[WINESYNC] d3dx9_36: Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh.

This patch fixes last problem of bug 32572.

wine-staging patch by Christian Costa <titan.costa@gmail.com>
This commit is contained in:
winesync 2021-01-05 13:22:41 +01:00 committed by Jérôme Gardou
parent 489e520163
commit 0e1975b6aa
3 changed files with 372 additions and 3 deletions

View file

@ -5,6 +5,7 @@
* Skin Info operations specific to D3DX9.
*
* Copyright (C) 2011 Dylan Smith
* 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
@ -403,10 +404,89 @@ static HRESULT WINAPI d3dx9_skin_info_GetDeclaration(ID3DXSkinInfo *iface,
static HRESULT WINAPI d3dx9_skin_info_UpdateSkinnedMesh(ID3DXSkinInfo *iface, const D3DXMATRIX *bone_transforms,
const D3DXMATRIX *bone_inv_transpose_transforms, const void *src_vertices, void *dst_vertices)
{
FIXME("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p stub!\n",
iface, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
struct d3dx9_skin_info *skin = impl_from_ID3DXSkinInfo(iface);
DWORD size = D3DXGetFVFVertexSize(skin->fvf);
DWORD i, j;
return E_NOTIMPL;
TRACE("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p\n",
skin, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
if (bone_inv_transpose_transforms)
FIXME("Skinning vertices with two position elements not supported\n");
if ((skin->fvf & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
FIXME("Vertex type %#x not supported\n", skin->fvf & D3DFVF_POSITION_MASK);
return E_FAIL;
}
/* Reset all positions */
for (i = 0; i < skin->num_vertices; i++) {
D3DXVECTOR3 *position = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i);
position->x = 0.0f;
position->y = 0.0f;
position->z = 0.0f;
}
/* Update positions that are influenced by bones */
for (i = 0; i < skin->num_bones; i++) {
D3DXMATRIX bone_inverse, matrix;
D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
D3DXMatrixMultiply(&matrix, &bone_transforms[i], &bone_inverse);
D3DXMatrixMultiply(&matrix, &matrix, &skin->bones[i].transform);
for (j = 0; j < skin->bones[i].num_influences; j++) {
D3DXVECTOR3 position;
D3DXVECTOR3 *position_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j]);
D3DXVECTOR3 *position_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j]);
FLOAT weight = skin->bones[i].weights[j];
D3DXVec3TransformCoord(&position, position_src, &matrix);
position_dest->x += weight * position.x;
position_dest->y += weight * position.y;
position_dest->z += weight * position.z;
}
}
if (skin->fvf & D3DFVF_NORMAL) {
/* Reset all normals */
for (i = 0; i < skin->num_vertices; i++) {
D3DXVECTOR3 *normal = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i + sizeof(D3DXVECTOR3));
normal->x = 0.0f;
normal->y = 0.0f;
normal->z = 0.0f;
}
/* Update normals that are influenced by bones */
for (i = 0; i < skin->num_bones; i++) {
D3DXMATRIX bone_inverse, matrix;
D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
D3DXMatrixMultiply(&matrix, &skin->bones[i].transform, &bone_transforms[i]);
for (j = 0; j < skin->bones[i].num_influences; j++) {
D3DXVECTOR3 normal;
D3DXVECTOR3 *normal_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
FLOAT weight = skin->bones[i].weights[j];
D3DXVec3TransformNormal(&normal, normal_src, &bone_inverse);
D3DXVec3TransformNormal(&normal, &normal, &matrix);
normal_dest->x += weight * normal.x;
normal_dest->y += weight * normal.y;
normal_dest->z += weight * normal.z;
}
}
/* Normalize all normals that are influenced by bones*/
for (i = 0; i < skin->num_vertices; i++) {
D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + (i * size) + sizeof(D3DXVECTOR3));
if ((normal_dest->x != 0.0f) && (normal_dest->y != 0.0f) && (normal_dest->z != 0.0f))
D3DXVec3Normalize(normal_dest, normal_dest);
}
}
return D3D_OK;
}
static HRESULT WINAPI d3dx9_skin_info_ConvertToBlendedMesh(ID3DXSkinInfo *iface, ID3DXMesh *mesh_in,

