->fvf = fvf;
|
|
object->device = device;
|
|
IDirect3DDevice9_AddRef(device);
|
|
|
|
object->vertex_declaration = vertex_declaration;
|
|
object->vertex_buffer = vertex_buffer;
|
|
object->index_buffer = index_buffer;
|
|
|
|
*mesh = &object->ID3DXMesh_iface;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXCreateMeshFVF
|
|
*/
|
|
HRESULT WINAPI D3DXCreateMeshFVF(DWORD numfaces, DWORD numvertices, DWORD options, DWORD fvf,
|
|
LPDIRECT3DDEVICE9 device, LPD3DXMESH *mesh)
|
|
{
|
|
HRESULT hr;
|
|
D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE];
|
|
|
|
TRACE("(%u, %u, %u, %u, %p, %p)\n", numfaces, numvertices, options, fvf, device, mesh);
|
|
|
|
hr = D3DXDeclaratorFromFVF(fvf, declaration);
|
|
if (FAILED(hr)) return hr;
|
|
|
|
return D3DXCreateMesh(numfaces, numvertices, options, declaration, device, mesh);
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateBox(LPDIRECT3DDEVICE9 device, FLOAT width, FLOAT height,
|
|
FLOAT depth, LPD3DXMESH* mesh, LPD3DXBUFFER* adjacency)
|
|
{
|
|
FIXME("(%p, %f, %f, %f, %p, %p): stub\n", device, width, height, depth, mesh, adjacency);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
struct vertex
|
|
{
|
|
D3DXVECTOR3 position;
|
|
D3DXVECTOR3 normal;
|
|
};
|
|
|
|
typedef WORD face[3];
|
|
|
|
struct sincos_table
|
|
{
|
|
float *sin;
|
|
float *cos;
|
|
};
|
|
|
|
static void free_sincos_table(struct sincos_table *sincos_table)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, sincos_table->cos);
|
|
HeapFree(GetProcessHeap(), 0, sincos_table->sin);
|
|
}
|
|
|
|
/* pre compute sine and cosine tables; caller must free */
|
|
static BOOL compute_sincos_table(struct sincos_table *sincos_table, float angle_start, float angle_step, int n)
|
|
{
|
|
float angle;
|
|
int i;
|
|
|
|
sincos_table->sin = HeapAlloc(GetProcessHeap(), 0, n * sizeof(*sincos_table->sin));
|
|
if (!sincos_table->sin)
|
|
{
|
|
return FALSE;
|
|
}
|
|
sincos_table->cos = HeapAlloc(GetProcessHeap(), 0, n * sizeof(*sincos_table->cos));
|
|
if (!sincos_table->cos)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, sincos_table->sin);
|
|
return FALSE;
|
|
}
|
|
|
|
angle = angle_start;
|
|
for (i = 0; i < n; i++)
|
|
{
|
|
sincos_table->sin[i] = sin(angle);
|
|
sincos_table->cos[i] = cos(angle);
|
|
angle += angle_step;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static WORD vertex_index(UINT slices, int slice, int stack)
|
|
{
|
|
return stack*slices+slice+1;
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateSphere(LPDIRECT3DDEVICE9 device, FLOAT radius, UINT slices,
|
|
UINT stacks, LPD3DXMESH* mesh, LPD3DXBUFFER* adjacency)
|
|
{
|
|
DWORD number_of_vertices, number_of_faces;
|
|
HRESULT hr;
|
|
ID3DXMesh *sphere;
|
|
struct vertex *vertices;
|
|
face *faces;
|
|
float phi_step, phi_start;
|
|
struct sincos_table phi;
|
|
float theta_step, theta, sin_theta, cos_theta;
|
|
DWORD vertex, face;
|
|
int slice, stack;
|
|
|
|
TRACE("(%p, %f, %u, %u, %p, %p)\n", device, radius, slices, stacks, mesh, adjacency);
|
|
|
|
if (!device || radius < 0.0f || slices < 2 || stacks < 2 || !mesh)
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (adjacency)
|
|
{
|
|
FIXME("Case of adjacency != NULL not implemented.\n");
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
number_of_vertices = 2 + slices * (stacks-1);
|
|
number_of_faces = 2 * slices + (stacks - 2) * (2 * slices);
|
|
|
|
hr = D3DXCreateMeshFVF(number_of_faces, number_of_vertices, D3DXMESH_MANAGED,
|
|
D3DFVF_XYZ | D3DFVF_NORMAL, device, &sphere);
|
|
if (FAILED(hr))
|
|
{
|
|
return hr;
|
|
}
|
|
|
|
hr = sphere->lpVtbl->LockVertexBuffer(sphere, D3DLOCK_DISCARD, (LPVOID *)&vertices);
|
|
if (FAILED(hr))
|
|
{
|
|
sphere->lpVtbl->Release(sphere);
|
|
return hr;
|
|
}
|
|
|
|
hr = sphere->lpVtbl->LockIndexBuffer(sphere, D3DLOCK_DISCARD, (LPVOID *)&faces);
|
|
if (FAILED(hr))
|
|
{
|
|
sphere->lpVtbl->UnlockVertexBuffer(sphere);
|
|
sphere->lpVtbl->Release(sphere);
|
|
return hr;
|
|
}
|
|
|
|
/* phi = angle on xz plane wrt z axis */
|
|
phi_step = -2 * M_PI / slices;
|
|
phi_start = M_PI / 2;
|
|
|
|
if (!compute_sincos_table(&phi, phi_start, phi_step, slices))
|
|
{
|
|
sphere->lpVtbl->UnlockIndexBuffer(sphere);
|
|
sphere->lpVtbl->UnlockVertexBuffer(sphere);
|
|
sphere->lpVtbl->Release(sphere);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
/* theta = angle on xy plane wrt x axis */
|
|
theta_step = M_PI / stacks;
|
|
theta = theta_step;
|
|
|
|
vertex = 0;
|
|
face = 0;
|
|
stack = 0;
|
|
|
|
vertices[vertex].normal.x = 0.0f;
|
|
vertices[vertex].normal.y = 0.0f;
|
|
vertices[vertex].normal.z = 1.0f;
|
|
vertices[vertex].position.x = 0.0f;
|
|
vertices[vertex].position.y = 0.0f;
|
|
vertices[vertex].position.z = radius;
|
|
vertex++;
|
|
|
|
for (stack = 0; stack < stacks - 1; stack++)
|
|
{
|
|
sin_theta = sin(theta);
|
|
cos_theta = cos(theta);
|
|
|
|
for (slice = 0; slice < slices; slice++)
|
|
{
|
|
vertices[vertex].normal.x = sin_theta * phi.cos[slice];
|
|
vertices[vertex].normal.y = sin_theta * phi.sin[slice];
|
|
vertices[vertex].normal.z = cos_theta;
|
|
vertices[vertex].position.x = radius * sin_theta * phi.cos[slice];
|
|
vertices[vertex].position.y = radius * sin_theta * phi.sin[slice];
|
|
vertices[vertex].position.z = radius * cos_theta;
|
|
vertex++;
|
|
|
|
if (slice > 0)
|
|
{
|
|
if (stack == 0)
|
|
{
|
|
/* top stack is triangle fan */
|
|
faces[face][0] = 0;
|
|
faces[face][1] = slice + 1;
|
|
faces[face][2] = slice;
|
|
face++;
|
|
}
|
|
else
|
|
{
|
|
/* stacks in between top and bottom are quad strips */
|
|
faces[face][0] = vertex_index(slices, slice-1, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice, stack-1);
|
|
faces[face][2] = vertex_index(slices, slice-1, stack);
|
|
face++;
|
|
|
|
faces[face][0] = vertex_index(slices, slice, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice, stack);
|
|
faces[face][2] = vertex_index(slices, slice-1, stack);
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
theta += theta_step;
|
|
|
|
if (stack == 0)
|
|
{
|
|
faces[face][0] = 0;
|
|
faces[face][1] = 1;
|
|
faces[face][2] = slice;
|
|
face++;
|
|
}
|
|
else
|
|
{
|
|
faces[face][0] = vertex_index(slices, slice-1, stack-1);
|
|
faces[face][1] = vertex_index(slices, 0, stack-1);
|
|
faces[face][2] = vertex_index(slices, slice-1, stack);
|
|
face++;
|
|
|
|
faces[face][0] = vertex_index(slices, 0, stack-1);
