1526 lines
48 KiB
C
1526 lines
48 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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*
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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 "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;
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if ( vec.x > pmax->x ) pmax->x = vec.x;
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|
|
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)
|
|
{
|
|
FIXME("(%p, %p, %s, %f, %f, %p, %p, %p): stub\n", device, hdc,
|
|
debugstr_a(text), deviation, extrusion, mesh, adjacency, glyphmetrics);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
HRESULT WINAPI D3DXCreateTextW(LPDIRECT3DDEVICE9 device,
|
|
HDC hdc, LPCWSTR text,
|
|
FLOAT deviation, FLOAT extrusion,
|
|
LPD3DXMESH *mesh, LPD3DXBUFFER *adjacency,
|
|
LPGLYPHMETRICSFLOAT glyphmetrics)
|
|
{
|
|
FIXME("(%p, %p, %s, %f, %f, %p, %p, %p): stub\n", device, hdc,
|
|
debugstr_w(text), deviation, extrusion, mesh, adjacency, glyphmetrics);
|
|
|
|
return E_NOTIMPL;
|
|
}
|