d3dx9: Partially implement D3DXComputeTangentFrameEx().

This commit is contained in:
Józef Kucia 2015-07-29 22:16:58 +02:00 committed by Alexandre Julliard
parent 55ef5afbda
commit 4346b79c2f

View file

@ -7235,6 +7235,39 @@ error:
return hr;
}
static D3DXVECTOR3 *vertex_element_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
DWORD vertex_stride, DWORD index)
{
return (D3DXVECTOR3 *)(vertices + declaration->Offset + index * vertex_stride);
}
static D3DXVECTOR3 read_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
DWORD vertex_stride, DWORD index)
{
D3DXVECTOR3 vec3 = {0};
const D3DXVECTOR3 *src = vertex_element_vec3(vertices, declaration, vertex_stride, index);
switch (declaration->Type)
{
case D3DDECLTYPE_FLOAT1:
vec3.x = src->x;
break;
case D3DDECLTYPE_FLOAT2:
vec3.x = src->x;
vec3.y = src->y;
break;
case D3DDECLTYPE_FLOAT3:
case D3DDECLTYPE_FLOAT4:
vec3 = *src;
break;
default:
ERR("Cannot read vec3\n");
break;
}
return vec3;
}
/*************************************************************************
* D3DXComputeTangentFrameEx (D3DX9_36.@)
*/
@ -7244,15 +7277,220 @@ HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *mesh, DWORD texture_in_seman
const DWORD *adjacency, float partial_edge_threshold, float singular_point_threshold,
float normal_edge_threshold, ID3DXMesh **mesh_out, ID3DXBuffer **vertex_mapping)
{
FIXME("mesh %p, texture_in_semantic %u, texture_in_index %u, u_partial_out_semantic %u, u_partial_out_index %u, "
HRESULT hr;
void *indices = NULL;
BYTE *vertices = NULL;
DWORD *point_reps = NULL;
size_t normal_size;
BOOL indices_are_32bit;
DWORD i, j, num_faces, num_vertices, vertex_stride;
D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
D3DVERTEXELEMENT9 *position_declaration = NULL, *normal_declaration = NULL;
DWORD weighting_method = options & (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA);
TRACE("mesh %p, texture_in_semantic %u, texture_in_index %u, u_partial_out_semantic %u, u_partial_out_index %u, "
"v_partial_out_semantic %u, v_partial_out_index %u, normal_out_semantic %u, normal_out_index %u, "
"options %#x, adjacency %p, partial_edge_threshold %f, singular_point_threshold %f, "
"normal_edge_threshold %f, mesh_out %p, vertex_mapping %p stub!\n",
"normal_edge_threshold %f, mesh_out %p, vertex_mapping %p\n",
mesh, texture_in_semantic, texture_in_index, u_partial_out_semantic, u_partial_out_index,
v_partial_out_semantic, v_partial_out_index, normal_out_semantic, normal_out_index, options, adjacency,
partial_edge_threshold, singular_point_threshold, normal_edge_threshold, mesh_out, vertex_mapping);
return E_NOTIMPL;
if (!mesh)
{
WARN("mesh is NULL\n");
return D3DERR_INVALIDCALL;
}
if (weighting_method == (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
{
WARN("D3DXTANGENT_WEIGHT_BY_AREA and D3DXTANGENT_WEIGHT_EQUAL are mutally exclusive\n");
return D3DERR_INVALIDCALL;
}
if (u_partial_out_semantic != D3DX_DEFAULT)
{
FIXME("tangent vectors computation is not supported\n");
return E_NOTIMPL;
}
if (v_partial_out_semantic != D3DX_DEFAULT)
{
FIXME("binormal vectors computation is not supported\n");
return E_NOTIMPL;
}
if (options & ~(D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS | D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
{
FIXME("unsupported options %#x\n", options);
return E_NOTIMPL;
}
if (!(options & D3DXTANGENT_CALCULATE_NORMALS))
{
FIXME("only normals computation is supported\n");
return E_NOTIMPL;
}
if (!(options & D3DXTANGENT_GENERATE_IN_PLACE) || mesh_out || vertex_mapping)
{
FIXME("only D3DXTANGENT_GENERATE_IN_PLACE is supported\n");
return E_NOTIMPL;
}
if (FAILED(hr = mesh->lpVtbl->GetDeclaration(mesh, declaration)))
return hr;
for (i = 0; declaration[i].Stream != 0xff; i++)
{
if (declaration[i].Usage == D3DDECLUSAGE_POSITION && !declaration[i].UsageIndex)
position_declaration = &declaration[i];