|
|
faces[face][1] = vertex_index(slices, 0, stack);
|
|
faces[face][2] = vertex_index(slices, slice-1, stack);
|
|
face++;
|
|
}
|
|
}
|
|
|
|
vertices[vertex].position.x = 0.0f;
|
|
vertices[vertex].position.y = 0.0f;
|
|
vertices[vertex].position.z = -radius;
|
|
vertices[vertex].normal.x = 0.0f;
|
|
vertices[vertex].normal.y = 0.0f;
|
|
vertices[vertex].normal.z = -1.0f;
|
|
|
|
/* bottom stack is triangle fan */
|
|
for (slice = 1; slice < slices; slice++)
|
|
{
|
|
faces[face][0] = vertex_index(slices, slice-1, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice, stack-1);
|
|
faces[face][2] = vertex;
|
|
face++;
|
|
}
|
|
|
|
faces[face][0] = vertex_index(slices, slice-1, stack-1);
|
|
faces[face][1] = vertex_index(slices, 0, stack-1);
|
|
faces[face][2] = vertex;
|
|
|
|
free_sincos_table(&phi);
|
|
sphere->lpVtbl->UnlockIndexBuffer(sphere);
|
|
sphere->lpVtbl->UnlockVertexBuffer(sphere);
|
|
*mesh = sphere;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateCylinder(LPDIRECT3DDEVICE9 device, FLOAT radius1, FLOAT radius2, FLOAT length, UINT slices,
|
|
UINT stacks, LPD3DXMESH* mesh, LPD3DXBUFFER* adjacency)
|
|
{
|
|
DWORD number_of_vertices, number_of_faces;
|
|
HRESULT hr;
|
|
ID3DXMesh *cylinder;
|
|
struct vertex *vertices;
|
|
face *faces;
|
|
float theta_step, theta_start;
|
|
struct sincos_table theta;
|
|
float delta_radius, radius, radius_step;
|
|
float z, z_step, z_normal;
|
|
DWORD vertex, face;
|
|
int slice, stack;
|
|
|
|
TRACE("(%p, %f, %f, %f, %u, %u, %p, %p)\n", device, radius1, radius2, length, slices, stacks, mesh, adjacency);
|
|
|
|
if (device == NULL || radius1 < 0.0f || radius2 < 0.0f || length < 0.0f || slices < 2 || stacks < 1 || mesh == NULL)
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (adjacency)
|
|
{
|
|
FIXME("Case of adjacency != NULL not implemented.\n");
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
number_of_vertices = 2 + (slices * (3 + stacks));
|
|
number_of_faces = 2 * slices + stacks * (2 * slices);
|
|
|
|
hr = D3DXCreateMeshFVF(number_of_faces, number_of_vertices, D3DXMESH_MANAGED,
|
|
D3DFVF_XYZ | D3DFVF_NORMAL, device, &cylinder);
|
|
if (FAILED(hr))
|
|
{
|
|
return hr;
|
|
}
|
|
|
|
hr = cylinder->lpVtbl->LockVertexBuffer(cylinder, D3DLOCK_DISCARD, (LPVOID *)&vertices);
|
|
if (FAILED(hr))
|
|
{
|
|
cylinder->lpVtbl->Release(cylinder);
|
|
return hr;
|
|
}
|
|
|
|
hr = cylinder->lpVtbl->LockIndexBuffer(cylinder, D3DLOCK_DISCARD, (LPVOID *)&faces);
|
|
if (FAILED(hr))
|
|
{
|
|
cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
|
|
cylinder->lpVtbl->Release(cylinder);
|
|
return hr;
|
|
}
|
|
|
|
/* theta = angle on xy plane wrt x axis */
|
|
theta_step = -2 * M_PI / slices;
|
|
theta_start = M_PI / 2;
|
|
|
|
if (!compute_sincos_table(&theta, theta_start, theta_step, slices))
|
|
{
|
|
cylinder->lpVtbl->UnlockIndexBuffer(cylinder);
|
|
cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
|
|
cylinder->lpVtbl->Release(cylinder);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
vertex = 0;
|
|
face = 0;
|
|
|
|
delta_radius = radius1 - radius2;
|
|
radius = radius1;
|
|
radius_step = delta_radius / stacks;
|
|
|
|
z = -length / 2;
|
|
z_step = length / stacks;
|
|
z_normal = delta_radius / length;
|
|
if (isnan(z_normal))
|
|
{
|
|
z_normal = 0.0f;
|
|
}
|
|
|
|
vertices[vertex].normal.x = 0.0f;
|
|
vertices[vertex].normal.y = 0.0f;
|
|
vertices[vertex].normal.z = -1.0f;
|
|
vertices[vertex].position.x = 0.0f;
|
|
vertices[vertex].position.y = 0.0f;
|
|
vertices[vertex++].position.z = z;
|
|
|
|
for (slice = 0; slice < slices; slice++, vertex++)
|
|
{
|
|
vertices[vertex].normal.x = 0.0f;
|
|
vertices[vertex].normal.y = 0.0f;
|
|
vertices[vertex].normal.z = -1.0f;
|
|
vertices[vertex].position.x = radius * theta.cos[slice];
|
|
vertices[vertex].position.y = radius * theta.sin[slice];
|
|
vertices[vertex].position.z = z;
|
|
|
|
if (slice > 0)
|
|
{
|
|
faces[face][0] = 0;
|
|
faces[face][1] = slice;
|
|
faces[face++][2] = slice + 1;
|
|
}
|
|
}
|
|
|
|
faces[face][0] = 0;
|
|
faces[face][1] = slice;
|
|
faces[face++][2] = 1;
|
|
|
|
for (stack = 1; stack <= stacks+1; stack++)
|
|
{
|
|
for (slice = 0; slice < slices; slice++, vertex++)
|
|
{
|
|
vertices[vertex].normal.x = theta.cos[slice];
|
|
vertices[vertex].normal.y = theta.sin[slice];
|
|
vertices[vertex].normal.z = z_normal;
|
|
D3DXVec3Normalize(&vertices[vertex].normal, &vertices[vertex].normal);
|
|
vertices[vertex].position.x = radius * theta.cos[slice];
|
|
vertices[vertex].position.y = radius * theta.sin[slice];
|
|
vertices[vertex].position.z = z;
|
|
|
|
if (stack > 1 && slice > 0)
|
|
{
|
|
faces[face][0] = vertex_index(slices, slice-1, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice-1, stack);
|
|
faces[face++][2] = vertex_index(slices, slice, stack-1);
|
|
|
|
faces[face][0] = vertex_index(slices, slice, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice-1, stack);
|
|
faces[face++][2] = vertex_index(slices, slice, stack);
|
|
}
|
|
}
|
|
|
|
if (stack > 1)
|
|
{
|
|
faces[face][0] = vertex_index(slices, slice-1, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice-1, stack);
|
|
faces[face++][2] = vertex_index(slices, 0, stack-1);
|
|
|
|
faces[face][0] = vertex_index(slices, 0, stack-1);
|
|
faces[face][1] = vertex_index(slices, slice-1, stack);
|
|
faces[face++][2] = vertex_index(slices, 0, stack);
|
|
}
|
|
|
|
if (stack < stacks + 1)
|
|
{
|
|
z += z_step;
|
|
radius -= radius_step;
|
|
}
|
|
}
|
|
|
|
for (slice = 0; slice < slices; slice++, vertex++)
|
|
{
|
|
vertices[vertex].normal.x = 0.0f;
|
|
vertices[vertex].normal.y = 0.0f;
|
|
vertices[vertex].normal.z = 1.0f;
|
|
vertices[vertex].position.x = radius * theta.cos[slice];
|
|
vertices[vertex].position.y = radius * theta.sin[slice];
|
|
vertices[vertex].position.z = z;
|
|
|
|
if (slice > 0)
|
|
{
|
|
faces[face][0] = vertex_index(slices, slice-1, stack);
|
|
faces[face][1] = number_of_vertices - 1;
|
|
faces[face++][2] = vertex_index(slices, slice, stack);
|
|
}
|
|
}
|
|
|
|
vertices[vertex].position.x = 0.0f;
|
|
vertices[vertex].position.y = 0.0f;
|
|
vertices[vertex].position.z = z;
|
|
vertices[vertex].normal.x = 0.0f;
|
|
vertices[vertex].normal.y = 0.0f;
|
|
vertices[vertex].normal.z = 1.0f;
|
|
|
|
faces[face][0] = vertex_index(slices, slice-1, stack);
|
|
faces[face][1] = number_of_vertices - 1;
|
|