View file

@ -5265,6 +5265,88 @@ static void test_create_skin_info(void)
ok(hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
}
static void test_update_skinned_mesh(void)
{
static DWORD bone0_vertices[2] = { 1, 3 };
static FLOAT bone0_weights[2] = { 1.0f, 0.5f };
static DWORD bone1_vertices[2] = { 2, 3 };
static FLOAT bone1_weights[2] = { 1.0f, 0.5f };
static D3DMATRIX bones_matrix[2] =
{ { { {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
2.0f, 2.0f, 4.0f, 1.0f
} } },
{ { {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-4.0f, -4.0f, 4.0f, 1.0f
} } } };
static D3DVECTOR vertices_src[] = {{ 1.0f, 1.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f },
{ 0.0f, 1.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f },
{ 0.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f },
{ -1.0f, 0.0f, 0.0f },
};
static D3DVECTOR vertices_ref[] = {{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 3.0f, 3.0f, 3.0f },
{ 0.0f, 1.0f, 0.0f },
{ -5.0f, -5.0f, 5.0f },
{ 0.0f, 0.0f, 1.0f },
{ -2.0f, -2.0f, 3.0f },
{ -1.0f, 0.0f, 0.0f },
};
D3DVECTOR vertices_dest[8];
HRESULT hr;
ID3DXSkinInfo *skin_info;
D3DXMATRIX matrix;
int i;
D3DXMatrixIdentity(&matrix);
for (i = 0; i < 8; i++)
{
vertices_dest[i].x = 10000.0f;
vertices_dest[i].y = 10000.0f;
vertices_dest[i].z = 10000.0f;
}
hr = D3DXCreateSkinInfoFVF(4, D3DFVF_XYZ | D3DFVF_NORMAL, 2, &skin_info);
ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
skin_info->lpVtbl->SetBoneInfluence(skin_info, 0, 2, bone0_vertices, bone0_weights);
ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
skin_info->lpVtbl->SetBoneOffsetMatrix(skin_info, 0, &matrix);
ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
skin_info->lpVtbl->SetBoneInfluence(skin_info, 1, 2, bone1_vertices, bone1_weights);
ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
skin_info->lpVtbl->SetBoneOffsetMatrix(skin_info, 1, &matrix);
ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
skin_info->lpVtbl->UpdateSkinnedMesh(skin_info, bones_matrix, NULL, vertices_src, vertices_dest);
ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
for (i = 0; i < 4; i++)
{
ok(compare(vertices_dest[i*2].x, vertices_ref[i*2].x), "Vertex[%d].position.x: got %g, expected %g\n",
i, vertices_dest[i*2].x, vertices_ref[i*2].x);
ok(compare(vertices_dest[i*2].y, vertices_ref[i*2].y), "Vertex[%d].position.y: got %g, expected %g\n",
i, vertices_dest[i*2].y, vertices_ref[i*2].y);
ok(compare(vertices_dest[i*2].z, vertices_ref[i*2].z), "Vertex[%d].position.z: got %g, expected %g\n",
i, vertices_dest[i*2].z, vertices_ref[i*2].z);
ok(compare(vertices_dest[i*2+1].x, vertices_ref[i*2+1].x), "Vertex[%d].normal.x: got %g, expected %g\n",
i, vertices_dest[i*2+1].x, vertices_ref[i*2+1].x);
ok(compare(vertices_dest[i*2+1].y, vertices_ref[i*2+1].y), "Vertex[%d].normal.y: got %g, expected %g\n",
i, vertices_dest[i*2+1].y, vertices_ref[i*2+1].y);
ok(compare(vertices_dest[i*2+1].z, vertices_ref[i*2+1].z), "Vertex[%d].normal.z: got %g, expected %g\n",
i, vertices_dest[i*2+1].z, vertices_ref[i*2+1].z);
}
skin_info->lpVtbl->Release(skin_info);
}
static void test_convert_adjacency_to_point_reps(void)
{
HRESULT hr;
@ -11540,6 +11622,7 @@ START_TEST(mesh)
D3DXGenerateAdjacencyTest();
test_update_semantics();
test_create_skin_info();
test_update_skinned_mesh();
test_convert_adjacency_to_point_reps();
test_convert_point_reps_to_adjacency();
test_weld_vertices();

