diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec index 6e3268d576c..44956b827e4 100644 --- a/dlls/d3dx9_36/d3dx9_36.spec +++ b/dlls/d3dx9_36/d3dx9_36.spec @@ -287,7 +287,7 @@ @ stub D3DXSHProjectCubeMap(long ptr ptr ptr ptr) @ stub D3DXSHPRTCompSplitMeshSC(ptr long long ptr long ptr long long ptr ptr long ptr ptr ptr ptr ptr) @ stub D3DXSHPRTCompSuperCluster(ptr ptr long long ptr ptr) -@ stub D3DXSHRotate(ptr long ptr ptr) +@ stdcall D3DXSHRotate(ptr long ptr ptr) @ stdcall D3DXSHRotateZ(ptr long float ptr) @ stdcall D3DXSHScale(ptr long ptr float) @ stub D3DXSimplifyMesh(ptr ptr ptr ptr long long ptr) diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index 4285c2a0c75..00cf9c37552 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -2372,6 +2372,100 @@ FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b) return out; } +static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in) +{ + out[0] = in[0]; + if ( order < 2 ) + return; + + out[1] = a * in[2]; + out[2] = -a * in[1]; + out[3] = in[3]; + if ( order == 2 ) + return; + + out[4] = a * in[7]; + out[5] = -in[5]; + out[6] = -0.5f * in[6] - 0.8660253882f * in[8]; + out[7] = -a * in[4]; + out[8] = -0.8660253882f * in[6] + 0.5f * in[8]; + out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14]; + if ( order == 3 ) + return; + + out[10] = -in[10]; + out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14]; + out[12] = a * 0.7905694842f * in[9] + a * 0.6123724580f * in[11]; + out[13] = -0.25f * in[13] - 0.9682458639f * in[15]; + out[14] = -a * 0.6123724580f * in[9] + a * 0.7905694842f * in[11]; + out[15] = -0.9682458639f * in[13] + 0.25f * in[15]; + if ( order == 4 ) + return; + + out[16] = -a * 0.9354143739f * in[21] + a * 0.3535533845f * in[23]; + out[17] = -0.75f * in[17] + 0.6614378095f * in[19]; + out[18] = -a * 0.3535533845f * in[21] - a * 0.9354143739f * in[23]; + out[19] = 0.6614378095f * in[17] + 0.75f * in[19]; + out[20] = 0.375f * in[20] + 0.5590170026f * in[22] + 0.7395099998f * in[24]; + out[21] = a * 0.9354143739f * in[16] + a * 0.3535533845f * in[18]; + out[22] = 0.5590170026f * in[20] + 0.5f * in[22] - 0.6614378691f * in[24]; + out[23] = -a * 0.3535533845f * in[16] + a * 0.9354143739f * in[18]; + out[24] = 0.7395099998f * in[20] - 0.6614378691f * in[22] + 0.125f * in[24]; + if ( order == 5 ) + return; + + out[25] = a * 0.7015607357f * in[30] - a * 0.6846531630f * in[32] + a * 0.1976423711f * in[34]; + out[26] = -0.5f * in[26] + 0.8660253882f * in[28]; + out[27] = a * 0.5229125023f * in[30] + a * 0.3061861992f * in[32] - a * 0.7954951525 * in[34]; + out[28] = 0.8660253882f * in[26] + 0.5f * in[28]; + out[29] = a * 0.4841229022f * in[30] + a * 0.6614378691f * in[32] + a * 0.5728219748f * in[34]; + out[30] = -a * 0.7015607357f * in[25] - a * 0.5229125023f * in[27] - a * 0.4841229022f * in[29]; + out[31] = 0.125f * in[31] + 0.4050463140f * in[33] + 0.9057110548f * in[35]; + out[32] = a * 0.6846531630f * in[25] - a * 0.3061861992f * in[27] - a * 0.6614378691f * in[29]; + out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35]; + out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29]; + out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35]; + +} + +FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in) +{ + FLOAT alpha, beta, gamma, sinb, temp[36]; + + TRACE("out %p, order %u, matrix %p, in %p\n", out, order, matrix, in); + + out[0] = in[0]; + + if ( ( order > D3DXSH_MAXORDER ) || ( order < D3DXSH_MINORDER ) ) + return out; + + /* TODO: Implement handy computations for order <= 3. They are faster than the general algorithm. */ + if ( order < 4 ) + WARN("Using general algorithm for order = %u\n", order); + + if ( fabsf( matrix->u.m[2][2] ) != 1.0f ) + { + sinb = sqrtf( 1.0f - matrix->u.m[2][2] * matrix->u.m[2][2] ); + alpha = atan2f(matrix->u.m[2][1] / sinb, matrix->u.m[2][0] / sinb ); + beta = atan2f( sinb, matrix->u.m[2][2] ); + gamma = atan2f( matrix->u.m[1][2] / sinb, -matrix->u.m[0][2] / sinb ); + } + else + { + alpha = atan2f( matrix->u.m[0][1], matrix->u.m[0][0] ); + beta = 0.0f; + gamma = 0.0f; + } + + D3DXSHRotateZ(out, order, gamma, in); + rotate_X(temp, order, 