faces[face][2] = vertex_index(slices, 0, stack);
|
|
|
|
free_sincos_table(&theta);
|
|
cylinder->lpVtbl->UnlockIndexBuffer(cylinder);
|
|
cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
|
|
*mesh = cylinder;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateTeapot(LPDIRECT3DDEVICE9 device, LPD3DXMESH *mesh, LPD3DXBUFFER* adjacency)
|
|
{
|
|
FIXME("(%p, %p, %p): stub\n", device, mesh, adjacency);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateTextA(LPDIRECT3DDEVICE9 device,
|
|
HDC hdc, LPCSTR text,
|
|
FLOAT deviation, FLOAT extrusion,
|
|
LPD3DXMESH *mesh, LPD3DXBUFFER *adjacency,
|
|
LPGLYPHMETRICSFLOAT glyphmetrics)
|
|
{
|
|
HRESULT hr;
|
|
int len;
|
|
LPWSTR textW;
|
|
|
|
TRACE("(%p, %p, %s, %f, %f, %p, %p, %p)\n", device, hdc,
|
|
debugstr_a(text), deviation, extrusion, mesh, adjacency, glyphmetrics);
|
|
|
|
if (!text)
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
len = MultiByteToWideChar(CP_ACP, 0, text, -1, NULL, 0);
|
|
textW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
|
|
MultiByteToWideChar(CP_ACP, 0, text, -1, textW, len);
|
|
|
|
hr = D3DXCreateTextW(device, hdc, textW, deviation, extrusion,
|
|
mesh, adjacency, glyphmetrics);
|
|
HeapFree(GetProcessHeap(), 0, textW);
|
|
|
|
return hr;
|
|
}
|
|
|
|
enum pointtype {
|
|
POINTTYPE_CURVE = 0,
|
|
POINTTYPE_CORNER,
|
|
POINTTYPE_CURVE_START,
|
|
POINTTYPE_CURVE_END,
|
|
POINTTYPE_CURVE_MIDDLE,
|
|
};
|
|
|
|
struct point2d
|
|
{
|
|
D3DXVECTOR2 pos;
|
|
enum pointtype corner;
|
|
};
|
|
|
|
struct dynamic_array
|
|
{
|
|
int count, capacity;
|
|
void *items;
|
|
};
|
|
|
|
/* is a dynamic_array */
|
|
struct outline
|
|
{
|
|
int count, capacity;
|
|
struct point2d *items;
|
|
};
|
|
|
|
/* is a dynamic_array */
|
|
struct outline_array
|
|
{
|
|
int count, capacity;
|
|
struct outline *items;
|
|
};
|
|
|
|
struct face_array
|
|
{
|
|
int count;
|
|
face *items;
|
|
};
|
|
|
|
struct point2d_index
|
|
{
|
|
struct outline *outline;
|
|
int vertex;
|
|
};
|
|
|
|
struct point2d_index_array
|
|
{
|
|
int count;
|
|
struct point2d_index *items;
|
|
};
|
|
|
|
struct glyphinfo
|
|
{
|
|
struct outline_array outlines;
|
|
struct face_array faces;
|
|
struct point2d_index_array ordered_vertices;
|
|
float offset_x;
|
|
};
|
|
|
|
/* is an dynamic_array */
|
|
struct word_array
|
|
{
|
|
int count, capacity;
|
|
WORD *items;
|
|
};
|
|
|
|
/* complex polygons are split into monotone polygons, which have
|
|
* at most 2 intersections with the vertical sweep line */
|
|
struct triangulation
|
|
{
|
|
struct word_array vertex_stack;
|
|
BOOL last_on_top, merging;
|
|
};
|
|
|
|
/* is an dynamic_array */
|
|
struct triangulation_array
|
|
{
|
|
int count, capacity;
|
|
struct triangulation *items;
|
|
|
|
struct glyphinfo *glyph;
|
|
};
|
|
|
|
static BOOL reserve(struct dynamic_array *array, int count, int itemsize)
|
|
{
|
|
if (count > array->capacity) {
|
|
void *new_buffer;
|
|
int new_capacity;
|
|
if (array->items && array->capacity) {
|
|
new_capacity = max(array->capacity * 2, count);
|
|
new_buffer = HeapReAlloc(GetProcessHeap(), 0, array->items, new_capacity * itemsize);
|
|
} else {
|
|
new_capacity = max(16, count);
|
|
new_buffer = HeapAlloc(GetProcessHeap(), 0, new_capacity * itemsize);
|
|
}
|
|
if (!new_buffer)
|
|
return FALSE;
|
|
array->items = new_buffer;
|
|
array->capacity = new_capacity;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
static struct point2d *add_points(struct outline *array, int num)
|
|
{
|
|
struct point2d *item;
|
|
|
|
if (!reserve((struct dynamic_array *)array, array->count + num, sizeof(array->items[0])))
|
|
return NULL;
|
|
|
|
item = &array->items[array->count];
|
|
array->count += num;
|
|
return item;
|
|
}
|
|
|
|
static struct outline *add_outline(struct outline_array *array)
|
|
{
|
|
struct outline *item;
|
|
|
|
if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
|
|
return NULL;
|
|
|
|
item = &array->items[array->count++];
|
|
ZeroMemory(item, sizeof(*item));
|
|
return item;
|
|
}
|
|
|
|
static inline face *add_face(struct face_array *array)
|
|
{
|
|
return &array->items[array->count++];
|
|
}
|
|
|
|
static struct triangulation *add_triangulation(struct triangulation_array *array)
|
|
{
|
|
struct triangulation *item;
|
|
|
|
if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
|
|
return NULL;
|
|
|
|
item = &array->items[array->count++];
|
|
ZeroMemory(item, sizeof(*item));
|
|
return item;
|
|
}
|
|
|
|
static HRESULT add_vertex_index(struct word_array *array, WORD vertex_index)
|
|
{
|
|
if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
|
|
return E_OUTOFMEMORY;
|
|
|
|
array->items[array->count++] = vertex_index;
|
|
return S_OK;
|
|
}
|
|
|
|
/* assume fixed point numbers can be converted to float point in place */
|
|
C_ASSERT(sizeof(FIXED) == sizeof(float));
|
|
C_ASSERT(sizeof(POINTFX) == sizeof(D3DXVECTOR2));
|
|
|
|
static inline D3DXVECTOR2 *convert_fixed_to_float(POINTFX *pt, int count, float emsquare)
|
|
{
|
|
D3DXVECTOR2 *ret = (D3DXVECTOR2*)pt;
|
|
while (count--) {
|
|
D3DXVECTOR2 *pt_flt = (D3DXVECTOR2*)pt;
|
|
pt_flt->x = (pt->x.value + pt->x.fract / (float)0x10000) / emsquare;
|
|
pt_flt->y = (pt->y.value + pt->y.fract / (float)0x10000) / emsquare;
|
|
pt++;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
static HRESULT add_bezier_points(struct outline *outline, const D3DXVECTOR2 *p1,
|
|
const D3DXVECTOR2 *p2, const D3DXVECTOR2 *p3,
|
|
float max_deviation_sq)
|
|
{
|
|
D3DXVECTOR2 split1 = {0, 0}, split2 = {0, 0}, middle, vec;
|
|
float deviation_sq;
|
|
|
|
D3DXVec2Scale(&split1, D3DXVec2Add(&split1, p1, p2), 0.5f);
|
|
D3DXVec2Scale(&split2, D3DXVec2Add(&split2, p2, p3), 0.5f);
|
|
D3DXVec2Scale(&middle, D3DXVec2Add(&middle, &split1, &split2), 0.5f);
|
|
|
|
deviation_sq = D3DXVec2LengthSq(D3DXVec2Subtract(&vec, &middle, p2));
|
|
if (deviation_sq < max_deviation_sq) {
|
|
struct point2d *pt = add_points(outline, 1);
|
|
if (!pt) return E_OUTOFMEMORY;
|
|
pt->pos = *p2;
|
|
pt->corner = POINTTYPE_CURVE;
|
|
/* the end point is omitted because the end line merges into the next segment of
|
|
* the split bezier curve, and the end of the split bezier curve is added outside
|
|
* this recursive function. */
|
|
} else {
|
|
HRESULT hr = add_bezier_points(outline, p1, &split1, &middle, max_deviation_sq);
|
|
if (hr != S_OK) return hr;
|
|
