319 lines
9.9 KiB
C
319 lines
9.9 KiB
C
/*
|
|
* Mesh operations specific to D3DX9.
|
|
*
|
|
* Copyright (C) 2009 David Adam
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "wine/port.h"
|
|
|
|
#define NONAMELESSUNION
|
|
#include "windef.h"
|
|
#include "wingdi.h"
|
|
#include "d3dx9.h"
|
|
#include "wine/debug.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
|
|
|
|
/*************************************************************************
|
|
* D3DXBoxBoundProbe
|
|
*/
|
|
BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
|
|
|
|
/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
|
|
Amy Williams University of Utah
|
|
Steve Barrus University of Utah
|
|
R. Keith Morley University of Utah
|
|
Peter Shirley University of Utah
|
|
|
|
International Conference on Computer Graphics and Interactive Techniques archive
|
|
ACM SIGGRAPH 2005 Courses
|
|
Los Angeles, California
|
|
|
|
This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
|
|
|
|
Algorithm: Consider the box as the intersection of three slabs. Clip the ray
|
|
against each slab, if there's anything left of the ray after we're
|
|
done we've got an intersection of the ray with the box.
|
|
*/
|
|
|
|
{
|
|
FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
|
|
|
|
div = 1.0f / praydirection->x;
|
|
if ( div >= 0.0f )
|
|
{
|
|
tmin = ( pmin->x - prayposition->x ) * div;
|
|
tmax = ( pmax->x - prayposition->x ) * div;
|
|
}
|
|
else
|
|
{
|
|
tmin = ( pmax->x - prayposition->x ) * div;
|
|
tmax = ( pmin->x - prayposition->x ) * div;
|
|
}
|
|
|
|
if ( tmax < 0.0f ) return FALSE;
|
|
|
|
div = 1.0f / praydirection->y;
|
|
if ( div >= 0.0f )
|
|
{
|
|
tymin = ( pmin->y - prayposition->y ) * div;
|
|
tymax = ( pmax->y - prayposition->y ) * div;
|
|
}
|
|
else
|
|
{
|
|
tymin = ( pmax->y - prayposition->y ) * div;
|
|
tymax = ( pmin->y - prayposition->y ) * div;
|
|
}
|
|
|
|
if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
|
|
|
|
if ( tymin > tmin ) tmin = tymin;
|
|
if ( tymax < tmax ) tmax = tymax;
|
|
|
|
div = 1.0f / praydirection->z;
|
|
if ( div >= 0.0f )
|
|
{
|
|
tzmin = ( pmin->z - prayposition->z ) * div;
|
|
tzmax = ( pmax->z - prayposition->z ) * div;
|
|
}
|
|
else
|
|
{
|
|
tzmin = ( pmax->z - prayposition->z ) * div;
|
|
tzmax = ( pmin->z - prayposition->z ) * div;
|
|
}
|
|
|
|
if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXComputeBoundingBox
|
|
*/
|
|
HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
|
|
{
|
|
D3DXVECTOR3 vec;
|
|
unsigned int i;
|
|
|
|
if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
|
|
|
|
*pmin = *pfirstposition;
|
|
*pmax = *pmin;
|
|
|
|
for(i=0; i<numvertices; i++)
|
|
{
|
|
vec = *( (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i) );
|
|
|
|
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;
|
|
d = 0.0f;
|
|
*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;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* 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;
|
|
|
|
switch (element->Type)
|
|
{
|
|
case D3DDECLTYPE_FLOAT1: type_size = 1 * 4; break;
|
|
case D3DDECLTYPE_FLOAT2: type_size = 2 * 4; break;
|
|
case D3DDECLTYPE_FLOAT3: type_size = 3 * 4; break;
|
|
case D3DDECLTYPE_FLOAT4: type_size = 4 * 4; break;
|
|
case D3DDECLTYPE_D3DCOLOR: type_size = 4 * 1; break;
|
|
case D3DDECLTYPE_UBYTE4: type_size = 4 * 1; break;
|
|
case D3DDECLTYPE_SHORT2: type_size = 2 * 2; break;
|
|
case D3DDECLTYPE_SHORT4: type_size = 4 * 2; break;
|
|
case D3DDECLTYPE_UBYTE4N: type_size = 4 * 1; break;
|
|
case D3DDECLTYPE_SHORT2N: type_size = 2 * 2; break;
|
|
case D3DDECLTYPE_SHORT4N: type_size = 4 * 2; break;
|
|
case D3DDECLTYPE_USHORT2N: type_size = 2 * 2; break;
|
|
case D3DDECLTYPE_USHORT4N: type_size = 4 * 2; break;
|
|
case D3DDECLTYPE_UDEC3: type_size = 4; break; /* 3 * 10 bits + 2 padding */
|
|
case D3DDECLTYPE_DEC3N: type_size = 4; break;
|
|
case D3DDECLTYPE_FLOAT16_2: type_size = 2 * 2; break;
|
|
case D3DDECLTYPE_FLOAT16_4: type_size = 4 * 2; break;
|
|
default:
|
|
FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type);
|
|
type_size = 0;
|
|
break;
|
|
}
|
|
|
|
if (element->Offset + type_size > size) size = element->Offset + type_size;
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
/*************************************************************************
|
|
* D3DXIntersectTri
|
|
*/
|
|
BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
|
|
{
|
|
D3DXMATRIX m;
|
|
D3DXVECTOR4 vec;
|
|
|
|
m.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;
|
|
}
|