1.0f, out); + D3DXSHRotateZ(out, order, beta, temp); + rotate_X(temp, order, -1.0f, out); + D3DXSHRotateZ(out, order, alpha, temp); + + return out; +} + FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in) { FLOAT c1a, c2a, c3a, c4a, c5a, s1a, s2a, s3a, s4a, s5a; diff --git a/dlls/d3dx9_36/tests/math.c b/dlls/d3dx9_36/tests/math.c index 2cb9c522229..2cb6a7a6ec5 100644 --- a/dlls/d3dx9_36/tests/math.c +++ b/dlls/d3dx9_36/tests/math.c @@ -2640,6 +2640,72 @@ static void test_D3DXSHMultiply3(void) ok(relative_error(c[i], expected[i]) < admitted_error, "Expected[%d] = %f, received = %f\n", i, expected[i], c[i]); } +static void test_D3DXSHRotate(void) +{ + D3DXMATRIX m[4]; + FLOAT expected, in[49], out[49], *received_ptr; + static const FLOAT table[]= + { /* Rotation around X-axis Pi/2 */ + 1.01f, -3.01f, 2.01f, 4.01f, -8.01f, -6.01f, + -11.307890f, 5.01f, -1.565839f, 1.093598f, -11.01f, 19.833414f, + -15.268191f, -19.004118f, -3.364889f, -9.562627f, 12.099654f, -0.272131f, + 30.241013f, 26.919991f, 39.236877f, -22.632446f, 6.707388f, -11.768282f, + 3.443672f, -6.07445f, 11.61839f, 1.527561f, 37.89633f, -56.9012f, + 47.42289f, 50.39153f, 10.61819f, 25.50101f, 0.049241f, 16.98330f, + /* Rotation around X-axis -Pi/2 */ + 1.01f, 3.01f, -2.01f, 4.01f, 8.01f, -6.01f, + -11.307890f, -5.01f, -1.565839f, -1.093598f, -11.01f, -19.833414f, + 15.268191f, -19.004118f, 3.364889f, -9.562627f, -12.099654f, -0.272131f, + -30.241013f, 26.919991f, 39.236877f, 22.632446f, 6.707388f, 11.768282f, + 3.443672f, 6.07445f, 11.61839f, -1.527561f, 37.89633f, 56.9012f, + -47.42289f, 50.39153f, -10.61819f, 25.50101f, -0.049248f, 16.98330f, + /* Yaw Pi/3, Pitch Pi/4, Roll Pi/5 */ + 1.01f, 4.944899f, 1.442301f, 1.627281f, 0.219220f, 10.540824f, + -9.136903f, 2.763750f, -7.30904f, -5.875721f, 5.303124f, -8.682154f, + -25.683384f, 1.680279f, -18.808388f, 7.653656f, 16.939133f, -17.328018f, + 14.629795f, -54.467102f, -12.231035f, -4.089857f, -9.444222f, 3.056035f, + 0.179257f, -10.041875f, 23.090092f, -23.188709f, 11.727098f, -65.183090f, + 48.671577f, -15.073209f, 38.793171f, -26.039536f, 6.192769f, -17.672247f, + /* Rotation around Z-axis Pi/6 */ + 1.01f, 3.745711f, 3.01f, 2.467762f, 10.307889f, 9.209813f, + 7.01f, 3.931864f, 0.166212f, 16.01f, 18.504042f, 17.405966f, + 13.01f, 6.128016f, -2.029941f, -10.01f, 13.154292f, 24.01f, + 29.432245f, 28.334167f, 21.01f, 9.056221f, -4.958143f, -18.01f, + -27.236094f, -4.520332f, 16.814543f, 34.01f, 43.092495f, 41.994423f, + 31.01f, 12.716471f, -8.618400f, -28.01f, -40.896347f, -44.190571,}; + unsigned int i, j, order; + + D3DXMatrixRotationX(&m[0], -D3DX_PI / 2.0f); + D3DXMatrixRotationX(&m[1], D3DX_PI / 2.0f); + D3DXMatrixRotationYawPitchRoll(&m[2], D3DX_PI / 3.0f, D3DX_PI / 4.0f, D3DX_PI / 5.0f); + D3DXMatrixRotationZ(&m[3], D3DX_PI / 6.0f); + + for (i = 0; i < 49; i++) + in[i] = i + 1.01f; + + for (j = 0; j < 4; j++) + { + for (order = 0; order <= D3DXSH_MAXORDER; order++) + { + for (i = 0; i < 49; i++) + out[i] = ( i + 1.0f ) * ( i + 1.0f ); + + received_ptr = D3DXSHRotate(out, order, &m[j], in); + ok(received_ptr == out, "Order %u, expected %p, received %p\n", order, out, received_ptr); + + for (i = 0; i < 49; i++) + { + if ( ( i > 0 ) && ( ( i >= order * order ) || ( order > D3DXSH_MAXORDER ) ) ) + expected = ( i + 1.0f ) * ( i + 1.0f ); + else + expected = table[36 * j + i]; + + ok(relative_error(out[i], expected) < admitted_error, "Order %u index %u, expected %f, received %f\n", order, i, expected, out[i]); + } + } + } +} + static void test_D3DXSHRotateZ(void) { unsigned int i, j, order, square; @@ -2740,6 +2806,7 @@ START_TEST(math) test_D3DXSHEvalDirectionalLight(); test_D3DXSHMultiply2(); test_D3DXSHMultiply3(); + test_D3DXSHRotate(); test_D3DXSHRotateZ(); test_D3DXSHScale(); } diff --git a/include/d3dx9math.h b/include/d3dx9math.h index bcf8c17eb0c..971ec537ad7 100644 --- a/include/d3dx9math.h +++ b/include/d3dx9math.h @@ -383,6 +383,7 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b); FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b); +FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in); FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in); FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, CONST FLOAT *a, CONST FLOAT scale);