hr = add_bezier_points(outline, &middle, &split2, p3, max_deviation_sq);
|
|
if (hr != S_OK) return hr;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
static inline BOOL is_direction_similar(D3DXVECTOR2 *dir1, D3DXVECTOR2 *dir2, float cos_theta)
|
|
{
|
|
/* dot product = cos(theta) */
|
|
return D3DXVec2Dot(dir1, dir2) > cos_theta;
|
|
}
|
|
|
|
static inline D3DXVECTOR2 *unit_vec2(D3DXVECTOR2 *dir, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pt2)
|
|
{
|
|
return D3DXVec2Normalize(D3DXVec2Subtract(dir, pt2, pt1), dir);
|
|
}
|
|
|
|
struct cos_table
|
|
{
|
|
float cos_half;
|
|
float cos_45;
|
|
float cos_90;
|
|
};
|
|
|
|
static BOOL attempt_line_merge(struct outline *outline,
|
|
int pt_index,
|
|
const D3DXVECTOR2 *nextpt,
|
|
BOOL to_curve,
|
|
const struct cos_table *table)
|
|
{
|
|
D3DXVECTOR2 curdir, lastdir;
|
|
struct point2d *prevpt, *pt;
|
|
BOOL ret = FALSE;
|
|
|
|
pt = &outline->items[pt_index];
|
|
pt_index = (pt_index - 1 + outline->count) % outline->count;
|
|
prevpt = &outline->items[pt_index];
|
|
|
|
if (to_curve)
|
|
pt->corner = pt->corner != POINTTYPE_CORNER ? POINTTYPE_CURVE_MIDDLE : POINTTYPE_CURVE_START;
|
|
|
|
if (outline->count < 2)
|
|
return FALSE;
|
|
|
|
/* remove last point if the next line continues the last line */
|
|
unit_vec2(&lastdir, &prevpt->pos, &pt->pos);
|
|
unit_vec2(&curdir, &pt->pos, nextpt);
|
|
if (is_direction_similar(&lastdir, &curdir, table->cos_half))
|
|
{
|
|
outline->count--;
|
|
if (pt->corner == POINTTYPE_CURVE_END)
|
|
prevpt->corner = pt->corner;
|
|
if (prevpt->corner == POINTTYPE_CURVE_END && to_curve)
|
|
prevpt->corner = POINTTYPE_CURVE_MIDDLE;
|
|
pt = prevpt;
|
|
|
|
ret = TRUE;
|
|
if (outline->count < 2)
|
|
return ret;
|
|
|
|
pt_index = (pt_index - 1 + outline->count) % outline->count;
|
|
prevpt = &outline->items[pt_index];
|
|
unit_vec2(&lastdir, &prevpt->pos, &pt->pos);
|
|
unit_vec2(&curdir, &pt->pos, nextpt);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
static HRESULT create_outline(struct glyphinfo *glyph, void *raw_outline, int datasize,
|
|
float max_deviation_sq, float emsquare, const struct cos_table *cos_table)
|
|
{
|
|
TTPOLYGONHEADER *header = (TTPOLYGONHEADER *)raw_outline;
|
|
|
|
while ((char *)header < (char *)raw_outline + datasize)
|
|
{
|
|
TTPOLYCURVE *curve = (TTPOLYCURVE *)(header + 1);
|
|
struct point2d *lastpt, *pt;
|
|
D3DXVECTOR2 lastdir;
|
|
D3DXVECTOR2 *pt_flt;
|
|
int j;
|
|
struct outline *outline = add_outline(&glyph->outlines);
|
|
|
|
if (!outline)
|
|
return E_OUTOFMEMORY;
|
|
|
|
pt = add_points(outline, 1);
|
|
if (!pt)
|
|
return E_OUTOFMEMORY;
|
|
pt_flt = convert_fixed_to_float(&header->pfxStart, 1, emsquare);
|
|
pt->pos = *pt_flt;
|
|
pt->corner = POINTTYPE_CORNER;
|
|
|
|
if (header->dwType != TT_POLYGON_TYPE)
|
|
FIXME("Unknown header type %d\n", header->dwType);
|
|
|
|
while ((char *)curve < (char *)header + header->cb)
|
|
{
|
|
D3DXVECTOR2 bezier_start = outline->items[outline->count - 1].pos;
|
|
BOOL to_curve = curve->wType != TT_PRIM_LINE && curve->cpfx > 1;
|
|
|
|
if (!curve->cpfx) {
|
|
curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
|
|
continue;
|
|
}
|
|
|
|
pt_flt = convert_fixed_to_float(curve->apfx, curve->cpfx, emsquare);
|
|
|
|
attempt_line_merge(outline, outline->count - 1, &pt_flt[0], to_curve, cos_table);
|
|
|
|
if (to_curve)
|
|
{
|
|
HRESULT hr;
|
|
int count = curve->cpfx;
|
|
j = 0;
|
|
|
|
while (count > 2)
|
|
{
|
|
D3DXVECTOR2 bezier_end;
|
|
|
|
D3DXVec2Scale(&bezier_end, D3DXVec2Add(&bezier_end, &pt_flt[j], &pt_flt[j+1]), 0.5f);
|
|
hr = add_bezier_points(outline, &bezier_start, &pt_flt[j], &bezier_end, max_deviation_sq);
|
|
if (hr != S_OK)
|
|
return hr;
|
|
bezier_start = bezier_end;
|
|
count--;
|
|
j++;
|
|
}
|
|
hr = add_bezier_points(outline, &bezier_start, &pt_flt[j], &pt_flt[j+1], max_deviation_sq);
|
|
if (hr != S_OK)
|
|
return hr;
|
|
|
|
pt = add_points(outline, 1);
|
|
if (!pt)
|
|
return E_OUTOFMEMORY;
|
|
j++;
|
|
pt->pos = pt_flt[j];
|
|
pt->corner = POINTTYPE_CURVE_END;
|
|
} else {
|
|
pt = add_points(outline, curve->cpfx);
|
|
if (!pt)
|
|
return E_OUTOFMEMORY;
|
|
for (j = 0; j < curve->cpfx; j++)
|
|
{
|
|
pt->pos = pt_flt[j];
|
|
pt->corner = POINTTYPE_CORNER;
|
|
pt++;
|
|
}
|
|
}
|
|
|
|
curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
|
|
}
|
|
|
|
/* remove last point if the next line continues the last line */
|
|
if (outline->count >= 3) {
|
|
BOOL to_curve;
|
|
|
|
lastpt = &outline->items[outline->count - 1];
|
|
pt = &outline->items[0];
|
|
if (pt->pos.x == lastpt->pos.x && pt->pos.y == lastpt->pos.y) {
|
|
if (lastpt->corner == POINTTYPE_CURVE_END)
|
|
{
|
|
if (pt->corner == POINTTYPE_CURVE_START)
|
|
pt->corner = POINTTYPE_CURVE_MIDDLE;
|
|
else
|
|
pt->corner = POINTTYPE_CURVE_END;
|
|
}
|
|
outline->count--;
|
|
lastpt = &outline->items[outline->count - 1];
|
|
} else {
|
|
/* outline closed with a line from end to start point */
|
|
attempt_line_merge(outline, outline->count - 1, &pt->pos, FALSE, cos_table);
|
|
}
|
|
lastpt = &outline->items[0];
|
|
to_curve = lastpt->corner != POINTTYPE_CORNER && lastpt->corner != POINTTYPE_CURVE_END;
|
|
if (lastpt->corner == POINTTYPE_CURVE_START)
|
|
lastpt->corner = POINTTYPE_CORNER;
|
|
pt = &outline->items[1];
|
|
if (attempt_line_merge(outline, 0, &pt->pos, to_curve, cos_table))
|
|
*lastpt = outline->items[outline->count];
|
|
}
|
|
|
|
lastpt = &outline->items[outline->count - 1];
|
|
pt = &outline->items[0];
|
|
unit_vec2(&lastdir, &lastpt->pos, &pt->pos);
|
|
for (j = 0; j < outline->count; j++)
|
|
{
|
|
D3DXVECTOR2 curdir;
|
|
|
|
lastpt = pt;
|
|
pt = &outline->items[(j + 1) % outline->count];
|
|
unit_vec2(&curdir, &lastpt->pos, &pt->pos);
|
|
|
|
switch (lastpt->corner)
|
|
{
|
|
case POINTTYPE_CURVE_START:
|
|
case POINTTYPE_CURVE_END:
|
|
if (!is_direction_similar(&lastdir, &curdir, cos_table->cos_45))
|
|
lastpt->corner = POINTTYPE_CORNER;
|
|
break;
|
|
case POINTTYPE_CURVE_MIDDLE:
|
|
if (!is_direction_similar(&lastdir, &curdir, cos_table->cos_90))
|
|
lastpt->corner = POINTTYPE_CORNER;
|
|
else
|
|
lastpt->corner = POINTTYPE_CURVE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
lastdir = curdir;
|
|
}
|
|
|
|
header = (TTPOLYGONHEADER *)((char *)header + header->cb);
|
|
}
|
|
return S_OK;
|
|
}
|
|
|
|
/* Get the y-distance from a line to a point */
|
|