View file

@ -0,0 +1,206 @@
diff --git a/dll/directx/wine/d3dx9_36/skin.c b/dll/directx/wine/d3dx9_36/skin.c
index ffc89f0..0fea1ac 100644
--- a/dll/directx/wine/d3dx9_36/skin.c
+++ b/dll/directx/wine/d3dx9_36/skin.c
@@ -2,6 +2,7 @@
* Skin Info operations specific to D3DX9.
*
* Copyright (C) 2011 Dylan Smith
+ * 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
@@ -399,10 +400,89 @@ static HRESULT WINAPI d3dx9_skin_info_GetDeclaration(ID3DXSkinInfo *iface,
static HRESULT WINAPI d3dx9_skin_info_UpdateSkinnedMesh(ID3DXSkinInfo *iface, const D3DXMATRIX *bone_transforms,
const D3DXMATRIX *bone_inv_transpose_transforms, const void *src_vertices, void *dst_vertices)
{
- FIXME("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p stub!\n",
- iface, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
+ struct d3dx9_skin_info *skin = impl_from_ID3DXSkinInfo(iface);
+ DWORD size = D3DXGetFVFVertexSize(skin->fvf);
+ DWORD i, j;
- return E_NOTIMPL;
+ TRACE("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p\n",
+ skin, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
+
+ if (bone_inv_transpose_transforms)
+ FIXME("Skinning vertices with two position elements not supported\n");
+
+ if ((skin->fvf & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
+ FIXME("Vertex type %#x not supported\n", skin->fvf & D3DFVF_POSITION_MASK);
+ return E_FAIL;
+ }
+
+ /* Reset all positions */
+ for (i = 0; i < skin->num_vertices; i++) {
+ D3DXVECTOR3 *position = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i);
+ position->x = 0.0f;
+ position->y = 0.0f;
+ position->z = 0.0f;
+ }
+
+ /* Update positions that are influenced by bones */
+ for (i = 0; i < skin->num_bones; i++) {
+ D3DXMATRIX bone_inverse, matrix;
+
+ D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
+ D3DXMatrixMultiply(&matrix, &bone_transforms[i], &bone_inverse);
+ D3DXMatrixMultiply(&matrix, &matrix, &skin->bones[i].transform);
+
+ for (j = 0; j < skin->bones[i].num_influences; j++) {
+ D3DXVECTOR3 position;
+ D3DXVECTOR3 *position_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j]);
+ D3DXVECTOR3 *position_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j]);
+ FLOAT weight = skin->bones[i].weights[j];
+
+ D3DXVec3TransformCoord(&position, position_src, &matrix);
+ position_dest->x += weight * position.x;
+ position_dest->y += weight * position.y;
+ position_dest->z += weight * position.z;
+ }
+ }
+
+ if (skin->fvf & D3DFVF_NORMAL) {
+ /* Reset all normals */
+ for (i = 0; i < skin->num_vertices; i++) {
+ D3DXVECTOR3 *normal = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i + sizeof(D3DXVECTOR3));
+ normal->x = 0.0f;
+ normal->y = 0.0f;
+ normal->z = 0.0f;
+ }
+
+ /* Update normals that are influenced by bones */
+ for (i = 0; i < skin->num_bones; i++) {
+ D3DXMATRIX bone_inverse, matrix;
+
+ D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
+ D3DXMatrixMultiply(&matrix, &skin->bones[i].transform, &bone_transforms[i]);
+
+ for (j = 0; j < skin->bones[i].num_influences; j++) {
+ D3DXVECTOR3 normal;
+ D3DXVECTOR3 *normal_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
+ D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
+ FLOAT weight = skin->bones[i].weights[j];
+
+ D3DXVec3TransformNormal(&normal, normal_src, &bone_inverse);
+ D3DXVec3TransformNormal(&normal, &normal, &matrix);
+ normal_dest->x += weight * normal.x;
+ normal_dest->y += weight * normal.y;
+ normal_dest->z += weight * normal.z;
+ }
+ }
+
+ /* Normalize all normals that are influenced by bones*/
+ for (i = 0; i < skin->num_vertices; i++) {
+ D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + (i * size) + sizeof(D3DXVECTOR3));
+ if ((normal_dest->x != 0.0f) && (normal_dest->y != 0.0f) && (normal_dest->z != 0.0f))
+ D3DXVec3Normalize(normal_dest, normal_dest);
+ }
+ }
+
+ return D3D_OK;
}
