/*
* Mesh operations specific to D3DX9.
*
+ * Copyright (C) 2005 Henri Verbeet
+ * Copyright (C) 2006 Ivan Gyurdiev
* Copyright (C) 2009 David Adam
+ * Copyright (C) 2010 Tony Wasserka
+ * Copyright (C) 2011 Dylan Smith
+ * Copyright (C) 2011 Michael Mc Donnell
+ * Copyright (C) 2013 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
-#define WIN32_NO_STATUS
-#define _INC_WINDOWS
-#define COM_NO_WINDOWS_H
+#include "d3dx9_36_private.h"
-#include <config.h>
-//#include "wine/port.h"
+#include <assert.h>
+#ifdef HAVE_FLOAT_H
+# include <float.h>
+#endif
-#define NONAMELESSUNION
-#include <stdarg.h>
-#include <windef.h>
-#include <winbase.h>
-#include <wingdi.h>
-#include <d3dx9.h>
-#include <wine/debug.h>
+#undef MAKE_DDHRESULT
+#include "dxfile.h"
+#include "rmxfguid.h"
+#include "rmxftmpl.h"
-WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
+#include "wine/list.h"
+
+struct d3dx9_mesh
+{
+ ID3DXMesh ID3DXMesh_iface;
+ LONG ref;
+
+ DWORD numfaces;
+ DWORD numvertices;
+ DWORD options;
+ DWORD fvf;
+ IDirect3DDevice9 *device;
+ D3DVERTEXELEMENT9 cached_declaration[MAX_FVF_DECL_SIZE];
+ IDirect3DVertexDeclaration9 *vertex_declaration;
+ UINT vertex_declaration_size;
+ UINT num_elem;
+ IDirect3DVertexBuffer9 *vertex_buffer;
+ IDirect3DIndexBuffer9 *index_buffer;
+ DWORD *attrib_buffer;
+ int attrib_buffer_lock_count;
+ DWORD attrib_table_size;
+ D3DXATTRIBUTERANGE *attrib_table;
+};
+
+static const UINT d3dx_decltype_size[] =
+{
+ /* D3DDECLTYPE_FLOAT1 */ sizeof(FLOAT),
+ /* D3DDECLTYPE_FLOAT2 */ sizeof(D3DXVECTOR2),
+ /* D3DDECLTYPE_FLOAT3 */ sizeof(D3DXVECTOR3),
+ /* D3DDECLTYPE_FLOAT4 */ sizeof(D3DXVECTOR4),
+ /* D3DDECLTYPE_D3DCOLOR */ sizeof(D3DCOLOR),
+ /* D3DDECLTYPE_UBYTE4 */ 4 * sizeof(BYTE),
+ /* D3DDECLTYPE_SHORT2 */ 2 * sizeof(SHORT),
+ /* D3DDECLTYPE_SHORT4 */ 4 * sizeof(SHORT),
+ /* D3DDECLTYPE_UBYTE4N */ 4 * sizeof(BYTE),
+ /* D3DDECLTYPE_SHORT2N */ 2 * sizeof(SHORT),
+ /* D3DDECLTYPE_SHORT4N */ 4 * sizeof(SHORT),
+ /* D3DDECLTYPE_USHORT2N */ 2 * sizeof(USHORT),
+ /* D3DDECLTYPE_USHORT4N */ 4 * sizeof(USHORT),
+ /* D3DDECLTYPE_UDEC3 */ 4, /* 3 * 10 bits + 2 padding */
+ /* D3DDECLTYPE_DEC3N */ 4,
+ /* D3DDECLTYPE_FLOAT16_2 */ 2 * sizeof(D3DXFLOAT16),
+ /* D3DDECLTYPE_FLOAT16_4 */ 4 * sizeof(D3DXFLOAT16),
+};
+
+static inline struct d3dx9_mesh *impl_from_ID3DXMesh(ID3DXMesh *iface)
+{
+ return CONTAINING_RECORD(iface, struct d3dx9_mesh, ID3DXMesh_iface);
+}
+
+static HRESULT WINAPI d3dx9_mesh_QueryInterface(ID3DXMesh *iface, REFIID riid, void **out)
+{
+ TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
+
+ if (IsEqualGUID(riid, &IID_IUnknown) ||
+ IsEqualGUID(riid, &IID_ID3DXBaseMesh) ||
+ IsEqualGUID(riid, &IID_ID3DXMesh))
+ {
+ iface->lpVtbl->AddRef(iface);
+ *out = iface;
+ return S_OK;
+ }
+
+ WARN("Interface %s not found.\n", debugstr_guid(riid));
+
+ return E_NOINTERFACE;
+}
+
+static ULONG WINAPI d3dx9_mesh_AddRef(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+ ULONG refcount = InterlockedIncrement(&mesh->ref);
+
+ TRACE("%p increasing refcount to %u.\n", mesh, refcount);
+
+ return refcount;
+}
+
+static ULONG WINAPI d3dx9_mesh_Release(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+ ULONG refcount = InterlockedDecrement(&mesh->ref);
+
+ TRACE("%p decreasing refcount to %u.\n", mesh, refcount);
+
+ if (!refcount)
+ {
+ IDirect3DIndexBuffer9_Release(mesh->index_buffer);
+ IDirect3DVertexBuffer9_Release(mesh->vertex_buffer);
+ if (mesh->vertex_declaration)
+ IDirect3DVertexDeclaration9_Release(mesh->vertex_declaration);
+ IDirect3DDevice9_Release(mesh->device);
+ HeapFree(GetProcessHeap(), 0, mesh->attrib_buffer);
+ HeapFree(GetProcessHeap(), 0, mesh->attrib_table);
+ HeapFree(GetProcessHeap(), 0, mesh);
+ }
+
+ return refcount;
+}
+
+static HRESULT WINAPI d3dx9_mesh_DrawSubset(ID3DXMesh *iface, DWORD attrib_id)
+{
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+ HRESULT hr;
+ DWORD face_start;
+ DWORD face_end = 0;
+ DWORD vertex_size;
+
+ TRACE("iface %p, attrib_id %u.\n", iface, attrib_id);
+
+ if (!This->vertex_declaration)
+ {
+ WARN("Can't draw a mesh with an invalid vertex declaration.\n");
+ return E_FAIL;
+ }
+
+ vertex_size = iface->lpVtbl->GetNumBytesPerVertex(iface);
+
+ hr = IDirect3DDevice9_SetVertexDeclaration(This->device, This->vertex_declaration);
+ if (FAILED(hr)) return hr;
+ hr = IDirect3DDevice9_SetStreamSource(This->device, 0, This->vertex_buffer, 0, vertex_size);
+ if (FAILED(hr)) return hr;
+ hr = IDirect3DDevice9_SetIndices(This->device, This->index_buffer);
+ if (FAILED(hr)) return hr;
+
+ while (face_end < This->numfaces)
+ {
+ for (face_start = face_end; face_start < This->numfaces; face_start++)
+ {
+ if (This->attrib_buffer[face_start] == attrib_id)
+ break;
+ }
+ if (face_start >= This->numfaces)
+ break;
+ for (face_end = face_start + 1; face_end < This->numfaces; face_end++)
+ {
+ if (This->attrib_buffer[face_end] != attrib_id)
+ break;
+ }
+
+ hr = IDirect3DDevice9_DrawIndexedPrimitive(This->device, D3DPT_TRIANGLELIST,
+ 0, 0, This->numvertices, face_start * 3, face_end - face_start);
+ if (FAILED(hr)) return hr;
+ }
+
+ return D3D_OK;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetNumFaces(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return mesh->numfaces;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetNumVertices(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return mesh->numvertices;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetFVF(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return mesh->fvf;
+}
+
+static void copy_declaration(D3DVERTEXELEMENT9 *dst, const D3DVERTEXELEMENT9 *src, UINT num_elem)
+{
+ memcpy(dst, src, num_elem * sizeof(*src));
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetDeclaration(ID3DXMesh *iface, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, declaration %p.\n", iface, declaration);
+
+ if (!declaration)
+ return D3DERR_INVALIDCALL;
+
+ copy_declaration(declaration, mesh->cached_declaration, mesh->num_elem);
+
+ return D3D_OK;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetNumBytesPerVertex(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return mesh->vertex_declaration_size;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetOptions(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return mesh->options;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetDevice(struct ID3DXMesh *iface, struct IDirect3DDevice9 **device)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, device %p.\n", iface, device);
+
+ if (!device)
+ return D3DERR_INVALIDCALL;
+ *device = mesh->device;
+ IDirect3DDevice9_AddRef(mesh->device);
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_CloneMeshFVF(struct ID3DXMesh *iface, DWORD options, DWORD fvf,
+ struct IDirect3DDevice9 *device, struct ID3DXMesh **clone_mesh)
+{
+ HRESULT hr;
+ D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE];
+
+ TRACE("iface %p, options %#x, fvf %#x, device %p, clone_mesh %p.\n",
+ iface, options, fvf, device, clone_mesh);
+
+ if (FAILED(hr = D3DXDeclaratorFromFVF(fvf, declaration)))
+ return hr;
+
+ return iface->lpVtbl->CloneMesh(iface, options, declaration, device, clone_mesh);
+}
+
+static FLOAT scale_clamp_ubyten(FLOAT value)
+{
+ value = value * UCHAR_MAX;
+
+ if (value < 0.0f)
+ {
+ return 0.0f;
+ }
+ else
+ {
+ if (value > UCHAR_MAX) /* Clamp at 255 */
+ return UCHAR_MAX;
+ else
+ return value;
+ }
+}
+
+static FLOAT scale_clamp_shortn(FLOAT value)
+{
+ value = value * SHRT_MAX;
+
+ /* The tests show that the range is SHRT_MIN + 1 to SHRT_MAX. */
+ if (value <= SHRT_MIN)
+ {
+ return SHRT_MIN + 1;
+ }
+ else if (value > SHRT_MAX)
+ {
+ return SHRT_MAX;
+ }
+ else
+ {
+ return value;
+ }
+}
+
+static FLOAT scale_clamp_ushortn(FLOAT value)
+{
+ value = value * USHRT_MAX;
+
+ if (value < 0.0f)
+ {
+ return 0.0f;
+ }
+ else
+ {
+ if (value > USHRT_MAX) /* Clamp at 65535 */
+ return USHRT_MAX;
+ else
+ return value;
+ }
+}
+
+static INT simple_round(FLOAT value)
+{
+ int res = (INT)(value + 0.5f);
+
+ return res;
+}
+
+static void convert_float4(BYTE *dst, const D3DXVECTOR4 *src, D3DDECLTYPE type_dst)
+{
+ BOOL fixme_once = FALSE;
+
+ switch (type_dst)
+ {
+ case D3DDECLTYPE_FLOAT1:
+ {
+ FLOAT *dst_ptr = (FLOAT*)dst;
+ *dst_ptr = src->x;
+ break;
+ }
+ case D3DDECLTYPE_FLOAT2:
+ {
+ D3DXVECTOR2 *dst_ptr = (D3DXVECTOR2*)dst;
+ dst_ptr->x = src->x;
+ dst_ptr->y = src->y;
+ break;
+ }
+ case D3DDECLTYPE_FLOAT3:
+ {
+ D3DXVECTOR3 *dst_ptr = (D3DXVECTOR3*)dst;
+ dst_ptr->x = src->x;
+ dst_ptr->y = src->y;
+ dst_ptr->z = src->z;
+ break;
+ }
+ case D3DDECLTYPE_FLOAT4:
+ {
+ D3DXVECTOR4 *dst_ptr = (D3DXVECTOR4*)dst;
+ dst_ptr->x = src->x;
+ dst_ptr->y = src->y;
+ dst_ptr->z = src->z;
+ dst_ptr->w = src->w;
+ break;
+ }
+ case D3DDECLTYPE_D3DCOLOR:
+ {
+ dst[0] = (BYTE)simple_round(scale_clamp_ubyten(src->z));
+ dst[1] = (BYTE)simple_round(scale_clamp_ubyten(src->y));
+ dst[2] = (BYTE)simple_round(scale_clamp_ubyten(src->x));
+ dst[3] = (BYTE)simple_round(scale_clamp_ubyten(src->w));
+ break;
+ }
+ case D3DDECLTYPE_UBYTE4:
+ {
+ dst[0] = src->x < 0.0f ? 0 : (BYTE)simple_round(src->x);
+ dst[1] = src->y < 0.0f ? 0 : (BYTE)simple_round(src->y);
+ dst[2] = src->z < 0.0f ? 0 : (BYTE)simple_round(src->z);
+ dst[3] = src->w < 0.0f ? 0 : (BYTE)simple_round(src->w);
+ break;
+ }
+ case D3DDECLTYPE_SHORT2:
+ {
+ SHORT *dst_ptr = (SHORT*)dst;
+ dst_ptr[0] = (SHORT)simple_round(src->x);
+ dst_ptr[1] = (SHORT)simple_round(src->y);
+ break;
+ }
+ case D3DDECLTYPE_SHORT4:
+ {
+ SHORT *dst_ptr = (SHORT*)dst;
+ dst_ptr[0] = (SHORT)simple_round(src->x);
+ dst_ptr[1] = (SHORT)simple_round(src->y);
+ dst_ptr[2] = (SHORT)simple_round(src->z);
+ dst_ptr[3] = (SHORT)simple_round(src->w);
+ break;
+ }
+ case D3DDECLTYPE_UBYTE4N:
+ {
+ dst[0] = (BYTE)simple_round(scale_clamp_ubyten(src->x));
+ dst[1] = (BYTE)simple_round(scale_clamp_ubyten(src->y));
+ dst[2] = (BYTE)simple_round(scale_clamp_ubyten(src->z));
+ dst[3] = (BYTE)simple_round(scale_clamp_ubyten(src->w));
+ break;
+ }
+ case D3DDECLTYPE_SHORT2N:
+ {
+ SHORT *dst_ptr = (SHORT*)dst;
+ dst_ptr[0] = (SHORT)simple_round(scale_clamp_shortn(src->x));
+ dst_ptr[1] = (SHORT)simple_round(scale_clamp_shortn(src->y));
+ break;
+ }
+ case D3DDECLTYPE_SHORT4N:
+ {
+ SHORT *dst_ptr = (SHORT*)dst;
+ dst_ptr[0] = (SHORT)simple_round(scale_clamp_shortn(src->x));
+ dst_ptr[1] = (SHORT)simple_round(scale_clamp_shortn(src->y));
+ dst_ptr[2] = (SHORT)simple_round(scale_clamp_shortn(src->z));
+ dst_ptr[3] = (SHORT)simple_round(scale_clamp_shortn(src->w));
+ break;
+ }
+ case D3DDECLTYPE_USHORT2N:
+ {
+ USHORT *dst_ptr = (USHORT*)dst;
+ dst_ptr[0] = (USHORT)simple_round(scale_clamp_ushortn(src->x));
+ dst_ptr[1] = (USHORT)simple_round(scale_clamp_ushortn(src->y));
+ break;
+ }
+ case D3DDECLTYPE_USHORT4N:
+ {
+ USHORT *dst_ptr = (USHORT*)dst;
+ dst_ptr[0] = (USHORT)simple_round(scale_clamp_ushortn(src->x));
+ dst_ptr[1] = (USHORT)simple_round(scale_clamp_ushortn(src->y));
+ dst_ptr[2] = (USHORT)simple_round(scale_clamp_ushortn(src->z));
+ dst_ptr[3] = (USHORT)simple_round(scale_clamp_ushortn(src->w));
+ break;
+ }
+ case D3DDECLTYPE_FLOAT16_2:
+ {
+ D3DXFloat32To16Array((D3DXFLOAT16*)dst, (FLOAT*)src, 2);
+ break;
+ }
+ case D3DDECLTYPE_FLOAT16_4:
+ {
+ D3DXFloat32To16Array((D3DXFLOAT16*)dst, (FLOAT*)src, 4);
+ break;
+ }
+ default:
+ if (!fixme_once++)
+ FIXME("Conversion from D3DDECLTYPE_FLOAT4 to %d not implemented.\n", type_dst);
+ break;
+ }
+}
+
+static void convert_component(BYTE *dst, BYTE *src, D3DDECLTYPE type_dst, D3DDECLTYPE type_src)
+{
+ BOOL fixme_once = FALSE;
+
+ switch (type_src)
+ {
+ case D3DDECLTYPE_FLOAT1:
+ {
+ FLOAT *src_ptr = (FLOAT*)src;
+ D3DXVECTOR4 src_float4 = {*src_ptr, 0.0f, 0.0f, 1.0f};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_FLOAT2:
+ {
+ D3DXVECTOR2 *src_ptr = (D3DXVECTOR2*)src;
+ D3DXVECTOR4 src_float4 = {src_ptr->x, src_ptr->y, 0.0f, 1.0f};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_FLOAT3:
+ {
+ D3DXVECTOR3 *src_ptr = (D3DXVECTOR3*)src;
+ D3DXVECTOR4 src_float4 = {src_ptr->x, src_ptr->y, src_ptr->z, 1.0f};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_FLOAT4:
+ {
+ D3DXVECTOR4 *src_ptr = (D3DXVECTOR4*)src;
+ D3DXVECTOR4 src_float4 = {src_ptr->x, src_ptr->y, src_ptr->z, src_ptr->w};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_D3DCOLOR:
+ {
+ D3DXVECTOR4 src_float4 =
+ {
+ (FLOAT)src[2]/UCHAR_MAX,
+ (FLOAT)src[1]/UCHAR_MAX,
+ (FLOAT)src[0]/UCHAR_MAX,
+ (FLOAT)src[3]/UCHAR_MAX
+ };
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_UBYTE4:
+ {
+ D3DXVECTOR4 src_float4 = {src[0], src[1], src[2], src[3]};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_SHORT2:
+ {
+ SHORT *src_ptr = (SHORT*)src;
+ D3DXVECTOR4 src_float4 = {src_ptr[0], src_ptr[1], 0.0f, 1.0f};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_SHORT4:
+ {
+ SHORT *src_ptr = (SHORT*)src;
+ D3DXVECTOR4 src_float4 = {src_ptr[0], src_ptr[1], src_ptr[2], src_ptr[3]};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_UBYTE4N:
+ {
+ D3DXVECTOR4 src_float4 =
+ {
+ (FLOAT)src[0]/UCHAR_MAX,
+ (FLOAT)src[1]/UCHAR_MAX,
+ (FLOAT)src[2]/UCHAR_MAX,
+ (FLOAT)src[3]/UCHAR_MAX
+ };
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_SHORT2N:
+ {
+ SHORT *src_ptr = (SHORT*)src;
+ D3DXVECTOR4 src_float4 = {(FLOAT)src_ptr[0]/SHRT_MAX, (FLOAT)src_ptr[1]/SHRT_MAX, 0.0f, 1.0f};
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_SHORT4N:
+ {
+ SHORT *src_ptr = (SHORT*)src;
+ D3DXVECTOR4 src_float4 =
+ {
+ (FLOAT)src_ptr[0]/SHRT_MAX,
+ (FLOAT)src_ptr[1]/SHRT_MAX,
+ (FLOAT)src_ptr[2]/SHRT_MAX,
+ (FLOAT)src_ptr[3]/SHRT_MAX
+ };
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_FLOAT16_2:
+ {
+ D3DXVECTOR4 src_float4 = {0.0f, 0.0f, 0.0f, 1.0f};
+ D3DXFloat16To32Array((FLOAT*)&src_float4, (D3DXFLOAT16*)src, 2);
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ case D3DDECLTYPE_FLOAT16_4:
+ {
+ D3DXVECTOR4 src_float4;
+ D3DXFloat16To32Array((FLOAT*)&src_float4, (D3DXFLOAT16*)src, 4);
+ convert_float4(dst, &src_float4, type_dst);
+ break;
+ }
+ default:
+ if (!fixme_once++)
+ FIXME("Conversion of D3DDECLTYPE %d to %d not implemented.\n", type_src, type_dst);
+ break;
+ }
+}
+
+static INT get_equivalent_declaration_index(D3DVERTEXELEMENT9 orig_declaration, D3DVERTEXELEMENT9 *declaration)
+{
+ INT i;
+
+ for (i = 0; declaration[i].Stream != 0xff; i++)
+ {
+ if (orig_declaration.Usage == declaration[i].Usage
+ && orig_declaration.UsageIndex == declaration[i].UsageIndex)
+ {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+static HRESULT convert_vertex_buffer(ID3DXMesh *mesh_dst, ID3DXMesh *mesh_src)
+{
+ HRESULT hr;
+ D3DVERTEXELEMENT9 orig_declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
+ D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
+ BYTE *vb_dst = NULL;
+ BYTE *vb_src = NULL;
+ UINT i;
+ UINT num_vertices = mesh_src->lpVtbl->GetNumVertices(mesh_src);
+ UINT dst_vertex_size = mesh_dst->lpVtbl->GetNumBytesPerVertex(mesh_dst);
+ UINT src_vertex_size = mesh_src->lpVtbl->GetNumBytesPerVertex(mesh_src);
+
+ hr = mesh_src->lpVtbl->GetDeclaration(mesh_src, orig_declaration);
+ if (FAILED(hr)) return hr;
+ hr = mesh_dst->lpVtbl->GetDeclaration(mesh_dst, declaration);
+ if (FAILED(hr)) return hr;
+
+ hr = mesh_src->lpVtbl->LockVertexBuffer(mesh_src, D3DLOCK_READONLY, (void**)&vb_src);
+ if (FAILED(hr)) goto cleanup;
+ hr = mesh_dst->lpVtbl->LockVertexBuffer(mesh_dst, 0, (void**)&vb_dst);
+ if (FAILED(hr)) goto cleanup;
+
+ /* Clear all new fields by clearing the entire vertex buffer. */
+ memset(vb_dst, 0, num_vertices * dst_vertex_size);
+
+ for (i = 0; orig_declaration[i].Stream != 0xff; i++)
+ {
+ INT eq_idx = get_equivalent_declaration_index(orig_declaration[i], declaration);
+
+ if (eq_idx >= 0)
+ {
+ UINT j;
+ for (j = 0; j < num_vertices; j++)
+ {
+ UINT idx_dst = dst_vertex_size * j + declaration[eq_idx].Offset;
+ UINT idx_src = src_vertex_size * j + orig_declaration[i].Offset;
+ UINT type_size = d3dx_decltype_size[orig_declaration[i].Type];
+
+ if (orig_declaration[i].Type == declaration[eq_idx].Type)
+ memcpy(&vb_dst[idx_dst], &vb_src[idx_src], type_size);
+ else
+ convert_component(&vb_dst[idx_dst], &vb_src[idx_src], declaration[eq_idx].Type, orig_declaration[i].Type);
+ }
+ }
+ }
+
+ hr = D3D_OK;
+cleanup:
+ if (vb_dst) mesh_dst->lpVtbl->UnlockVertexBuffer(mesh_dst);
+ if (vb_src) mesh_src->lpVtbl->UnlockVertexBuffer(mesh_src);
+
+ return hr;
+}
+
+static BOOL declaration_equals(const D3DVERTEXELEMENT9 *declaration1, const D3DVERTEXELEMENT9 *declaration2)
+{
+ UINT size1 = 0, size2 = 0;
+
+ /* Find the size of each declaration */
+ while (declaration1[size1].Stream != 0xff) size1++;
+ while (declaration2[size2].Stream != 0xff) size2++;
+
+ /* If not same size then they are definitely not equal */
+ if (size1 != size2)
+ return FALSE;
+
+ /* Check that all components are the same */
+ if (memcmp(declaration1, declaration2, size1*sizeof(*declaration1)) == 0)
+ return TRUE;
+
+ return FALSE;
+}
+
+static HRESULT WINAPI d3dx9_mesh_CloneMesh(struct ID3DXMesh *iface, DWORD options,
+ const D3DVERTEXELEMENT9 *declaration, struct IDirect3DDevice9 *device, struct ID3DXMesh **clone_mesh_out)
+{
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+ struct d3dx9_mesh *cloned_this;
+ ID3DXMesh *clone_mesh;
+ D3DVERTEXELEMENT9 orig_declaration[MAX_FVF_DECL_SIZE] = { D3DDECL_END() };
+ void *data_in, *data_out;
+ DWORD vertex_size;
+ HRESULT hr;
+ BOOL same_declaration;
+
+ TRACE("iface %p, options %#x, declaration %p, device %p, clone_mesh_out %p.\n",
+ iface, options, declaration, device, clone_mesh_out);
+
+ if (!clone_mesh_out)
+ return D3DERR_INVALIDCALL;
+
+ hr = iface->lpVtbl->GetDeclaration(iface, orig_declaration);
+ if (FAILED(hr)) return hr;
+
+ hr = D3DXCreateMesh(This->numfaces, This->numvertices, options & ~D3DXMESH_VB_SHARE,
+ declaration, device, &clone_mesh);
+ if (FAILED(hr)) return hr;
+
+ cloned_this = impl_from_ID3DXMesh(clone_mesh);
+ vertex_size = clone_mesh->lpVtbl->GetNumBytesPerVertex(clone_mesh);
+ same_declaration = declaration_equals(declaration, orig_declaration);
+
+ if (options & D3DXMESH_VB_SHARE) {
+ if (!same_declaration) {
+ hr = D3DERR_INVALIDCALL;
+ goto error;
+ }
+ IDirect3DVertexBuffer9_AddRef(This->vertex_buffer);
+ /* FIXME: refactor to avoid creating a new vertex buffer */
+ IDirect3DVertexBuffer9_Release(cloned_this->vertex_buffer);
+ cloned_this->vertex_buffer = This->vertex_buffer;
+ } else if (same_declaration) {
+ hr = iface->lpVtbl->LockVertexBuffer(iface, D3DLOCK_READONLY, &data_in);
+ if (FAILED(hr)) goto error;
+ hr = clone_mesh->lpVtbl->LockVertexBuffer(clone_mesh, 0, &data_out);
+ if (FAILED(hr)) {
+ iface->lpVtbl->UnlockVertexBuffer(iface);
+ goto error;
+ }
+ memcpy(data_out, data_in, This->numvertices * vertex_size);
+ clone_mesh->lpVtbl->UnlockVertexBuffer(clone_mesh);
+ iface->lpVtbl->UnlockVertexBuffer(iface);
+ } else {
+ hr = convert_vertex_buffer(clone_mesh, iface);
+ if (FAILED(hr)) goto error;
+ }
+
+ hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, &data_in);
+ if (FAILED(hr)) goto error;
+ hr = clone_mesh->lpVtbl->LockIndexBuffer(clone_mesh, 0, &data_out);
+ if (FAILED(hr)) {
+ iface->lpVtbl->UnlockIndexBuffer(iface);
+ goto error;
+ }
+ if ((options ^ This->options) & D3DXMESH_32BIT) {
+ DWORD i;
+ if (options & D3DXMESH_32BIT) {
+ for (i = 0; i < This->numfaces * 3; i++)
+ ((DWORD*)data_out)[i] = ((WORD*)data_in)[i];
+ } else {
+ for (i = 0; i < This->numfaces * 3; i++)
+ ((WORD*)data_out)[i] = ((DWORD*)data_in)[i];
+ }
+ } else {
+ memcpy(data_out, data_in, This->numfaces * 3 * (options & D3DXMESH_32BIT ? 4 : 2));
+ }
+ clone_mesh->lpVtbl->UnlockIndexBuffer(clone_mesh);
+ iface->lpVtbl->UnlockIndexBuffer(iface);
+
+ memcpy(cloned_this->attrib_buffer, This->attrib_buffer, This->numfaces * sizeof(*This->attrib_buffer));
+
+ if (This->attrib_table_size)
+ {
+ cloned_this->attrib_table_size = This->attrib_table_size;
+ cloned_this->attrib_table = HeapAlloc(GetProcessHeap(), 0, This->attrib_table_size * sizeof(*This->attrib_table));
+ if (!cloned_this->attrib_table) {
+ hr = E_OUTOFMEMORY;
+ goto error;
+ }
+ memcpy(cloned_this->attrib_table, This->attrib_table, This->attrib_table_size * sizeof(*This->attrib_table));
+ }
+
+ *clone_mesh_out = clone_mesh;
+
+ return D3D_OK;
+error:
+ IUnknown_Release(clone_mesh);
+ return hr;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetVertexBuffer(struct ID3DXMesh *iface,
+ struct IDirect3DVertexBuffer9 **vertex_buffer)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, vertex_buffer %p.\n", iface, vertex_buffer);
+
+ if (!vertex_buffer)
+ return D3DERR_INVALIDCALL;
+ *vertex_buffer = mesh->vertex_buffer;
+ IDirect3DVertexBuffer9_AddRef(mesh->vertex_buffer);
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetIndexBuffer(struct ID3DXMesh *iface,
+ struct IDirect3DIndexBuffer9 **index_buffer)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, index_buffer %p.\n", iface, index_buffer);
+
+ if (!index_buffer)
+ return D3DERR_INVALIDCALL;
+ *index_buffer = mesh->index_buffer;
+ IDirect3DIndexBuffer9_AddRef(mesh->index_buffer);
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_LockVertexBuffer(ID3DXMesh *iface, DWORD flags, void **data)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, flags %#x, data %p.\n", iface, flags, data);
+
+ return IDirect3DVertexBuffer9_Lock(mesh->vertex_buffer, 0, 0, data, flags);
+}
+
+static HRESULT WINAPI d3dx9_mesh_UnlockVertexBuffer(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return IDirect3DVertexBuffer9_Unlock(mesh->vertex_buffer);
+}
+
+static HRESULT WINAPI d3dx9_mesh_LockIndexBuffer(ID3DXMesh *iface, DWORD flags, void **data)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, flags %#x, data %p.\n", iface, flags, data);
+
+ return IDirect3DIndexBuffer9_Lock(mesh->index_buffer, 0, 0, data, flags);
+}
+
+static HRESULT WINAPI d3dx9_mesh_UnlockIndexBuffer(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p.\n", iface);
+
+ return IDirect3DIndexBuffer9_Unlock(mesh->index_buffer);
+}
+
+/* FIXME: This looks just wrong, we never check *attrib_table_size before
+ * copying the data. */
+static HRESULT WINAPI d3dx9_mesh_GetAttributeTable(ID3DXMesh *iface,
+ D3DXATTRIBUTERANGE *attrib_table, DWORD *attrib_table_size)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, attrib_table %p, attrib_table_size %p.\n",
+ iface, attrib_table, attrib_table_size);
+
+ if (attrib_table_size)
+ *attrib_table_size = mesh->attrib_table_size;
+
+ if (attrib_table)
+ memcpy(attrib_table, mesh->attrib_table, mesh->attrib_table_size * sizeof(*attrib_table));
+
+ return D3D_OK;
+}
+
+struct edge_face
+{
+ struct list entry;
+ DWORD v2;
+ DWORD face;
+};
+
+struct edge_face_map
+{
+ struct list *lists;
+ struct edge_face *entries;
+};
+
+/* Builds up a map of which face a new edge belongs to. That way the adjacency
+ * of another edge can be looked up. An edge has an adjacent face if there
+ * is an edge going in the opposite direction in the map. For example if the
+ * edge (v1, v2) belongs to face 4, and there is a mapping (v2, v1)->7, then
+ * face 4 and 7 are adjacent.
+ *
+ * Each edge might have been replaced with another edge, or none at all. There
+ * is at most one edge to face mapping, i.e. an edge can only belong to one
+ * face.