static float get_line_to_point_y_distance(D3DXVECTOR2 *line_pt1,
|
|
D3DXVECTOR2 *line_pt2,
|
|
D3DXVECTOR2 *point)
|
|
{
|
|
D3DXVECTOR2 line_vec = {0, 0};
|
|
float line_pt_dx;
|
|
float line_y;
|
|
|
|
D3DXVec2Subtract(&line_vec, line_pt2, line_pt1);
|
|
line_pt_dx = point->x - line_pt1->x;
|
|
line_y = line_pt1->y + (line_vec.y * line_pt_dx) / line_vec.x;
|
|
return point->y - line_y;
|
|
}
|
|
|
|
static D3DXVECTOR2 *get_indexed_point(struct point2d_index *pt_idx)
|
|
{
|
|
return &pt_idx->outline->items[pt_idx->vertex].pos;
|
|
}
|
|
|
|
static D3DXVECTOR2 *get_ordered_vertex(struct glyphinfo *glyph, WORD index)
|
|
{
|
|
return get_indexed_point(&glyph->ordered_vertices.items[index]);
|
|
}
|
|
|
|
static void remove_triangulation(struct triangulation_array *array, struct triangulation *item)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, item->vertex_stack.items);
|
|
MoveMemory(item, item + 1, (char*)&array->items[array->count] - (char*)(item + 1));
|
|
array->count--;
|
|
}
|
|
|
|
static HRESULT triangulation_add_point(struct triangulation **t_ptr,
|
|
struct triangulation_array *triangulations,
|
|
WORD vtx_idx,
|
|
BOOL to_top)
|
|
{
|
|
struct glyphinfo *glyph = triangulations->glyph;
|
|
struct triangulation *t = *t_ptr;
|
|
HRESULT hr;
|
|
face *face;
|
|
int f1, f2;
|
|
|
|
if (t->last_on_top) {
|
|
f1 = 1;
|
|
f2 = 2;
|
|
} else {
|
|
f1 = 2;
|
|
f2 = 1;
|
|
}
|
|
|
|
if (t->last_on_top != to_top && t->vertex_stack.count > 1) {
|
|
/* consume all vertices on the stack */
|
|
WORD last_pt = t->vertex_stack.items[0];
|
|
int i;
|
|
for (i = 1; i < t->vertex_stack.count; i++)
|
|
{
|
|
face = add_face(&glyph->faces);
|
|
if (!face) return E_OUTOFMEMORY;
|
|
(*face)[0] = vtx_idx;
|
|
(*face)[f1] = last_pt;
|
|
(*face)[f2] = last_pt = t->vertex_stack.items[i];
|
|
}
|
|
t->vertex_stack.items[0] = last_pt;
|
|
t->vertex_stack.count = 1;
|
|
} else if (t->vertex_stack.count > 1) {
|
|
int i = t->vertex_stack.count - 1;
|
|
D3DXVECTOR2 *point = get_ordered_vertex(glyph, vtx_idx);
|
|
WORD top_idx = t->vertex_stack.items[i--];
|
|
D3DXVECTOR2 *top_pt = get_ordered_vertex(glyph, top_idx);
|
|
|
|
while (i >= 0)
|
|
{
|
|
WORD prev_idx = t->vertex_stack.items[i--];
|
|
D3DXVECTOR2 *prev_pt = get_ordered_vertex(glyph, prev_idx);
|
|
|
|
if (prev_pt->x != top_pt->x &&
|
|
((to_top && get_line_to_point_y_distance(prev_pt, top_pt, point) > 0) ||
|
|
(!to_top && get_line_to_point_y_distance(prev_pt, top_pt, point) < 0)))
|
|
break;
|
|
|
|
face = add_face(&glyph->faces);
|
|
if (!face) return E_OUTOFMEMORY;
|
|
(*face)[0] = vtx_idx;
|
|
(*face)[f1] = prev_idx;
|
|
(*face)[f2] = top_idx;
|
|
|
|
top_pt = prev_pt;
|
|
top_idx = prev_idx;
|
|
t->vertex_stack.count--;
|
|
}
|
|
}
|
|
t->last_on_top = to_top;
|
|
|
|
hr = add_vertex_index(&t->vertex_stack, vtx_idx);
|
|
|
|
if (hr == S_OK && t->merging) {
|
|
struct triangulation *t2;
|
|
|
|
t2 = to_top ? t - 1 : t + 1;
|
|
t2->merging = FALSE;
|
|
hr = triangulation_add_point(&t2, triangulations, vtx_idx, to_top);
|
|
if (hr != S_OK) return hr;
|
|
remove_triangulation(triangulations, t);
|
|
if (t2 > t)
|
|
t2--;
|
|
*t_ptr = t2;
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
/* check if the point is next on the outline for either the top or bottom */
|
|
static D3DXVECTOR2 *triangulation_get_next_point(struct triangulation *t, struct glyphinfo *glyph, BOOL on_top)
|
|
{
|
|
int i = t->last_on_top == on_top ? t->vertex_stack.count - 1 : 0;
|
|
WORD idx = t->vertex_stack.items[i];
|
|
struct point2d_index *pt_idx = &glyph->ordered_vertices.items[idx];
|
|
struct outline *outline = pt_idx->outline;
|
|
|
|
if (on_top)
|
|
i = (pt_idx->vertex + outline->count - 1) % outline->count;
|
|
else
|
|
i = (pt_idx->vertex + 1) % outline->count;
|
|
|
|
return &outline->items[i].pos;
|
|
}
|
|
|
|
static int compare_vertex_indices(const void *a, const void *b)
|
|
{
|
|
const struct point2d_index *idx1 = a, *idx2 = b;
|
|
const D3DXVECTOR2 *p1 = &idx1->outline->items[idx1->vertex].pos;
|
|
const D3DXVECTOR2 *p2 = &idx2->outline->items[idx2->vertex].pos;
|
|
float diff = p1->x - p2->x;
|
|
|
|
if (diff == 0.0f)
|
|
diff = p1->y - p2->y;
|
|
|
|
return diff == 0.0f ? 0 : (diff > 0.0f ? -1 : 1);
|
|
}
|
|
|
|
static HRESULT triangulate(struct triangulation_array *triangulations)
|
|
{
|
|
int sweep_idx;
|
|
HRESULT hr;
|
|
struct glyphinfo *glyph = triangulations->glyph;
|
|
int nb_vertices = 0;
|
|
int i;
|
|
struct point2d_index *idx_ptr;
|
|
|
|
for (i = 0; i < glyph->outlines.count; i++)
|
|
nb_vertices += glyph->outlines.items[i].count;
|
|
|
|
glyph->ordered_vertices.items = HeapAlloc(GetProcessHeap(), 0,
|
|
nb_vertices * sizeof(*glyph->ordered_vertices.items));
|
|
if (!glyph->ordered_vertices.items)
|
|
return E_OUTOFMEMORY;
|
|
|
|
idx_ptr = glyph->ordered_vertices.items;
|
|
for (i = 0; i < glyph->outlines.count; i++)
|
|
{
|
|
struct outline *outline = &glyph->outlines.items[i];
|
|
int j;
|
|
|
|
idx_ptr->outline = outline;
|
|
idx_ptr->vertex = 0;
|
|
idx_ptr++;
|
|
for (j = outline->count - 1; j > 0; j--)
|
|
{
|
|
idx_ptr->outline = outline;
|
|
idx_ptr->vertex = j;
|
|
idx_ptr++;
|
|
}
|
|
}
|
|
glyph->ordered_vertices.count = nb_vertices;
|
|
|
|
/* Native implementation seems to try to create a triangle fan from
|
|
* the first outline point if the glyph only has one outline. */
|
|
if (glyph->outlines.count == 1)
|
|
{
|
|
struct outline *outline = glyph->outlines.items;
|
|
D3DXVECTOR2 *base = &outline->items[0].pos;
|
|
D3DXVECTOR2 *last = &outline->items[1].pos;
|
|
float ccw = 0;
|
|
|
|
for (i = 2; i < outline->count; i++)
|
|
{
|
|
D3DXVECTOR2 *next = &outline->items[i].pos;
|
|
D3DXVECTOR2 v1 = {0.0f, 0.0f};
|
|
D3DXVECTOR2 v2 = {0.0f, 0.0f};
|
|
|
|
D3DXVec2Subtract(&v1, base, last);
|
|
D3DXVec2Subtract(&v2, last, next);
|
|
ccw = D3DXVec2CCW(&v1, &v2);
|
|
if (ccw > 0.0f)
|
|
break;
|
|
|
|
last = next;
|
|
}
|
|
if (ccw <= 0)
|
|
{
|
|
glyph->faces.items = HeapAlloc(GetProcessHeap(), 0,
|
|
(outline->count - 2) * sizeof(glyph->faces.items[0]));
|
|
if (!glyph->faces.items)
|
|
return E_OUTOFMEMORY;
|
|
|
|
glyph->faces.count = outline->count - 2;
|
|
for (i = 0; i < glyph->faces.count; i++)
|
|
{
|
|
glyph->faces.items[i][0] = 0;
|
|
glyph->faces.items[i][1] = i + 1;
|
|
glyph->faces.items[i][2] = i + 2;
|
|
}
|
|
return S_OK;
|
|
}
|
|
}
|
|
|
|
/* Perform 2D polygon triangulation for complex glyphs.