if (declaration[i].Usage == normal_out_semantic && declaration[i].UsageIndex == normal_out_index)
normal_declaration = &declaration[i];
}
if (!position_declaration || !normal_declaration)
return D3DERR_INVALIDCALL;
if (normal_declaration->Type == D3DDECLTYPE_FLOAT3)
{
normal_size = sizeof(D3DXVECTOR3);
}
else if (normal_declaration->Type == D3DDECLTYPE_FLOAT4)
{
normal_size = sizeof(D3DXVECTOR4);
}
else
{
WARN("unsupported normals type %u\n", normal_declaration->Type);
return D3DERR_INVALIDCALL;
}
num_faces = mesh->lpVtbl->GetNumFaces(mesh);
num_vertices = mesh->lpVtbl->GetNumVertices(mesh);
vertex_stride = mesh->lpVtbl->GetNumBytesPerVertex(mesh);
indices_are_32bit = mesh->lpVtbl->GetOptions(mesh) & D3DXMESH_32BIT;
point_reps = HeapAlloc(GetProcessHeap(), 0, num_vertices * sizeof(*point_reps));
if (!point_reps)
{
hr = E_OUTOFMEMORY;
goto done;
}
if (adjacency)
{
if (FAILED(hr = mesh->lpVtbl->ConvertAdjacencyToPointReps(mesh, adjacency, point_reps)))
goto done;
}
else
{
for (i = 0; i < num_vertices; i++)
point_reps[i] = i;
}
if (FAILED(hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, &indices)))
goto done;
if (FAILED(hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void **)&vertices)))
goto done;
for (i = 0; i < num_vertices; i++)
{
static const D3DXVECTOR4 default_vector = {0.0f, 0.0f, 0.0f, 1.0f};
void *normal = vertices + normal_declaration->Offset + i * vertex_stride;
memcpy(normal, &default_vector, normal_size);
}
for (i = 0; i < num_faces; i++)
{
float denominator, weights[3];
D3DXVECTOR3 a, b, cross, face_normal;
const DWORD face_indices[3] =
{
read_ib(indices, indices_are_32bit, 3 * i + 0),
read_ib(indices, indices_are_32bit, 3 * i + 1),
read_ib(indices, indices_are_32bit, 3 * i + 2)
};
const D3DXVECTOR3 v0 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[0]);
const D3DXVECTOR3 v1 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[1]);
const D3DXVECTOR3 v2 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[2]);
D3DXVec3Cross(&cross, D3DXVec3Subtract(&a, &v0, &v1), D3DXVec3Subtract(&b, &v0, &v2));
switch (weighting_method)
{
case D3DXTANGENT_WEIGHT_EQUAL:
weights[0] = weights[1] = weights[2] = 1.0f;
break;
case D3DXTANGENT_WEIGHT_BY_AREA:
weights[0] = weights[1] = weights[2] = D3DXVec3Length(&cross);
break;
default:
/* weight by angle */
denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
if (!denominator)
weights[0] = 0.0f;
else
weights[0] = acosf(D3DXVec3Dot(&a, &b) / denominator);
D3DXVec3Subtract(&a, &v1, &v0);
D3DXVec3Subtract(&b, &v1, &v2);
denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
if (!denominator)
weights[1] = 0.0f;
else
weights[1] = acosf(D3DXVec3Dot(&a, &b) / denominator);
D3DXVec3Subtract(&a, &v2, &v0);
D3DXVec3Subtract(&b, &v2, &v1);
denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
if (!denominator)
weights[2] = 0.0f;
else
weights[2] = acosf(D3DXVec3Dot(&a, &b) / denominator);
break;
}
D3DXVec3Normalize(&face_normal, &cross);
for (j = 0; j < 3; j++)
{
D3DXVECTOR3 normal;
DWORD rep_index = point_reps[face_indices[j]];
D3DXVECTOR3 *rep_normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, rep_index);
D3DXVec3Scale(&normal, &face_normal, weights[j]);
D3DXVec3Add(rep_normal, rep_normal, &normal);
}
}
for (i = 0; i < num_vertices; i++)
{
DWORD rep_index = point_reps[i];
D3DXVECTOR3 *normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, i);
D3DXVECTOR3 *rep_normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, rep_index);
if (i == rep_index)
D3DXVec3Normalize(rep_normal, rep_normal);
else
*normal = *rep_normal;
}
hr = D3D_OK;
done:
if (vertices)
mesh->lpVtbl->UnlockVertexBuffer(mesh);
if (indices)
mesh->lpVtbl->UnlockIndexBuffer(mesh);
HeapFree(GetProcessHeap(), 0, point_reps);
return hr;
}
/*************************************************************************