static HRESULT WINAPI d3dx9_skin_info_ConvertToBlendedMesh(ID3DXSkinInfo *iface, ID3DXMesh *mesh_in,
diff --git a/modules/rostests/winetests/d3dx9_36/mesh.c b/modules/rostests/winetests/d3dx9_36/mesh.c
index e46e38d..78f95a6 100644
--- a/modules/rostests/winetests/d3dx9_36/mesh.c
+++ b/modules/rostests/winetests/d3dx9_36/mesh.c
@@ -5265,6 +5265,88 @@ static void test_create_skin_info(void)
ok(hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
}
+static void test_update_skinned_mesh(void)
+{
+ static DWORD bone0_vertices[2] = { 1, 3 };
+ static FLOAT bone0_weights[2] = { 1.0f, 0.5f };
+ static DWORD bone1_vertices[2] = { 2, 3 };
+ static FLOAT bone1_weights[2] = { 1.0f, 0.5f };
+ static D3DMATRIX bones_matrix[2] =
+ { { { {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 2.0f, 2.0f, 4.0f, 1.0f
+ } } },
+ { { {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ -4.0f, -4.0f, 4.0f, 1.0f
+ } } } };
+ static D3DVECTOR vertices_src[] = {{ 1.0f, 1.0f, 1.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { -1.0f, -1.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { -1.0f, -1.0f, -1.0f },
+ { -1.0f, 0.0f, 0.0f },
+ };
+ static D3DVECTOR vertices_ref[] = {{ 0.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 3.0f, 3.0f, 3.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { -5.0f, -5.0f, 5.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { -2.0f, -2.0f, 3.0f },
+ { -1.0f, 0.0f, 0.0f },
+ };
+ D3DVECTOR vertices_dest[8];
+ HRESULT hr;
+ ID3DXSkinInfo *skin_info;
+ D3DXMATRIX matrix;
+ int i;
+
+ D3DXMatrixIdentity(&matrix);
+ for (i = 0; i < 8; i++)
+ {
+ vertices_dest[i].x = 10000.0f;
+ vertices_dest[i].y = 10000.0f;
+ vertices_dest[i].z = 10000.0f;
+ }
+
+ hr = D3DXCreateSkinInfoFVF(4, D3DFVF_XYZ | D3DFVF_NORMAL, 2, &skin_info);
+ ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
+
+ skin_info->lpVtbl->SetBoneInfluence(skin_info, 0, 2, bone0_vertices, bone0_weights);
+ ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
+ skin_info->lpVtbl->SetBoneOffsetMatrix(skin_info, 0, &matrix);
+ ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
+ skin_info->lpVtbl->SetBoneInfluence(skin_info, 1, 2, bone1_vertices, bone1_weights);
+ ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
+ skin_info->lpVtbl->SetBoneOffsetMatrix(skin_info, 1, &matrix);
+ ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
+ skin_info->lpVtbl->UpdateSkinnedMesh(skin_info, bones_matrix, NULL, vertices_src, vertices_dest);
+ ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
+ for (i = 0; i < 4; i++)
+ {
+ ok(compare(vertices_dest[i*2].x, vertices_ref[i*2].x), "Vertex[%d].position.x: got %g, expected %g\n",
+ i, vertices_dest[i*2].x, vertices_ref[i*2].x);
+ ok(compare(vertices_dest[i*2].y, vertices_ref[i*2].y), "Vertex[%d].position.y: got %g, expected %g\n",
+ i, vertices_dest[i*2].y, vertices_ref[i*2].y);
+ ok(compare(vertices_dest[i*2].z, vertices_ref[i*2].z), "Vertex[%d].position.z: got %g, expected %g\n",
+ i, vertices_dest[i*2].z, vertices_ref[i*2].z);
+ ok(compare(vertices_dest[i*2+1].x, vertices_ref[i*2+1].x), "Vertex[%d].normal.x: got %g, expected %g\n",
+ i, vertices_dest[i*2+1].x, vertices_ref[i*2+1].x);
+ ok(compare(vertices_dest[i*2+1].y, vertices_ref[i*2+1].y), "Vertex[%d].normal.y: got %g, expected %g\n",
+ i, vertices_dest[i*2+1].y, vertices_ref[i*2+1].y);
+ ok(compare(vertices_dest[i*2+1].z, vertices_ref[i*2+1].z), "Vertex[%d].normal.z: got %g, expected %g\n",
+ i, vertices_dest[i*2+1].z, vertices_ref[i*2+1].z);
+ }
+ skin_info->lpVtbl->Release(skin_info);
+}
+
static void test_convert_adjacency_to_point_reps(void)
{
HRESULT hr;
@@ -11509,6 +11591,7 @@ START_TEST(mesh)
D3DXGenerateAdjacencyTest();
test_update_semantics();
test_create_skin_info();
+ test_update_skinned_mesh();
test_convert_adjacency_to_point_reps();
test_convert_point_reps_to_adjacency();
test_weld_vertices();