|
|
* Triangulation is performed using a sweep line concept, from right to left,
|
|
* by processing vertices in sorted order. Complex polygons are split into
|
|
* monotone polygons which are triangulated seperately. */
|
|
/* FIXME: The order of the faces is not consistent with the native implementation. */
|
|
|
|
/* Reserve space for maximum possible faces from triangulation.
|
|
* # faces for outer outlines = outline->count - 2
|
|
* # faces for inner outlines = outline->count + 2
|
|
* There must be at least 1 outer outline. */
|
|
glyph->faces.items = HeapAlloc(GetProcessHeap(), 0,
|
|
(nb_vertices + glyph->outlines.count * 2 - 4) * sizeof(glyph->faces.items[0]));
|
|
if (!glyph->faces.items)
|
|
return E_OUTOFMEMORY;
|
|
|
|
qsort(glyph->ordered_vertices.items, nb_vertices,
|
|
sizeof(glyph->ordered_vertices.items[0]), compare_vertex_indices);
|
|
for (sweep_idx = 0; sweep_idx < glyph->ordered_vertices.count; sweep_idx++)
|
|
{
|
|
int start = 0;
|
|
int end = triangulations->count;
|
|
|
|
while (start < end)
|
|
{
|
|
D3DXVECTOR2 *sweep_vtx = get_ordered_vertex(glyph, sweep_idx);
|
|
int current = (start + end) / 2;
|
|
struct triangulation *t = &triangulations->items[current];
|
|
BOOL on_top_outline = FALSE;
|
|
D3DXVECTOR2 *top_next, *bottom_next;
|
|
WORD top_idx, bottom_idx;
|
|
|
|
if (t->merging && t->last_on_top)
|
|
top_next = triangulation_get_next_point(t + 1, glyph, TRUE);
|
|
else
|
|
top_next = triangulation_get_next_point(t, glyph, TRUE);
|
|
if (sweep_vtx == top_next)
|
|
{
|
|
if (t->merging && t->last_on_top)
|
|
t++;
|
|
hr = triangulation_add_point(&t, triangulations, sweep_idx, TRUE);
|
|
if (hr != S_OK) return hr;
|
|
|
|
if (t + 1 < &triangulations->items[triangulations->count] &&
|
|
triangulation_get_next_point(t + 1, glyph, FALSE) == sweep_vtx)
|
|
{
|
|
/* point also on bottom outline of higher triangulation */
|
|
struct triangulation *t2 = t + 1;
|
|
hr = triangulation_add_point(&t2, triangulations, sweep_idx, FALSE);
|
|
if (hr != S_OK) return hr;
|
|
|
|
t->merging = TRUE;
|
|
t2->merging = TRUE;
|
|
}
|
|
on_top_outline = TRUE;
|
|
}
|
|
|
|
if (t->merging && !t->last_on_top)
|
|
bottom_next = triangulation_get_next_point(t - 1, glyph, FALSE);
|
|
else
|
|
bottom_next = triangulation_get_next_point(t, glyph, FALSE);
|
|
if (sweep_vtx == bottom_next)
|
|
{
|
|
if (t->merging && !t->last_on_top)
|
|
t--;
|
|
if (on_top_outline) {
|
|
/* outline finished */
|
|
remove_triangulation(triangulations, t);
|
|
break;
|
|
}
|
|
|
|
hr = triangulation_add_point(&t, triangulations, sweep_idx, FALSE);
|
|
if (hr != S_OK) return hr;
|
|
|
|
if (t > triangulations->items &&
|
|
triangulation_get_next_point(t - 1, glyph, TRUE) == sweep_vtx)
|
|
{
|
|
struct triangulation *t2 = t - 1;
|
|
/* point also on top outline of lower triangulation */
|
|
hr = triangulation_add_point(&t2, triangulations, sweep_idx, TRUE);
|
|
if (hr != S_OK) return hr;
|
|
t = t2 + 1; /* t may be invalidated by triangulation merging */
|
|
|
|
t->merging = TRUE;
|
|
t2->merging = TRUE;
|
|
}
|
|
break;
|
|
}
|
|
if (on_top_outline)
|
|
break;
|
|
|
|
if (t->last_on_top) {
|
|
top_idx = t->vertex_stack.items[t->vertex_stack.count - 1];
|
|
bottom_idx = t->vertex_stack.items[0];
|
|
} else {
|
|
top_idx = t->vertex_stack.items[0];
|
|
bottom_idx = t->vertex_stack.items[t->vertex_stack.count - 1];
|
|
}
|
|
|
|
/* check if the point is inside or outside this polygon */
|
|
if (get_line_to_point_y_distance(get_ordered_vertex(glyph, top_idx),
|
|
top_next, sweep_vtx) > 0)
|
|
{ /* above */
|
|
start = current + 1;
|
|
} else if (get_line_to_point_y_distance(get_ordered_vertex(glyph, bottom_idx),
|
|
bottom_next, sweep_vtx) < 0)
|
|
{ /* below */
|
|
end = current;
|
|
} else if (t->merging) {
|
|
/* inside, so cancel merging */
|
|
struct triangulation *t2 = t->last_on_top ? t + 1 : t - 1;
|
|
t->merging = FALSE;
|
|
t2->merging = FALSE;
|
|
hr = triangulation_add_point(&t, triangulations, sweep_idx, t->last_on_top);
|
|
if (hr != S_OK) return hr;
|
|
hr = triangulation_add_point(&t2, triangulations, sweep_idx, t2->last_on_top);
|
|
if (hr != S_OK) return hr;
|
|
break;
|
|
} else {
|
|
/* inside, so split polygon into two monotone parts */
|
|
struct triangulation *t2 = add_triangulation(triangulations);
|
|
if (!t2) return E_OUTOFMEMORY;
|
|
MoveMemory(t + 1, t, (char*)(t2 + 1) - (char*)t);
|
|
if (t->last_on_top) {
|
|
t2 = t + 1;
|
|
} else {
|
|
t2 = t;
|
|
t++;
|
|
}
|
|
|
|
ZeroMemory(&t2->vertex_stack, sizeof(t2->vertex_stack));
|
|
hr = add_vertex_index(&t2->vertex_stack, t->vertex_stack.items[t->vertex_stack.count - 1]);
|
|
if (hr != S_OK) return hr;
|
|
hr = add_vertex_index(&t2->vertex_stack, sweep_idx);
|
|
if (hr != S_OK) return hr;
|
|
t2->last_on_top = !t->last_on_top;
|
|
|
|
hr = triangulation_add_point(&t, triangulations, sweep_idx, t->last_on_top);
|
|
if (hr != S_OK) return hr;
|
|
break;
|
|
}
|
|
}
|
|
if (start >= end)
|
|
{
|
|
struct triangulation *t;
|
|
struct triangulation *t2 = add_triangulation(triangulations);
|
|
if (!t2) return E_OUTOFMEMORY;
|
|
t = &triangulations->items[start];
|
|
MoveMemory(t + 1, t, (char*)(t2 + 1) - (char*)t);
|
|
ZeroMemory(t, sizeof(*t));
|
|