+ */
+static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, const DWORD *index_buffer,
+ const DWORD *point_reps, DWORD num_faces)
+{
+ DWORD face, edge;
+ DWORD i;
+
+ edge_face_map->lists = HeapAlloc(GetProcessHeap(), 0, 3 * num_faces * sizeof(*edge_face_map->lists));
+ if (!edge_face_map->lists) return E_OUTOFMEMORY;
+
+ edge_face_map->entries = HeapAlloc(GetProcessHeap(), 0, 3 * num_faces * sizeof(*edge_face_map->entries));
+ if (!edge_face_map->entries) return E_OUTOFMEMORY;
+
+
+ /* Initialize all lists */
+ for (i = 0; i < 3 * num_faces; i++)
+ {
+ list_init(&edge_face_map->lists[i]);
+ }
+ /* Build edge face mapping */
+ for (face = 0; face < num_faces; face++)
+ {
+ for (edge = 0; edge < 3; edge++)
+ {
+ DWORD v1 = index_buffer[3*face + edge];
+ DWORD v2 = index_buffer[3*face + (edge+1)%3];
+ DWORD new_v1 = point_reps[v1]; /* What v1 has been replaced with */
+ DWORD new_v2 = point_reps[v2];
+
+ if (v1 != v2) /* Only map non-collapsed edges */
+ {
+ i = 3*face + edge;
+ edge_face_map->entries[i].v2 = new_v2;
+ edge_face_map->entries[i].face = face;
+ list_add_head(&edge_face_map->lists[new_v1], &edge_face_map->entries[i].entry);
+ }
+ }
+ }
+
+ return D3D_OK;
+}
+
+static DWORD find_adjacent_face(struct edge_face_map *edge_face_map, DWORD vertex1, DWORD vertex2, DWORD num_faces)
+{
+ struct edge_face *edge_face_ptr;
+
+ LIST_FOR_EACH_ENTRY(edge_face_ptr, &edge_face_map->lists[vertex2], struct edge_face, entry)
+ {
+ if (edge_face_ptr->v2 == vertex1)
+ return edge_face_ptr->face;
+ }
+
+ return -1;
+}
+
+static DWORD *generate_identity_point_reps(DWORD num_vertices)
+{
+ DWORD *id_point_reps;
+ DWORD i;
+
+ id_point_reps = HeapAlloc(GetProcessHeap(), 0, num_vertices * sizeof(*id_point_reps));
+ if (!id_point_reps)
+ return NULL;
+
+ for (i = 0; i < num_vertices; i++)
+ {
+ id_point_reps[i] = i;
+ }
+
+ return id_point_reps;
+}
+
+static HRESULT WINAPI d3dx9_mesh_ConvertPointRepsToAdjacency(ID3DXMesh *iface,
+ const DWORD *point_reps, DWORD *adjacency)
+{
+ HRESULT hr;
+ DWORD num_faces = iface->lpVtbl->GetNumFaces(iface);
+ DWORD num_vertices = iface->lpVtbl->GetNumVertices(iface);
+ DWORD options = iface->lpVtbl->GetOptions(iface);
+ BOOL indices_are_16_bit = !(options & D3DXMESH_32BIT);
+ DWORD *ib = NULL;
+ void *ib_ptr = NULL;
+ DWORD face;
+ DWORD edge;
+ struct edge_face_map edge_face_map = {0};
+ const DWORD *point_reps_ptr = NULL;
+ DWORD *id_point_reps = NULL;
+
+ TRACE("iface %p, point_reps %p, adjacency %p.\n", iface, point_reps, adjacency);
+
+ if (!adjacency) return D3DERR_INVALIDCALL;
+
+ if (!point_reps) /* Identity point reps */
+ {
+ id_point_reps = generate_identity_point_reps(num_vertices);
+ if (!id_point_reps)
+ {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+
+ point_reps_ptr = id_point_reps;
+ }
+ else
+ {
+ point_reps_ptr = point_reps;
+ }
+
+ hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, &ib_ptr);
+ if (FAILED(hr)) goto cleanup;
+
+ if (indices_are_16_bit)
+ {
+ /* Widen 16 bit to 32 bit */
+ DWORD i;
+ WORD *ib_16bit = ib_ptr;
+ ib = HeapAlloc(GetProcessHeap(), 0, 3 * num_faces * sizeof(DWORD));
+ if (!ib)
+ {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+ for (i = 0; i < 3 * num_faces; i++)
+ {
+ ib[i] = ib_16bit[i];
+ }
+ }
+ else
+ {
+ ib = ib_ptr;
+ }
+
+ hr = init_edge_face_map(&edge_face_map, ib, point_reps_ptr, num_faces);
+ if (FAILED(hr)) goto cleanup;
+
+ /* Create adjacency */
+ for (face = 0; face < num_faces; face++)
+ {
+ for (edge = 0; edge < 3; edge++)
+ {
+ DWORD v1 = ib[3*face + edge];
+ DWORD v2 = ib[3*face + (edge+1)%3];
+ DWORD new_v1 = point_reps_ptr[v1];
+ DWORD new_v2 = point_reps_ptr[v2];
+ DWORD adj_face;
+
+ adj_face = find_adjacent_face(&edge_face_map, new_v1, new_v2, num_faces);
+ adjacency[3*face + edge] = adj_face;
+ }
+ }
+
+ hr = D3D_OK;
+cleanup:
+ HeapFree(GetProcessHeap(), 0, id_point_reps);
+ if (indices_are_16_bit) HeapFree(GetProcessHeap(), 0, ib);
+ HeapFree(GetProcessHeap(), 0, edge_face_map.lists);
+ HeapFree(GetProcessHeap(), 0, edge_face_map.entries);
+ if(ib_ptr) iface->lpVtbl->UnlockIndexBuffer(iface);
+ return hr;
+}
+
+/* ConvertAdjacencyToPointReps helper function.
+ *
+ * Goes around the edges of each face and replaces the vertices in any adjacent
+ * face's edge with its own vertices(if its vertices have a lower index). This
+ * way as few as possible low index vertices are shared among the faces. The
+ * re-ordered index buffer is stored in new_indices.
+ *
+ * The vertices in a point representation must be ordered sequentially, e.g.
+ * index 5 holds the index of the vertex that replaces vertex 5, i.e. if
+ * vertex 5 is replaced by vertex 3 then index 5 would contain 3. If no vertex
+ * replaces it, then it contains the same number as the index itself, e.g.
+ * index 5 would contain 5. */
+static HRESULT propagate_face_vertices(const DWORD *adjacency, DWORD *point_reps,
+ const DWORD *indices, DWORD *new_indices, DWORD face, DWORD numfaces)
+{
+ const unsigned int VERTS_PER_FACE = 3;
+ DWORD edge, opp_edge;
+ DWORD face_base = VERTS_PER_FACE * face;
+
+ for (edge = 0; edge < VERTS_PER_FACE; edge++)
+ {
+ DWORD adj_face = adjacency[face_base + edge];
+ DWORD adj_face_base;
+ DWORD i;
+ if (adj_face == -1) /* No adjacent face. */
+ continue;
+ else if (adj_face >= numfaces)
+ {
+ /* This throws exception on Windows */
+ WARN("Index out of bounds. Got %d expected less than %d.\n",
+ adj_face, numfaces);
+ return D3DERR_INVALIDCALL;
+ }
+ adj_face_base = 3 * adj_face;
+
+ /* Find opposite edge in adjacent face. */
+ for (opp_edge = 0; opp_edge < VERTS_PER_FACE; opp_edge++)
+ {
+ DWORD opp_edge_index = adj_face_base + opp_edge;
+ if (adjacency[opp_edge_index] == face)
+ break; /* Found opposite edge. */
+ }
+
+ /* Replaces vertices in opposite edge with vertices from current edge. */
+ for (i = 0; i < 2; i++)
+ {
+ DWORD from = face_base + (edge + (1 - i)) % VERTS_PER_FACE;
+ DWORD to = adj_face_base + (opp_edge + i) % VERTS_PER_FACE;
+
+ /* Propagate lowest index. */
+ if (new_indices[to] > new_indices[from])
+ {
+ new_indices[to] = new_indices[from];
+ point_reps[indices[to]] = new_indices[from];
+ }
+ }
+ }
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_ConvertAdjacencyToPointReps(ID3DXMesh *iface,
+ const DWORD *adjacency, DWORD *point_reps)
+{
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+ HRESULT hr;
+ DWORD face;
+ DWORD i;
+ DWORD *indices = NULL;
+ WORD *indices_16bit = NULL;
+ DWORD *new_indices = NULL;
+ const unsigned int VERTS_PER_FACE = 3;
+
+ TRACE("iface %p, adjacency %p, point_reps %p.\n", iface, adjacency, point_reps);
+
+ if (!adjacency)
+ {
+ WARN("NULL adjacency.\n");
+ hr = D3DERR_INVALIDCALL;
+ goto cleanup;
+ }
+
+ if (!point_reps)
+ {
+ WARN("NULL point_reps.\n");
+ hr = D3DERR_INVALIDCALL;
+ goto cleanup;
+ }
+
+ /* Should never happen as CreateMesh does not allow meshes with 0 faces */
+ if (This->numfaces == 0)
+ {
+ ERR("Number of faces was zero.\n");
+ hr = D3DERR_INVALIDCALL;
+ goto cleanup;
+ }
+
+ new_indices = HeapAlloc(GetProcessHeap(), 0, VERTS_PER_FACE * This->numfaces * sizeof(*indices));
+ if (!new_indices)
+ {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+
+ if (This->options & D3DXMESH_32BIT)
+ {
+ hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, (void**)&indices);
+ if (FAILED(hr)) goto cleanup;
+ memcpy(new_indices, indices, VERTS_PER_FACE * This->numfaces * sizeof(*indices));
+ }
+ else
+ {
+ /* Make a widening copy of indices_16bit into indices and new_indices
+ * in order to re-use the helper function */
+ hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, (void**)&indices_16bit);
+ if (FAILED(hr)) goto cleanup;
+ indices = HeapAlloc(GetProcessHeap(), 0, VERTS_PER_FACE * This->numfaces * sizeof(*indices));
+ if (!indices)
+ {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+ for (i = 0; i < VERTS_PER_FACE * This->numfaces; i++)
+ {
+ new_indices[i] = indices_16bit[i];
+ indices[i] = indices_16bit[i];
+ }
+ }
+
+ /* Vertices are ordered sequentially in the point representation. */
+ for (i = 0; i < This->numvertices; i++)
+ {
+ point_reps[i] = i;
+ }
+
+ /* Propagate vertices with low indices so as few vertices as possible
+ * are used in the mesh.
+ */
+ for (face = 0; face < This->numfaces; face++)
+ {
+ hr = propagate_face_vertices(adjacency, point_reps, indices, new_indices, face, This->numfaces);
+ if (FAILED(hr)) goto cleanup;
+ }
+ /* Go in opposite direction to catch all face orderings */
+ for (face = 0; face < This->numfaces; face++)
+ {
+ hr = propagate_face_vertices(adjacency, point_reps,
+ indices, new_indices,
+ (This->numfaces - 1) - face, This->numfaces);
+ if (FAILED(hr)) goto cleanup;
+ }
+
+ hr = D3D_OK;
+cleanup:
+ if (This->options & D3DXMESH_32BIT)
+ {
+ if (indices) iface->lpVtbl->UnlockIndexBuffer(iface);
+ }
+ else
+ {
+ if (indices_16bit) iface->lpVtbl->UnlockIndexBuffer(iface);
+ HeapFree(GetProcessHeap(), 0, indices);
+ }
+ HeapFree(GetProcessHeap(), 0, new_indices);
+ return hr;
+}
+
+struct vertex_metadata {
+ float key;
+ DWORD vertex_index;
+ DWORD first_shared_index;
+};
+
+static int compare_vertex_keys(const void *a, const void *b)
+{
+ const struct vertex_metadata *left = a;
+ const struct vertex_metadata *right = b;
+ if (left->key == right->key)
+ return 0;
+ return left->key < right->key ? -1 : 1;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GenerateAdjacency(ID3DXMesh *iface, float epsilon, DWORD *adjacency)
+{
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+ HRESULT hr;
+ BYTE *vertices = NULL;
+ const DWORD *indices = NULL;
+ DWORD vertex_size;
+ DWORD buffer_size;
+ /* sort the vertices by (x + y + z) to quickly find coincident vertices */
+ struct vertex_metadata *sorted_vertices;
+ /* shared_indices links together identical indices in the index buffer so
+ * that adjacency checks can be limited to faces sharing a vertex */
+ DWORD *shared_indices = NULL;
+ const FLOAT epsilon_sq = epsilon * epsilon;
+ DWORD i;
+
+ TRACE("iface %p, epsilon %.8e, adjacency %p.\n", iface, epsilon, adjacency);
+
+ if (!adjacency)
+ return D3DERR_INVALIDCALL;
+
+ buffer_size = This->numfaces * 3 * sizeof(*shared_indices) + This->numvertices * sizeof(*sorted_vertices);
+ if (!(This->options & D3DXMESH_32BIT))
+ buffer_size += This->numfaces * 3 * sizeof(*indices);
+ shared_indices = HeapAlloc(GetProcessHeap(), 0, buffer_size);
+ if (!shared_indices)
+ return E_OUTOFMEMORY;
+ sorted_vertices = (struct vertex_metadata*)(shared_indices + This->numfaces * 3);
+
+ hr = iface->lpVtbl->LockVertexBuffer(iface, D3DLOCK_READONLY, (void**)&vertices);
+ if (FAILED(hr)) goto cleanup;
+ hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, (void**)&indices);
+ if (FAILED(hr)) goto cleanup;
+
+ if (!(This->options & D3DXMESH_32BIT)) {
+ const WORD *word_indices = (const WORD*)indices;
+ DWORD *dword_indices = (DWORD*)(sorted_vertices + This->numvertices);
+ indices = dword_indices;
+ for (i = 0; i < This->numfaces * 3; i++)
+ *dword_indices++ = *word_indices++;
+ }
+
+ vertex_size = iface->lpVtbl->GetNumBytesPerVertex(iface);
+ for (i = 0; i < This->numvertices; i++) {
+ D3DXVECTOR3 *vertex = (D3DXVECTOR3*)(vertices + vertex_size * i);
+ sorted_vertices[i].first_shared_index = -1;
+ sorted_vertices[i].key = vertex->x + vertex->y + vertex->z;
+ sorted_vertices[i].vertex_index = i;
+ }
+ for (i = 0; i < This->numfaces * 3; i++) {
+ DWORD *first_shared_index = &sorted_vertices[indices[i]].first_shared_index;
+ shared_indices[i] = *first_shared_index;
+ *first_shared_index = i;
+ adjacency[i] = -1;
+ }
+ qsort(sorted_vertices, This->numvertices, sizeof(*sorted_vertices), compare_vertex_keys);
+
+ for (i = 0; i < This->numvertices; i++) {
+ struct vertex_metadata *sorted_vertex_a = &sorted_vertices[i];
+ D3DXVECTOR3 *vertex_a = (D3DXVECTOR3*)(vertices + sorted_vertex_a->vertex_index * vertex_size);
+ DWORD shared_index_a = sorted_vertex_a->first_shared_index;
+
+ while (shared_index_a != -1) {
+ DWORD j = i;
+ DWORD shared_index_b = shared_indices[shared_index_a];
+ struct vertex_metadata *sorted_vertex_b = sorted_vertex_a;
+
+ while (TRUE) {
+ while (shared_index_b != -1) {
+ /* faces are adjacent if they have another coincident vertex */
+ DWORD base_a = (shared_index_a / 3) * 3;
+ DWORD base_b = (shared_index_b / 3) * 3;
+ BOOL adjacent = FALSE;
+ int k;
+
+ for (k = 0; k < 3; k++) {
+ if (adjacency[base_b + k] == shared_index_a / 3) {
+ adjacent = TRUE;
+ break;
+ }
+ }
+ if (!adjacent) {
+ for (k = 1; k <= 2; k++) {
+ DWORD vertex_index_a = base_a + (shared_index_a + k) % 3;
+ DWORD vertex_index_b = base_b + (shared_index_b + (3 - k)) % 3;
+ adjacent = indices[vertex_index_a] == indices[vertex_index_b];
+ if (!adjacent && epsilon >= 0.0f) {
+ D3DXVECTOR3 delta = {0.0f, 0.0f, 0.0f};
+ FLOAT length_sq;
+
+ D3DXVec3Subtract(&delta,
+ (D3DXVECTOR3*)(vertices + indices[vertex_index_a] * vertex_size),
+ (D3DXVECTOR3*)(vertices + indices[vertex_index_b] * vertex_size));
+ length_sq = D3DXVec3LengthSq(&delta);
+ adjacent = epsilon == 0.0f ? length_sq == 0.0f : length_sq < epsilon_sq;
+ }
+ if (adjacent) {
+ DWORD adj_a = base_a + 2 - (vertex_index_a + shared_index_a + 1) % 3;
+ DWORD adj_b = base_b + 2 - (vertex_index_b + shared_index_b + 1) % 3;
+ if (adjacency[adj_a] == -1 && adjacency[adj_b] == -1) {
+ adjacency[adj_a] = base_b / 3;
+ adjacency[adj_b] = base_a / 3;
+ break;
+ }
+ }
+ }
+ }
+
+ shared_index_b = shared_indices[shared_index_b];
+ }
+ while (++j < This->numvertices) {
+ D3DXVECTOR3 *vertex_b;
+
+ sorted_vertex_b++;
+ if (sorted_vertex_b->key - sorted_vertex_a->key > epsilon * 3.0f) {
+ /* no more coincident vertices to try */
+ j = This->numvertices;
+ break;
+ }
+ /* check for coincidence */
+ vertex_b = (D3DXVECTOR3*)(vertices + sorted_vertex_b->vertex_index * vertex_size);
+ if (fabsf(vertex_a->x - vertex_b->x) <= epsilon &&
+ fabsf(vertex_a->y - vertex_b->y) <= epsilon &&
+ fabsf(vertex_a->z - vertex_b->z) <= epsilon)
+ {
+ break;
+ }
+ }
+ if (j >= This->numvertices)
+ break;
+ shared_index_b = sorted_vertex_b->first_shared_index;
+ }
+
+ sorted_vertex_a->first_shared_index = shared_indices[sorted_vertex_a->first_shared_index];
+ shared_index_a = sorted_vertex_a->first_shared_index;
+ }
+ }
+
+ hr = D3D_OK;
+cleanup:
+ if (indices) iface->lpVtbl->UnlockIndexBuffer(iface);
+ if (vertices) iface->lpVtbl->UnlockVertexBuffer(iface);
+ HeapFree(GetProcessHeap(), 0, shared_indices);
+ return hr;
+}
+
+static HRESULT WINAPI d3dx9_mesh_UpdateSemantics(ID3DXMesh *iface, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
+{
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+ HRESULT hr;
+ UINT vertex_declaration_size;
+ int i;
+
+ TRACE("iface %p, declaration %p.\n", iface, declaration);
+
+ if (!declaration)
+ {
+ WARN("Invalid declaration. Can't use NULL declaration.\n");
+ return D3DERR_INVALIDCALL;
+ }
+
+ /* New declaration must be same size as original */
+ vertex_declaration_size = D3DXGetDeclVertexSize(declaration, declaration[0].Stream);
+ if (vertex_declaration_size != This->vertex_declaration_size)
+ {
+ WARN("Invalid declaration. New vertex size does not match the original vertex size.\n");
+ return D3DERR_INVALIDCALL;
+ }
+
+ /* New declaration must not contain non-zero Stream value */
+ for (i = 0; declaration[i].Stream != 0xff; i++)
+ {
+ if (declaration[i].Stream != 0)
+ {
+ WARN("Invalid declaration. New declaration contains non-zero Stream value.\n");
+ return D3DERR_INVALIDCALL;
+ }
+ }
+
+ This->num_elem = i + 1;
+ copy_declaration(This->cached_declaration, declaration, This->num_elem);
+
+ if (This->vertex_declaration)
+ IDirect3DVertexDeclaration9_Release(This->vertex_declaration);
+
+ /* An application can pass an invalid declaration to UpdateSemantics and
+ * still expect D3D_OK (see tests). If the declaration is invalid, then
+ * subsequent calls to DrawSubset will fail. This is handled by setting the
+ * vertex declaration to NULL.
+ * GetDeclaration, GetNumBytesPerVertex must, however, use the new
+ * invalid declaration. This is handled by them using the cached vertex
+ * declaration instead of the actual vertex declaration.
+ */
+ hr = IDirect3DDevice9_CreateVertexDeclaration(This->device,
+ declaration,
+ &This->vertex_declaration);
+ if (FAILED(hr))
+ {
+ WARN("Using invalid declaration. Calls to DrawSubset will fail.\n");
+ This->vertex_declaration = NULL;
+ }
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_LockAttributeBuffer(ID3DXMesh *iface, DWORD flags, DWORD **data)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+ TRACE("iface %p, flags %#x, data %p.\n", iface, flags, data);
+
+ InterlockedIncrement(&mesh->attrib_buffer_lock_count);
+
+ if (!(flags & D3DLOCK_READONLY))
+ {
+ D3DXATTRIBUTERANGE *attrib_table = mesh->attrib_table;
+ mesh->attrib_table_size = 0;
+ mesh->attrib_table = NULL;
+ HeapFree(GetProcessHeap(), 0, attrib_table);
+ }
+
+ *data = mesh->attrib_buffer;
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_UnlockAttributeBuffer(ID3DXMesh *iface)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+ int lock_count;
+
+ TRACE("iface %p.\n", iface);
+
+ lock_count = InterlockedDecrement(&mesh->attrib_buffer_lock_count);
+ if (lock_count < 0)
+ {
+ InterlockedIncrement(&mesh->attrib_buffer_lock_count);
+ return D3DERR_INVALIDCALL;
+ }
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_Optimize(ID3DXMesh *iface, DWORD flags, const DWORD *adjacency_in,
+ DWORD *adjacency_out, DWORD *face_remap, ID3DXBuffer **vertex_remap, ID3DXMesh **opt_mesh)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+ HRESULT hr;
+ D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = { D3DDECL_END() };
+ ID3DXMesh *optimized_mesh;
+
+ TRACE("iface %p, flags %#x, adjacency_in %p, adjacency_out %p, face_remap %p, vertex_remap %p, opt_mesh %p.\n",
+ iface, flags, adjacency_in, adjacency_out, face_remap, vertex_remap, opt_mesh);
+
+ if (!opt_mesh)
+ return D3DERR_INVALIDCALL;
+
+ hr = iface->lpVtbl->GetDeclaration(iface, declaration);
+ if (FAILED(hr)) return hr;
+
+ if (FAILED(hr = iface->lpVtbl->CloneMesh(iface, mesh->options, declaration, mesh->device, &optimized_mesh)))
+ return hr;
+
+ hr = optimized_mesh->lpVtbl->OptimizeInplace(optimized_mesh, flags, adjacency_in, adjacency_out, face_remap, vertex_remap);
+ if (SUCCEEDED(hr))
+ *opt_mesh = optimized_mesh;
+ else
+ IUnknown_Release(optimized_mesh);
+ return hr;
+}
+
+/* Creates a vertex_remap that removes unused vertices.
