From: Józef Kucia Subject: [PATCH 2/4] d3dx9: Partially implement D3DXComputeTangentFrameEx(). (try 2) Message-Id: <1438201020-29955-2-git-send-email-joseph.kucia@gmail.com> Date: Wed, 29 Jul 2015 22:16:58 +0200 --- dlls/d3dx9_36/mesh.c | 244 ++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 241 insertions(+), 3 deletions(-) diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c index 4aeac26..adcd9be 100644 --- a/dlls/d3dx9_36/mesh.c +++ b/dlls/d3dx9_36/mesh.c @@ -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; } /************************************************************************* -- 2.3.6