hr = add_vertex_index(&t->vertex_stack, sweep_idx);
|
|
if (hr != S_OK) return hr;
|
|
}
|
|
}
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateTextW(LPDIRECT3DDEVICE9 device,
|
|
HDC hdc, LPCWSTR text,
|
|
FLOAT deviation, FLOAT extrusion,
|
|
LPD3DXMESH *mesh_ptr, LPD3DXBUFFER *adjacency,
|
|
LPGLYPHMETRICSFLOAT glyphmetrics)
|
|
{
|
|
HRESULT hr;
|
|
ID3DXMesh *mesh = NULL;
|
|
DWORD nb_vertices, nb_faces;
|
|
DWORD nb_front_faces, nb_corners, nb_outline_points;
|
|
struct vertex *vertices = NULL;
|
|
face *faces = NULL;
|
|
int textlen = 0;
|
|
float offset_x;
|
|
LOGFONTW lf;
|
|
OUTLINETEXTMETRICW otm;
|
|
HFONT font = NULL, oldfont = NULL;
|
|
const MAT2 identity = {{0, 1}, {0, 0}, {0, 0}, {0, 1}};
|
|
void *raw_outline = NULL;
|
|
int bufsize = 0;
|
|
struct glyphinfo *glyphs = NULL;
|
|
GLYPHMETRICS gm;
|
|
struct triangulation_array triangulations = {0, 0, NULL};
|
|
int i;
|
|
struct vertex *vertex_ptr;
|
|
face *face_ptr;
|
|
float max_deviation_sq;
|
|
const struct cos_table cos_table = {
|
|
cos(D3DXToRadian(0.5f)),
|
|
cos(D3DXToRadian(45.0f)),
|
|
cos(D3DXToRadian(90.0f)),
|
|
};
|
|
int f1, f2;
|
|
|
|
TRACE("(%p, %p, %s, %f, %f, %p, %p, %p)\n", device, hdc,
|
|
debugstr_w(text), deviation, extrusion, mesh_ptr, adjacency, glyphmetrics);
|
|
|
|
if (!device || !hdc || !text || !*text || deviation < 0.0f || extrusion < 0.0f || !mesh_ptr)
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
if (adjacency)
|
|
{
|
|
FIXME("Case of adjacency != NULL not implemented.\n");
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
if (!GetObjectW(GetCurrentObject(hdc, OBJ_FONT), sizeof(lf), &lf) ||
|
|
!GetOutlineTextMetricsW(hdc, sizeof(otm), &otm))
|
|
{
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (deviation == 0.0f)
|
|
deviation = 1.0f / otm.otmEMSquare;
|
|
max_deviation_sq = deviation * deviation;
|
|
|
|
lf.lfHeight = otm.otmEMSquare;
|
|
lf.lfWidth = 0;
|
|
font = CreateFontIndirectW(&lf);
|
|
if (!font) {
|
|
hr = E_OUTOFMEMORY;
|
|
goto error;
|
|
}
|
|
oldfont = SelectObject(hdc, font);
|
|
|
|
textlen = strlenW(text);
|
|
for (i = 0; i < textlen; i++)
|
|
{
|
|
int datasize = GetGlyphOutlineW(hdc, text[i], GGO_NATIVE, &gm, 0, NULL, &identity);
|
|
if (datasize < 0)
|
|
return D3DERR_INVALIDCALL;
|
|
if (bufsize < datasize)
|
|
bufsize = datasize;
|
|
}
|
|
if (!bufsize) { /* e.g. text == " " */
|
|
hr = D3DERR_INVALIDCALL;
|
|
goto error;
|
|
}
|
|
|
|
glyphs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, textlen * sizeof(*glyphs));
|
|
raw_outline = HeapAlloc(GetProcessHeap(), 0, bufsize);
|
|
if (!glyphs || !raw_outline) {
|
|
hr = E_OUTOFMEMORY;
|
|
goto error;
|
|
}
|
|
|
|
offset_x = 0.0f;
|
|
for (i = 0; i < textlen; i++)
|
|
{
|
|
/* get outline points from data returned from GetGlyphOutline */
|
|
int datasize;
|
|
|
|
glyphs[i].offset_x = offset_x;
|
|
|
|
datasize = GetGlyphOutlineW(hdc, text[i], GGO_NATIVE, &gm, bufsize, raw_outline, &identity);
|
|
hr = create_outline(&glyphs[i], raw_outline, datasize,
|
|
max_deviation_sq, otm.otmEMSquare, &cos_table);
|
|
if (hr != S_OK) goto error;
|
|
|
|
triangulations.glyph = &glyphs[i];
|
|
hr = triangulate(&triangulations);
|
|
if (hr != S_OK) goto error;
|
|
if (triangulations.count) {
|
|
ERR("%d incomplete triangulations of glyph (%u).\n", triangulations.count, text[i]);
|
|
triangulations.count = 0;
|
|
}
|
|
|
|
if (glyphmetrics)
|
|
{
|
|
glyphmetrics[i].gmfBlackBoxX = gm.gmBlackBoxX / (float)otm.otmEMSquare;
|
|
glyphmetrics[i].gmfBlackBoxY = gm.gmBlackBoxY / (float)otm.otmEMSquare;
|
|
glyphmetrics[i].gmfptGlyphOrigin.x = gm.gmptGlyphOrigin.x / (float)otm.otmEMSquare;
|
|
glyphmetrics[i].gmfptGlyphOrigin.y = gm.gmptGlyphOrigin.y / (float)otm.otmEMSquare;
|
|
glyphmetrics[i].gmfCellIncX = gm.gmCellIncX / (float)otm.otmEMSquare;
|
|
glyphmetrics[i].gmfCellIncY = gm.gmCellIncY / (float)otm.otmEMSquare;
|
|
}
|
|
offset_x += gm.gmCellIncX / (float)otm.otmEMSquare;
|
|
}
|
|
|
|
/* corner points need an extra vertex for the different side faces normals */
|
|
nb_corners = 0;
|
|
nb_outline_points = 0;
|
|
nb_front_faces = 0;
|
|
for (i = 0; i < textlen; i++)
|
|
{
|
|
int j;
|
|
nb_outline_points += glyphs[i].ordered_vertices.count;
|
|
nb_front_faces += glyphs[i].faces.count;
|
|
for (j = 0; j < glyphs[i].outlines.count; j++)
|
|
{
|
|
int k;
|
|
struct outline *outline = &glyphs[i].outlines.items[j];
|
|
nb_corners++; /* first outline point always repeated as a corner */
|
|
for (k = 1; k < outline->count; k++)
|
|
if (outline->items[k].corner)
|
|
nb_corners++;
|
|
}
|
|
}
|
|
|
|
nb_vertices = (nb_outline_points + nb_corners) * 2 + nb_outline_points * 2;
|
|
nb_faces = nb_outline_points * 2 + nb_front_faces * 2;
|
|
|
|
|
|
hr = D3DXCreateMeshFVF(nb_faces, nb_vertices, D3DXMESH_MANAGED,
|
|
D3DFVF_XYZ | D3DFVF_NORMAL, device, &mesh);
|
|
if (FAILED(hr))
|
|
goto error;
|
|
|
|
hr = mesh->lpVtbl->LockVertexBuffer(mesh, D3DLOCK_DISCARD, (LPVOID *)&vertices);
|
|
if (FAILED(hr))
|
|
goto error;
|
|
|
|
hr = mesh->lpVtbl->LockIndexBuffer(mesh, D3DLOCK_DISCARD, (LPVOID *)&faces);
|
|
if (FAILED(hr))
|
|
goto error;
|
|
|
|
/* convert 2D vertices and faces into 3D mesh */
|
|
vertex_ptr = vertices;
|
|
face_ptr = faces;