+ * Indices are updated according to the vertex_remap. */
+static HRESULT compact_mesh(struct d3dx9_mesh *This, DWORD *indices,
+ DWORD *new_num_vertices, ID3DXBuffer **vertex_remap)
+{
+ HRESULT hr;
+ DWORD *vertex_remap_ptr;
+ DWORD num_used_vertices;
+ DWORD i;
+
+ hr = D3DXCreateBuffer(This->numvertices * sizeof(DWORD), vertex_remap);
+ if (FAILED(hr)) return hr;
+ vertex_remap_ptr = ID3DXBuffer_GetBufferPointer(*vertex_remap);
+
+ for (i = 0; i < This->numfaces * 3; i++)
+ vertex_remap_ptr[indices[i]] = 1;
+
+ /* create old->new vertex mapping */
+ num_used_vertices = 0;
+ for (i = 0; i < This->numvertices; i++) {
+ if (vertex_remap_ptr[i])
+ vertex_remap_ptr[i] = num_used_vertices++;
+ else
+ vertex_remap_ptr[i] = -1;
+ }
+ /* convert indices */
+ for (i = 0; i < This->numfaces * 3; i++)
+ indices[i] = vertex_remap_ptr[indices[i]];
+
+ /* create new->old vertex mapping */
+ num_used_vertices = 0;
+ for (i = 0; i < This->numvertices; i++) {
+ if (vertex_remap_ptr[i] != -1)
+ vertex_remap_ptr[num_used_vertices++] = i;
+ }
+ for (i = num_used_vertices; i < This->numvertices; i++)
+ vertex_remap_ptr[i] = -1;
+
+ *new_num_vertices = num_used_vertices;
+
+ return D3D_OK;
+}
+
+/* count the number of unique attribute values in a sorted attribute buffer */
+static DWORD count_attributes(const DWORD *attrib_buffer, DWORD numfaces)
+{
+ DWORD last_attribute = attrib_buffer[0];
+ DWORD attrib_table_size = 1;
+ DWORD i;
+ for (i = 1; i < numfaces; i++) {
+ if (attrib_buffer[i] != last_attribute) {
+ last_attribute = attrib_buffer[i];
+ attrib_table_size++;
+ }
+ }
+ return attrib_table_size;
+}
+
+static void fill_attribute_table(DWORD *attrib_buffer, DWORD numfaces, void *indices,
+ BOOL is_32bit_indices, D3DXATTRIBUTERANGE *attrib_table)
+{
+ DWORD attrib_table_size = 0;
+ DWORD last_attribute = attrib_buffer[0];
+ DWORD min_vertex, max_vertex;
+ DWORD i;
+
+ attrib_table[0].AttribId = last_attribute;
+ attrib_table[0].FaceStart = 0;
+ min_vertex = (DWORD)-1;
+ max_vertex = 0;
+ for (i = 0; i < numfaces; i++) {
+ DWORD j;
+
+ if (attrib_buffer[i] != last_attribute) {
+ last_attribute = attrib_buffer[i];
+ attrib_table[attrib_table_size].FaceCount = i - attrib_table[attrib_table_size].FaceStart;
+ attrib_table[attrib_table_size].VertexStart = min_vertex;
+ attrib_table[attrib_table_size].VertexCount = max_vertex - min_vertex + 1;
+ attrib_table_size++;
+ attrib_table[attrib_table_size].AttribId = attrib_buffer[i];
+ attrib_table[attrib_table_size].FaceStart = i;
+ min_vertex = (DWORD)-1;
+ max_vertex = 0;
+ }
+ for (j = 0; j < 3; j++) {
+ DWORD vertex_index = is_32bit_indices ? ((DWORD*)indices)[i * 3 + j] : ((WORD*)indices)[i * 3 + j];
+ if (vertex_index < min_vertex)
+ min_vertex = vertex_index;
+ if (vertex_index > max_vertex)
+ max_vertex = vertex_index;
+ }
+ }
+ attrib_table[attrib_table_size].FaceCount = i - attrib_table[attrib_table_size].FaceStart;
+ attrib_table[attrib_table_size].VertexStart = min_vertex;
+ attrib_table[attrib_table_size].VertexCount = max_vertex - min_vertex + 1;
+ attrib_table_size++;
+}
+
+static int attrib_entry_compare(const DWORD **a, const DWORD **b)
+{
+ const DWORD *ptr_a = *a;
+ const DWORD *ptr_b = *b;
+ int delta = *ptr_a - *ptr_b;
+
+ if (delta)
+ return delta;
+
+ delta = ptr_a - ptr_b; /* for stable sort */
+ return delta;
+}
+
+/* Create face_remap, a new attribute buffer for attribute sort optimization. */
+static HRESULT remap_faces_for_attrsort(struct d3dx9_mesh *This, const DWORD *indices,
+ DWORD *attrib_buffer, DWORD **sorted_attrib_buffer, DWORD **face_remap)
+{
+ DWORD **sorted_attrib_ptr_buffer = NULL;
+ DWORD i;
+
+ sorted_attrib_ptr_buffer = HeapAlloc(GetProcessHeap(), 0, This->numfaces * sizeof(*sorted_attrib_ptr_buffer));
+ if (!sorted_attrib_ptr_buffer)
+ return E_OUTOFMEMORY;
+
+ *face_remap = HeapAlloc(GetProcessHeap(), 0, This->numfaces * sizeof(**face_remap));
+ if (!*face_remap)
+ {
+ HeapFree(GetProcessHeap(), 0, sorted_attrib_ptr_buffer);
+ return E_OUTOFMEMORY;
+ }
+
+ for (i = 0; i < This->numfaces; i++)
+ sorted_attrib_ptr_buffer[i] = &attrib_buffer[i];
+ qsort(sorted_attrib_ptr_buffer, This->numfaces, sizeof(*sorted_attrib_ptr_buffer),
+ (int(*)(const void *, const void *))attrib_entry_compare);
+
+ for (i = 0; i < This->numfaces; i++)
+ {
+ DWORD old_face = sorted_attrib_ptr_buffer[i] - attrib_buffer;
+ (*face_remap)[old_face] = i;
+ }
+
+ /* overwrite sorted_attrib_ptr_buffer with the values themselves */
+ *sorted_attrib_buffer = (DWORD*)sorted_attrib_ptr_buffer;
+ for (i = 0; i < This->numfaces; i++)
+ (*sorted_attrib_buffer)[(*face_remap)[i]] = attrib_buffer[i];
+
+ return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_OptimizeInplace(ID3DXMesh *iface, DWORD flags, const DWORD *adjacency_in,
+ DWORD *adjacency_out, DWORD *face_remap_out, ID3DXBuffer **vertex_remap_out)
+{
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+ void *indices = NULL;
+ DWORD *attrib_buffer = NULL;
+ HRESULT hr;
+ ID3DXBuffer *vertex_remap = NULL;
+ DWORD *face_remap = NULL; /* old -> new mapping */
+ DWORD *dword_indices = NULL;
+ DWORD new_num_vertices = 0;
+ DWORD new_num_alloc_vertices = 0;
+ IDirect3DVertexBuffer9 *vertex_buffer = NULL;
+ DWORD *sorted_attrib_buffer = NULL;
+ DWORD i;
+
+ TRACE("iface %p, flags %#x, adjacency_in %p, adjacency_out %p, face_remap_out %p, vertex_remap_out %p.\n",
+ iface, flags, adjacency_in, adjacency_out, face_remap_out, vertex_remap_out);
+
+ if (!flags)
+ return D3DERR_INVALIDCALL;
+ if (!adjacency_in && (flags & (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER)))
+ return D3DERR_INVALIDCALL;
+ if ((flags & (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER)) == (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER))
+ return D3DERR_INVALIDCALL;
+
+ if (flags & (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER))
+ {
+ if (flags & D3DXMESHOPT_VERTEXCACHE)
+ FIXME("D3DXMESHOPT_VERTEXCACHE not implemented.\n");
+ if (flags & D3DXMESHOPT_STRIPREORDER)
+ FIXME("D3DXMESHOPT_STRIPREORDER not implemented.\n");
+ return E_NOTIMPL;
+ }
+
+ hr = iface->lpVtbl->LockIndexBuffer(iface, 0, &indices);
+ if (FAILED(hr)) goto cleanup;
+
+ dword_indices = HeapAlloc(GetProcessHeap(), 0, This->numfaces * 3 * sizeof(DWORD));
+ if (!dword_indices) return E_OUTOFMEMORY;
+ if (This->options & D3DXMESH_32BIT) {
+ memcpy(dword_indices, indices, This->numfaces * 3 * sizeof(DWORD));
+ } else {
+ WORD *word_indices = indices;
+ for (i = 0; i < This->numfaces * 3; i++)
+ dword_indices[i] = *word_indices++;
+ }
+
+ if ((flags & (D3DXMESHOPT_COMPACT | D3DXMESHOPT_IGNOREVERTS | D3DXMESHOPT_ATTRSORT)) == D3DXMESHOPT_COMPACT)
+ {
+ new_num_alloc_vertices = This->numvertices;
+ hr = compact_mesh(This, dword_indices, &new_num_vertices, &vertex_remap);
+ if (FAILED(hr)) goto cleanup;
+ } else if (flags & D3DXMESHOPT_ATTRSORT) {
+ if (!(flags & D3DXMESHOPT_IGNOREVERTS))
+ FIXME("D3DXMESHOPT_ATTRSORT vertex reordering not implemented.\n");
+
+ hr = iface->lpVtbl->LockAttributeBuffer(iface, 0, &attrib_buffer);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = remap_faces_for_attrsort(This, dword_indices, attrib_buffer, &sorted_attrib_buffer, &face_remap);
+ if (FAILED(hr)) goto cleanup;
+ }
+
+ if (vertex_remap)
+ {
+ /* reorder the vertices using vertex_remap */
+ D3DVERTEXBUFFER_DESC vertex_desc;
+ DWORD *vertex_remap_ptr = ID3DXBuffer_GetBufferPointer(vertex_remap);
+ DWORD vertex_size = iface->lpVtbl->GetNumBytesPerVertex(iface);
+ BYTE *orig_vertices;
+ BYTE *new_vertices;
+
+ hr = IDirect3DVertexBuffer9_GetDesc(This->vertex_buffer, &vertex_desc);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = IDirect3DDevice9_CreateVertexBuffer(This->device, new_num_alloc_vertices * vertex_size,
+ vertex_desc.Usage, This->fvf, vertex_desc.Pool, &vertex_buffer, NULL);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = IDirect3DVertexBuffer9_Lock(This->vertex_buffer, 0, 0, (void**)&orig_vertices, D3DLOCK_READONLY);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = IDirect3DVertexBuffer9_Lock(vertex_buffer, 0, 0, (void**)&new_vertices, 0);
+ if (FAILED(hr)) {
+ IDirect3DVertexBuffer9_Unlock(This->vertex_buffer);
+ goto cleanup;
+ }
+
+ for (i = 0; i < new_num_vertices; i++)
+ memcpy(new_vertices + i * vertex_size, orig_vertices + vertex_remap_ptr[i] * vertex_size, vertex_size);
+
+ IDirect3DVertexBuffer9_Unlock(This->vertex_buffer);
+ IDirect3DVertexBuffer9_Unlock(vertex_buffer);
+ } else if (vertex_remap_out) {
+ DWORD *vertex_remap_ptr;
+
+ hr = D3DXCreateBuffer(This->numvertices * sizeof(DWORD), &vertex_remap);
+ if (FAILED(hr)) goto cleanup;
+ vertex_remap_ptr = ID3DXBuffer_GetBufferPointer(vertex_remap);
+ for (i = 0; i < This->numvertices; i++)
+ *vertex_remap_ptr++ = i;
+ }
+
+ if (flags & D3DXMESHOPT_ATTRSORT)
+ {
+ D3DXATTRIBUTERANGE *attrib_table;
+ DWORD attrib_table_size;
+
+ attrib_table_size = count_attributes(sorted_attrib_buffer, This->numfaces);
+ attrib_table = HeapAlloc(GetProcessHeap(), 0, attrib_table_size * sizeof(*attrib_table));
+ if (!attrib_table) {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+
+ memcpy(attrib_buffer, sorted_attrib_buffer, This->numfaces * sizeof(*attrib_buffer));
+
+ /* reorder the indices using face_remap */
+ if (This->options & D3DXMESH_32BIT) {
+ for (i = 0; i < This->numfaces; i++)
+ memcpy((DWORD*)indices + face_remap[i] * 3, dword_indices + i * 3, 3 * sizeof(DWORD));
+ } else {
+ WORD *word_indices = indices;
+ for (i = 0; i < This->numfaces; i++) {
+ DWORD new_pos = face_remap[i] * 3;
+ DWORD old_pos = i * 3;
+ word_indices[new_pos++] = dword_indices[old_pos++];
+ word_indices[new_pos++] = dword_indices[old_pos++];
+ word_indices[new_pos] = dword_indices[old_pos];
+ }
+ }
+
+ fill_attribute_table(attrib_buffer, This->numfaces, indices,
+ This->options & D3DXMESH_32BIT, attrib_table);
+
+ HeapFree(GetProcessHeap(), 0, This->attrib_table);
+ This->attrib_table = attrib_table;
+ This->attrib_table_size = attrib_table_size;
+ } else {
+ if (This->options & D3DXMESH_32BIT) {
+ memcpy(indices, dword_indices, This->numfaces * 3 * sizeof(DWORD));
+ } else {
+ WORD *word_indices = indices;
+ for (i = 0; i < This->numfaces * 3; i++)
+ *word_indices++ = dword_indices[i];
+ }
+ }
+
+ if (adjacency_out) {
+ if (face_remap) {
+ for (i = 0; i < This->numfaces; i++) {
+ DWORD old_pos = i * 3;
+ DWORD new_pos = face_remap[i] * 3;
+ adjacency_out[new_pos++] = face_remap[adjacency_in[old_pos++]];
+ adjacency_out[new_pos++] = face_remap[adjacency_in[old_pos++]];
+ adjacency_out[new_pos++] = face_remap[adjacency_in[old_pos++]];
+ }
+ } else {
+ memcpy(adjacency_out, adjacency_in, This->numfaces * 3 * sizeof(*adjacency_out));
+ }
+ }
+ if (face_remap_out) {
+ if (face_remap) {
+ for (i = 0; i < This->numfaces; i++)
+ face_remap_out[face_remap[i]] = i;
+ } else {
+ for (i = 0; i < This->numfaces; i++)
+ face_remap_out[i] = i;
+ }
+ }
+ if (vertex_remap_out)
+ *vertex_remap_out = vertex_remap;
+ vertex_remap = NULL;
+
+ if (vertex_buffer) {
+ IDirect3DVertexBuffer9_Release(This->vertex_buffer);
+ This->vertex_buffer = vertex_buffer;
+ vertex_buffer = NULL;
+ This->numvertices = new_num_vertices;
+ }
+
+ hr = D3D_OK;
+cleanup:
+ HeapFree(GetProcessHeap(), 0, sorted_attrib_buffer);
+ HeapFree(GetProcessHeap(), 0, face_remap);
+ HeapFree(GetProcessHeap(), 0, dword_indices);
+ if (vertex_remap) ID3DXBuffer_Release(vertex_remap);
+ if (vertex_buffer) IDirect3DVertexBuffer9_Release(vertex_buffer);
+ if (attrib_buffer) iface->lpVtbl->UnlockAttributeBuffer(iface);
+ if (indices) iface->lpVtbl->UnlockIndexBuffer(iface);
+ return hr;
+}
+
+static HRESULT WINAPI d3dx9_mesh_SetAttributeTable(ID3DXMesh *iface,
+ const D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
+{
+ struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+ D3DXATTRIBUTERANGE *new_table = NULL;
+
+ TRACE("iface %p, attrib_table %p, attrib_table_size %u.\n", iface, attrib_table, attrib_table_size);
+
+ if (attrib_table_size) {
+ size_t size = attrib_table_size * sizeof(*attrib_table);
+
+ new_table = HeapAlloc(GetProcessHeap(), 0, size);
+ if (!new_table)
+ return E_OUTOFMEMORY;
+
+ CopyMemory(new_table, attrib_table, size);
+ } else if (attrib_table) {
+ return D3DERR_INVALIDCALL;
+ }
+ HeapFree(GetProcessHeap(), 0, mesh->attrib_table);
+ mesh->attrib_table = new_table;
+ mesh->attrib_table_size = attrib_table_size;
+
+ return D3D_OK;
+}
+
+static const struct ID3DXMeshVtbl D3DXMesh_Vtbl =
+{
+ d3dx9_mesh_QueryInterface,
+ d3dx9_mesh_AddRef,
+ d3dx9_mesh_Release,
+ d3dx9_mesh_DrawSubset,
+ d3dx9_mesh_GetNumFaces,
+ d3dx9_mesh_GetNumVertices,
+ d3dx9_mesh_GetFVF,
+ d3dx9_mesh_GetDeclaration,
+ d3dx9_mesh_GetNumBytesPerVertex,
+ d3dx9_mesh_GetOptions,
+ d3dx9_mesh_GetDevice,
+ d3dx9_mesh_CloneMeshFVF,
+ d3dx9_mesh_CloneMesh,
+ d3dx9_mesh_GetVertexBuffer,
+ d3dx9_mesh_GetIndexBuffer,
+ d3dx9_mesh_LockVertexBuffer,
+ d3dx9_mesh_UnlockVertexBuffer,
+ d3dx9_mesh_LockIndexBuffer,
+ d3dx9_mesh_UnlockIndexBuffer,
+ d3dx9_mesh_GetAttributeTable,
+ d3dx9_mesh_ConvertPointRepsToAdjacency,
+ d3dx9_mesh_ConvertAdjacencyToPointReps,
+ d3dx9_mesh_GenerateAdjacency,
+ d3dx9_mesh_UpdateSemantics,
+ d3dx9_mesh_LockAttributeBuffer,
+ d3dx9_mesh_UnlockAttributeBuffer,
+ d3dx9_mesh_Optimize,
+ d3dx9_mesh_OptimizeInplace,
+ d3dx9_mesh_SetAttributeTable,
+};
+
+
+/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algorithm
+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. */
+BOOL WINAPI D3DXBoxBoundProbe(const D3DXVECTOR3 *pmin, const D3DXVECTOR3 *pmax,
+ const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
+{
+ 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;
+}
+
+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;
+}
+
+HRESULT WINAPI D3DXComputeBoundingSphere(const D3DXVECTOR3 *pfirstposition,
+ DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, float *pradius)
+{
+ D3DXVECTOR3 temp;
+ FLOAT d;
+ unsigned int i;
+
+ if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
+
+ temp.x = 0.0f;
+ temp.y = 0.0f;
+ temp.z = 0.0f;
+ *pradius = 0.0f;
+
+ for(i=0; i<numvertices; i++)
+ D3DXVec3Add(&temp, &temp, (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i));
+
+ D3DXVec3Scale(pcenter, &temp, 1.0f / 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 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;
+}
+
+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;
+
+ TRACE("p0 %p, p1 %p, p2 %p, praypos %p, praydir %p, pu %p, pv %p, pdist %p.\n",
+ p0, p1, p2, praypos, praydir, pu, pv, pdist);
+
+ 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->y;
+ m.u.m[1][1] = p2->y - p0->y;
+ 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) )
+ {
+ if (pu) *pu = vec.x;
+ if (pv) *pv = vec.y;
+ if (pdist) *pdist = fabsf( vec.z );
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+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, struct IDirect3DDevice9 *device, struct ID3DXMesh **mesh)
+{
+ HRESULT hr;
+ DWORD fvf;
+ IDirect3DVertexDeclaration9 *vertex_declaration;
+ UINT vertex_declaration_size;
+ UINT num_elem;
+ IDirect3DVertexBuffer9 *vertex_buffer;
+ IDirect3DIndexBuffer9 *index_buffer;
+ DWORD *attrib_buffer;
+ struct d3dx9_mesh *object;
+ DWORD index_usage = 0;
+ D3DPOOL index_pool = D3DPOOL_DEFAULT;
+ D3DFORMAT index_format = D3DFMT_INDEX16;
+ DWORD vertex_usage = 0;
+ D3DPOOL vertex_pool = D3DPOOL_DEFAULT;
+ int i;
+
+ TRACE("numfaces %u, numvertices %u, options %#x, declaration %p, device %p, mesh %p.\n",
+ numfaces, numvertices, options, declaration, device, mesh);
+
+ if (numfaces == 0 || numvertices == 0 || declaration == NULL || device == NULL || mesh == NULL ||
+ /* D3DXMESH_VB_SHARE is for cloning, and D3DXMESH_USEHWONLY is for ConvertToBlendedMesh */
+ (options & (D3DXMESH_VB_SHARE | D3DXMESH_USEHWONLY | 0xfffe0000)))
+ {
+ return D3DERR_INVALIDCALL;
+ }
+ for (i = 0; declaration[i].Stream != 0xff; i++)
+ if (declaration[i].Stream != 0)
+ return D3DERR_INVALIDCALL;
+ num_elem = i + 1;
+
+ if (options & D3DXMESH_32BIT)
+ index_format = D3DFMT_INDEX32;
+
+ if (options & D3DXMESH_DONOTCLIP) {
+ index_usage |= D3DUSAGE_DONOTCLIP;
+ vertex_usage |= D3DUSAGE_DONOTCLIP;
+ }
+ if (options & D3DXMESH_POINTS) {
+ index_usage |= D3DUSAGE_POINTS;
+ vertex_usage |= D3DUSAGE_POINTS;
+ }
+ if (options & D3DXMESH_RTPATCHES) {
+ index_usage |= D3DUSAGE_RTPATCHES;
+ vertex_usage |= D3DUSAGE_RTPATCHES;
+ }
+ if (options & D3DXMESH_NPATCHES) {
+ index_usage |= D3DUSAGE_NPATCHES;
+ vertex_usage |= D3DUSAGE_NPATCHES;
+ }
+
+ if (options & D3DXMESH_VB_SYSTEMMEM)
+ vertex_pool = D3DPOOL_SYSTEMMEM;
+ else if (options & D3DXMESH_VB_MANAGED)
+ vertex_pool = D3DPOOL_MANAGED;
+
+ if (options & D3DXMESH_VB_WRITEONLY)
+ vertex_usage |= D3DUSAGE_WRITEONLY;
+ if (options & D3DXMESH_VB_DYNAMIC)
+ vertex_usage |= D3DUSAGE_DYNAMIC;
+ if (options & D3DXMESH_VB_SOFTWAREPROCESSING)
+ vertex_usage |= D3DUSAGE_SOFTWAREPROCESSING;
+
+ if (options & D3DXMESH_IB_SYSTEMMEM)
+ index_pool = D3DPOOL_SYSTEMMEM;
+ else if (options & D3DXMESH_IB_MANAGED)
+ index_pool = D3DPOOL_MANAGED;
+
+ if (options & D3DXMESH_IB_WRITEONLY)
+ index_usage |= D3DUSAGE_WRITEONLY;
+ if (options & D3DXMESH_IB_DYNAMIC)
+ index_usage |= D3DUSAGE_DYNAMIC;
+ if (options & D3DXMESH_IB_SOFTWAREPROCESSING)
+ index_usage |= D3DUSAGE_SOFTWAREPROCESSING;
+
+ 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;
+ }
+ vertex_declaration_size = D3DXGetDeclVertexSize(declaration, declaration[0].Stream);
+
+ /* Create vertex buffer */
+ hr = IDirect3DDevice9_CreateVertexBuffer(device,
+ numvertices * vertex_declaration_size,
+ vertex_usage,
+ fvf,
+ vertex_pool,
+ &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 * 3 * ((index_format == D3DFMT_INDEX16) ? 2 : 4),
+ index_usage,
+ index_format,
+ index_pool,
+ &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;
+ }
+
+ attrib_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, numfaces * sizeof(*attrib_buffer));
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ if (object == NULL || attrib_buffer == NULL)
+ {
+ HeapFree(GetProcessHeap(), 0, object);
+ HeapFree(GetProcessHeap(), 0, attrib_buffer);
+ 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);
+
+ copy_declaration(object->cached_declaration, declaration, num_elem);
+ object->vertex_declaration = vertex_declaration;
+ object->vertex_declaration_size = vertex_declaration_size;
+ object->num_elem = num_elem;
+ object->vertex_buffer = vertex_buffer;
+ object->index_buffer = index_buffer;
+ object->attrib_buffer = attrib_buffer;
+
+ *mesh = &object->ID3DXMesh_iface;
+
+ return D3D_OK;
+}
/*************************************************************************
- * D3DXBoxBoundProbe
+ * D3DXCreateMeshFVF
*/
-BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+HRESULT WINAPI D3DXCreateMeshFVF(DWORD numfaces, DWORD numvertices, DWORD options,
+ DWORD fvf, struct IDirect3DDevice9 *device, struct ID3DXMesh **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);
+}
+
+
+struct mesh_data {
+ DWORD num_vertices;
+ DWORD num_poly_faces;
+ DWORD num_tri_faces;
+ D3DXVECTOR3 *vertices;
+ DWORD *num_tri_per_face;
+ DWORD *indices;
+
+ DWORD fvf;
+
+ /* optional mesh data */
+
+ DWORD num_normals;
+ D3DXVECTOR3 *normals;
+ DWORD *normal_indices;
+
+ D3DXVECTOR2 *tex_coords;
+
+ DWORD *vertex_colors;
+
+ DWORD num_materials;
+ D3DXMATERIAL *materials;
+ DWORD *material_indices;
+
+ struct ID3DXSkinInfo *skin_info;
+ DWORD nb_bones;
+};
+
+static HRESULT parse_texture_filename(ID3DXFileData *filedata, char **filename_out)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ BYTE *data;
+ char *filename_in;
+ char *filename = NULL;
+
+ /* template TextureFilename {
+ * STRING filename;
+ * }
+ */
+
+ HeapFree(GetProcessHeap(), 0, *filename_out);
+ *filename_out = NULL;
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ /* FIXME: String must be retrieved directly instead of through a pointer once ID3DXFILE is fixed */
+ if (data_size < sizeof(filename_in))
+ {
+ WARN("truncated data (%lu bytes)\n", data_size);
+ filedata->lpVtbl->Unlock(filedata);
+ return E_FAIL;
+ }
+ filename_in = *(char **)data;
+
+ filename = HeapAlloc(GetProcessHeap(), 0, strlen(filename_in) + 1);
+ if (!filename) {
+ filedata->lpVtbl->Unlock(filedata);
+ return E_OUTOFMEMORY;
+ }
+
+ strcpy(filename, filename_in);
+ *filename_out = filename;
+
+ filedata->lpVtbl->Unlock(filedata);
+
+ return D3D_OK;
+}
+
+static HRESULT parse_material(ID3DXFileData *filedata, D3DXMATERIAL *material)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data;
+ GUID type;
+ ID3DXFileData *child;
+ SIZE_T i, nb_children;
+
+ material->pTextureFilename = NULL;
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ /*
+ * template ColorRGBA {
+ * FLOAT red;
+ * FLOAT green;
+ * FLOAT blue;
+ * FLOAT alpha;
+ * }
+ * template ColorRGB {
+ * FLOAT red;
+ * FLOAT green;
+ * FLOAT blue;
+ * }
+ * template Material {
+ * ColorRGBA faceColor;
+ * FLOAT power;
+ * ColorRGB specularColor;
+ * ColorRGB emissiveColor;
+ * [ ... ]
+ * }
+ */
+ if (data_size != sizeof(FLOAT) * 11) {
+ WARN("incorrect data size (%ld bytes)\n", data_size);
+ filedata->lpVtbl->Unlock(filedata);
+ return E_FAIL;
+ }
+
+ memcpy(&material->MatD3D.Diffuse, data, sizeof(D3DCOLORVALUE));
+ data += sizeof(D3DCOLORVALUE);
+ material->MatD3D.Power = *(FLOAT*)data;
+ data += sizeof(FLOAT);
+ memcpy(&material->MatD3D.Specular, data, sizeof(FLOAT) * 3);
+ material->MatD3D.Specular.a = 1.0f;
+ data += 3 * sizeof(FLOAT);
+ memcpy(&material->MatD3D.Emissive, data, sizeof(FLOAT) * 3);
+ material->MatD3D.Emissive.a = 1.0f;
+ material->MatD3D.Ambient.r = 0.0f;
+ material->MatD3D.Ambient.g = 0.0f;
+ material->MatD3D.Ambient.b = 0.0f;
+ material->MatD3D.Ambient.a = 1.0f;
+
+ filedata->lpVtbl->Unlock(filedata);
+
+ hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+ if (FAILED(hr))
+ return hr;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+ if (FAILED(hr))
+ return hr;
+ hr = child->lpVtbl->GetType(child, &type);
+ if (FAILED(hr))
+ goto err;
+
+ if (IsEqualGUID(&type, &TID_D3DRMTextureFilename)) {
+ hr = parse_texture_filename(child, &material->pTextureFilename);
+ if (FAILED(hr))
+ goto err;
+ }
+ IUnknown_Release(child);
+ }
+ return D3D_OK;
+
+err:
+ IUnknown_Release(child);
+ return hr;
+}
+
+static void destroy_materials(struct mesh_data *mesh)
+{
+ DWORD i;
+ for (i = 0; i < mesh->num_materials; i++)
+ HeapFree(GetProcessHeap(), 0, mesh->materials[i].pTextureFilename);
+ HeapFree(GetProcessHeap(), 0, mesh->materials);
+ HeapFree(GetProcessHeap(), 0, mesh->material_indices);
+ mesh->num_materials = 0;
+ mesh->materials = NULL;
+ mesh->material_indices = NULL;
+}
+
+static HRESULT parse_material_list(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const DWORD *data, *in_ptr;
+ GUID type;
+ ID3DXFileData *child = NULL;
+ DWORD num_materials;
+ DWORD i;
+ SIZE_T nb_children;
+
+ destroy_materials(mesh);
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ /* template MeshMaterialList {
+ * DWORD nMaterials;
+ * DWORD nFaceIndexes;
+ * array DWORD faceIndexes[nFaceIndexes];
+ * [ Material ]
+ * }
+ */
+
+ in_ptr = data;
+ hr = E_FAIL;
+
+ if (data_size < sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ num_materials = *in_ptr++;
+ if (!num_materials) {
+ hr = D3D_OK;
+ goto end;
+ }
+
+ if (data_size < 2 * sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ if (*in_ptr++ != mesh->num_poly_faces) {
+ WARN("number of material face indices (%u) doesn't match number of faces (%u)\n",
+ *(in_ptr - 1), mesh->num_poly_faces);
+ goto end;
+ }
+ if (data_size < 2 * sizeof(DWORD) + mesh->num_poly_faces * sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ for (i = 0; i < mesh->num_poly_faces; i++) {
+ if (*in_ptr++ >= num_materials) {
+ WARN("face %u: reference to undefined material %u (only %u materials)\n",
+ i, *(in_ptr - 1), num_materials);
+ goto end;
+ }
+ }
+
+ mesh->materials = HeapAlloc(GetProcessHeap(), 0, num_materials * sizeof(*mesh->materials));
+ mesh->material_indices = HeapAlloc(GetProcessHeap(), 0, mesh->num_poly_faces * sizeof(*mesh->material_indices));
+ if (!mesh->materials || !mesh->material_indices) {
+ hr = E_OUTOFMEMORY;
+ goto end;
+ }
+ memcpy(mesh->material_indices, data + 2, mesh->num_poly_faces * sizeof(DWORD));
+
+ hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+ if (FAILED(hr))
+ goto end;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+ if (FAILED(hr))
+ goto end;
+ hr = child->lpVtbl->GetType(child, &type);
+ if (FAILED(hr))
+ goto end;
+
+ if (IsEqualGUID(&type, &TID_D3DRMMaterial)) {
+ if (mesh->num_materials >= num_materials) {
+ WARN("more materials defined than declared\n");
+ hr = E_FAIL;
+ goto end;
+ }
+ hr = parse_material(child, &mesh->materials[mesh->num_materials++]);
+ if (FAILED(hr))
+ goto end;
+ }
+
+ IUnknown_Release(child);
+ child = NULL;
+ }
+ if (num_materials != mesh->num_materials) {
+ WARN("only %u of %u materials defined\n", num_materials, mesh->num_materials);
+ hr = E_FAIL;
+ }
+
+end:
+ if (child)
+ IUnknown_Release(child);
+ filedata->lpVtbl->Unlock(filedata);
+ return hr;
+}
+
+static HRESULT parse_texture_coords(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data;
+
+ HeapFree(GetProcessHeap(), 0, mesh->tex_coords);
+ mesh->tex_coords = NULL;
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ /* template Coords2d {
+ * FLOAT u;
+ * FLOAT v;
+ * }
+ * template MeshTextureCoords {
+ * DWORD nTextureCoords;
+ * array Coords2d textureCoords[nTextureCoords];
+ * }
+ */
+
+ hr = E_FAIL;
+
+ if (data_size < sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ if (*(DWORD*)data != mesh->num_vertices) {
+ WARN("number of texture coordinates (%u) doesn't match number of vertices (%u)\n",
+ *(DWORD*)data, mesh->num_vertices);
+ goto end;
+ }
+ data += sizeof(DWORD);
+ if (data_size < sizeof(DWORD) + mesh->num_vertices * sizeof(*mesh->tex_coords)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+
+ mesh->tex_coords = HeapAlloc(GetProcessHeap(), 0, mesh->num_vertices * sizeof(*mesh->tex_coords));
+ if (!mesh->tex_coords) {
+ hr = E_OUTOFMEMORY;
+ goto end;
+ }
+ memcpy(mesh->tex_coords, data, mesh->num_vertices * sizeof(*mesh->tex_coords));
+
+ mesh->fvf |= D3DFVF_TEX1;
+
+ hr = D3D_OK;
+
+end:
+ filedata->lpVtbl->Unlock(filedata);
+ return hr;
+}
+
+static HRESULT parse_vertex_colors(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data;
+ DWORD num_colors;
+ DWORD i;
+
+ HeapFree(GetProcessHeap(), 0, mesh->vertex_colors);
+ mesh->vertex_colors = NULL;
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ /* template IndexedColor {
+ * DWORD index;
+ * ColorRGBA indexColor;
+ * }
+ * template MeshVertexColors {
+ * DWORD nVertexColors;
+ * array IndexedColor vertexColors[nVertexColors];
+ * }
+ */
+
+ hr = E_FAIL;
+
+ if (data_size < sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ num_colors = *(DWORD*)data;
+ data += sizeof(DWORD);
+ if (data_size < sizeof(DWORD) + num_colors * (sizeof(DWORD) + sizeof(D3DCOLORVALUE))) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+
+ mesh->vertex_colors = HeapAlloc(GetProcessHeap(), 0, mesh->num_vertices * sizeof(DWORD));
+ if (!mesh->vertex_colors) {
+ hr = E_OUTOFMEMORY;
+ goto end;
+ }
+
+ for (i = 0; i < mesh->num_vertices; i++)
+ mesh->vertex_colors[i] = D3DCOLOR_ARGB(0, 0xff, 0xff, 0xff);
+ for (i = 0; i < num_colors; i++)
+ {
+ D3DCOLORVALUE color;
+ DWORD index = *(DWORD*)data;
+ data += sizeof(DWORD);
+ if (index >= mesh->num_vertices) {
+ WARN("vertex color %u references undefined vertex %u (only %u vertices)\n",
+ i, index, mesh->num_vertices);
+ goto end;
+ }
+ memcpy(&color, data, sizeof(color));
+ data += sizeof(color);
+ color.r = min(1.0f, max(0.0f, color.r));
+ color.g = min(1.0f, max(0.0f, color.g));
+ color.b = min(1.0f, max(0.0f, color.b));
+ color.a = min(1.0f, max(0.0f, color.a));
+ mesh->vertex_colors[index] = D3DCOLOR_ARGB((BYTE)(color.a * 255.0f + 0.5f),
+ (BYTE)(color.r * 255.0f + 0.5f),
+ (BYTE)(color.g * 255.0f + 0.5f),
+ (BYTE)(color.b * 255.0f + 0.5f));
+ }
+
+ mesh->fvf |= D3DFVF_DIFFUSE;
+
+ hr = D3D_OK;
+
+end:
+ filedata->lpVtbl->Unlock(filedata);
+ return hr;
+}
+
+static HRESULT parse_normals(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data;
+ DWORD *index_out_ptr;
+ DWORD i;
+ DWORD num_face_indices = mesh->num_poly_faces * 2 + mesh->num_tri_faces;
+
+ HeapFree(GetProcessHeap(), 0, mesh->normals);
+ mesh->num_normals = 0;
+ mesh->normals = NULL;
+ mesh->normal_indices = NULL;
+ mesh->fvf |= D3DFVF_NORMAL;
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ /* template Vector {
+ * FLOAT x;
+ * FLOAT y;
+ * FLOAT z;
+ * }
+ * template MeshFace {
+ * DWORD nFaceVertexIndices;
+ * array DWORD faceVertexIndices[nFaceVertexIndices];
+ * }
+ * template MeshNormals {
+ * DWORD nNormals;
+ * array Vector normals[nNormals];
+ * DWORD nFaceNormals;
+ * array MeshFace faceNormals[nFaceNormals];
+ * }
+ */
+
+ hr = E_FAIL;
+
+ if (data_size < sizeof(DWORD) * 2) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ mesh->num_normals = *(DWORD*)data;
+ data += sizeof(DWORD);
+ if (data_size < sizeof(DWORD) * 2 + mesh->num_normals * sizeof(D3DXVECTOR3) +
+ num_face_indices * sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+
+ mesh->normals = HeapAlloc(GetProcessHeap(), 0, mesh->num_normals * sizeof(D3DXVECTOR3));
+ mesh->normal_indices = HeapAlloc(GetProcessHeap(), 0, num_face_indices * sizeof(DWORD));
+ if (!mesh->normals || !mesh->normal_indices) {
+ hr = E_OUTOFMEMORY;
+ goto end;
+ }
+
+ memcpy(mesh->normals, data, mesh->num_normals * sizeof(D3DXVECTOR3));
+ data += mesh->num_normals * sizeof(D3DXVECTOR3);
+ for (i = 0; i < mesh->num_normals; i++)
+ D3DXVec3Normalize(&mesh->normals[i], &mesh->normals[i]);
+
+ if (*(DWORD*)data != mesh->num_poly_faces) {
+ WARN("number of face normals (%u) doesn't match number of faces (%u)\n",
+ *(DWORD*)data, mesh->num_poly_faces);
+ goto end;
+ }
+ data += sizeof(DWORD);
+ index_out_ptr = mesh->normal_indices;
+ for (i = 0; i < mesh->num_poly_faces; i++)
+ {
+ DWORD j;
+ DWORD count = *(DWORD*)data;
+ if (count != mesh->num_tri_per_face[i] + 2) {
+ WARN("face %u: number of normals (%u) doesn't match number of vertices (%u)\n",
+ i, count, mesh->num_tri_per_face[i] + 2);
+ goto end;
+ }
+ data += sizeof(DWORD);
+
+ for (j = 0; j < count; j++) {
+ DWORD normal_index = *(DWORD*)data;
+ if (normal_index >= mesh->num_normals) {
+ WARN("face %u, normal index %u: reference to undefined normal %u (only %u normals)\n",
+ i, j, normal_index, mesh->num_normals);
+ goto end;
+ }
+ *index_out_ptr++ = normal_index;
+ data += sizeof(DWORD);
+ }
+ }
+
+ hr = D3D_OK;
+
+end:
+ filedata->lpVtbl->Unlock(filedata);
+ return hr;
+}
+
+static HRESULT parse_skin_mesh_info(ID3DXFileData *filedata, struct mesh_data *mesh_data, DWORD index)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data;
+
+ TRACE("(%p, %p, %u)\n", filedata, mesh_data, index);
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ hr = E_FAIL;
+
+ if (!mesh_data->skin_info) {
+ if (data_size < sizeof(WORD) * 3) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ /* Skip nMaxSkinWeightsPerVertex and nMaxSkinWeightsPerFace */
+ data += 2 * sizeof(WORD);
+ mesh_data->nb_bones = *(WORD*)data;
+ hr = D3DXCreateSkinInfoFVF(mesh_data->num_vertices, mesh_data->fvf, mesh_data->nb_bones, &mesh_data->skin_info);
+ } else {
+ const char *name;
+ DWORD nb_influences;
+
+ /* FIXME: String must be retrieved directly instead of through a pointer once ID3DXFILE is fixed */
+ name = *(const char**)data;
+ data += sizeof(char*);
+
+ nb_influences = *(DWORD*)data;
+ data += sizeof(DWORD);
+
+ if (data_size < (sizeof(char*) + sizeof(DWORD) + nb_influences * (sizeof(DWORD) + sizeof(FLOAT)) + 16 * sizeof(FLOAT))) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+
+ hr = mesh_data->skin_info->lpVtbl->SetBoneName(mesh_data->skin_info, index, name);
+ if (SUCCEEDED(hr))
+ hr = mesh_data->skin_info->lpVtbl->SetBoneInfluence(mesh_data->skin_info, index, nb_influences,
+ (const DWORD*)data, (const FLOAT*)(data + nb_influences * sizeof(DWORD)));
+ if (SUCCEEDED(hr))
+ hr = mesh_data->skin_info->lpVtbl->SetBoneOffsetMatrix(mesh_data->skin_info, index,
+ (const D3DMATRIX*)(data + nb_influences * (sizeof(DWORD) + sizeof(FLOAT))));
+ }
+
+end:
+ filedata->lpVtbl->Unlock(filedata);
+ return hr;
+}
+
+/* for provide_flags parameters */
+#define PROVIDE_MATERIALS 0x1
+#define PROVIDE_SKININFO 0x2
+#define PROVIDE_ADJACENCY 0x4
+
+static HRESULT parse_mesh(ID3DXFileData *filedata, struct mesh_data *mesh_data, DWORD provide_flags)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data, *in_ptr;
+ DWORD *index_out_ptr;
+ GUID type;
+ ID3DXFileData *child = NULL;
+ DWORD i;
+ SIZE_T nb_children;
+ DWORD nb_skin_weights_info = 0;
+
+ /*
+ * template Mesh {
+ * DWORD nVertices;
+ * array Vector vertices[nVertices];
+ * DWORD nFaces;
+ * array MeshFace faces[nFaces];
+ * [ ... ]
+ * }
+ */
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ in_ptr = data;
+ hr = E_FAIL;
+
+ if (data_size < sizeof(DWORD) * 2) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ mesh_data->num_vertices = *(DWORD*)in_ptr;
+ if (data_size < sizeof(DWORD) * 2 + mesh_data->num_vertices * sizeof(D3DXVECTOR3)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ in_ptr += sizeof(DWORD) + mesh_data->num_vertices * sizeof(D3DXVECTOR3);
+
+ mesh_data->num_poly_faces = *(DWORD*)in_ptr;
+ in_ptr += sizeof(DWORD);
+
+ mesh_data->num_tri_faces = 0;
+ for (i = 0; i < mesh_data->num_poly_faces; i++)
+ {
+ DWORD num_poly_vertices;
+ DWORD j;
+
+ if (data_size - (in_ptr - data) < sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ num_poly_vertices = *(DWORD*)in_ptr;
+ in_ptr += sizeof(DWORD);
+ if (data_size - (in_ptr - data) < num_poly_vertices * sizeof(DWORD)) {
+ WARN("truncated data (%ld bytes)\n", data_size);
+ goto end;
+ }
+ if (num_poly_vertices < 3) {
+ WARN("face %u has only %u vertices\n", i, num_poly_vertices);
+ goto end;
+ }
+ for (j = 0; j < num_poly_vertices; j++) {
+ if (*(DWORD*)in_ptr >= mesh_data->num_vertices) {
+ WARN("face %u, index %u: undefined vertex %u (only %u vertices)\n",
+ i, j, *(DWORD*)in_ptr, mesh_data->num_vertices);
+ goto end;
+ }
+ in_ptr += sizeof(DWORD);
+ }
+ mesh_data->num_tri_faces += num_poly_vertices - 2;
+ }
+
+ mesh_data->fvf = D3DFVF_XYZ;
+
+ mesh_data->vertices = HeapAlloc(GetProcessHeap(), 0,
+ mesh_data->num_vertices * sizeof(*mesh_data->vertices));
+ mesh_data->num_tri_per_face = HeapAlloc(GetProcessHeap(), 0,
+ mesh_data->num_poly_faces * sizeof(*mesh_data->num_tri_per_face));
+ mesh_data->indices = HeapAlloc(GetProcessHeap(), 0,
+ (mesh_data->num_tri_faces + mesh_data->num_poly_faces * 2) * sizeof(*mesh_data->indices));
+ if (!mesh_data->vertices || !mesh_data->num_tri_per_face || !mesh_data->indices) {
+ hr = E_OUTOFMEMORY;
+ goto end;
+ }
+
+ in_ptr = data + sizeof(DWORD);
+ memcpy(mesh_data->vertices, in_ptr, mesh_data->num_vertices * sizeof(D3DXVECTOR3));
+ in_ptr += mesh_data->num_vertices * sizeof(D3DXVECTOR3) + sizeof(DWORD);
+
+ index_out_ptr = mesh_data->indices;
+ for (i = 0; i < mesh_data->num_poly_faces; i++)
+ {
+ DWORD count;
+
+ count = *(DWORD*)in_ptr;
+ in_ptr += sizeof(DWORD);
+ mesh_data->num_tri_per_face[i] = count - 2;
+
+ while (count--) {
+ *index_out_ptr++ = *(DWORD*)in_ptr;
+ in_ptr += sizeof(DWORD);
+ }
+ }
+
+ hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+ if (FAILED(hr))
+ goto end;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+ if (FAILED(hr))
+ goto end;
+ hr = child->lpVtbl->GetType(child, &type);
+ if (FAILED(hr))
+ goto end;
+
+ if (IsEqualGUID(&type, &TID_D3DRMMeshNormals)) {
+ hr = parse_normals(child, mesh_data);
+ } else if (IsEqualGUID(&type, &TID_D3DRMMeshVertexColors)) {
+ hr = parse_vertex_colors(child, mesh_data);
+ } else if (IsEqualGUID(&type, &TID_D3DRMMeshTextureCoords)) {
+ hr = parse_texture_coords(child, mesh_data);
+ } else if (IsEqualGUID(&type, &TID_D3DRMMeshMaterialList) &&
+ (provide_flags & PROVIDE_MATERIALS))
+ {
+ hr = parse_material_list(child, mesh_data);
+ } else if (provide_flags & PROVIDE_SKININFO) {
+ if (IsEqualGUID(&type, &DXFILEOBJ_XSkinMeshHeader)) {
+ if (mesh_data->skin_info) {
+ WARN("Skin mesh header already encountered\n");
+ hr = E_FAIL;
+ goto end;
+ }
+ hr = parse_skin_mesh_info(child, mesh_data, 0);
+ if (FAILED(hr))
+ goto end;
+ } else if (IsEqualGUID(&type, &DXFILEOBJ_SkinWeights)) {
+ if (!mesh_data->skin_info) {
+ WARN("Skin weights found but skin mesh header not encountered yet\n");
+ hr = E_FAIL;
+ goto end;
+ }
+ hr = parse_skin_mesh_info(child, mesh_data, nb_skin_weights_info);
+ if (FAILED(hr))
+ goto end;
+ nb_skin_weights_info++;
+ }
+ }
+ if (FAILED(hr))
+ goto end;
+
+ IUnknown_Release(child);
+ child = NULL;
+ }
+
+ if (mesh_data->skin_info && (nb_skin_weights_info != mesh_data->nb_bones)) {
+ WARN("Mismatch between nb skin weights info %u encountered and nb bones %u from skin mesh header\n",
+ nb_skin_weights_info, mesh_data->nb_bones);
+ hr = E_FAIL;
+ goto end;
+ }
+
+ if ((provide_flags & PROVIDE_SKININFO) && !mesh_data->skin_info)
+ {
+ hr = create_dummy_skin(&mesh_data->skin_info);
+ if (FAILED(hr))
+ goto end;
+ }
+
+ hr = D3D_OK;
+
+end:
+ if (child)
+ IUnknown_Release(child);
+ filedata->lpVtbl->Unlock(filedata);
+ return hr;
+}
+
+static HRESULT generate_effects(ID3DXBuffer *materials, DWORD num_materials,
+ ID3DXBuffer **effects)
+{
+ HRESULT hr;
+ D3DXEFFECTINSTANCE *effect_ptr;
+ BYTE *out_ptr;
+ const D3DXMATERIAL *material_ptr = ID3DXBuffer_GetBufferPointer(materials);
+ static const struct {
+ const char *param_name;
+ DWORD name_size;
+ DWORD num_bytes;
+ DWORD value_offset;
+ } material_effects[] = {
+#define EFFECT_TABLE_ENTRY(str, field) \
+ {str, sizeof(str), sizeof(material_ptr->MatD3D.field), offsetof(D3DXMATERIAL, MatD3D.field)}
+ EFFECT_TABLE_ENTRY("Diffuse", Diffuse),
+ EFFECT_TABLE_ENTRY("Power", Power),
+ EFFECT_TABLE_ENTRY("Specular", Specular),
+ EFFECT_TABLE_ENTRY("Emissive", Emissive),
+ EFFECT_TABLE_ENTRY("Ambient", Ambient),
+#undef EFFECT_TABLE_ENTRY
+ };
+ static const char texture_paramname[] = "Texture0@Name";
+ DWORD buffer_size;
+ DWORD i;
+
+ /* effects buffer layout:
+ *
+ * D3DXEFFECTINSTANCE effects[num_materials];
+ * for (effect in effects)
+ * {
+ * D3DXEFFECTDEFAULT defaults[effect.NumDefaults];
+ * for (default in defaults)
+ * {
+ * *default.pParamName;
+ * *default.pValue;
+ * }
+ * }
+ */
+ buffer_size = sizeof(D3DXEFFECTINSTANCE);
+ buffer_size += sizeof(D3DXEFFECTDEFAULT) * ARRAY_SIZE(material_effects);
+ for (i = 0; i < ARRAY_SIZE(material_effects); i++) {
+ buffer_size += material_effects[i].name_size;
+ buffer_size += material_effects[i].num_bytes;
+ }
+ buffer_size *= num_materials;
+ for (i = 0; i < num_materials; i++) {
+ if (material_ptr[i].pTextureFilename) {
+ buffer_size += sizeof(D3DXEFFECTDEFAULT);
+ buffer_size += sizeof(texture_paramname);
+ buffer_size += strlen(material_ptr[i].pTextureFilename) + 1;
+ }
+ }
+
+ hr = D3DXCreateBuffer(buffer_size, effects);
+ if (FAILED(hr)) return hr;
+ effect_ptr = ID3DXBuffer_GetBufferPointer(*effects);
+ out_ptr = (BYTE*)(effect_ptr + num_materials);
+
+ for (i = 0; i < num_materials; i++)
+ {
+ DWORD j;
+ D3DXEFFECTDEFAULT *defaults = (D3DXEFFECTDEFAULT*)out_ptr;
+
+ effect_ptr->pDefaults = defaults;
+ effect_ptr->NumDefaults = material_ptr->pTextureFilename ? 6 : 5;
+ out_ptr = (BYTE*)(effect_ptr->pDefaults + effect_ptr->NumDefaults);
+
+ for (j = 0; j < ARRAY_SIZE(material_effects); j++)
+ {
+ defaults->pParamName = (char *)out_ptr;
+ strcpy(defaults->pParamName, material_effects[j].param_name);
+ defaults->pValue = defaults->pParamName + material_effects[j].name_size;
+ defaults->Type = D3DXEDT_FLOATS;
+ defaults->NumBytes = material_effects[j].num_bytes;
+ memcpy(defaults->pValue, (BYTE*)material_ptr + material_effects[j].value_offset, defaults->NumBytes);
+ out_ptr = (BYTE*)defaults->pValue + defaults->NumBytes;
+ defaults++;
+ }
+
+ if (material_ptr->pTextureFilename)
+ {
+ defaults->pParamName = (char *)out_ptr;
+ strcpy(defaults->pParamName, texture_paramname);
+ defaults->pValue = defaults->pParamName + sizeof(texture_paramname);
+ defaults->Type = D3DXEDT_STRING;
+ defaults->NumBytes = strlen(material_ptr->pTextureFilename) + 1;
+ strcpy(defaults->pValue, material_ptr->pTextureFilename);
+ out_ptr = (BYTE*)defaults->pValue + defaults->NumBytes;
+ }
+ material_ptr++;
+ effect_ptr++;
+ }
+ assert(out_ptr - (BYTE*)ID3DXBuffer_GetBufferPointer(*effects) == buffer_size);
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI D3DXLoadSkinMeshFromXof(struct ID3DXFileData *filedata, DWORD options,
+ struct IDirect3DDevice9 *device, struct ID3DXBuffer **adjacency_out, struct ID3DXBuffer **materials_out,
+ struct ID3DXBuffer **effects_out, DWORD *num_materials_out, struct ID3DXSkinInfo **skin_info_out,
+ struct ID3DXMesh **mesh_out)
+{
+ HRESULT hr;
+ DWORD *index_in_ptr;
+ struct mesh_data mesh_data;
+ DWORD total_vertices;
+ ID3DXMesh *d3dxmesh = NULL;
+ ID3DXBuffer *adjacency = NULL;
+ ID3DXBuffer *materials = NULL;
+ ID3DXBuffer *effects = NULL;
+ struct vertex_duplication {
+ DWORD normal_index;
+ struct list entry;
+ } *duplications = NULL;
+ DWORD i;
+ void *vertices = NULL;
+ void *indices = NULL;
+ BYTE *out_ptr;
+ DWORD provide_flags = 0;
+
+ TRACE("(%p, %x, %p, %p, %p, %p, %p, %p, %p)\n", filedata, options, device, adjacency_out, materials_out,
+ effects_out, num_materials_out, skin_info_out, mesh_out);
+
+ ZeroMemory(&mesh_data, sizeof(mesh_data));
+
+ if (num_materials_out || materials_out || effects_out)
+ provide_flags |= PROVIDE_MATERIALS;
+ if (skin_info_out)
+ provide_flags |= PROVIDE_SKININFO;
+
+ hr = parse_mesh(filedata, &mesh_data, provide_flags);
+ if (FAILED(hr)) goto cleanup;
+
+ total_vertices = mesh_data.num_vertices;
+ if (mesh_data.fvf & D3DFVF_NORMAL) {
+ /* duplicate vertices with multiple normals */
+ DWORD num_face_indices = mesh_data.num_poly_faces * 2 + mesh_data.num_tri_faces;
+ duplications = HeapAlloc(GetProcessHeap(), 0, (mesh_data.num_vertices + num_face_indices) * sizeof(*duplications));
+ if (!duplications) {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+ for (i = 0; i < total_vertices; i++)
+ {
+ duplications[i].normal_index = -1;
+ list_init(&duplications[i].entry);
+ }
+ for (i = 0; i < num_face_indices; i++) {
+ DWORD vertex_index = mesh_data.indices[i];
+ DWORD normal_index = mesh_data.normal_indices[i];
+ struct vertex_duplication *dup_ptr = &duplications[vertex_index];
+
+ if (dup_ptr->normal_index == -1) {
+ dup_ptr->normal_index = normal_index;
+ } else {
+ D3DXVECTOR3 *new_normal = &mesh_data.normals[normal_index];
+ struct list *dup_list = &dup_ptr->entry;
+ while (TRUE) {
+ D3DXVECTOR3 *cur_normal = &mesh_data.normals[dup_ptr->normal_index];
+ if (new_normal->x == cur_normal->x &&
+ new_normal->y == cur_normal->y &&
+ new_normal->z == cur_normal->z)
+ {
+ mesh_data.indices[i] = dup_ptr - duplications;
+ break;
+ } else if (!list_next(dup_list, &dup_ptr->entry)) {
+ dup_ptr = &duplications[total_vertices++];
+ dup_ptr->normal_index = normal_index;
+ list_add_tail(dup_list, &dup_ptr->entry);
+ mesh_data.indices[i] = dup_ptr - duplications;
+ break;
+ } else {
+ dup_ptr = LIST_ENTRY(list_next(dup_list, &dup_ptr->entry),
+ struct vertex_duplication, entry);
+ }
+ }
+ }
+ }
+ }
+
+ hr = D3DXCreateMeshFVF(mesh_data.num_tri_faces, total_vertices, options, mesh_data.fvf, device, &d3dxmesh);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = d3dxmesh->lpVtbl->LockVertexBuffer(d3dxmesh, 0, &vertices);
+ if (FAILED(hr)) goto cleanup;
+
+ out_ptr = vertices;
+ for (i = 0; i < mesh_data.num_vertices; i++) {
+ *(D3DXVECTOR3*)out_ptr = mesh_data.vertices[i];
+ out_ptr += sizeof(D3DXVECTOR3);
+ if (mesh_data.fvf & D3DFVF_NORMAL) {
+ if (duplications[i].normal_index == -1)
+ ZeroMemory(out_ptr, sizeof(D3DXVECTOR3));
+ else
+ *(D3DXVECTOR3*)out_ptr = mesh_data.normals[duplications[i].normal_index];
+ out_ptr += sizeof(D3DXVECTOR3);
+ }
+ if (mesh_data.fvf & D3DFVF_DIFFUSE) {
+ *(DWORD*)out_ptr = mesh_data.vertex_colors[i];
+ out_ptr += sizeof(DWORD);
+ }
+ if (mesh_data.fvf & D3DFVF_TEX1) {
+ *(D3DXVECTOR2*)out_ptr = mesh_data.tex_coords[i];
+ out_ptr += sizeof(D3DXVECTOR2);
+ }
+ }
+ if (mesh_data.fvf & D3DFVF_NORMAL) {
+ DWORD vertex_size = D3DXGetFVFVertexSize(mesh_data.fvf);
+ out_ptr = vertices;
+ for (i = 0; i < mesh_data.num_vertices; i++) {
+ struct vertex_duplication *dup_ptr;
+ LIST_FOR_EACH_ENTRY(dup_ptr, &duplications[i].entry, struct vertex_duplication, entry)
+ {
+ int j = dup_ptr - duplications;
+ BYTE *dest_vertex = (BYTE*)vertices + j * vertex_size;
+
+ memcpy(dest_vertex, out_ptr, vertex_size);
+ dest_vertex += sizeof(D3DXVECTOR3);
+ *(D3DXVECTOR3*)dest_vertex = mesh_data.normals[dup_ptr->normal_index];
+ }
+ out_ptr += vertex_size;
+ }
+ }
+ d3dxmesh->lpVtbl->UnlockVertexBuffer(d3dxmesh);
+
+ hr = d3dxmesh->lpVtbl->LockIndexBuffer(d3dxmesh, 0, &indices);
+ if (FAILED(hr)) goto cleanup;
+
+ index_in_ptr = mesh_data.indices;
+#define FILL_INDEX_BUFFER(indices_var) \
+ for (i = 0; i < mesh_data.num_poly_faces; i++) \
+ { \
+ DWORD count = mesh_data.num_tri_per_face[i]; \
+ WORD first_index = *index_in_ptr++; \
+ while (count--) { \
+ *indices_var++ = first_index; \
+ *indices_var++ = *index_in_ptr; \
+ index_in_ptr++; \
+ *indices_var++ = *index_in_ptr; \
+ } \
+ index_in_ptr++; \
+ }
+ if (options & D3DXMESH_32BIT) {
+ DWORD *dword_indices = indices;
+ FILL_INDEX_BUFFER(dword_indices)
+ } else {
+ WORD *word_indices = indices;
+ FILL_INDEX_BUFFER(word_indices)
+ }
+#undef FILL_INDEX_BUFFER
+ d3dxmesh->lpVtbl->UnlockIndexBuffer(d3dxmesh);
+
+ if (mesh_data.material_indices) {
+ DWORD *attrib_buffer = NULL;
+ hr = d3dxmesh->lpVtbl->LockAttributeBuffer(d3dxmesh, 0, &attrib_buffer);
+ if (FAILED(hr)) goto cleanup;
+ for (i = 0; i < mesh_data.num_poly_faces; i++)
+ {
+ DWORD count = mesh_data.num_tri_per_face[i];
+ while (count--)
+ *attrib_buffer++ = mesh_data.material_indices[i];
+ }
+ d3dxmesh->lpVtbl->UnlockAttributeBuffer(d3dxmesh);
+
+ hr = d3dxmesh->lpVtbl->OptimizeInplace(d3dxmesh,
+ D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_IGNOREVERTS | D3DXMESHOPT_DONOTSPLIT,
+ NULL, NULL, NULL, NULL);
+ if (FAILED(hr)) goto cleanup;
+ }
+
+ if (mesh_data.num_materials && (materials_out || effects_out)) {
+ DWORD buffer_size = mesh_data.num_materials * sizeof(D3DXMATERIAL);
+ char *strings_out_ptr;
+ D3DXMATERIAL *materials_ptr;
+
+ for (i = 0; i < mesh_data.num_materials; i++) {
+ if (mesh_data.materials[i].pTextureFilename)
+ buffer_size += strlen(mesh_data.materials[i].pTextureFilename) + 1;
+ }
+
+ hr = D3DXCreateBuffer(buffer_size, &materials);
+ if (FAILED(hr)) goto cleanup;
+
+ materials_ptr = ID3DXBuffer_GetBufferPointer(materials);
+ memcpy(materials_ptr, mesh_data.materials, mesh_data.num_materials * sizeof(D3DXMATERIAL));
+ strings_out_ptr = (char*)(materials_ptr + mesh_data.num_materials);
+ for (i = 0; i < mesh_data.num_materials; i++) {
+ if (materials_ptr[i].pTextureFilename) {
+ strcpy(strings_out_ptr, mesh_data.materials[i].pTextureFilename);
+ materials_ptr[i].pTextureFilename = strings_out_ptr;
+ strings_out_ptr += strlen(mesh_data.materials[i].pTextureFilename) + 1;
+ }
+ }
+ }
+
+ if (mesh_data.num_materials && effects_out) {
+ hr = generate_effects(materials, mesh_data.num_materials, &effects);
+ if (FAILED(hr)) goto cleanup;
+
+ if (!materials_out) {
+ ID3DXBuffer_Release(materials);
+ materials = NULL;
+ }
+ }
+
+ if (adjacency_out) {
+ hr = D3DXCreateBuffer(mesh_data.num_tri_faces * 3 * sizeof(DWORD), &adjacency);
+ if (FAILED(hr)) goto cleanup;
+ hr = d3dxmesh->lpVtbl->GenerateAdjacency(d3dxmesh, 0.0f, ID3DXBuffer_GetBufferPointer(adjacency));
+ if (FAILED(hr)) goto cleanup;
+ }
+
+ *mesh_out = d3dxmesh;
+ if (adjacency_out) *adjacency_out = adjacency;
+ if (num_materials_out) *num_materials_out = mesh_data.num_materials;
+ if (materials_out) *materials_out = materials;
+ if (effects_out) *effects_out = effects;
+ if (skin_info_out) *skin_info_out = mesh_data.skin_info;
+
+ hr = D3D_OK;
+cleanup:
+ if (FAILED(hr)) {
+ if (d3dxmesh) IUnknown_Release(d3dxmesh);
+ if (adjacency) ID3DXBuffer_Release(adjacency);
+ if (materials) ID3DXBuffer_Release(materials);
+ if (effects) ID3DXBuffer_Release(effects);
+ if (mesh_data.skin_info) mesh_data.skin_info->lpVtbl->Release(mesh_data.skin_info);
+ if (skin_info_out) *skin_info_out = NULL;
+ }
+ HeapFree(GetProcessHeap(), 0, mesh_data.vertices);
+ HeapFree(GetProcessHeap(), 0, mesh_data.num_tri_per_face);
+ HeapFree(GetProcessHeap(), 0, mesh_data.indices);
+ HeapFree(GetProcessHeap(), 0, mesh_data.normals);
+ HeapFree(GetProcessHeap(), 0, mesh_data.normal_indices);
+ destroy_materials(&mesh_data);
+ HeapFree(GetProcessHeap(), 0, mesh_data.tex_coords);
+ HeapFree(GetProcessHeap(), 0, mesh_data.vertex_colors);
+ HeapFree(GetProcessHeap(), 0, duplications);
+ return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshHierarchyFromXA(const char *filename, DWORD options, struct IDirect3DDevice9 *device,
+ struct ID3DXAllocateHierarchy *alloc_hier, struct ID3DXLoadUserData *load_user_data,
+ D3DXFRAME **frame_hierarchy, struct ID3DXAnimationController **anim_controller)
+{
+ WCHAR *filenameW;
+ HRESULT hr;
+ int len;
+
+ TRACE("filename %s, options %#x, device %p, alloc_hier %p, "
+ "load_user_data %p, frame_hierarchy %p, anim_controller %p.\n",
+ debugstr_a(filename), options, device, alloc_hier,
+ load_user_data, frame_hierarchy, anim_controller);
+
+ if (!filename)
+ return D3DERR_INVALIDCALL;
+
+ len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
+ filenameW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
+ if (!filenameW) return E_OUTOFMEMORY;
+ MultiByteToWideChar(CP_ACP, 0, filename, -1, filenameW, len);
+
+ hr = D3DXLoadMeshHierarchyFromXW(filenameW, options, device,
+ alloc_hier, load_user_data, frame_hierarchy, anim_controller);
+ HeapFree(GetProcessHeap(), 0, filenameW);
+
+ return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshHierarchyFromXW(const WCHAR *filename, DWORD options, struct IDirect3DDevice9 *device,
+ struct ID3DXAllocateHierarchy *alloc_hier, struct ID3DXLoadUserData *load_user_data,
+ D3DXFRAME **frame_hierarchy, struct ID3DXAnimationController **anim_controller)
+{
+ void *buffer;
+ HRESULT hr;
+ DWORD size;
+
+ TRACE("filename %s, options %#x, device %p, alloc_hier %p, "
+ "load_user_data %p, frame_hierarchy %p, anim_controller %p.\n",
+ debugstr_w(filename), options, device, alloc_hier,
+ load_user_data, frame_hierarchy, anim_controller);
+
+ if (!filename)
+ return D3DERR_INVALIDCALL;
+
+ hr = map_view_of_file(filename, &buffer, &size);
+ if (FAILED(hr))
+ return D3DXERR_INVALIDDATA;
+
+ hr = D3DXLoadMeshHierarchyFromXInMemory(buffer, size, options, device,
+ alloc_hier, load_user_data, frame_hierarchy, anim_controller);
+
+ UnmapViewOfFile(buffer);
+
+ return hr;
+}
+
+static HRESULT filedata_get_name(ID3DXFileData *filedata, char **name)
+{
+ HRESULT hr;
+ SIZE_T name_len;
+
+ hr = filedata->lpVtbl->GetName(filedata, NULL, &name_len);
+ if (FAILED(hr)) return hr;
+
+ if (!name_len)
+ name_len++;
+ *name = HeapAlloc(GetProcessHeap(), 0, name_len);
+ if (!*name) return E_OUTOFMEMORY;
+
+ hr = filedata->lpVtbl->GetName(filedata, *name, &name_len);
+ if (FAILED(hr))
+ HeapFree(GetProcessHeap(), 0, *name);
+ else if (!name_len)
+ (*name)[0] = 0;
+
+ return hr;
+}
+
+static HRESULT load_mesh_container(struct ID3DXFileData *filedata, DWORD options, struct IDirect3DDevice9 *device,
+ struct ID3DXAllocateHierarchy *alloc_hier, D3DXMESHCONTAINER **mesh_container)
+{
+ HRESULT hr;
+ ID3DXBuffer *adjacency = NULL;
+ ID3DXBuffer *materials = NULL;
+ ID3DXBuffer *effects = NULL;
+ ID3DXSkinInfo *skin_info = NULL;
+ D3DXMESHDATA mesh_data;
+ DWORD num_materials = 0;
+ char *name = NULL;
+
+ mesh_data.Type = D3DXMESHTYPE_MESH;
+ mesh_data.u.pMesh = NULL;
+
+ hr = D3DXLoadSkinMeshFromXof(filedata, options, device,
+ &adjacency, &materials, &effects, &num_materials,
+ &skin_info, &mesh_data.u.pMesh);
+ if (FAILED(hr)) return hr;
+
+ hr = filedata_get_name(filedata, &name);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = alloc_hier->lpVtbl->CreateMeshContainer(alloc_hier, name, &mesh_data,
+ materials ? ID3DXBuffer_GetBufferPointer(materials) : NULL,
+ effects ? ID3DXBuffer_GetBufferPointer(effects) : NULL,