|
|
if (extrusion == 0.0f) {
|
|
f1 = 1;
|
|
f2 = 2;
|
|
} else {
|
|
f1 = 2;
|
|
f2 = 1;
|
|
}
|
|
for (i = 0; i < textlen; i++)
|
|
{
|
|
int j;
|
|
int count;
|
|
struct vertex *back_vertices;
|
|
face *back_faces;
|
|
|
|
/* side vertices and faces */
|
|
for (j = 0; j < glyphs[i].outlines.count; j++)
|
|
{
|
|
struct vertex *outline_vertices = vertex_ptr;
|
|
struct outline *outline = &glyphs[i].outlines.items[j];
|
|
int k;
|
|
struct point2d *prevpt = &outline->items[outline->count - 1];
|
|
struct point2d *pt = &outline->items[0];
|
|
|
|
for (k = 1; k <= outline->count; k++)
|
|
{
|
|
struct vertex vtx;
|
|
struct point2d *nextpt = &outline->items[k % outline->count];
|
|
WORD vtx_idx = vertex_ptr - vertices;
|
|
D3DXVECTOR2 vec;
|
|
|
|
if (pt->corner == POINTTYPE_CURVE_START)
|
|
D3DXVec2Subtract(&vec, &pt->pos, &prevpt->pos);
|
|
else if (pt->corner)
|
|
D3DXVec2Subtract(&vec, &nextpt->pos, &pt->pos);
|
|
else
|
|
D3DXVec2Subtract(&vec, &nextpt->pos, &prevpt->pos);
|
|
D3DXVec2Normalize(&vec, &vec);
|
|
vtx.normal.x = -vec.y;
|
|
vtx.normal.y = vec.x;
|
|
vtx.normal.z = 0;
|
|
|
|
vtx.position.x = pt->pos.x + glyphs[i].offset_x;
|
|
vtx.position.y = pt->pos.y;
|
|
vtx.position.z = 0;
|
|
*vertex_ptr++ = vtx;
|
|
|
|
vtx.position.z = -extrusion;
|
|
*vertex_ptr++ = vtx;
|
|
|
|
vtx.position.x = nextpt->pos.x + glyphs[i].offset_x;
|
|
vtx.position.y = nextpt->pos.y;
|
|
if (pt->corner && nextpt->corner && nextpt->corner != POINTTYPE_CURVE_END) {
|
|
vtx.position.z = -extrusion;
|
|
*vertex_ptr++ = vtx;
|
|
vtx.position.z = 0;
|
|
*vertex_ptr++ = vtx;
|
|
|
|
(*face_ptr)[0] = vtx_idx;
|
|
(*face_ptr)[1] = vtx_idx + 2;
|
|
(*face_ptr)[2] = vtx_idx + 1;
|
|
face_ptr++;
|
|
|
|
(*face_ptr)[0] = vtx_idx;
|
|
(*face_ptr)[1] = vtx_idx + 3;
|
|
(*face_ptr)[2] = vtx_idx + 2;
|
|
face_ptr++;
|
|
} else {
|
|
if (nextpt->corner) {
|
|
if (nextpt->corner == POINTTYPE_CURVE_END) {
|
|
D3DXVECTOR2 *nextpt2 = &outline->items[(k + 1) % outline->count].pos;
|
|
D3DXVec2Subtract(&vec, nextpt2, &nextpt->pos);
|
|
} else {
|
|
D3DXVec2Subtract(&vec, &nextpt->pos, &pt->pos);
|
|
}
|
|
D3DXVec2Normalize(&vec, &vec);
|
|
vtx.normal.x = -vec.y;
|
|
vtx.normal.y = vec.x;
|
|
|
|
vtx.position.z = 0;
|
|
*vertex_ptr++ = vtx;
|
|
vtx.position.z = -extrusion;
|
|
*vertex_ptr++ = vtx;
|
|
}
|
|
|
|
(*face_ptr)[0] = vtx_idx;
|
|
(*face_ptr)[1] = vtx_idx + 3;
|
|
(*face_ptr)[2] = vtx_idx + 1;
|
|
face_ptr++;
|
|
|
|
(*face_ptr)[0] = vtx_idx;
|
|
(*face_ptr)[1] = vtx_idx + 2;
|
|
(*face_ptr)[2] = vtx_idx + 3;
|
|
face_ptr++;
|
|
}
|
|
|
|
prevpt = pt;
|
|
pt = nextpt;
|
|
}
|
|
if (!pt->corner) {
|
|
*vertex_ptr++ = *outline_vertices++;
|
|
*vertex_ptr++ = *outline_vertices++;
|
|
}
|
|
}
|
|
|
|
/* back vertices and faces */
|
|
back_faces = face_ptr;
|
|
back_vertices = vertex_ptr;
|
|
for (j = 0; j < glyphs[i].ordered_vertices.count; j++)
|
|
{
|
|
D3DXVECTOR2 *pt = get_ordered_vertex(&glyphs[i], j);
|
|
vertex_ptr->position.x = pt->x + glyphs[i].offset_x;
|
|
vertex_ptr->position.y = pt->y;
|
|
vertex_ptr->position.z = 0;
|
|
vertex_ptr->normal.x = 0;
|
|
vertex_ptr->normal.y = 0;
|
|
vertex_ptr->normal.z = 1;
|
|
vertex_ptr++;
|
|
}
|
|
count = back_vertices - vertices;
|
|
for (j = 0; j < glyphs[i].faces.count; j++)
|
|
{
|
|
face *f = &glyphs[i].faces.items[j];
|
|
(*face_ptr)[0] = (*f)[0] + count;
|
|
(*face_ptr)[1] = (*f)[1] + count;
|
|
(*face_ptr)[2] = (*f)[2] + count;
|
|
face_ptr++;
|
|
}
|
|
|
|
/* front vertices and faces */
|
|
j = count = vertex_ptr - back_vertices;
|
|
while (j--)
|
|
{
|
|
vertex_ptr->position.x = back_vertices->position.x;
|
|
vertex_ptr->position.y = back_vertices->position.y;
|
|
vertex_ptr->position.z = -extrusion;
|
|
vertex_ptr->normal.x = 0;
|
|
vertex_ptr->normal.y = 0;
|
|
vertex_ptr->normal.z = extrusion == 0.0f ? 1.0f : -1.0f;
|
|
vertex_ptr++;
|
|
back_vertices++;
|
|
}
|
|
j = face_ptr - back_faces;
|
|
while (j--)
|
|
{
|
|
(*face_ptr)[0] = (*back_faces)[0] + count;
|
|
(*face_ptr)[1] = (*back_faces)[f1] + count;
|
|
(*face_ptr)[2] = (*back_faces)[f2] + count;
|
|
face_ptr++;
|
|
back_faces++;
|
|
}
|
|
}
|
|
|
|
*mesh_ptr = mesh;
|
|
hr = D3D_OK;
|
|
error:
|
|
if (mesh) {
|
|
if (faces) mesh->lpVtbl->UnlockIndexBuffer(mesh);
|
|
if (vertices) mesh->lpVtbl->UnlockVertexBuffer(mesh);
|
|
if (hr != D3D_OK) mesh->lpVtbl->Release(mesh);
|
|
}
|
|
if (glyphs) {
|
|
for (i = 0; i < textlen; i++)
|
|
{
|
|
int j;
|
|
for (j = 0; j < glyphs[i].outlines.count; j++)
|
|
HeapFree(GetProcessHeap(), 0, glyphs[i].outlines.items[j].items);
|
|
HeapFree(GetProcessHeap(), 0, glyphs[i].outlines.items);
|
|
HeapFree(GetProcessHeap(), 0, glyphs[i].faces.items);
|
|
HeapFree(GetProcessHeap(), 0, glyphs[i].ordered_vertices.items);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, glyphs);
|
|
}
|
|
if (triangulations.items) {
|
|
int i;
|
|
for (i = 0; i < triangulations.count; i++)
|
|
HeapFree(GetProcessHeap(), 0, triangulations.items[i].vertex_stack.items);
|
|
HeapFree(GetProcessHeap(), 0, triangulations.items);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, raw_outline);
|
|
if (oldfont) SelectObject(hdc, oldfont);
|
|
if (font) DeleteObject(font);
|
|
|
|
return hr;
|
|
}
|