+ num_materials,
+ adjacency ? ID3DXBuffer_GetBufferPointer(adjacency) : NULL,
+ skin_info, mesh_container);
+
+cleanup:
+ if (materials) ID3DXBuffer_Release(materials);
+ if (effects) ID3DXBuffer_Release(effects);
+ if (adjacency) ID3DXBuffer_Release(adjacency);
+ if (skin_info) IUnknown_Release(skin_info);
+ if (mesh_data.u.pMesh) IUnknown_Release(mesh_data.u.pMesh);
+ HeapFree(GetProcessHeap(), 0, name);
+ return hr;
+}
+
+static HRESULT parse_transform_matrix(ID3DXFileData *filedata, D3DXMATRIX *transform)
+{
+ HRESULT hr;
+ SIZE_T data_size;
+ const BYTE *data;
+
+ /* template Matrix4x4 {
+ * array FLOAT matrix[16];
+ * }
+ * template FrameTransformMatrix {
+ * Matrix4x4 frameMatrix;
+ * }
+ */
+
+ hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+ if (FAILED(hr)) return hr;
+
+ if (data_size != sizeof(D3DXMATRIX)) {
+ WARN("incorrect data size (%ld bytes)\n", data_size);
+ filedata->lpVtbl->Unlock(filedata);
+ return E_FAIL;
+ }
+
+ memcpy(transform, data, sizeof(D3DXMATRIX));
+
+ filedata->lpVtbl->Unlock(filedata);
+ return D3D_OK;
+}
+
+static HRESULT load_frame(struct ID3DXFileData *filedata, DWORD options, struct IDirect3DDevice9 *device,
+ struct ID3DXAllocateHierarchy *alloc_hier, D3DXFRAME **frame_out)
+{
+ HRESULT hr;
+ GUID type;
+ ID3DXFileData *child;
+ char *name = NULL;
+ D3DXFRAME *frame = NULL;
+ D3DXMESHCONTAINER **next_container;
+ D3DXFRAME **next_child;
+ SIZE_T i, nb_children;
+
+ hr = filedata_get_name(filedata, &name);
+ if (FAILED(hr)) return hr;
+
+ hr = alloc_hier->lpVtbl->CreateFrame(alloc_hier, name, frame_out);
+ HeapFree(GetProcessHeap(), 0, name);
+ if (FAILED(hr)) return E_FAIL;
+
+ frame = *frame_out;
+ D3DXMatrixIdentity(&frame->TransformationMatrix);
+ next_child = &frame->pFrameFirstChild;
+ next_container = &frame->pMeshContainer;
+
+ hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+ if (FAILED(hr))
+ return hr;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+ if (FAILED(hr))
+ return hr;
+ hr = child->lpVtbl->GetType(child, &type);
+ if (FAILED(hr))
+ goto err;
+
+ if (IsEqualGUID(&type, &TID_D3DRMMesh)) {
+ hr = load_mesh_container(child, options, device, alloc_hier, next_container);
+ if (SUCCEEDED(hr))
+ next_container = &(*next_container)->pNextMeshContainer;
+ } else if (IsEqualGUID(&type, &TID_D3DRMFrameTransformMatrix)) {
+ hr = parse_transform_matrix(child, &frame->TransformationMatrix);
+ } else if (IsEqualGUID(&type, &TID_D3DRMFrame)) {
+ hr = load_frame(child, options, device, alloc_hier, next_child);
+ if (SUCCEEDED(hr))
+ next_child = &(*next_child)->pFrameSibling;
+ }
+ if (FAILED(hr))
+ goto err;
+
+ IUnknown_Release(child);
+ }
+ return D3D_OK;
+
+err:
+ IUnknown_Release(child);
+ return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshHierarchyFromXInMemory(const void *memory, DWORD memory_size, DWORD options,
+ struct IDirect3DDevice9 *device, struct ID3DXAllocateHierarchy *alloc_hier,
+ struct ID3DXLoadUserData *load_user_data, D3DXFRAME **frame_hierarchy,
+ struct ID3DXAnimationController **anim_controller)
+{
+ HRESULT hr;
+ ID3DXFile *d3dxfile = NULL;
+ ID3DXFileEnumObject *enumobj = NULL;
+ ID3DXFileData *filedata = NULL;
+ D3DXF_FILELOADMEMORY source;
+ D3DXFRAME *first_frame = NULL;
+ D3DXFRAME **next_frame = &first_frame;
+ SIZE_T i, nb_children;
+ GUID guid;
+
+ TRACE("(%p, %u, %x, %p, %p, %p, %p, %p)\n", memory, memory_size, options,
+ device, alloc_hier, load_user_data, frame_hierarchy, anim_controller);
+
+ if (!memory || !memory_size || !device || !frame_hierarchy || !alloc_hier)
+ return D3DERR_INVALIDCALL;
+ if (load_user_data)
+ {
+ FIXME("Loading user data not implemented.\n");
+ return E_NOTIMPL;
+ }
+
+ hr = D3DXFileCreate(&d3dxfile);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = d3dxfile->lpVtbl->RegisterTemplates(d3dxfile, D3DRM_XTEMPLATES, D3DRM_XTEMPLATE_BYTES);
+ if (FAILED(hr)) goto cleanup;
+
+ source.lpMemory = (void*)memory;
+ source.dSize = memory_size;
+ hr = d3dxfile->lpVtbl->CreateEnumObject(d3dxfile, &source, D3DXF_FILELOAD_FROMMEMORY, &enumobj);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = enumobj->lpVtbl->GetChildren(enumobj, &nb_children);
+ if (FAILED(hr))
+ goto cleanup;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = enumobj->lpVtbl->GetChild(enumobj, i, &filedata);
+ if (FAILED(hr))
+ goto cleanup;
+
+ hr = filedata->lpVtbl->GetType(filedata, &guid);
+ if (SUCCEEDED(hr)) {
+ if (IsEqualGUID(&guid, &TID_D3DRMMesh)) {
+ hr = alloc_hier->lpVtbl->CreateFrame(alloc_hier, NULL, next_frame);
+ if (FAILED(hr)) {
+ hr = E_FAIL;
+ goto cleanup;
+ }
+
+ D3DXMatrixIdentity(&(*next_frame)->TransformationMatrix);
+
+ hr = load_mesh_container(filedata, options, device, alloc_hier, &(*next_frame)->pMeshContainer);
+ if (FAILED(hr)) goto cleanup;
+ } else if (IsEqualGUID(&guid, &TID_D3DRMFrame)) {
+ hr = load_frame(filedata, options, device, alloc_hier, next_frame);
+ if (FAILED(hr)) goto cleanup;
+ }
+ while (*next_frame)
+ next_frame = &(*next_frame)->pFrameSibling;
+ }
+
+ filedata->lpVtbl->Release(filedata);
+ filedata = NULL;
+ if (FAILED(hr))
+ goto cleanup;
+ }
+
+ if (!first_frame) {
+ hr = E_FAIL;
+ } else if (first_frame->pFrameSibling) {
+ D3DXFRAME *root_frame = NULL;
+ hr = alloc_hier->lpVtbl->CreateFrame(alloc_hier, NULL, &root_frame);
+ if (FAILED(hr)) {
+ hr = E_FAIL;
+ goto cleanup;
+ }
+ D3DXMatrixIdentity(&root_frame->TransformationMatrix);
+ root_frame->pFrameFirstChild = first_frame;
+ *frame_hierarchy = root_frame;
+ hr = D3D_OK;
+ } else {
+ *frame_hierarchy = first_frame;
+ hr = D3D_OK;
+ }
+
+ if (anim_controller)
+ {
+ *anim_controller = NULL;
+ FIXME("Animation controller creation not implemented.\n");
+ }
+
+cleanup:
+ if (FAILED(hr) && first_frame) D3DXFrameDestroy(first_frame, alloc_hier);
+ if (filedata) filedata->lpVtbl->Release(filedata);
+ if (enumobj) enumobj->lpVtbl->Release(enumobj);
+ if (d3dxfile) d3dxfile->lpVtbl->Release(d3dxfile);
+ return hr;
+}
+
+HRESULT WINAPI D3DXCleanMesh(D3DXCLEANTYPE clean_type, ID3DXMesh *mesh_in, const DWORD *adjacency_in,
+ ID3DXMesh **mesh_out, DWORD *adjacency_out, ID3DXBuffer **errors_and_warnings)
+{
+ FIXME("(%u, %p, %p, %p, %p, %p)\n", clean_type, mesh_in, adjacency_in, mesh_out, adjacency_out, errors_and_warnings);
+
+ return E_NOTIMPL;
+}
+
+HRESULT WINAPI D3DXFrameDestroy(D3DXFRAME *frame, ID3DXAllocateHierarchy *alloc_hier)
+{
+ HRESULT hr;
+ BOOL last = FALSE;
+
+ TRACE("(%p, %p)\n", frame, alloc_hier);
+
+ if (!frame || !alloc_hier)
+ return D3DERR_INVALIDCALL;
+
+ while (!last) {
+ D3DXMESHCONTAINER *container;
+ D3DXFRAME *current_frame;
+
+ if (frame->pFrameSibling) {
+ current_frame = frame->pFrameSibling;
+ frame->pFrameSibling = current_frame->pFrameSibling;
+ current_frame->pFrameSibling = NULL;
+ } else {
+ current_frame = frame;
+ last = TRUE;
+ }
+
+ if (current_frame->pFrameFirstChild) {
+ hr = D3DXFrameDestroy(current_frame->pFrameFirstChild, alloc_hier);
+ if (FAILED(hr)) return hr;
+ current_frame->pFrameFirstChild = NULL;
+ }
+
+ container = current_frame->pMeshContainer;
+ while (container) {
+ D3DXMESHCONTAINER *next_container = container->pNextMeshContainer;
+ hr = alloc_hier->lpVtbl->DestroyMeshContainer(alloc_hier, container);
+ if (FAILED(hr)) return hr;
+ container = next_container;
+ }
+ hr = alloc_hier->lpVtbl->DestroyFrame(alloc_hier, current_frame);
+ if (FAILED(hr)) return hr;
+ }
+ return D3D_OK;
+}
+
+D3DXFRAME* WINAPI D3DXFrameFind(const D3DXFRAME *frame_root, const char *name)
+{
+ FIXME("frame_root %p, name %s stub.\n", frame_root, debugstr_a(name));
+ return NULL;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXA(const char *filename, DWORD options, struct IDirect3DDevice9 *device,
+ struct ID3DXBuffer **adjacency, struct ID3DXBuffer **materials, struct ID3DXBuffer **effect_instances,
+ DWORD *num_materials, struct ID3DXMesh **mesh)
+{
+ WCHAR *filenameW;
+ HRESULT hr;
+ int len;
+
+ TRACE("filename %s, options %#x, device %p, adjacency %p, materials %p, "
+ "effect_instances %p, num_materials %p, mesh %p.\n",
+ debugstr_a(filename), options, device, adjacency, materials,
+ effect_instances, num_materials, mesh);
+
+ if (!filename)
+ return D3DERR_INVALIDCALL;
+
+ len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
+ filenameW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
+ if (!filenameW) return E_OUTOFMEMORY;
+ MultiByteToWideChar(CP_ACP, 0, filename, -1, filenameW, len);
+
+ hr = D3DXLoadMeshFromXW(filenameW, options, device, adjacency, materials,
+ effect_instances, num_materials, mesh);
+ HeapFree(GetProcessHeap(), 0, filenameW);
+
+ return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXW(const WCHAR *filename, DWORD options, struct IDirect3DDevice9 *device,
+ struct ID3DXBuffer **adjacency, struct ID3DXBuffer **materials, struct ID3DXBuffer **effect_instances,
+ DWORD *num_materials, struct ID3DXMesh **mesh)
+{
+ void *buffer;
+ HRESULT hr;
+ DWORD size;
+
+ TRACE("filename %s, options %#x, device %p, adjacency %p, materials %p, "
+ "effect_instances %p, num_materials %p, mesh %p.\n",
+ debugstr_w(filename), options, device, adjacency, materials,
+ effect_instances, num_materials, mesh);
+
+ if (!filename)
+ return D3DERR_INVALIDCALL;
+
+ hr = map_view_of_file(filename, &buffer, &size);
+ if (FAILED(hr))
+ return D3DXERR_INVALIDDATA;
+
+ hr = D3DXLoadMeshFromXInMemory(buffer, size, options, device, adjacency,
+ materials, effect_instances, num_materials, mesh);
+
+ UnmapViewOfFile(buffer);
+
+ return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXResource(HMODULE module, const char *name, const char *type, DWORD options,
+ struct IDirect3DDevice9 *device, struct ID3DXBuffer **adjacency, struct ID3DXBuffer **materials,
+ struct ID3DXBuffer **effect_instances, DWORD *num_materials, struct ID3DXMesh **mesh)
+{
+ HRESULT hr;
+ HRSRC resinfo;
+ void *buffer;
+ DWORD size;
+
+ TRACE("module %p, name %s, type %s, options %#x, device %p, adjacency %p, "
+ "materials %p, effect_instances %p, num_materials %p, mesh %p.\n",
+ module, debugstr_a(name), debugstr_a(type), options, device, adjacency,
+ materials, effect_instances, num_materials, mesh);
+
+ resinfo = FindResourceA(module, name, type);
+ if (!resinfo) return D3DXERR_INVALIDDATA;
+
+ hr = load_resource_into_memory(module, resinfo, &buffer, &size);
+ if (FAILED(hr)) return D3DXERR_INVALIDDATA;
+
+ return D3DXLoadMeshFromXInMemory(buffer, size, options, device, adjacency,
+ materials, effect_instances, num_materials, mesh);
+}
+
+struct mesh_container
+{
+ struct list entry;
+ ID3DXMesh *mesh;
+ ID3DXBuffer *adjacency;
+ ID3DXBuffer *materials;
+ ID3DXBuffer *effects;
+ DWORD num_materials;
+ D3DXMATRIX transform;
+};
+
+static HRESULT parse_frame(struct ID3DXFileData *filedata, DWORD options, struct IDirect3DDevice9 *device,
+ const D3DXMATRIX *parent_transform, struct list *container_list, DWORD provide_flags)
+{
+ HRESULT hr;
+ D3DXMATRIX transform = *parent_transform;
+ ID3DXFileData *child;
+ GUID type;
+ SIZE_T i, nb_children;
+
+ hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+ if (FAILED(hr))
+ return hr;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+ if (FAILED(hr))
+ return hr;
+ hr = child->lpVtbl->GetType(child, &type);
+ if (FAILED(hr))
+ goto err;
+
+ if (IsEqualGUID(&type, &TID_D3DRMMesh)) {
+ struct mesh_container *container = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*container));
+ if (!container)
+ {
+ hr = E_OUTOFMEMORY;
+ goto err;
+ }
+ list_add_tail(container_list, &container->entry);
+ container->transform = transform;
+
+ hr = D3DXLoadSkinMeshFromXof(child, options, device,
+ (provide_flags & PROVIDE_ADJACENCY) ? &container->adjacency : NULL,
+ (provide_flags & PROVIDE_MATERIALS) ? &container->materials : NULL,
+ NULL, &container->num_materials, NULL, &container->mesh);
+ } else if (IsEqualGUID(&type, &TID_D3DRMFrameTransformMatrix)) {
+ D3DXMATRIX new_transform;
+ hr = parse_transform_matrix(child, &new_transform);
+ D3DXMatrixMultiply(&transform, &transform, &new_transform);
+ } else if (IsEqualGUID(&type, &TID_D3DRMFrame)) {
+ hr = parse_frame(child, options, device, &transform, container_list, provide_flags);
+ }
+ if (FAILED(hr))
+ goto err;
+
+ IUnknown_Release(child);
+ }
+ return D3D_OK;
+
+err:
+ IUnknown_Release(child);
+ return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size, DWORD options,
+ struct IDirect3DDevice9 *device, struct ID3DXBuffer **adjacency_out, struct ID3DXBuffer **materials_out,
+ struct ID3DXBuffer **effects_out, DWORD *num_materials_out, struct ID3DXMesh **mesh_out)
+{
+ HRESULT hr;
+ ID3DXFile *d3dxfile = NULL;
+ ID3DXFileEnumObject *enumobj = NULL;
+ ID3DXFileData *filedata = NULL;
+ D3DXF_FILELOADMEMORY source;
+ ID3DXBuffer *materials = NULL;
+ ID3DXBuffer *effects = NULL;
+ ID3DXBuffer *adjacency = NULL;
+ struct list container_list = LIST_INIT(container_list);
+ struct mesh_container *container_ptr, *next_container_ptr;
+ DWORD num_materials;
+ DWORD num_faces, num_vertices;
+ D3DXMATRIX identity;
+ DWORD provide_flags = 0;
+ DWORD fvf;
+ ID3DXMesh *concat_mesh = NULL;
+ D3DVERTEXELEMENT9 concat_decl[MAX_FVF_DECL_SIZE];
+ BYTE *concat_vertices = NULL;
+ void *concat_indices = NULL;
+ DWORD index_offset;
+ DWORD concat_vertex_size;
+ SIZE_T i, nb_children;
+ GUID guid;
+
+ TRACE("(%p, %u, %x, %p, %p, %p, %p, %p, %p)\n", memory, memory_size, options,
+ device, adjacency_out, materials_out, effects_out, num_materials_out, mesh_out);
+
+ if (!memory || !memory_size || !device || !mesh_out)
+ return D3DERR_INVALIDCALL;
+
+ hr = D3DXFileCreate(&d3dxfile);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = d3dxfile->lpVtbl->RegisterTemplates(d3dxfile, D3DRM_XTEMPLATES, D3DRM_XTEMPLATE_BYTES);
+ if (FAILED(hr)) goto cleanup;
+
+ source.lpMemory = (void*)memory;
+ source.dSize = memory_size;
+ hr = d3dxfile->lpVtbl->CreateEnumObject(d3dxfile, &source, D3DXF_FILELOAD_FROMMEMORY, &enumobj);
+ if (FAILED(hr)) goto cleanup;
+
+ D3DXMatrixIdentity(&identity);
+ if (adjacency_out) provide_flags |= PROVIDE_ADJACENCY;
+ if (materials_out || effects_out) provide_flags |= PROVIDE_MATERIALS;
+
+ hr = enumobj->lpVtbl->GetChildren(enumobj, &nb_children);
+ if (FAILED(hr))
+ goto cleanup;
+
+ for (i = 0; i < nb_children; i++)
+ {
+ hr = enumobj->lpVtbl->GetChild(enumobj, i, &filedata);
+ if (FAILED(hr))
+ goto cleanup;
+
+ hr = filedata->lpVtbl->GetType(filedata, &guid);
+ if (SUCCEEDED(hr)) {
+ if (IsEqualGUID(&guid, &TID_D3DRMMesh)) {
+ container_ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*container_ptr));
+ if (!container_ptr) {
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+ list_add_tail(&container_list, &container_ptr->entry);
+ D3DXMatrixIdentity(&container_ptr->transform);
+
+ hr = D3DXLoadSkinMeshFromXof(filedata, options, device,
+ (provide_flags & PROVIDE_ADJACENCY) ? &container_ptr->adjacency : NULL,
+ (provide_flags & PROVIDE_MATERIALS) ? &container_ptr->materials : NULL,
+ NULL, &container_ptr->num_materials, NULL, &container_ptr->mesh);
+ } else if (IsEqualGUID(&guid, &TID_D3DRMFrame)) {
+ hr = parse_frame(filedata, options, device, &identity, &container_list, provide_flags);
+ }
+ if (FAILED(hr)) goto cleanup;
+ }
+ filedata->lpVtbl->Release(filedata);
+ filedata = NULL;
+ if (FAILED(hr))
+ goto cleanup;
+ }
+
+ enumobj->lpVtbl->Release(enumobj);
+ enumobj = NULL;
+ d3dxfile->lpVtbl->Release(d3dxfile);
+ d3dxfile = NULL;
+
+ if (list_empty(&container_list)) {
+ hr = E_FAIL;
+ goto cleanup;
+ }
+
+ fvf = D3DFVF_XYZ;
+ num_faces = 0;
+ num_vertices = 0;
+ num_materials = 0;
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ ID3DXMesh *mesh = container_ptr->mesh;
+ fvf |= mesh->lpVtbl->GetFVF(mesh);
+ num_faces += mesh->lpVtbl->GetNumFaces(mesh);
+ num_vertices += mesh->lpVtbl->GetNumVertices(mesh);
+ num_materials += container_ptr->num_materials;
+ }
+
+ hr = D3DXCreateMeshFVF(num_faces, num_vertices, options, fvf, device, &concat_mesh);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = concat_mesh->lpVtbl->GetDeclaration(concat_mesh, concat_decl);
+ if (FAILED(hr)) goto cleanup;
+
+ concat_vertex_size = D3DXGetDeclVertexSize(concat_decl, 0);
+
+ hr = concat_mesh->lpVtbl->LockVertexBuffer(concat_mesh, 0, (void**)&concat_vertices);
+ if (FAILED(hr)) goto cleanup;
+
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ D3DVERTEXELEMENT9 mesh_decl[MAX_FVF_DECL_SIZE];
+ ID3DXMesh *mesh = container_ptr->mesh;
+ DWORD num_mesh_vertices = mesh->lpVtbl->GetNumVertices(mesh);
+ DWORD mesh_vertex_size;
+ const BYTE *mesh_vertices;
+ DWORD i;
+
+ hr = mesh->lpVtbl->GetDeclaration(mesh, mesh_decl);
+ if (FAILED(hr)) goto cleanup;
+
+ mesh_vertex_size = D3DXGetDeclVertexSize(mesh_decl, 0);
+
+ hr = mesh->lpVtbl->LockVertexBuffer(mesh, D3DLOCK_READONLY, (void**)&mesh_vertices);
+ if (FAILED(hr)) goto cleanup;
+
+ for (i = 0; i < num_mesh_vertices; i++) {
+ int j;
+ int k = 1;
+
+ D3DXVec3TransformCoord((D3DXVECTOR3*)concat_vertices,
+ (D3DXVECTOR3*)mesh_vertices,
+ &container_ptr->transform);
+ for (j = 1; concat_decl[j].Stream != 0xff; j++)
+ {
+ if (concat_decl[j].Usage == mesh_decl[k].Usage &&
+ concat_decl[j].UsageIndex == mesh_decl[k].UsageIndex)
+ {
+ if (concat_decl[j].Usage == D3DDECLUSAGE_NORMAL) {
+ D3DXVec3TransformCoord((D3DXVECTOR3*)(concat_vertices + concat_decl[j].Offset),
+ (D3DXVECTOR3*)(mesh_vertices + mesh_decl[k].Offset),
+ &container_ptr->transform);
+ } else {
+ memcpy(concat_vertices + concat_decl[j].Offset,
+ mesh_vertices + mesh_decl[k].Offset,
+ d3dx_decltype_size[mesh_decl[k].Type]);
+ }
+ k++;
+ }
+ }
+ mesh_vertices += mesh_vertex_size;
+ concat_vertices += concat_vertex_size;
+ }
+
+ mesh->lpVtbl->UnlockVertexBuffer(mesh);
+ }
+
+ concat_mesh->lpVtbl->UnlockVertexBuffer(concat_mesh);
+ concat_vertices = NULL;
+
+ hr = concat_mesh->lpVtbl->LockIndexBuffer(concat_mesh, 0, &concat_indices);
+ if (FAILED(hr)) goto cleanup;
+
+ index_offset = 0;
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ ID3DXMesh *mesh = container_ptr->mesh;
+ const void *mesh_indices;
+ DWORD num_mesh_faces = mesh->lpVtbl->GetNumFaces(mesh);
+ DWORD i;
+
+ hr = mesh->lpVtbl->LockIndexBuffer(mesh, D3DLOCK_READONLY, (void**)&mesh_indices);
+ if (FAILED(hr)) goto cleanup;
+
+ if (options & D3DXMESH_32BIT) {
+ DWORD *dest = concat_indices;
+ const DWORD *src = mesh_indices;
+ for (i = 0; i < num_mesh_faces * 3; i++)
+ *dest++ = index_offset + *src++;
+ concat_indices = dest;
+ } else {
+ WORD *dest = concat_indices;
+ const WORD *src = mesh_indices;
+ for (i = 0; i < num_mesh_faces * 3; i++)
+ *dest++ = index_offset + *src++;
+ concat_indices = dest;
+ }
+ mesh->lpVtbl->UnlockIndexBuffer(mesh);
+
+ index_offset += num_mesh_faces * 3;
+ }
+
+ concat_mesh->lpVtbl->UnlockIndexBuffer(concat_mesh);
+ concat_indices = NULL;
+
+ if (num_materials) {
+ DWORD *concat_attrib_buffer = NULL;
+ DWORD offset = 0;
+
+ hr = concat_mesh->lpVtbl->LockAttributeBuffer(concat_mesh, 0, &concat_attrib_buffer);
+ if (FAILED(hr)) goto cleanup;
+
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ ID3DXMesh *mesh = container_ptr->mesh;
+ const DWORD *mesh_attrib_buffer = NULL;
+ DWORD count = mesh->lpVtbl->GetNumFaces(mesh);
+
+ hr = mesh->lpVtbl->LockAttributeBuffer(mesh, D3DLOCK_READONLY, (DWORD**)&mesh_attrib_buffer);
+ if (FAILED(hr)) {
+ concat_mesh->lpVtbl->UnlockAttributeBuffer(concat_mesh);
+ goto cleanup;
+ }
+
+ while (count--)
+ *concat_attrib_buffer++ = offset + *mesh_attrib_buffer++;
+
+ mesh->lpVtbl->UnlockAttributeBuffer(mesh);
+ offset += container_ptr->num_materials;
+ }
+ concat_mesh->lpVtbl->UnlockAttributeBuffer(concat_mesh);
+ }
+
+ if (materials_out || effects_out) {
+ D3DXMATERIAL *out_ptr;
+ if (!num_materials) {
+ /* create default material */
+ hr = D3DXCreateBuffer(sizeof(D3DXMATERIAL), &materials);
+ if (FAILED(hr)) goto cleanup;
+
+ out_ptr = ID3DXBuffer_GetBufferPointer(materials);
+ out_ptr->MatD3D.Diffuse.r = 0.5f;
+ out_ptr->MatD3D.Diffuse.g = 0.5f;
+ out_ptr->MatD3D.Diffuse.b = 0.5f;
+ out_ptr->MatD3D.Specular.r = 0.5f;
+ out_ptr->MatD3D.Specular.g = 0.5f;
+ out_ptr->MatD3D.Specular.b = 0.5f;
+ /* D3DXCreateBuffer initializes the rest to zero */
+ } else {
+ DWORD buffer_size = num_materials * sizeof(D3DXMATERIAL);
+ char *strings_out_ptr;
+
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ if (container_ptr->materials) {
+ DWORD i;
+ const D3DXMATERIAL *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->materials);
+ for (i = 0; i < container_ptr->num_materials; i++)
+ {
+ if (in_ptr->pTextureFilename)
+ buffer_size += strlen(in_ptr->pTextureFilename) + 1;
+ in_ptr++;
+ }
+ }
+ }
+
+ hr = D3DXCreateBuffer(buffer_size, &materials);
+ if (FAILED(hr)) goto cleanup;
+ out_ptr = ID3DXBuffer_GetBufferPointer(materials);
+ strings_out_ptr = (char*)(out_ptr + num_materials);
+
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ if (container_ptr->materials) {
+ DWORD i;
+ const D3DXMATERIAL *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->materials);
+ for (i = 0; i < container_ptr->num_materials; i++)
+ {
+ out_ptr->MatD3D = in_ptr->MatD3D;
+ if (in_ptr->pTextureFilename) {
+ out_ptr->pTextureFilename = strings_out_ptr;
+ strcpy(out_ptr->pTextureFilename, in_ptr->pTextureFilename);
+ strings_out_ptr += strlen(in_ptr->pTextureFilename) + 1;
+ }
+ in_ptr++;
+ out_ptr++;
+ }
+ }
+ }
+ }
+ }
+ if (!num_materials)
+ num_materials = 1;
+
+ if (effects_out) {
+ generate_effects(materials, num_materials, &effects);
+ if (!materials_out) {
+ ID3DXBuffer_Release(materials);
+ materials = NULL;
+ }
+ }
+
+ if (adjacency_out) {
+ if (!list_next(&container_list, list_head(&container_list))) {
+ container_ptr = LIST_ENTRY(list_head(&container_list), struct mesh_container, entry);
+ adjacency = container_ptr->adjacency;
+ container_ptr->adjacency = NULL;
+ } else {
+ DWORD offset = 0;
+ DWORD *out_ptr;
+
+ hr = D3DXCreateBuffer(num_faces * 3 * sizeof(DWORD), &adjacency);
+ if (FAILED(hr)) goto cleanup;
+
+ out_ptr = ID3DXBuffer_GetBufferPointer(adjacency);
+ LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+ {
+ DWORD i;
+ DWORD count = 3 * container_ptr->mesh->lpVtbl->GetNumFaces(container_ptr->mesh);
+ DWORD *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->adjacency);
+
+ for (i = 0; i < count; i++)
+ *out_ptr++ = offset + *in_ptr++;
+
+ offset += count;
+ }
+ }
+ }
+
+ *mesh_out = concat_mesh;
+ if (adjacency_out) *adjacency_out = adjacency;
+ if (materials_out) *materials_out = materials;
+ if (effects_out) *effects_out = effects;
+ if (num_materials_out) *num_materials_out = num_materials;
+
+ hr = D3D_OK;
+cleanup:
+ if (concat_indices) concat_mesh->lpVtbl->UnlockIndexBuffer(concat_mesh);
+ if (concat_vertices) concat_mesh->lpVtbl->UnlockVertexBuffer(concat_mesh);
+ if (filedata) filedata->lpVtbl->Release(filedata);
+ if (enumobj) enumobj->lpVtbl->Release(enumobj);
+ if (d3dxfile) d3dxfile->lpVtbl->Release(d3dxfile);
+ if (FAILED(hr)) {
+ if (concat_mesh) IUnknown_Release(concat_mesh);
+ if (materials) ID3DXBuffer_Release(materials);
+ if (effects) ID3DXBuffer_Release(effects);
+ if (adjacency) ID3DXBuffer_Release(adjacency);
+ }
+ LIST_FOR_EACH_ENTRY_SAFE(container_ptr, next_container_ptr, &container_list, struct mesh_container, entry)
+ {
+ if (container_ptr->mesh) IUnknown_Release(container_ptr->mesh);
+ if (container_ptr->adjacency) ID3DXBuffer_Release(container_ptr->adjacency);
+ if (container_ptr->materials) ID3DXBuffer_Release(container_ptr->materials);
+ if (container_ptr->effects) ID3DXBuffer_Release(container_ptr->effects);
+ HeapFree(GetProcessHeap(), 0, container_ptr);
+ }
+ return hr;
+}
+
+struct vertex
+{
+ D3DXVECTOR3 position;
+ D3DXVECTOR3 normal;
+};
+
+HRESULT WINAPI D3DXCreatePolygon(struct IDirect3DDevice9 *device, float length, UINT sides,
+ struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+ HRESULT hr;
+ ID3DXMesh *polygon;
+ struct vertex *vertices;
+ WORD (*faces)[3];
+ DWORD (*adjacency_buf)[3];
+ float scale;
+ unsigned int i;
+
+ TRACE("device %p, length %f, sides %u, mesh %p, adjacency %p.\n",
+ device, length, sides, mesh, adjacency);
+
+ if (!device || length < 0.0f || sides < 3 || !mesh)
+ return D3DERR_INVALIDCALL;
+
+ if (FAILED(hr = D3DXCreateMeshFVF(sides, sides + 1, D3DXMESH_MANAGED,
+ D3DFVF_XYZ | D3DFVF_NORMAL, device, &polygon)))
+ {
+ return hr;
+ }
+
+ if (FAILED(hr = polygon->lpVtbl->LockVertexBuffer(polygon, 0, (void **)&vertices)))
+ {
+ polygon->lpVtbl->Release(polygon);
+ return hr;
+ }
+
+ if (FAILED(hr = polygon->lpVtbl->LockIndexBuffer(polygon, 0, (void **)&faces)))
+ {
+ polygon->lpVtbl->UnlockVertexBuffer(polygon);
+ polygon->lpVtbl->Release(polygon);
+ return hr;
+ }
+
+ scale = 0.5f * length / sinf(D3DX_PI / sides);
+
+ vertices[0].position.x = 0.0f;
+ vertices[0].position.y = 0.0f;
+ vertices[0].position.z = 0.0f;
+ vertices[0].normal.x = 0.0f;
+ vertices[0].normal.y = 0.0f;
+ vertices[0].normal.z = 1.0f;
+
+ for (i = 0; i < sides; ++i)
+ {
+ vertices[i + 1].position.x = cosf(2.0f * D3DX_PI * i / sides) * scale;
+ vertices[i + 1].position.y = sinf(2.0f * D3DX_PI * i / sides) * scale;
+ vertices[i + 1].position.z = 0.0f;
+ vertices[i + 1].normal.x = 0.0f;
+ vertices[i + 1].normal.y = 0.0f;
+ vertices[i + 1].normal.z = 1.0f;
+
+ faces[i][0] = 0;
+ faces[i][1] = i + 1;
+ faces[i][2] = i + 2;
+ }
+
+ faces[sides - 1][2] = 1;
+
+ polygon->lpVtbl->UnlockVertexBuffer(polygon);
+ polygon->lpVtbl->UnlockIndexBuffer(polygon);
+
+ if (adjacency)
+ {
+ if (FAILED(hr = D3DXCreateBuffer(sides * sizeof(DWORD) * 3, adjacency)))
+ {
+ polygon->lpVtbl->Release(polygon);
+ return hr;
+ }
+
+ adjacency_buf = ID3DXBuffer_GetBufferPointer(*adjacency);
+ for (i = 0; i < sides; ++i)
+ {
+ adjacency_buf[i][0] = i - 1;
+ adjacency_buf[i][1] = ~0U;
+ adjacency_buf[i][2] = i + 1;
+ }
+ adjacency_buf[0][0] = sides - 1;
+ adjacency_buf[sides - 1][2] = 0;
+ }
+
+ *mesh = polygon;
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI D3DXCreateBox(struct IDirect3DDevice9 *device, float width, float height,
+ float depth, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+ HRESULT hr;
+ ID3DXMesh *box;
+ struct vertex *vertices;
+ WORD (*faces)[3];
+ DWORD *adjacency_buf;
+ unsigned int i, face;
+ static const D3DXVECTOR3 unit_box[] =
+ {
+ {-0.5f, -0.5f, -0.5f}, {-0.5f, -0.5f, 0.5f}, {-0.5f, 0.5f, 0.5f}, {-0.5f, 0.5f, -0.5f},
+ {-0.5f, 0.5f, -0.5f}, {-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, -0.5f},
+ { 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f}, { 0.5f, -0.5f, 0.5f}, { 0.5f, -0.5f, -0.5f},
+ {-0.5f, -0.5f, 0.5f}, {-0.5f, -0.5f, -0.5f}, { 0.5f, -0.5f, -0.5f}, { 0.5f, -0.5f, 0.5f},
+ {-0.5f, -0.5f, 0.5f}, { 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f}, {-0.5f, 0.5f, 0.5f},
+ {-0.5f, -0.5f, -0.5f}, {-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, -0.5f}, { 0.5f, -0.5f, -0.5f}
+ };
+ static const D3DXVECTOR3 normals[] =
+ {
+ {-1.0f, 0.0f, 0.0f}, { 0.0f, 1.0f, 0.0f}, { 1.0f, 0.0f, 0.0f},
+ { 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}, { 0.0f, 0.0f, -1.0f}
+ };
+ static const DWORD adjacency_table[] =
+ {
+ 6, 9, 1, 2, 10, 0, 1, 9, 3, 4, 10, 2,
+ 3, 8, 5, 7, 11, 4, 0, 11, 7, 5, 8, 6,
+ 7, 4, 9, 2, 0, 8, 1, 3, 11, 5, 6, 10
+ };
+
+ TRACE("device %p, width %f, height %f, depth %f, mesh %p, adjacency %p\n",
+ device, width, height, depth, mesh, adjacency);
+
+ if (!device || width < 0.0f || height < 0.0f || depth < 0.0f || !mesh)
+ {
+ return D3DERR_INVALIDCALL;
+ }
+
+ if (FAILED(hr = D3DXCreateMeshFVF(12, 24, D3DXMESH_MANAGED, D3DFVF_XYZ | D3DFVF_NORMAL, device, &box)))
+ {
+ return hr;
+ }
+
+ if (FAILED(hr = box->lpVtbl->LockVertexBuffer(box, 0, (void **)&vertices)))
+ {
+ box->lpVtbl->Release(box);
+ return hr;
+ }
+
+ if (FAILED(hr = box->lpVtbl->LockIndexBuffer(box, 0, (void **)&faces)))
+ {
+ box->lpVtbl->UnlockVertexBuffer(box);
+ box->lpVtbl->Release(box);
+ return hr;
+ }
+
+ for (i = 0; i < 24; i++)
+ {
+ vertices[i].position.x = width * unit_box[i].x;
+ vertices[i].position.y = height * unit_box[i].y;
+ vertices[i].position.z = depth * unit_box[i].z;
+ vertices[i].normal.x = normals[i / 4].x;
+ vertices[i].normal.y = normals[i / 4].y;
+ vertices[i].normal.z = normals[i / 4].z;
+ }
+
+ face = 0;
+ for (i = 0; i < 12; i++)
+ {
+ faces[i][0] = face++;
+ faces[i][1] = face++;
+ faces[i][2] = (i % 2) ? face - 4 : face;
+ }
+
+ box->lpVtbl->UnlockIndexBuffer(box);
+ box->lpVtbl->UnlockVertexBuffer(box);
+
+ if (adjacency)
+ {
+ if (FAILED(hr = D3DXCreateBuffer(sizeof(adjacency_table), adjacency)))
+ {
+ box->lpVtbl->Release(box);
+ return hr;
+ }
+
+ adjacency_buf = ID3DXBuffer_GetBufferPointer(*adjacency);
+ memcpy(adjacency_buf, adjacency_table, sizeof(adjacency_table));
+ }
+
+ *mesh = box;
+
+ return D3D_OK;
+}
+
+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] = sinf(angle);
+ sincos_table->cos[i] = cosf(angle);
+ angle += angle_step;
+ }
+
+ return TRUE;
+}
+
+static WORD vertex_index(UINT slices, int slice, int stack)
+{
+ return stack*slices+slice+1;
+}
+
+HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, UINT slices,
+ UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **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, stack, slice;
+
+ 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;
+ }
+
+ 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;
+ }
+
+ if (FAILED(hr = sphere->lpVtbl->LockVertexBuffer(sphere, 0, (void **)&vertices)))
+ {
+ sphere->lpVtbl->Release(sphere);
+ return hr;
+ }
+
+ if (FAILED(hr = sphere->lpVtbl->LockIndexBuffer(sphere, 0, (void **)&faces)))
+ {
+ sphere->lpVtbl->UnlockVertexBuffer(sphere);
+ sphere->lpVtbl->Release(sphere);
+ return hr;
+ }
+
+ /* phi = angle on xz plane wrt z axis */
+ phi_step = -2.0f * D3DX_PI / slices;
+ phi_start = D3DX_PI / 2.0f;
+
+ 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 = D3DX_PI / stacks;
+ theta = theta_step;
+
+ vertex = 0;
+ face = 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 = sinf(theta);
+ cos_theta = cosf(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);
+
+
+ if (adjacency)
+ {
+ if (FAILED(hr = D3DXCreateBuffer(number_of_faces * sizeof(DWORD) * 3, adjacency)))
+ {
+ sphere->lpVtbl->Release(sphere);
+ return hr;
+ }
+
+ if (FAILED(hr = sphere->lpVtbl->GenerateAdjacency(sphere, 0.0f, (*adjacency)->lpVtbl->GetBufferPointer(*adjacency))))
+ {
+ (*adjacency)->lpVtbl->Release(*adjacency);
+ sphere->lpVtbl->Release(sphere);
+ return hr;
+ }
+ }
+
+ *mesh = sphere;
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI D3DXCreateCylinder(struct IDirect3DDevice9 *device, float radius1, float radius2,
+ float length, UINT slices, UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **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, 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;
+ }
+
+ 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;
+ }
+
+ if (FAILED(hr = cylinder->lpVtbl->LockVertexBuffer(cylinder, 0, (void **)&vertices)))
+ {
+ cylinder->lpVtbl->Release(cylinder);
+ return hr;
+ }
+
+ if (FAILED(hr = cylinder->lpVtbl->LockIndexBuffer(cylinder, 0, (void **)&faces)))
+ {
+ cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
+ cylinder->lpVtbl->Release(cylinder);
+ return hr;
+ }
+
+ /* theta = angle on xy plane wrt x axis */
+ theta_step = -2.0f * D3DX_PI / slices;
+ theta_start = D3DX_PI / 2.0f;
+
+ 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);
+
+ if (adjacency)
+ {
+ if (FAILED(hr = D3DXCreateBuffer(number_of_faces * sizeof(DWORD) * 3, adjacency)))
+ {
+ cylinder->lpVtbl->Release(cylinder);
+ return hr;
+ }
+
+ if (FAILED(hr = cylinder->lpVtbl->GenerateAdjacency(cylinder, 0.0f, (*adjacency)->lpVtbl->GetBufferPointer(*adjacency))))
+ {
+ (*adjacency)->lpVtbl->Release(*adjacency);
+ cylinder->lpVtbl->Release(cylinder);
+ return hr;
+ }
+ }
+
+ *mesh = cylinder;
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI D3DXCreateTeapot(struct IDirect3DDevice9 *device,
+ struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+ FIXME("(%p, %p, %p): stub\n", device, mesh, adjacency);
+
+ return D3DXCreateSphere(device, 1.0f, 4, 4, mesh, adjacency);
+}
+
+HRESULT WINAPI D3DXCreateTextA(struct IDirect3DDevice9 *device, HDC hdc, const char *text, float deviation,
+ float extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics)
+{
+ WCHAR *textW;
+ HRESULT hr;
+ int len;
+
+ TRACE("device %p, hdc %p, text %s, deviation %.8e, extrusion %.8e, mesh %p, adjacency %p, glyphmetrics %p.\n",
+ device, hdc, debugstr_a(text), deviation, extrusion, mesh, adjacency, glyphmetrics);
+
+ if (!text)
+ return D3DERR_INVALIDCALL;
+
+ len = MultiByteToWideChar(CP_ACP, 0, text, -1, NULL, 0);
+ textW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
+ MultiByteToWideChar(CP_ACP, 0, text, -1, textW, len);
+
+ hr = D3DXCreateTextW(device, hdc, textW, deviation, extrusion,
+ mesh, adjacency, glyphmetrics);
+ HeapFree(GetProcessHeap(), 0, textW);
+
+ return hr;
+}
+
+HRESULT WINAPI D3DXCreateTorus(struct IDirect3DDevice9 *device,
+ float innerradius, float outerradius, UINT sides, UINT rings, struct ID3DXMesh **mesh, ID3DXBuffer **adjacency)
+{
+ HRESULT hr;
+ ID3DXMesh *torus;
+ WORD (*faces)[3];
+ struct vertex *vertices;
+ float phi, phi_step, sin_phi, cos_phi;
+ float theta, theta_step, sin_theta, cos_theta;
+ unsigned int i, j, numvert, numfaces;
+
+ TRACE("device %p, innerradius %.8e, outerradius %.8e, sides %u, rings %u, mesh %p, adjacency %p.\n",
+ device, innerradius, outerradius, sides, rings, mesh, adjacency);
+
+ numvert = sides * rings;
+ numfaces = numvert * 2;
+
+ if (!device || innerradius < 0.0f || outerradius < 0.0f || sides < 3 || rings < 3 || !mesh)
+ {
+ WARN("Invalid arguments.\n");
+ return D3DERR_INVALIDCALL;
+ }
+
+ if (FAILED(hr = D3DXCreateMeshFVF(numfaces, numvert, D3DXMESH_MANAGED, D3DFVF_XYZ | D3DFVF_NORMAL, device, &torus)))
+ return hr;
+
+ if (FAILED(hr = torus->lpVtbl->LockVertexBuffer(torus, 0, (void **)&vertices)))
+ {
+ torus->lpVtbl->Release(torus);
+ return hr;
+ }
+
+ if (FAILED(hr = torus->lpVtbl->LockIndexBuffer(torus, 0, (void **)&faces)))
+ {
+ torus->lpVtbl->UnlockVertexBuffer(torus);
+ torus->lpVtbl->Release(torus);
+ return hr;
+ }
+
+ phi_step = D3DX_PI / sides * 2.0f;
+ theta_step = D3DX_PI / rings * -2.0f;
+
+ theta = 0.0f;
+
+ for (i = 0; i < rings; ++i)
+ {
+ phi = 0.0f;
+
+ sin_theta = sinf(theta);
+ cos_theta = cosf(theta);
+
+ for (j = 0; j < sides; ++j)
+ {
+ sin_phi = sinf(phi);
+ cos_phi = cosf(phi);
+
+ vertices[i * sides + j].position.x = (innerradius * cos_phi + outerradius) * cos_theta;
+ vertices[i * sides + j].position.y = (innerradius * cos_phi + outerradius) * sin_theta;
+ vertices[i * sides + j].position.z = innerradius * sin_phi;
+ vertices[i * sides + j].normal.x = cos_phi * cos_theta;
+ vertices[i * sides + j].normal.y = cos_phi * sin_theta;
+ vertices[i * sides + j].normal.z = sin_phi;
+
+ phi += phi_step;
+ }
+
+ theta += theta_step;
+ }
+
+ for (i = 0; i < numfaces - sides * 2; ++i)
+ {
+ faces[i][0] = i % 2 ? i / 2 + sides : i / 2;
+ faces[i][1] = (i / 2 + 1) % sides ? i / 2 + 1 : i / 2 + 1 - sides;
+ faces[i][2] = (i + 1) % (sides * 2) ? (i + 1) / 2 + sides : (i + 1) / 2;
+ }
+
+ for (j = 0; i < numfaces; ++i, ++j)
+ {
+ faces[i][0] = i % 2 ? j / 2 : i / 2;
+ faces[i][1] = (i / 2 + 1) % sides ? i / 2 + 1 : i / 2 + 1 - sides;
+ faces[i][2] = i == numfaces - 1 ? 0 : (j + 1) / 2;
+ }
+
+ torus->lpVtbl->UnlockIndexBuffer(torus);
+ torus->lpVtbl->UnlockVertexBuffer(torus);
+
+ if (adjacency)
+ {
+ if (FAILED(hr = D3DXCreateBuffer(numfaces * sizeof(DWORD) * 3, adjacency)))
+ {
+ torus->lpVtbl->Release(torus);
+ return hr;
+ }
+
+ if (FAILED(hr = torus->lpVtbl->GenerateAdjacency(torus, 0.0f, (*adjacency)->lpVtbl->GetBufferPointer(*adjacency))))
+ {
+ (*adjacency)->lpVtbl->Release(*adjacency);
+ torus->lpVtbl->Release(torus);
+ return hr;
+ }
+ }
+
+ *mesh = torus;
+
+ return D3D_OK;
+}
+
+enum pointtype {
+ POINTTYPE_CURVE = 0,
+ POINTTYPE_CORNER,
+ POINTTYPE_CURVE_START,
+ POINTTYPE_CURVE_END,
+ POINTTYPE_CURVE_MIDDLE,
+};
+
+struct point2d
+{
+ D3DXVECTOR2 pos;
+ enum pointtype corner;
+};
+
+struct dynamic_array
+{
+ int count, capacity;
+ void *items;
+};
+
+/* is a dynamic_array */
+struct outline
+{
+ int count, capacity;
+ struct point2d *items;
+};
+
+/* is a dynamic_array */
+struct outline_array
+{
+ int count, capacity;
+ struct outline *items;
+};
+
+struct face_array
+{
+ int count;
+ face *items;
+};
+
+struct point2d_index
+{
+ struct outline *outline;
+ int vertex;
+};
+
+struct point2d_index_array
+{
+ int count;
+ struct point2d_index *items;
+};
+
+struct glyphinfo
+{
+ struct outline_array outlines;
+ struct face_array faces;
+ struct point2d_index_array ordered_vertices;
+ float offset_x;
+};
+
+/* is an dynamic_array */
+struct word_array
+{
+ int count, capacity;
+ WORD *items;
+};
+
+/* complex polygons are split into monotone polygons, which have
+ * at most 2 intersections with the vertical sweep line */
+struct triangulation
+{
+ struct word_array vertex_stack;
+ BOOL last_on_top, merging;
+};
+
+/* is an dynamic_array */
+struct triangulation_array
+{
+ int count, capacity;
+ struct triangulation *items;
+
+ struct glyphinfo *glyph;
+};
+
+static BOOL reserve(struct dynamic_array *array, int count, int itemsize)
+{
+ if (count > array->capacity) {
+ void *new_buffer;
+ int new_capacity;
+ if (array->items && array->capacity) {
+ new_capacity = max(array->capacity * 2, count);
+ new_buffer = HeapReAlloc(GetProcessHeap(), 0, array->items, new_capacity * itemsize);
+ } else {
+ new_capacity = max(16, count);
+ new_buffer = HeapAlloc(GetProcessHeap(), 0, new_capacity * itemsize);
+ }
+ if (!new_buffer)
+ return FALSE;
+ array->items = new_buffer;
+ array->capacity = new_capacity;
+ }
+ return TRUE;
+}
+
+static struct point2d *add_points(struct outline *array, int num)
+{
+ struct point2d *item;
+
+ if (!reserve((struct dynamic_array *)array, array->count + num, sizeof(array->items[0])))
+ return NULL;
+
+ item = &array->items[array->count];
+ array->count += num;
+ return item;
+}
+
+static struct outline *add_outline(struct outline_array *array)
+{
+ struct outline *item;
+
+ if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
+ return NULL;
+
+ item = &array->items[array->count++];
+ ZeroMemory(item, sizeof(*item));
+ return item;
+}
+
+static inline face *add_face(struct face_array *array)
+{
+ return &array->items[array->count++];
+}
+
+static struct triangulation *add_triangulation(struct triangulation_array *array)
+{
+ struct triangulation *item;
+
+ if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
+ return NULL;
+
+ item = &array->items[array->count++];
+ ZeroMemory(item, sizeof(*item));
+ return item;
+}
+
+static HRESULT add_vertex_index(struct word_array *array, WORD vertex_index)
+{
+ if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
+ return E_OUTOFMEMORY;
+
+ array->items[array->count++] = vertex_index;
+ return S_OK;
+}
+
+/* assume fixed point numbers can be converted to float point in place */
+C_ASSERT(sizeof(FIXED) == sizeof(float));
+C_ASSERT(sizeof(POINTFX) == sizeof(D3DXVECTOR2));
+
+static inline D3DXVECTOR2 *convert_fixed_to_float(POINTFX *pt, int count, unsigned int emsquare)
+{
+ D3DXVECTOR2 *ret = (D3DXVECTOR2*)pt;
+ while (count--) {
+ D3DXVECTOR2 *pt_flt = (D3DXVECTOR2*)pt;
+ pt_flt->x = (pt->x.value + pt->x.fract / (float)0x10000) / emsquare;
+ pt_flt->y = (pt->y.value + pt->y.fract / (float)0x10000) / emsquare;
+ pt++;
+ }
+ return ret;
+}
+
+static HRESULT add_bezier_points(struct outline *outline, const D3DXVECTOR2 *p1,
+ const D3DXVECTOR2 *p2, const D3DXVECTOR2 *p3,
+ float max_deviation_sq)
+{
+ D3DXVECTOR2 split1 = {0, 0}, split2 = {0, 0}, middle, vec;
+ float deviation_sq;
+
+ D3DXVec2Scale(&split1, D3DXVec2Add(&split1, p1, p2), 0.5f);
+ D3DXVec2Scale(&split2, D3DXVec2Add(&split2, p2, p3), 0.5f);
+ D3DXVec2Scale(&middle, D3DXVec2Add(&middle, &split1, &split2), 0.5f);
+
+ deviation_sq = D3DXVec2LengthSq(D3DXVec2Subtract(&vec, &middle, p2));
+ if (deviation_sq < max_deviation_sq) {
+ struct point2d *pt = add_points(outline, 1);
+ if (!pt) return E_OUTOFMEMORY;
+ pt->pos = *p2;
+ pt->corner = POINTTYPE_CURVE;
+ /* the end point is omitted because the end line merges into the next segment of
+ * the split bezier curve, and the end of the split bezier curve is added outside
+ * this recursive function. */
+ } else {
+ HRESULT hr = add_bezier_points(outline, p1, &split1, &middle, max_deviation_sq);
+ if (hr != S_OK) return hr;
+ hr = add_bezier_points(outline, &middle, &split2, p3, max_deviation_sq);
+ if (hr != S_OK) return hr;
+ }
+
+ return S_OK;
+}
+
+static inline BOOL is_direction_similar(D3DXVECTOR2 *dir1, D3DXVECTOR2 *dir2, float cos_theta)
+{
+ /* dot product = cos(theta) */
+ return D3DXVec2Dot(dir1, dir2) > cos_theta;
+}
+
+static inline D3DXVECTOR2 *unit_vec2(D3DXVECTOR2 *dir, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pt2)
+{
+ return D3DXVec2Normalize(D3DXVec2Subtract(dir, pt2, pt1), dir);
+}
+
+struct cos_table
+{
+ float cos_half;
+ float cos_45;
+ float cos_90;
+};
+
+static BOOL attempt_line_merge(struct outline *outline,
+ int pt_index,
+ const D3DXVECTOR2 *nextpt,
+ BOOL to_curve,
+ const struct cos_table *table)
+{
+ D3DXVECTOR2 curdir, lastdir;
+ struct point2d *prevpt, *pt;
+ BOOL ret = FALSE;
+
+ pt = &outline->items[pt_index];
+ pt_index = (pt_index - 1 + outline->count) % outline->count;
+ prevpt = &outline->items[pt_index];
+
+ if (to_curve)
+ pt->corner = pt->corner != POINTTYPE_CORNER ? POINTTYPE_CURVE_MIDDLE : POINTTYPE_CURVE_START;
+
+ if (outline->count < 2)
+ return FALSE;
+
+ /* remove last point if the next line continues the last line */
+ unit_vec2(&lastdir, &prevpt->pos, &pt->pos);
+ unit_vec2(&curdir, &pt->pos, nextpt);
+ if (is_direction_similar(&lastdir, &curdir, table->cos_half))
+ {
+ outline->count--;
+ if (pt->corner == POINTTYPE_CURVE_END)
+ prevpt->corner = pt->corner;
+ if (prevpt->corner == POINTTYPE_CURVE_END && to_curve)
+ prevpt->corner = POINTTYPE_CURVE_MIDDLE;
+ pt = prevpt;
+
+ ret = TRUE;
+ if (outline->count < 2)
+ return ret;
+
+ pt_index = (pt_index - 1 + outline->count) % outline->count;
+ prevpt = &outline->items[pt_index];
+ unit_vec2(&lastdir, &prevpt->pos, &pt->pos);
+ unit_vec2(&curdir, &pt->pos, nextpt);
+ }
+ return ret;
+}
+
+static HRESULT create_outline(struct glyphinfo *glyph, void *raw_outline, int datasize,
+ float max_deviation_sq, unsigned int emsquare,
+ const struct cos_table *cos_table)
+{
+ TTPOLYGONHEADER *header = (TTPOLYGONHEADER *)raw_outline;
+
+ while ((char *)header < (char *)raw_outline + datasize)
+ {
+ TTPOLYCURVE *curve = (TTPOLYCURVE *)(header + 1);
+ struct point2d *lastpt, *pt;
+ D3DXVECTOR2 lastdir;
+ D3DXVECTOR2 *pt_flt;
+ int j;
+ struct outline *outline = add_outline(&glyph->outlines);
+
+ if (!outline)
+ return E_OUTOFMEMORY;
+
+ pt = add_points(outline, 1);
+ if (!pt)
+ return E_OUTOFMEMORY;
+ pt_flt = convert_fixed_to_float(&header->pfxStart, 1, emsquare);
+ pt->pos = *pt_flt;
+ pt->corner = POINTTYPE_CORNER;
+
+ if (header->dwType != TT_POLYGON_TYPE)
+ FIXME("Unknown header type %d\n", header->dwType);
+
+ while ((char *)curve < (char *)header + header->cb)
+ {
+ D3DXVECTOR2 bezier_start = outline->items[outline->count - 1].pos;
+ BOOL to_curve = curve->wType != TT_PRIM_LINE && curve->cpfx > 1;
+ unsigned int j2 = 0;
+
+ if (!curve->cpfx) {
+ curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
+ continue;
+ }
+
+ pt_flt = convert_fixed_to_float(curve->apfx, curve->cpfx, emsquare);
+
+ attempt_line_merge(outline, outline->count - 1, &pt_flt[0], to_curve, cos_table);
+
+ if (to_curve)
+ {
+ HRESULT hr;
+ int count = curve->cpfx;
+
+ while (count > 2)
+ {
+ D3DXVECTOR2 bezier_end;
+
+ D3DXVec2Scale(&bezier_end, D3DXVec2Add(&bezier_end, &pt_flt[j2], &pt_flt[j2+1]), 0.5f);
+ hr = add_bezier_points(outline, &bezier_start, &pt_flt[j2], &bezier_end, max_deviation_sq);
+ if (hr != S_OK)
+ return hr;
+ bezier_start = bezier_end;
+ count--;
+ j2++;
+ }
+ hr = add_bezier_points(outline, &bezier_start, &pt_flt[j2], &pt_flt[j2+1], max_deviation_sq);
+ if (hr != S_OK)
+ return hr;
+
+ pt = add_points(outline, 1);
+ if (!pt)
+ return E_OUTOFMEMORY;
+ j2++;
+ pt->pos = pt_flt[j2];
+ pt->corner = POINTTYPE_CURVE_END;
+ } else {
+ pt = add_points(outline, curve->cpfx);
+ if (!pt)
+ return E_OUTOFMEMORY;
+ for (j2 = 0; j2 < curve->cpfx; j2++)
+ {
+ pt->pos = pt_flt[j2];
+ pt->corner = POINTTYPE_CORNER;
+ pt++;
+ }
+ }
+
+ curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
+ }
+
+ /* remove last point if the next line continues the last line */
+ if (outline->count >= 3) {
+ BOOL to_curve;
+
+ lastpt = &outline->items[outline->count - 1];
+ pt = &outline->items[0];
+ if (pt->pos.x == lastpt->pos.x && pt->pos.y == lastpt->pos.y) {
+ if (lastpt->corner == POINTTYPE_CURVE_END)
+ {
+ if (pt->corner == POINTTYPE_CURVE_START)
+ pt->corner = POINTTYPE_CURVE_MIDDLE;
+ else
+ pt->corner = POINTTYPE_CURVE_END;
+ }
+ outline->count--;
+ } else {
+ /* outline closed with a line from end to start point */
+ attempt_line_merge(outline, outline->count - 1, &pt->pos, FALSE, cos_table);
+ }
+ lastpt = &outline->items[0];
+ to_curve = lastpt->corner != POINTTYPE_CORNER && lastpt->corner != POINTTYPE_CURVE_END;
+ if (lastpt->corner == POINTTYPE_CURVE_START)
+ lastpt->corner = POINTTYPE_CORNER;
+ pt = &outline->items[1];
+ if (attempt_line_merge(outline, 0, &pt->pos, to_curve, cos_table))
+ *lastpt = outline->items[outline->count];
+ }
+
+ lastpt = &outline->items[outline->count - 1];
+ pt = &outline->items[0];
+ unit_vec2(&lastdir, &lastpt->pos, &pt->pos);
+ for (j = 0; j < outline->count; j++)
+ {
+ D3DXVECTOR2 curdir;
+
+ lastpt = pt;
+ pt = &outline->items[(j + 1) % outline->count];
+ unit_vec2(&curdir, &lastpt->pos, &pt->pos);
+
+ switch (lastpt->corner)
+ {
+ case POINTTYPE_CURVE_START:
+ case POINTTYPE_CURVE_END:
+ if (!is_direction_similar(&lastdir, &curdir, cos_table->cos_45))
+ lastpt->corner = POINTTYPE_CORNER;
+ break;
+ case POINTTYPE_CURVE_MIDDLE:
+ if (!is_direction_similar(&lastdir, &curdir, cos_table->cos_90))
+ lastpt->corner = POINTTYPE_CORNER;
+ else
+ lastpt->corner = POINTTYPE_CURVE;
+ break;
+ default:
+ break;
+ }
+ lastdir = curdir;
+ }
+
+ header = (TTPOLYGONHEADER *)((char *)header + header->cb);
+ }
+ return S_OK;
+}
+
+/* Get the y-distance from a line to a point */
+static float get_line_to_point_y_distance(D3DXVECTOR2 *line_pt1,
+ D3DXVECTOR2 *line_pt2,
+ D3DXVECTOR2 *point)
+{
+ D3DXVECTOR2 line_vec = {0, 0};
+ float line_pt_dx;
+ float line_y;
+
+ D3DXVec2Subtract(&line_vec, line_pt2, line_pt1);
+ line_pt_dx = point->x - line_pt1->x;
+ line_y = line_pt1->y + (line_vec.y * line_pt_dx) / line_vec.x;
+ return point->y - line_y;
+}
+
+static D3DXVECTOR2 *get_indexed_point(struct point2d_index *pt_idx)
+{
+ return &pt_idx->outline->items[pt_idx->vertex].pos;
+}
+
+static D3DXVECTOR2 *get_ordered_vertex(struct glyphinfo *glyph, WORD index)
+{
+ return get_indexed_point(&glyph->ordered_vertices.items[index]);
+}
+
+static void remove_triangulation(struct triangulation_array *array, struct triangulation *item)
+{
+ HeapFree(GetProcessHeap(), 0, item->vertex_stack.items);
+ MoveMemory(item, item + 1, (char*)&array->items[array->count] - (char*)(item + 1));
+ array->count--;
+}
+
+static HRESULT triangulation_add_point(struct triangulation **t_ptr,
+ struct triangulation_array *triangulations,
+ WORD vtx_idx,
+ BOOL to_top)
+{
+ struct glyphinfo *glyph = triangulations->glyph;
+ struct triangulation *t = *t_ptr;
+ HRESULT hr;
+ face *face;
+ int f1, f2;
+
+ if (t->last_on_top) {
+ f1 = 1;
+ f2 = 2;
+ } else {
+ f1 = 2;
+ f2 = 1;
+ }
+
+ if (t->last_on_top != to_top && t->vertex_stack.count > 1) {
+ /* consume all vertices on the stack */
+ WORD last_pt = t->vertex_stack.items[0];
+ int i;
+ for (i = 1; i < t->vertex_stack.count; i++)
+ {
+ face = add_face(&glyph->faces);
+ if (!face) return E_OUTOFMEMORY;
+ (*face)[0] = vtx_idx;
+ (*face)[f1] = last_pt;
+ (*face)[f2] = last_pt = t->vertex_stack.items[i];
+ }
+ t->vertex_stack.items[0] = last_pt;
+ t->vertex_stack.count = 1;
+ } else if (t->vertex_stack.count > 1) {
+ int i = t->vertex_stack.count - 1;
+ D3DXVECTOR2 *point = get_ordered_vertex(glyph, vtx_idx);
+ WORD top_idx = t->vertex_stack.items[i--];
+ D3DXVECTOR2 *top_pt = get_ordered_vertex(glyph, top_idx);
+
+ while (i >= 0)
+ {
+ WORD prev_idx = t->vertex_stack.items[i--];
+ D3DXVECTOR2 *prev_pt = get_ordered_vertex(glyph, prev_idx);
+
+ if (prev_pt->x != top_pt->x &&
+ ((to_top && get_line_to_point_y_distance(prev_pt, top_pt, point) > 0) ||
+ (!to_top && get_line_to_point_y_distance(prev_pt, top_pt, point) < 0)))
+ break;
+
+ face = add_face(&glyph->faces);
+ if (!face) return E_OUTOFMEMORY;
+ (*face)[0] = vtx_idx;
+ (*face)[f1] = prev_idx;
+ (*face)[f2] = top_idx;
+
+ top_pt = prev_pt;
+ top_idx = prev_idx;
+ t->vertex_stack.count--;
+ }
+ }
+ t->last_on_top = to_top;
+
+ hr = add_vertex_index(&t->vertex_stack, vtx_idx);
+
+ if (hr == S_OK && t->merging) {
+ struct triangulation *t2;
+
+ t2 = to_top ? t - 1 : t + 1;
+ t2->merging = FALSE;
+ hr = triangulation_add_point(&t2, triangulations, vtx_idx, to_top);
+ if (hr != S_OK) return hr;
+ remove_triangulation(triangulations, t);
+ if (t2 > t)
+ t2--;
+ *t_ptr = t2;
+ }
+ return hr;
+}
+
+/* check if the point is next on the outline for either the top or bottom */
+static D3DXVECTOR2 *triangulation_get_next_point(struct triangulation *t, struct glyphinfo *glyph, BOOL on_top)
+{
+ int i = t->last_on_top == on_top ? t->vertex_stack.count - 1 : 0;
+ WORD idx = t->vertex_stack.items[i];
+ struct point2d_index *pt_idx = &glyph->ordered_vertices.items[idx];
+ struct outline *outline = pt_idx->outline;
+
+ if (on_top)
+ i = (pt_idx->vertex + outline->count - 1) % outline->count;
+ else
+ i = (pt_idx->vertex + 1) % outline->count;
+
+ return &outline->items[i].pos;
+}
+
+static int compare_vertex_indices(const void *a, const void *b)
+{
+ const struct point2d_index *idx1 = a, *idx2 = b;
+ const D3DXVECTOR2 *p1 = &idx1->outline->items[idx1->vertex].pos;
+ const D3DXVECTOR2 *p2 = &idx2->outline->items[idx2->vertex].pos;
+ float diff = p1->x - p2->x;
+
+ if (diff == 0.0f)
+ diff = p1->y - p2->y;
+
+ return diff == 0.0f ? 0 : (diff > 0.0f ? -1 : 1);
+}
+
+static HRESULT triangulate(struct triangulation_array *triangulations)
+{
+ int sweep_idx;
+ HRESULT hr;
+ struct glyphinfo *glyph = triangulations->glyph;
+ int nb_vertices = 0;
+ int i;
+ struct point2d_index *idx_ptr;
+
+ /* Glyphs without outlines do not generate any vertices. */
+ if (!glyph->outlines.count)
+ return D3D_OK;
+
+ for (i = 0; i < glyph->outlines.count; i++)
+ nb_vertices += glyph->outlines.items[i].count;
+
+ glyph->ordered_vertices.items = HeapAlloc(GetProcessHeap(), 0,
+ nb_vertices * sizeof(*glyph->ordered_vertices.items));
+ if (!glyph->ordered_vertices.items)
+ return E_OUTOFMEMORY;
+
+ idx_ptr = glyph->ordered_vertices.items;
+ for (i = 0; i < glyph->outlines.count; i++)
+ {
+ struct outline *outline = &glyph->outlines.items[i];
+ int j;
+
+ idx_ptr->outline = outline;
+ idx_ptr->vertex = 0;
+ idx_ptr++;
+ for (j = outline->count - 1; j > 0; j--)
+ {
+ idx_ptr->outline = outline;
+ idx_ptr->vertex = j;
+ idx_ptr++;
+ }
+ }
+ glyph->ordered_vertices.count = nb_vertices;
+
+ /* Native implementation seems to try to create a triangle fan from
+ * the first outline point if the glyph only has one outline. */
+ if (glyph->outlines.count == 1)
+ {
+ struct outline *outline = glyph->outlines.items;
+ D3DXVECTOR2 *base = &outline->items[0].pos;
+ D3DXVECTOR2 *last = &outline->items[1].pos;
+ float ccw = 0;
+
+ for (i = 2; i < outline->count; i++)
+ {
+ D3DXVECTOR2 *next = &outline->items[i].pos;
+ D3DXVECTOR2 v1 = {0.0f, 0.0f};
+ D3DXVECTOR2 v2 = {0.0f, 0.0f};
+
+ D3DXVec2Subtract(&v1, base, last);
+ D3DXVec2Subtract(&v2, last, next);
+ ccw = D3DXVec2CCW(&v1, &v2);
+ if (ccw > 0.0f)
+ break;
+
+ last = next;
+ }
+ if (ccw <= 0)
+ {
+ glyph->faces.items = HeapAlloc(GetProcessHeap(), 0,
+ (outline->count - 2) * sizeof(glyph->faces.items[0]));
+ if (!glyph->faces.items)
+ return E_OUTOFMEMORY;
+
+ glyph->faces.count = outline->count - 2;
+ for (i = 0; i < glyph->faces.count; i++)
+ {
+ glyph->faces.items[i][0] = 0;
+ glyph->faces.items[i][1] = i + 1;
+ glyph->faces.items[i][2] = i + 2;
+ }
+ return S_OK;
+ }
+ }
+
+ /* Perform 2D polygon triangulation for complex glyphs.
+ * Triangulation is performed using a sweep line concept, from right to left,
+ * by processing vertices in sorted order. Complex polygons are split into
+ * monotone polygons which are triangulated separately. */
+ /* FIXME: The order of the faces is not consistent with the native implementation. */
+
+ /* Reserve space for maximum possible faces from triangulation.
+ * # faces for outer outlines = outline->count - 2
+ * # faces for inner outlines = outline->count + 2
+ * There must be at least 1 outer outline. */
+ glyph->faces.items = HeapAlloc(GetProcessHeap(), 0,
+ (nb_vertices + glyph->outlines.count * 2 - 4) * sizeof(glyph->faces.items[0]));
+ if (!glyph->faces.items)
+ return E_OUTOFMEMORY;
+
+ qsort(glyph->ordered_vertices.items, nb_vertices,
+ sizeof(glyph->ordered_vertices.items[0]), compare_vertex_indices);
+ for (sweep_idx = 0; sweep_idx < glyph->ordered_vertices.count; sweep_idx++)
+ {
+ int start = 0;
+ int end = triangulations->count;
+
+ while (start < end)
+ {
+ D3DXVECTOR2 *sweep_vtx = get_ordered_vertex(glyph, sweep_idx);
+ int current = (start + end) / 2;
+ struct triangulation *t = &triangulations->items[current];
+ BOOL on_top_outline = FALSE;
+ D3DXVECTOR2 *top_next, *bottom_next;
+ WORD top_idx, bottom_idx;
+
+ if (t->merging && t->last_on_top)
+ top_next = triangulation_get_next_point(t + 1, glyph, TRUE);
+ else
+ top_next = triangulation_get_next_point(t, glyph, TRUE);
+ if (sweep_vtx == top_next)
+ {
+ if (t->merging && t->last_on_top)
+ t++;
+ hr = triangulation_add_point(&t, triangulations, sweep_idx, TRUE);
+ if (hr != S_OK) return hr;
+
+ if (t + 1 < &triangulations->items[triangulations->count] &&
+ triangulation_get_next_point(t + 1, glyph, FALSE) == sweep_vtx)
+ {
+ /* point also on bottom outline of higher triangulation */
+ struct triangulation *t2 = t + 1;
+ hr = triangulation_add_point(&t2, triangulations, sweep_idx, FALSE);
+ if (hr != S_OK) return hr;
+
+ t->merging = TRUE;
+ t2->merging = TRUE;
+ }
+ on_top_outline = TRUE;
+ }
+
+ if (t->merging && !t->last_on_top)
+ bottom_next = triangulation_get_next_point(t - 1, glyph, FALSE);
+ else
+ bottom_next = triangulation_get_next_point(t, glyph, FALSE);
+ if (sweep_vtx == bottom_next)
+ {
+ if (t->merging && !t->last_on_top)
+ t--;
+ if (on_top_outline) {
+ /* outline finished */
+ remove_triangulation(triangulations, t);
+ break;
+ }
+
+ hr = triangulation_add_point(&t, triangulations, sweep_idx, FALSE);
+ if (hr != S_OK) return hr;
+
+ if (t > triangulations->items &&
+ triangulation_get_next_point(t - 1, glyph, TRUE) == sweep_vtx)
+ {
+ struct triangulation *t2 = t - 1;
+ /* point also on top outline of lower triangulation */
+ hr = triangulation_add_point(&t2, triangulations, sweep_idx, TRUE);
+ if (hr != S_OK) return hr;
+ t = t2 + 1; /* t may be invalidated by triangulation merging */
+
+ t->merging = TRUE;
+ t2->merging = TRUE;
+ }
+ break;
+ }
+ if (on_top_outline)
+ break;
+
+ if (t->last_on_top) {
+ top_idx = t->vertex_stack.items[t->vertex_stack.count - 1];
+ bottom_idx = t->vertex_stack.items[0];
+ } else {
+ top_idx = t->vertex_stack.items[0];
+ bottom_idx = t->vertex_stack.items[t->vertex_stack.count - 1];
+ }
+
+ /* check if the point is inside or outside this polygon */
+ if (get_line_to_point_y_distance(get_ordered_vertex(glyph, top_idx),
+ top_next, sweep_vtx) > 0)
+ { /* above */
+ start = current + 1;
+ } else if (get_line_to_point_y_distance(get_ordered_vertex(glyph, bottom_idx),
+ bottom_next, sweep_vtx) < 0)
+ { /* below */
+ end = current;
+ } else if (t->merging) {
+ /* inside, so cancel merging */
+ struct triangulation *t2 = t->last_on_top ? t + 1 : t - 1;
+ t->merging = FALSE;
+ t2->merging = FALSE;
+ hr = triangulation_add_point(&t, triangulations, sweep_idx, t->last_on_top);
+ if (hr != S_OK) return hr;
+ hr = triangulation_add_point(&t2, triangulations, sweep_idx, t2->last_on_top);
+ if (hr != S_OK) return hr;
+ break;
+ } else {
+ /* inside, so split polygon into two monotone parts */
+ struct triangulation *t2 = add_triangulation(triangulations);
+ if (!t2) return E_OUTOFMEMORY;
+ MoveMemory(t + 1, t, (char*)(t2 + 1) - (char*)t);
+ if (t->last_on_top) {
+ t2 = t + 1;
+ } else {
+ t2 = t;
+ t++;
+ }
+
+ ZeroMemory(&t2->vertex_stack, sizeof(t2->vertex_stack));
+ hr = add_vertex_index(&t2->vertex_stack, t->vertex_stack.items[t->vertex_stack.count - 1]);
+ if (hr != S_OK) return hr;
+ hr = add_vertex_index(&t2->vertex_stack, sweep_idx);
+ if (hr != S_OK) return hr;
+ t2->last_on_top = !t->last_on_top;
+
+ hr = triangulation_add_point(&t, triangulations, sweep_idx, t->last_on_top);
+ if (hr != S_OK) return hr;
+ break;
+ }
+ }
+ if (start >= end)
+ {
+ struct triangulation *t;
+ struct triangulation *t2 = add_triangulation(triangulations);
+ if (!t2) return E_OUTOFMEMORY;
+ t = &triangulations->items[start];
+ MoveMemory(t + 1, t, (char*)(t2 + 1) - (char*)t);
+ ZeroMemory(t, sizeof(*t));
+ hr = add_vertex_index(&t->vertex_stack, sweep_idx);
+ if (hr != S_OK) return hr;
+ }
+ }
+ return S_OK;
+}
+
+HRESULT WINAPI D3DXCreateTextW(struct IDirect3DDevice9 *device, HDC hdc, const WCHAR *text, float deviation,
+ float extrusion, struct ID3DXMesh **mesh_ptr, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics)
+{
+ HRESULT hr;
+ ID3DXMesh *mesh = NULL;
+ DWORD nb_vertices, nb_faces;
+ DWORD nb_front_faces, nb_corners, nb_outline_points;
+ struct vertex *vertices = NULL;
+ face *faces = NULL;
+ int textlen = 0;
+ float offset_x;
+ LOGFONTW lf;
+ OUTLINETEXTMETRICW otm;
+ HFONT font = NULL, oldfont = NULL;
+ const MAT2 identity = {{0, 1}, {0, 0}, {0, 0}, {0, 1}};
+ void *raw_outline = NULL;
+ int bufsize = 0;
+ struct glyphinfo *glyphs = NULL;
+ GLYPHMETRICS gm;
+ struct triangulation_array triangulations = {0, 0, NULL};
+ int i;
+ struct vertex *vertex_ptr;
+ face *face_ptr;
+ float max_deviation_sq;
+ const struct cos_table cos_table = {
+ cosf(D3DXToRadian(0.5f)),
+ cosf(D3DXToRadian(45.0f)),
+ cosf(D3DXToRadian(90.0f)),
+ };
+ int f1, f2;
+
+ TRACE("(%p, %p, %s, %f, %f, %p, %p, %p)\n", device, hdc,
+ debugstr_w(text), deviation, extrusion, mesh_ptr, adjacency, glyphmetrics);
+
+ if (!device || !hdc || !text || !*text || deviation < 0.0f || extrusion < 0.0f || !mesh_ptr)
+ return D3DERR_INVALIDCALL;
+
+ if (adjacency)
+ {
+ FIXME("Case of adjacency != NULL not implemented.\n");
+ return E_NOTIMPL;
+ }
+
+ if (!GetObjectW(GetCurrentObject(hdc, OBJ_FONT), sizeof(lf), &lf) ||
+ !GetOutlineTextMetricsW(hdc, sizeof(otm), &otm))
+ {
+ return D3DERR_INVALIDCALL;
+ }
+
+ if (deviation == 0.0f)
+ deviation = 1.0f / otm.otmEMSquare;
+ max_deviation_sq = deviation * deviation;
+
+ lf.lfHeight = otm.otmEMSquare;
+ lf.lfWidth = 0;
+ font = CreateFontIndirectW(&lf);
+ if (!font) {
+ hr = E_OUTOFMEMORY;
+ goto error;
+ }
+ oldfont = SelectObject(hdc, font);
+
+ textlen = strlenW(text);
+ for (i = 0; i < textlen; i++)
+ {
+ int datasize = GetGlyphOutlineW(hdc, text[i], GGO_NATIVE, &gm, 0, NULL, &identity);
+ if (datasize < 0)
+ return D3DERR_INVALIDCALL;
+ if (bufsize < datasize)
+ bufsize = datasize;
+ }
+ if (!bufsize) { /* e.g. text == " " */
+ hr = D3DERR_INVALIDCALL;
+ goto error;
+ }
+
+ glyphs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, textlen * sizeof(*glyphs));
+ raw_outline = HeapAlloc(GetProcessHeap(), 0, bufsize);
+ if (!glyphs || !raw_outline) {
+ hr = E_OUTOFMEMORY;
+ goto error;
+ }
+
+ offset_x = 0.0f;
+ for (i = 0; i < textlen; i++)
+ {
+ /* get outline points from data returned from GetGlyphOutline */
+ int datasize;
+
+ glyphs[i].offset_x = offset_x;
+
+ datasize = GetGlyphOutlineW(hdc, text[i], GGO_NATIVE, &gm, bufsize, raw_outline, &identity);
+ hr = create_outline(&glyphs[i], raw_outline, datasize,
+ max_deviation_sq, otm.otmEMSquare, &cos_table);
+ if (hr != S_OK) goto error;
+
+ triangulations.glyph = &glyphs[i];
+ hr = triangulate(&triangulations);
+ if (hr != S_OK) goto error;
+ if (triangulations.count) {
+ ERR("%d incomplete triangulations of glyph (%u).\n", triangulations.count, text[i]);
+ triangulations.count = 0;
+ }
+
+ if (glyphmetrics)
+ {
+ glyphmetrics[i].gmfBlackBoxX = gm.gmBlackBoxX / (float)otm.otmEMSquare;
+ glyphmetrics[i].gmfBlackBoxY = gm.gmBlackBoxY / (float)otm.otmEMSquare;
+ glyphmetrics[i].gmfptGlyphOrigin.x = gm.gmptGlyphOrigin.x / (float)otm.otmEMSquare;
+ glyphmetrics[i].gmfptGlyphOrigin.y = gm.gmptGlyphOrigin.y / (float)otm.otmEMSquare;
+ glyphmetrics[i].gmfCellIncX = gm.gmCellIncX / (float)otm.otmEMSquare;
+ glyphmetrics[i].gmfCellIncY = gm.gmCellIncY / (float)otm.otmEMSquare;
+ }
+ offset_x += gm.gmCellIncX / (float)otm.otmEMSquare;
+ }
-/* 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
+ /* corner points need an extra vertex for the different side faces normals */
+ nb_corners = 0;
+ nb_outline_points = 0;
+ nb_front_faces = 0;
+ for (i = 0; i < textlen; i++)
+ {
+ int j;
+ nb_outline_points += glyphs[i].ordered_vertices.count;
+ nb_front_faces += glyphs[i].faces.count;
+ for (j = 0; j < glyphs[i].outlines.count; j++)
+ {
+ int k;
+ struct outline *outline = &glyphs[i].outlines.items[j];
+ nb_corners++; /* first outline point always repeated as a corner */
+ for (k = 1; k < outline->count; k++)
+ if (outline->items[k].corner)
+ nb_corners++;
+ }
+ }
-International Conference on Computer Graphics and Interactive Techniques archive
-ACM SIGGRAPH 2005 Courses
-Los Angeles, California
+ nb_vertices = (nb_outline_points + nb_corners) * 2 + nb_outline_points * 2;
+ nb_faces = nb_outline_points * 2 + nb_front_faces * 2;
+
+
+ hr = D3DXCreateMeshFVF(nb_faces, nb_vertices, D3DXMESH_MANAGED,
+ D3DFVF_XYZ | D3DFVF_NORMAL, device, &mesh);
+ if (FAILED(hr))
+ goto error;
+
+ if (FAILED(hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void **)&vertices)))
+ goto error;
+
+ if (FAILED(hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, (void **)&faces)))
+ goto error;
+
+ /* convert 2D vertices and faces into 3D mesh */
+ vertex_ptr = vertices;
+ face_ptr = faces;
+ if (extrusion == 0.0f) {
+ f1 = 1;
+ f2 = 2;
+ } else {
+ f1 = 2;
+ f2 = 1;
+ }
+ for (i = 0; i < textlen; i++)
+ {
+ int j;
+ int count;
+ struct vertex *back_vertices;
+ face *back_faces;
+
+ /* side vertices and faces */
+ for (j = 0; j < glyphs[i].outlines.count; j++)
+ {
+ struct vertex *outline_vertices = vertex_ptr;
+ struct outline *outline = &glyphs[i].outlines.items[j];
+ int k;
+ struct point2d *prevpt = &outline->items[outline->count - 1];
+ struct point2d *pt = &outline->items[0];
+
+ for (k = 1; k <= outline->count; k++)
+ {
+ struct vertex vtx;
+ struct point2d *nextpt = &outline->items[k % outline->count];
+ WORD vtx_idx = vertex_ptr - vertices;
+ D3DXVECTOR2 vec;
+
+ if (pt->corner == POINTTYPE_CURVE_START)
+ D3DXVec2Subtract(&vec, &pt->pos, &prevpt->pos);
+ else if (pt->corner)
+ D3DXVec2Subtract(&vec, &nextpt->pos, &pt->pos);
+ else
+ D3DXVec2Subtract(&vec, &nextpt->pos, &prevpt->pos);
+ D3DXVec2Normalize(&vec, &vec);
+ vtx.normal.x = -vec.y;
+ vtx.normal.y = vec.x;
+ vtx.normal.z = 0;
+
+ vtx.position.x = pt->pos.x + glyphs[i].offset_x;
+ vtx.position.y = pt->pos.y;
+ vtx.position.z = 0;
+ *vertex_ptr++ = vtx;
+
+ vtx.position.z = -extrusion;
+ *vertex_ptr++ = vtx;
+
+ vtx.position.x = nextpt->pos.x + glyphs[i].offset_x;
+ vtx.position.y = nextpt->pos.y;
+ if (pt->corner && nextpt->corner && nextpt->corner != POINTTYPE_CURVE_END) {
+ vtx.position.z = -extrusion;
+ *vertex_ptr++ = vtx;
+ vtx.position.z = 0;
+ *vertex_ptr++ = vtx;
+
+ (*face_ptr)[0] = vtx_idx;
+ (*face_ptr)[1] = vtx_idx + 2;
+ (*face_ptr)[2] = vtx_idx + 1;
+ face_ptr++;
+
+ (*face_ptr)[0] = vtx_idx;
+ (*face_ptr)[1] = vtx_idx + 3;
+ (*face_ptr)[2] = vtx_idx + 2;
+ face_ptr++;
+ } else {
+ if (nextpt->corner) {
+ if (nextpt->corner == POINTTYPE_CURVE_END) {
+ D3DXVECTOR2 *nextpt2 = &outline->items[(k + 1) % outline->count].pos;
+ D3DXVec2Subtract(&vec, nextpt2, &nextpt->pos);
+ } else {
+ D3DXVec2Subtract(&vec, &nextpt->pos, &pt->pos);
+ }
+ D3DXVec2Normalize(&vec, &vec);
+ vtx.normal.x = -vec.y;
+ vtx.normal.y = vec.x;
+
+ vtx.position.z = 0;
+ *vertex_ptr++ = vtx;
+ vtx.position.z = -extrusion;
+ *vertex_ptr++ = vtx;
+ }
+
+ (*face_ptr)[0] = vtx_idx;
+ (*face_ptr)[1] = vtx_idx + 3;
+ (*face_ptr)[2] = vtx_idx + 1;
+ face_ptr++;
+
+ (*face_ptr)[0] = vtx_idx;
+ (*face_ptr)[1] = vtx_idx + 2;
+ (*face_ptr)[2] = vtx_idx + 3;
+ face_ptr++;
+ }
+
+ prevpt = pt;
+ pt = nextpt;
+ }
+ if (!pt->corner) {
+ *vertex_ptr++ = *outline_vertices++;
+ *vertex_ptr++ = *outline_vertices++;
+ }
+ }
+
+ /* back vertices and faces */
+ back_faces = face_ptr;
+ back_vertices = vertex_ptr;
+ for (j = 0; j < glyphs[i].ordered_vertices.count; j++)
+ {
+ D3DXVECTOR2 *pt = get_ordered_vertex(&glyphs[i], j);
+ vertex_ptr->position.x = pt->x + glyphs[i].offset_x;
+ vertex_ptr->position.y = pt->y;
+ vertex_ptr->position.z = 0;
+ vertex_ptr->normal.x = 0;
+ vertex_ptr->normal.y = 0;
+ vertex_ptr->normal.z = 1;
+ vertex_ptr++;
+ }
+ count = back_vertices - vertices;
+ for (j = 0; j < glyphs[i].faces.count; j++)
+ {
+ face *f = &glyphs[i].faces.items[j];
+ (*face_ptr)[0] = (*f)[0] + count;
+ (*face_ptr)[1] = (*f)[1] + count;
+ (*face_ptr)[2] = (*f)[2] + count;
+ face_ptr++;
+ }
+
+ /* front vertices and faces */
+ j = count = vertex_ptr - back_vertices;
+ while (j--)
+ {
+ vertex_ptr->position.x = back_vertices->position.x;
+ vertex_ptr->position.y = back_vertices->position.y;
+ vertex_ptr->position.z = -extrusion;
+ vertex_ptr->normal.x = 0;
+ vertex_ptr->normal.y = 0;
+ vertex_ptr->normal.z = extrusion == 0.0f ? 1.0f : -1.0f;
+ vertex_ptr++;
+ back_vertices++;
+ }
+ j = face_ptr - back_faces;
+ while (j--)
+ {
+ (*face_ptr)[0] = (*back_faces)[0] + count;
+ (*face_ptr)[1] = (*back_faces)[f1] + count;
+ (*face_ptr)[2] = (*back_faces)[f2] + count;
+ face_ptr++;
+ back_faces++;
+ }
+ }
+
+ *mesh_ptr = mesh;
+ hr = D3D_OK;
+error:
+ if (mesh) {
+ if (faces) mesh->lpVtbl->UnlockIndexBuffer(mesh);
+ if (vertices) mesh->lpVtbl->UnlockVertexBuffer(mesh);
+ if (hr != D3D_OK) mesh->lpVtbl->Release(mesh);
+ }
+ if (glyphs) {
+ for (i = 0; i < textlen; i++)
+ {
+ int j;
+ for (j = 0; j < glyphs[i].outlines.count; j++)
+ HeapFree(GetProcessHeap(), 0, glyphs[i].outlines.items[j].items);
+ HeapFree(GetProcessHeap(), 0, glyphs[i].outlines.items);
+ HeapFree(GetProcessHeap(), 0, glyphs[i].faces.items);
+ HeapFree(GetProcessHeap(), 0, glyphs[i].ordered_vertices.items);
+ }
+ HeapFree(GetProcessHeap(), 0, glyphs);
+ }
+ if (triangulations.items) {
+ int i;
+ for (i = 0; i < triangulations.count; i++)
+ HeapFree(GetProcessHeap(), 0, triangulations.items[i].vertex_stack.items);
+ HeapFree(GetProcessHeap(), 0, triangulations.items);
+ }
+ HeapFree(GetProcessHeap(), 0, raw_outline);
+ if (oldfont) SelectObject(hdc, oldfont);
+ if (font) DeleteObject(font);
+
+ return hr;
+}
+
+HRESULT WINAPI D3DXValidMesh(ID3DXMesh *mesh, const DWORD *adjacency, ID3DXBuffer **errors_and_warnings)
+{
+ FIXME("(%p, %p, %p): stub\n", mesh, adjacency, *errors_and_warnings);
+
+ return E_NOTIMPL;
+}
+
+static BOOL weld_float1(void *to, void *from, FLOAT epsilon)
+{
+ FLOAT *v1 = to;
+ FLOAT *v2 = from;
+
+ if (fabsf(*v1 - *v2) <= epsilon)
+ {
+ *v1 = *v2;
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_float2(void *to, void *from, FLOAT epsilon)
+{
+ D3DXVECTOR2 *v1 = to;
+ D3DXVECTOR2 *v2 = from;
+ FLOAT diff_x = fabsf(v1->x - v2->x);
+ FLOAT diff_y = fabsf(v1->y - v2->y);
+ FLOAT max_abs_diff = max(diff_x, diff_y);
+
+ if (max_abs_diff <= epsilon)
+ {
+ memcpy(to, from, sizeof(D3DXVECTOR2));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_float3(void *to, void *from, FLOAT epsilon)
+{
+ D3DXVECTOR3 *v1 = to;
+ D3DXVECTOR3 *v2 = from;
+ FLOAT diff_x = fabsf(v1->x - v2->x);
+ FLOAT diff_y = fabsf(v1->y - v2->y);
+ FLOAT diff_z = fabsf(v1->z - v2->z);
+ FLOAT max_abs_diff = max(diff_x, diff_y);
+ max_abs_diff = max(diff_z, max_abs_diff);
+
+ if (max_abs_diff <= epsilon)
+ {
+ memcpy(to, from, sizeof(D3DXVECTOR3));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_float4(void *to, void *from, FLOAT epsilon)
+{
+ D3DXVECTOR4 *v1 = to;
+ D3DXVECTOR4 *v2 = from;
+ FLOAT diff_x = fabsf(v1->x - v2->x);
+ FLOAT diff_y = fabsf(v1->y - v2->y);
+ FLOAT diff_z = fabsf(v1->z - v2->z);
+ FLOAT diff_w = fabsf(v1->w - v2->w);
+ FLOAT max_abs_diff = max(diff_x, diff_y);
+ max_abs_diff = max(diff_z, max_abs_diff);
+ max_abs_diff = max(diff_w, max_abs_diff);
+
+ if (max_abs_diff <= epsilon)
+ {
+ memcpy(to, from, sizeof(D3DXVECTOR4));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_ubyte4(void *to, void *from, FLOAT epsilon)
+{
+ BYTE *b1 = to;
+ BYTE *b2 = from;
+ BYTE truncated_epsilon = (BYTE)epsilon;
+ BYTE diff_x = b1[0] > b2[0] ? b1[0] - b2[0] : b2[0] - b1[0];
+ BYTE diff_y = b1[1] > b2[1] ? b1[1] - b2[1] : b2[1] - b1[1];
+ BYTE diff_z = b1[2] > b2[2] ? b1[2] - b2[2] : b2[2] - b1[2];
+ BYTE diff_w = b1[3] > b2[3] ? b1[3] - b2[3] : b2[3] - b1[3];
+ BYTE max_diff = max(diff_x, diff_y);
+ max_diff = max(diff_z, max_diff);
+ max_diff = max(diff_w, max_diff);
+
+ if (max_diff <= truncated_epsilon)
+ {
+ memcpy(to, from, 4 * sizeof(BYTE));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_ubyte4n(void *to, void *from, FLOAT epsilon)
+{
+ return weld_ubyte4(to, from, epsilon * UCHAR_MAX);
+}
+
+static BOOL weld_d3dcolor(void *to, void *from, FLOAT epsilon)
+{
+ return weld_ubyte4n(to, from, epsilon);
+}
+
+static BOOL weld_short2(void *to, void *from, FLOAT epsilon)
+{
+ SHORT *s1 = to;
+ SHORT *s2 = from;
+ SHORT truncated_epsilon = (SHORT)epsilon;
+ SHORT diff_x = abs(s1[0] - s2[0]);
+ SHORT diff_y = abs(s1[1] - s2[1]);
+ SHORT max_abs_diff = max(diff_x, diff_y);
+
+ if (max_abs_diff <= truncated_epsilon)
+ {
+ memcpy(to, from, 2 * sizeof(SHORT));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_short2n(void *to, void *from, FLOAT epsilon)
+{
+ return weld_short2(to, from, epsilon * SHRT_MAX);
+}
+
+static BOOL weld_short4(void *to, void *from, FLOAT epsilon)
+{
+ SHORT *s1 = to;
+ SHORT *s2 = from;
+ SHORT truncated_epsilon = (SHORT)epsilon;
+ SHORT diff_x = abs(s1[0] - s2[0]);
+ SHORT diff_y = abs(s1[1] - s2[1]);
+ SHORT diff_z = abs(s1[2] - s2[2]);
+ SHORT diff_w = abs(s1[3] - s2[3]);
+ SHORT max_abs_diff = max(diff_x, diff_y);
+ max_abs_diff = max(diff_z, max_abs_diff);
+ max_abs_diff = max(diff_w, max_abs_diff);
+
+ if (max_abs_diff <= truncated_epsilon)
+ {
+ memcpy(to, from, 4 * sizeof(SHORT));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_short4n(void *to, void *from, FLOAT epsilon)
+{
+ return weld_short4(to, from, epsilon * SHRT_MAX);
+}
+
+static BOOL weld_ushort2n(void *to, void *from, FLOAT epsilon)
+{
+ USHORT *s1 = to;
+ USHORT *s2 = from;
+ USHORT scaled_epsilon = (USHORT)(epsilon * USHRT_MAX);
+ USHORT diff_x = s1[0] > s2[0] ? s1[0] - s2[0] : s2[0] - s1[0];
+ USHORT diff_y = s1[1] > s2[1] ? s1[1] - s2[1] : s2[1] - s1[1];
+ USHORT max_diff = max(diff_x, diff_y);
+
+ if (max_diff <= scaled_epsilon)
+ {
+ memcpy(to, from, 2 * sizeof(USHORT));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_ushort4n(void *to, void *from, FLOAT epsilon)
+{
+ USHORT *s1 = to;
+ USHORT *s2 = from;
+ USHORT scaled_epsilon = (USHORT)(epsilon * USHRT_MAX);
+ USHORT diff_x = s1[0] > s2[0] ? s1[0] - s2[0] : s2[0] - s1[0];
+ USHORT diff_y = s1[1] > s2[1] ? s1[1] - s2[1] : s2[1] - s1[1];
+ USHORT diff_z = s1[2] > s2[2] ? s1[2] - s2[2] : s2[2] - s1[2];
+ USHORT diff_w = s1[3] > s2[3] ? s1[3] - s2[3] : s2[3] - s1[3];
+ USHORT max_diff = max(diff_x, diff_y);
+ max_diff = max(diff_z, max_diff);
+ max_diff = max(diff_w, max_diff);
+
+ if (max_diff <= scaled_epsilon)
+ {
+ memcpy(to, from, 4 * sizeof(USHORT));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+struct udec3
+{
+ UINT x;
+ UINT y;
+ UINT z;
+ UINT w;
+};
+
+static struct udec3 dword_to_udec3(DWORD d)
+{
+ struct udec3 v;
+
+ v.x = d & 0x3ff;
+ v.y = (d & 0xffc00) >> 10;
+ v.z = (d & 0x3ff00000) >> 20;
+ v.w = (d & 0xc0000000) >> 30;
+
+ return v;
+}
+
+static BOOL weld_udec3(void *to, void *from, FLOAT epsilon)
+{
+ DWORD *d1 = to;
+ DWORD *d2 = from;
+ struct udec3 v1 = dword_to_udec3(*d1);
+ struct udec3 v2 = dword_to_udec3(*d2);
+ UINT truncated_epsilon = (UINT)epsilon;
+ UINT diff_x = v1.x > v2.x ? v1.x - v2.x : v2.x - v1.x;
+ UINT diff_y = v1.y > v2.y ? v1.y - v2.y : v2.y - v1.y;
+ UINT diff_z = v1.z > v2.z ? v1.z - v2.z : v2.z - v1.z;
+ UINT diff_w = v1.w > v2.w ? v1.w - v2.w : v2.w - v1.w;
+ UINT max_diff = max(diff_x, diff_y);
+ max_diff = max(diff_z, max_diff);
+ max_diff = max(diff_w, max_diff);
+
+ if (max_diff <= truncated_epsilon)
+ {
+ memcpy(to, from, sizeof(DWORD));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+struct dec3n
+{
+ INT x;
+ INT y;
+ INT z;
+ INT w;
+};
+
+static struct dec3n dword_to_dec3n(DWORD d)
+{
+ struct dec3n v;
+
+ v.x = d & 0x3ff;
+ v.y = (d & 0xffc00) >> 10;
+ v.z = (d & 0x3ff00000) >> 20;
+ v.w = (d & 0xc0000000) >> 30;
+
+ return v;
+}
+
+static BOOL weld_dec3n(void *to, void *from, FLOAT epsilon)
+{
+ const UINT MAX_DEC3N = 511;
+ DWORD *d1 = to;
+ DWORD *d2 = from;
+ struct dec3n v1 = dword_to_dec3n(*d1);
+ struct dec3n v2 = dword_to_dec3n(*d2);
+ INT scaled_epsilon = (INT)(epsilon * MAX_DEC3N);
+ INT diff_x = abs(v1.x - v2.x);
+ INT diff_y = abs(v1.y - v2.y);
+ INT diff_z = abs(v1.z - v2.z);
+ INT diff_w = abs(v1.w - v2.w);
+ INT max_abs_diff = max(diff_x, diff_y);
+ max_abs_diff = max(diff_z, max_abs_diff);
+ max_abs_diff = max(diff_w, max_abs_diff);
+
+ if (max_abs_diff <= scaled_epsilon)
+ {
+ memcpy(to, from, sizeof(DWORD));
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static BOOL weld_float16_2(void *to, void *from, FLOAT epsilon)
+{
+ D3DXFLOAT16 *v1_float16 = to;
+ D3DXFLOAT16 *v2_float16 = from;
+ FLOAT diff_x;
+ FLOAT diff_y;
+ FLOAT max_abs_diff;
+#define NUM_ELEM 2
+ FLOAT v1[NUM_ELEM];
+ FLOAT v2[NUM_ELEM];
+
+ D3DXFloat16To32Array(v1, v1_float16, NUM_ELEM);
+ D3DXFloat16To32Array(v2, v2_float16, NUM_ELEM);
+
+ diff_x = fabsf(v1[0] - v2[0]);
+ diff_y = fabsf(v1[1] - v2[1]);
+ max_abs_diff = max(diff_x, diff_y);
+
+ if (max_abs_diff <= epsilon)
+ {
+ memcpy(to, from, NUM_ELEM * sizeof(D3DXFLOAT16));
+
+ return TRUE;
+ }
+
+ return FALSE;
+#undef NUM_ELEM
+}
+
+static BOOL weld_float16_4(void *to, void *from, FLOAT epsilon)
+{
+ D3DXFLOAT16 *v1_float16 = to;
+ D3DXFLOAT16 *v2_float16 = from;
+ FLOAT diff_x;
+ FLOAT diff_y;
+ FLOAT diff_z;
+ FLOAT diff_w;
+ FLOAT max_abs_diff;
+#define NUM_ELEM 4
+ FLOAT v1[NUM_ELEM];
+ FLOAT v2[NUM_ELEM];
+
+ D3DXFloat16To32Array(v1, v1_float16, NUM_ELEM);
+ D3DXFloat16To32Array(v2, v2_float16, NUM_ELEM);
+
+ diff_x = fabsf(v1[0] - v2[0]);
+ diff_y = fabsf(v1[1] - v2[1]);
+ diff_z = fabsf(v1[2] - v2[2]);
+ diff_w = fabsf(v1[3] - v2[3]);
+ max_abs_diff = max(diff_x, diff_y);
+ max_abs_diff = max(diff_z, max_abs_diff);
+ max_abs_diff = max(diff_w, max_abs_diff);
+
+ if (max_abs_diff <= epsilon)
+ {
+ memcpy(to, from, NUM_ELEM * sizeof(D3DXFLOAT16));
+
+ return TRUE;
+ }
+
+ return FALSE;
+#undef NUM_ELEM
+}
+
+/* Sets the vertex components to the same value if they are within epsilon. */
+static BOOL weld_component(void *to, void *from, D3DDECLTYPE type, FLOAT epsilon)
+{
+ /* Quiet FIXMEs as this is in a loop with potentially thousand of iterations. */
+ BOOL fixme_once_unused = FALSE;
+ BOOL fixme_once_unknown = FALSE;
+
+ switch (type)
+ {
+ case D3DDECLTYPE_FLOAT1:
+ return weld_float1(to, from, epsilon);
+
+ case D3DDECLTYPE_FLOAT2:
+ return weld_float2(to, from, epsilon);
+
+ case D3DDECLTYPE_FLOAT3:
+ return weld_float3(to, from, epsilon);
+
+ case D3DDECLTYPE_FLOAT4:
+ return weld_float4(to, from, epsilon);
+
+ case D3DDECLTYPE_D3DCOLOR:
+ return weld_d3dcolor(to, from, epsilon);
+
+ case D3DDECLTYPE_UBYTE4:
+ return weld_ubyte4(to, from, epsilon);
+
+ case D3DDECLTYPE_SHORT2:
+ return weld_short2(to, from, epsilon);
+
+ case D3DDECLTYPE_SHORT4:
+ return weld_short4(to, from, epsilon);
+
+ case D3DDECLTYPE_UBYTE4N:
+ return weld_ubyte4n(to, from, epsilon);
+
+ case D3DDECLTYPE_SHORT2N:
+ return weld_short2n(to, from, epsilon);
+
+ case D3DDECLTYPE_SHORT4N:
+ return weld_short4n(to, from, epsilon);
+
+ case D3DDECLTYPE_USHORT2N:
+ return weld_ushort2n(to, from, epsilon);
+
+ case D3DDECLTYPE_USHORT4N:
+ return weld_ushort4n(to, from, epsilon);
+
+ case D3DDECLTYPE_UDEC3:
+ return weld_udec3(to, from, epsilon);
+
+ case D3DDECLTYPE_DEC3N:
+ return weld_dec3n(to, from, epsilon);
+
+ case D3DDECLTYPE_FLOAT16_2:
+ return weld_float16_2(to, from, epsilon);
+
+ case D3DDECLTYPE_FLOAT16_4:
+ return weld_float16_4(to, from, epsilon);
+
+ case D3DDECLTYPE_UNUSED:
+ if (!fixme_once_unused++)
+ FIXME("D3DDECLTYPE_UNUSED welding not implemented.\n");
+ break;
+
+ default:
+ if (!fixme_once_unknown++)
+ FIXME("Welding of unknown declaration type %d is not implemented.\n", type);
+ break;
+ }
+
+ return FALSE;
+}
+
+static FLOAT get_component_epsilon(const D3DVERTEXELEMENT9 *decl_ptr, const D3DXWELDEPSILONS *epsilons)
+{
+ FLOAT epsilon = 0.0f;
+ /* Quiet FIXMEs as this is in a loop with potentially thousand of iterations. */
+ static BOOL fixme_once_blendindices = FALSE;
+ static BOOL fixme_once_positiont = FALSE;
+ static BOOL fixme_once_fog = FALSE;
+ static BOOL fixme_once_depth = FALSE;
+ static BOOL fixme_once_sample = FALSE;
+ static BOOL fixme_once_unknown = FALSE;
+
+ switch (decl_ptr->Usage)
+ {
+ case D3DDECLUSAGE_POSITION:
+ epsilon = epsilons->Position;
+ break;
+ case D3DDECLUSAGE_BLENDWEIGHT:
+ epsilon = epsilons->BlendWeights;
+ break;
+ case D3DDECLUSAGE_NORMAL:
+ epsilon = epsilons->Normals;
+ break;
+ case D3DDECLUSAGE_PSIZE:
+ epsilon = epsilons->PSize;
+ break;
+ case D3DDECLUSAGE_TEXCOORD:
+ {
+ BYTE usage_index = decl_ptr->UsageIndex;
+ if (usage_index > 7)
+ usage_index = 7;
+ epsilon = epsilons->Texcoords[usage_index];
+ break;
+ }
+ case D3DDECLUSAGE_TANGENT:
+ epsilon = epsilons->Tangent;
+ break;
+ case D3DDECLUSAGE_BINORMAL:
+ epsilon = epsilons->Binormal;
+ break;
+ case D3DDECLUSAGE_TESSFACTOR:
+ epsilon = epsilons->TessFactor;
+ break;
+ case D3DDECLUSAGE_COLOR:
+ if (decl_ptr->UsageIndex == 0)
+ epsilon = epsilons->Diffuse;
+ else if (decl_ptr->UsageIndex == 1)
+ epsilon = epsilons->Specular;
+ else
+ epsilon = 1e-6f;
+ break;
+ case D3DDECLUSAGE_BLENDINDICES:
+ if (!fixme_once_blendindices++)
+ FIXME("D3DDECLUSAGE_BLENDINDICES welding not implemented.\n");
+ break;
+ case D3DDECLUSAGE_POSITIONT:
+ if (!fixme_once_positiont++)
+ FIXME("D3DDECLUSAGE_POSITIONT welding not implemented.\n");
+ break;
+ case D3DDECLUSAGE_FOG:
+ if (!fixme_once_fog++)
+ FIXME("D3DDECLUSAGE_FOG welding not implemented.\n");
+ break;
+ case D3DDECLUSAGE_DEPTH:
+ if (!fixme_once_depth++)
+ FIXME("D3DDECLUSAGE_DEPTH welding not implemented.\n");
+ break;
+ case D3DDECLUSAGE_SAMPLE:
+ if (!fixme_once_sample++)
+ FIXME("D3DDECLUSAGE_SAMPLE welding not implemented.\n");
+ break;
+ default:
+ if (!fixme_once_unknown++)
+ FIXME("Unknown usage %x\n", decl_ptr->Usage);
+ break;
+ }
+
+ return epsilon;
+}
+
+/* Helper function for reading a 32-bit index buffer. */
+static inline DWORD read_ib(void *index_buffer, BOOL indices_are_32bit,
+ DWORD index)
+{
+ if (indices_are_32bit)
+ {
+ DWORD *indices = index_buffer;
+ return indices[index];
+ }
+ else
+ {
+ WORD *indices = index_buffer;
+ return indices[index];
+ }
+}
+
+/* Helper function for writing to a 32-bit index buffer. */
+static inline void write_ib(void *index_buffer, BOOL indices_are_32bit,
+ DWORD index, DWORD value)
+{
+ if (indices_are_32bit)
+ {
+ DWORD *indices = index_buffer;
+ indices[index] = value;
+ }
+ else
+ {
+ WORD *indices = index_buffer;
+ indices[index] = value;
+ }
+}
+
+/*************************************************************************
+ * D3DXWeldVertices (D3DX9_36.@)
+ *
+ * Welds together similar vertices. The similarity between vert-
+ * ices can be the position and other components such as
+ * normal and color.
+ *
+ * PARAMS
+ * mesh [I] Mesh which vertices will be welded together.
+ * flags [I] D3DXWELDEPSILONSFLAGS specifying how to weld.
+ * epsilons [I] How similar a component needs to be for welding.
+ * adjacency [I] Which faces are adjacent to other faces.
+ * adjacency_out [O] Updated adjacency after welding.
+ * face_remap_out [O] Which faces the old faces have been mapped to.
+ * vertex_remap_out [O] Which vertices the old vertices have been mapped to.
+ *
+ * RETURNS
+ * Success: D3D_OK.
+ * Failure: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
+ *
+ * BUGS
+ * Attribute sorting not implemented.
+ *
+ */
+HRESULT WINAPI D3DXWeldVertices(ID3DXMesh *mesh, DWORD flags, const D3DXWELDEPSILONS *epsilons,
+ const DWORD *adjacency, DWORD *adjacency_out, DWORD *face_remap_out, ID3DXBuffer **vertex_remap_out)
+{
+ DWORD *adjacency_generated = NULL;
+ const DWORD *adjacency_ptr;
+ DWORD *attributes = NULL;
+ const FLOAT DEFAULT_EPSILON = 1.0e-6f;
+ HRESULT hr;
+ DWORD i;
+ void *indices = NULL;
+ BOOL indices_are_32bit = mesh->lpVtbl->GetOptions(mesh) & D3DXMESH_32BIT;
+ DWORD optimize_flags;
+ DWORD *point_reps = NULL;
+ struct d3dx9_mesh *This = impl_from_ID3DXMesh(mesh);
+ DWORD *vertex_face_map = NULL;
+ BYTE *vertices = NULL;
-This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
+ TRACE("mesh %p, flags %#x, epsilons %p, adjacency %p, adjacency_out %p, face_remap_out %p, vertex_remap_out %p.\n",
+ mesh, flags, epsilons, adjacency, adjacency_out, face_remap_out, vertex_remap_out);
-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.
-*/
+ if (flags == 0)
+ {
+ WARN("No flags are undefined. Using D3DXWELDEPSILONS_WELDPARTIALMATCHES instead.\n");
+ flags = D3DXWELDEPSILONS_WELDPARTIALMATCHES;
+ }
-{
- FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
+ if (adjacency) /* Use supplied adjacency. */
+ {
+ adjacency_ptr = adjacency;
+ }
+ else /* Adjacency has to be generated. */
+ {
+ adjacency_generated = HeapAlloc(GetProcessHeap(), 0, 3 * This->numfaces * sizeof(*adjacency_generated));
+ if (!adjacency_generated)
+ {
+ ERR("Couldn't allocate memory for adjacency_generated.\n");
+ hr = E_OUTOFMEMORY;
+ goto cleanup;
+ }
+ hr = mesh->lpVtbl->GenerateAdjacency(mesh, DEFAULT_EPSILON, adjacency_generated);
+ if (FAILED(hr))
+ {
+ ERR("Couldn't generate adjacency.\n");
+ goto cleanup;
+ }
+ adjacency_ptr = adjacency_generated;
+ }
- div = 1.0f / praydirection->x;
- if ( div >= 0.0f )
+ /* Point representation says which vertices can be replaced. */
+ point_reps = HeapAlloc(GetProcessHeap(), 0, This->numvertices * sizeof(*point_reps));
+ if (!point_reps)
{
- tmin = ( pmin->x - prayposition->x ) * div;
- tmax = ( pmax->x - prayposition->x ) * div;
+ hr = E_OUTOFMEMORY;
+ ERR("Couldn't allocate memory for point_reps.\n");
+ goto cleanup;
}
- else
+ hr = mesh->lpVtbl->ConvertAdjacencyToPointReps(mesh, adjacency_ptr, point_reps);
+ if (FAILED(hr))
{
- tmin = ( pmax->x - prayposition->x ) * div;
- tmax = ( pmin->x - prayposition->x ) * div;
+ ERR("ConvertAdjacencyToPointReps failed.\n");
+ goto cleanup;
}
- if ( tmax < 0.0f ) return FALSE;
+ hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, &indices);
+ if (FAILED(hr))
+ {
+ ERR("Couldn't lock index buffer.\n");
+ goto cleanup;
+ }
- div = 1.0f / praydirection->y;
- if ( div >= 0.0f )
+ hr = mesh->lpVtbl->LockAttributeBuffer(mesh, 0, &attributes);
+ if (FAILED(hr))
{
- tymin = ( pmin->y - prayposition->y ) * div;
- tymax = ( pmax->y - prayposition->y ) * div;
+ ERR("Couldn't lock attribute buffer.\n");
+ goto cleanup;
}
- else
+ vertex_face_map = HeapAlloc(GetProcessHeap(), 0, This->numvertices * sizeof(*vertex_face_map));
+ if (!vertex_face_map)
+ {
+ hr = E_OUTOFMEMORY;
+ ERR("Couldn't allocate memory for vertex_face_map.\n");
+ goto cleanup;
+ }
+ /* Build vertex face map, so that a vertex's face can be looked up. */
+ for (i = 0; i < This->numfaces; i++)
{
- tymin = ( pmax->y - prayposition->y ) * div;
- tymax = ( pmin->y - prayposition->y ) * div;
+ DWORD j;
+ for (j = 0; j < 3; j++)
+ {
+ DWORD index = read_ib(indices, indices_are_32bit, 3*i + j);
+ vertex_face_map[index] = i;
+ }
}
- if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
+ if (flags & D3DXWELDEPSILONS_WELDPARTIALMATCHES)
+ {
+ hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void**)&vertices);
+ if (FAILED(hr))
+ {
+ ERR("Couldn't lock vertex buffer.\n");
+ goto cleanup;
+ }
+ /* For each vertex that can be removed, compare its vertex components
+ * with the vertex components from the vertex that can replace it. A
+ * vertex is only fully replaced if all the components match and the
+ * flag D3DXWELDEPSILONS_DONOTREMOVEVERTICES is not set, and they
+ * belong to the same attribute group. Otherwise the vertex components
+ * that are within epsilon are set to the same value.
+ */
+ for (i = 0; i < 3 * This->numfaces; i++)
+ {
+ D3DVERTEXELEMENT9 *decl_ptr;
+ DWORD vertex_size = mesh->lpVtbl->GetNumBytesPerVertex(mesh);
+ DWORD num_vertex_components;
+ INT matches = 0;
+ BOOL all_match;
+ DWORD index = read_ib(indices, indices_are_32bit, i);
- if ( tymin > tmin ) tmin = tymin;
- if ( tymax < tmax ) tmax = tymax;
+ for (decl_ptr = This->cached_declaration, num_vertex_components = 0; decl_ptr->Stream != 0xFF; decl_ptr++, num_vertex_components++)
+ {
+ BYTE *to = &vertices[vertex_size*index + decl_ptr->Offset];
+ BYTE *from = &vertices[vertex_size*point_reps[index] + decl_ptr->Offset];
+ FLOAT epsilon = get_component_epsilon(decl_ptr, epsilons);
- div = 1.0f / praydirection->z;
- if ( div >= 0.0f )
+ /* Don't weld self */
+ if (index == point_reps[index])
+ {
+ matches++;
+ continue;
+ }
+
+ if (weld_component(to, from, decl_ptr->Type, epsilon))
+ matches++;
+ }
+
+ all_match = (num_vertex_components == matches);
+ if (all_match && !(flags & D3DXWELDEPSILONS_DONOTREMOVEVERTICES))
+ {
+ DWORD to_face = vertex_face_map[index];
+ DWORD from_face = vertex_face_map[point_reps[index]];
+ if(attributes[to_face] != attributes[from_face] && !(flags & D3DXWELDEPSILONS_DONOTSPLIT))
+ continue;
+ write_ib(indices, indices_are_32bit, i, point_reps[index]);
+ }
+ }
+ mesh->lpVtbl->UnlockVertexBuffer(mesh);
+ vertices = NULL;
+ }
+ else if (flags & D3DXWELDEPSILONS_WELDALL)
{
- tzmin = ( pmin->z - prayposition->z ) * div;
- tzmax = ( pmax->z - prayposition->z ) * div;
+ for (i = 0; i < 3 * This->numfaces; i++)
+ {
+ DWORD index = read_ib(indices, indices_are_32bit, i);
+ DWORD to_face = vertex_face_map[index];
+ DWORD from_face = vertex_face_map[point_reps[index]];
+ if(attributes[to_face] != attributes[from_face] && !(flags & D3DXWELDEPSILONS_DONOTSPLIT))
+ continue;
+ write_ib(indices, indices_are_32bit, i, point_reps[index]);
+ }
}
- else
+ mesh->lpVtbl->UnlockAttributeBuffer(mesh);
+ attributes = NULL;
+ mesh->lpVtbl->UnlockIndexBuffer(mesh);
+ indices = NULL;
+
+ /* Compact mesh using OptimizeInplace */
+ optimize_flags = D3DXMESHOPT_COMPACT;
+ hr = mesh->lpVtbl->OptimizeInplace(mesh, optimize_flags, adjacency_ptr, adjacency_out, face_remap_out, vertex_remap_out);
+ if (FAILED(hr))
{
- tzmin = ( pmax->z - prayposition->z ) * div;
- tzmax = ( pmin->z - prayposition->z ) * div;
+ ERR("Couldn't compact mesh.\n");
+ goto cleanup;
}
- if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
+ hr = D3D_OK;
+cleanup:
+ HeapFree(GetProcessHeap(), 0, adjacency_generated);
+ HeapFree(GetProcessHeap(), 0, point_reps);
+ HeapFree(GetProcessHeap(), 0, vertex_face_map);
+ if (attributes) mesh->lpVtbl->UnlockAttributeBuffer(mesh);
+ if (indices) mesh->lpVtbl->UnlockIndexBuffer(mesh);
+ if (vertices) mesh->lpVtbl->UnlockVertexBuffer(mesh);
- return TRUE;
+ return hr;
}
+
/*************************************************************************
- * D3DXComputeBoundingBox
+ * D3DXOptimizeVertices (D3DX9_36.@)
*/
-HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
+HRESULT WINAPI D3DXOptimizeVertices(const void *indices, UINT num_faces,
+ UINT num_vertices, BOOL indices_are_32bit, DWORD *vertex_remap)
{
- D3DXVECTOR3 vec;
- unsigned int i;
-
- if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
+ UINT i;
- *pmin = *pfirstposition;
- *pmax = *pmin;
+ FIXME("indices %p, num_faces %u, num_vertices %u, indices_are_32bit %#x, vertex_remap %p semi-stub.\n",
+ indices, num_faces, num_vertices, indices_are_32bit, vertex_remap);
- for(i=0; i<numvertices; i++)
+ if (!vertex_remap)
{
- vec = *( (D3DXVECTOR3*)((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;
+ WARN("vertex remap pointer is NULL.\n");
+ return D3DERR_INVALIDCALL;
+ }
- if ( vec.z < pmin->z ) pmin->z = vec.z;
- if ( vec.z > pmax->z ) pmax->z = vec.z;
+ for (i = 0; i < num_vertices; i++)
+ {
+ vertex_remap[i] = i;
}
return D3D_OK;
}
+
/*************************************************************************
- * D3DXComputeBoundingSphere
+ * D3DXOptimizeFaces (D3DX9_36.@)
+ *
+ * Re-orders the faces so the vertex cache is used optimally.
+ *
+ * PARAMS
+ * indices [I] Pointer to an index buffer belonging to a mesh.
+ * num_faces [I] Number of faces in the mesh.
+ * num_vertices [I] Number of vertices in the mesh.
+ * indices_are_32bit [I] Specifies whether indices are 32- or 16-bit.
+ * face_remap [I/O] The new order the faces should be drawn in.
+ *
+ * RETURNS
+ * Success: D3D_OK.
+ * Failure: D3DERR_INVALIDCALL.
+ *
+ * BUGS
+ * The face re-ordering does not use the vertex cache optimally.
+ *
*/
-HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
+HRESULT WINAPI D3DXOptimizeFaces(const void *indices, UINT num_faces,
+ UINT num_vertices, BOOL indices_are_32bit, DWORD *face_remap)
{
- D3DXVECTOR3 temp, temp1;
- FLOAT d;
- unsigned int i;
-
- if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
+ UINT i;
+ UINT j = num_faces - 1;
+ UINT limit_16_bit = 2 << 15; /* According to MSDN */
+ HRESULT hr = D3D_OK;
- temp.x = 0.0f;
- temp.y = 0.0f;
- temp.z = 0.0f;
- temp1 = temp;
- d = 0.0f;
- *pradius = 0.0f;
+ FIXME("indices %p, num_faces %u, num_vertices %u, indices_are_32bit %#x, face_remap %p semi-stub. "
+ "Face order will not be optimal.\n",
+ indices, num_faces, num_vertices, indices_are_32bit, face_remap);
- for(i=0; i<numvertices; i++)
+ if (!indices_are_32bit && num_faces >= limit_16_bit)
{
- D3DXVec3Add(&temp1, &temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i));
- temp = temp1;
+ WARN("Number of faces must be less than %d when using 16-bit indices.\n",
+ limit_16_bit);
+ hr = D3DERR_INVALIDCALL;
+ goto error;
}
- D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
+ if (!face_remap)
+ {
+ WARN("Face remap pointer is NULL.\n");
+ hr = D3DERR_INVALIDCALL;
+ goto error;
+ }
- for(i=0; i<numvertices; i++)
+ /* The faces are drawn in reverse order for simple meshes. This ordering
+ * is not optimal for complicated meshes, but will not break anything
+ * either. The ordering should be changed to take advantage of the vertex
+ * cache on the graphics card.
+ *
+ * TODO Re-order to take advantage of vertex cache.
+ */
+ for (i = 0; i < num_faces; i++)
{
- d = D3DXVec3Length(D3DXVec3Subtract(&temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i), pcenter));
- if ( d > *pradius ) *pradius = d;
+ face_remap[i] = j--;
}
+
return D3D_OK;
+
+error:
+ return hr;
}
-/*************************************************************************
- * D3DXGetFVFVertexSize
- */
-static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num)
+static D3DXVECTOR3 *vertex_element_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
+ DWORD vertex_stride, DWORD index)
{
- return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1);
+ return (D3DXVECTOR3 *)(vertices + declaration->Offset + index * vertex_stride);
}
-UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
+static D3DXVECTOR3 read_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
+ DWORD vertex_stride, DWORD index)
{
- 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;
- }
+ D3DXVECTOR3 vec3 = {0};
+ const D3DXVECTOR3 *src = vertex_element_vec3(vertices, declaration, vertex_stride, index);
- for (i = 0; i < numTextures; i++)
+ switch (declaration->Type)
{
- size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT);
+ 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 size;
+ return vec3;
}
/*************************************************************************
- * D3DXGetDeclVertexSize
+ * D3DXComputeTangentFrameEx (D3DX9_36.@)
*/
-UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx)
+HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *mesh, DWORD texture_in_semantic, DWORD texture_in_index,
+ DWORD u_partial_out_semantic, DWORD u_partial_out_index, DWORD v_partial_out_semantic,
+ DWORD v_partial_out_index, DWORD normal_out_semantic, DWORD normal_out_index, DWORD options,
+ const DWORD *adjacency, float partial_edge_threshold, float singular_point_threshold,
+ float normal_edge_threshold, ID3DXMesh **mesh_out, ID3DXBuffer **vertex_mapping)
{
- const D3DVERTEXELEMENT9 *element;
- UINT size = 0;
+ 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("decl %p, stream_idx %u\n", decl, stream_idx);
+ 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\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);
- if (!decl) return 0;
+ if (!mesh)
+ {
+ WARN("mesh is NULL\n");
+ return D3DERR_INVALIDCALL;
+ }
- for (element = decl; element->Stream != 0xff; ++element)
+ if (weighting_method == (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
{
- UINT type_size;
+ WARN("D3DXTANGENT_WEIGHT_BY_AREA and D3DXTANGENT_WEIGHT_EQUAL are mutally exclusive\n");
+ return D3DERR_INVALIDCALL;
+ }
- if (element->Stream != stream_idx) continue;
+ 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;
- 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;
+ 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:
- FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type);
- type_size = 0;
+ /* 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;
}
- if (element->Offset + type_size > size) size = element->Offset + type_size;
+ 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);
+ }
}
- return size;
+ 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;
}
/*************************************************************************
- * D3DXIntersectTri
+ * D3DXComputeTangent (D3DX9_36.@)
*/
-BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
+HRESULT WINAPI D3DXComputeTangent(ID3DXMesh *mesh, DWORD stage_idx, DWORD tangent_idx,
+ DWORD binorm_idx, DWORD wrap, const DWORD *adjacency)
{
- D3DXMATRIX m;
- D3DXVECTOR4 vec;
+ TRACE("mesh %p, stage_idx %d, tangent_idx %d, binorm_idx %d, wrap %d, adjacency %p.\n",
+ mesh, stage_idx, tangent_idx, binorm_idx, wrap, adjacency);
- 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;
+ return D3DXComputeTangentFrameEx( mesh, D3DDECLUSAGE_TEXCOORD, stage_idx,
+ ( binorm_idx == D3DX_DEFAULT ) ? D3DX_DEFAULT : D3DDECLUSAGE_BINORMAL,
+ binorm_idx,
+ ( tangent_idx == D3DX_DEFAULT ) ? D3DX_DEFAULT : D3DDECLUSAGE_TANGENT,
+ tangent_idx, D3DX_DEFAULT, 0,
+ ( wrap ? D3DXTANGENT_WRAP_UV : 0 ) | D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_ORTHOGONALIZE_FROM_U,
+ adjacency, -1.01f, -0.01f, -1.01f, NULL, NULL);
+}
- vec.x = praypos->x - p0->x;
- vec.y = praypos->y - p0->y;
- vec.z = praypos->z - p0->z;
- vec.w = 0.0f;
+/*************************************************************************
+ * D3DXComputeNormals (D3DX9_36.@)
+ */
+HRESULT WINAPI D3DXComputeNormals(struct ID3DXBaseMesh *mesh, const DWORD *adjacency)
+{
+ TRACE("mesh %p, adjacency %p\n", mesh, adjacency);
- if ( D3DXMatrixInverse(&m, NULL, &m) )
+ if (mesh && (ID3DXMeshVtbl *)mesh->lpVtbl != &D3DXMesh_Vtbl)
{
- 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;
- }
+ ERR("Invalid virtual table\n");
+ return D3DERR_INVALIDCALL;
}
- return FALSE;
+ return D3DXComputeTangentFrameEx((ID3DXMesh *)mesh, D3DX_DEFAULT, 0,
+ D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, D3DDECLUSAGE_NORMAL, 0,
+ D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS,
+ adjacency, -1.01f, -0.01f, -1.01f, NULL, NULL);
}
/*************************************************************************
- * D3DXSphereBoundProbe
+ * D3DXComputeNormalMap (D3DX9_36.@)
*/
-BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+HRESULT WINAPI D3DXComputeNormalMap(IDirect3DTexture9 *texture, IDirect3DTexture9 *src_texture,
+ const PALETTEENTRY *src_palette, DWORD flags, DWORD channel, FLOAT amplitude)
{
- D3DXVECTOR3 difference;
- FLOAT a, b, c, d;
+ FIXME("texture %p, src_texture %p, src_palette %p, flags %#x, channel %u, amplitude %f stub.\n",
+ texture, src_texture, src_palette, flags, channel, amplitude);
- a = D3DXVec3LengthSq(praydirection);
- if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
- b = D3DXVec3Dot(&difference, praydirection);
- c = D3DXVec3LengthSq(&difference) - radius * radius;
- d = b * b - a * c;
+ return D3D_OK;
+}
- if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
- return TRUE;
+/*************************************************************************
+ * D3DXIntersect (D3DX9_36.@)
+ */
+HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir,
+ BOOL *hit, DWORD *face_index, float *u, float *v, float *distance, ID3DXBuffer **all_hits, DWORD *count_of_hits)
+{
+ FIXME("mesh %p, ray_pos %p, ray_dir %p, hit %p, face_index %p, u %p, v %p, distance %p, all_hits %p, "
+ "count_of_hits %p stub!\n", mesh, ray_pos, ray_dir, hit, face_index, u, v, distance, all_hits, count_of_hits);
+
+ return E_NOTIMPL;
+}
+
+HRESULT WINAPI D3DXTessellateNPatches(ID3DXMesh *mesh, const DWORD *adjacency_in, float num_segs,
+ BOOL quadratic_normals, ID3DXMesh **mesh_out, ID3DXBuffer **adjacency_out)
+{
+ FIXME("mesh %p, adjacency_in %p, num_segs %f, quadratic_normals %d, mesh_out %p, adjacency_out %p stub.\n",
+ mesh, adjacency_in, num_segs, quadratic_normals, mesh_out, adjacency_out);
+
+ return E_NOTIMPL;
+}
+
+HRESULT WINAPI D3DXConvertMeshSubsetToSingleStrip(struct ID3DXBaseMesh *mesh_in, DWORD attribute_id,
+ DWORD ib_flags, struct IDirect3DIndexBuffer9 **index_buffer, DWORD *index_count)
+{
+ FIXME("mesh_in %p, attribute_id %u, ib_flags %u, index_buffer %p, index_count %p stub.\n",
+ mesh_in, attribute_id, ib_flags, index_buffer, index_count);
+
+ return E_NOTIMPL;
}