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[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:
parent
69a02efd33
commit
8c7529df7e
3 changed files with 372 additions and 3 deletions
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@ -2,6 +2,7 @@
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* Skin Info operations specific to D3DX9.
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*
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* Copyright (C) 2011 Dylan Smith
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* Copyright (C) 2013 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -377,10 +378,89 @@ static HRESULT WINAPI d3dx9_skin_info_GetDeclaration(ID3DXSkinInfo *iface,
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static HRESULT WINAPI d3dx9_skin_info_UpdateSkinnedMesh(ID3DXSkinInfo *iface, const D3DXMATRIX *bone_transforms,
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const D3DXMATRIX *bone_inv_transpose_transforms, const void *src_vertices, void *dst_vertices)
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{
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FIXME("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p stub!\n",
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iface, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
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struct d3dx9_skin_info *skin = impl_from_ID3DXSkinInfo(iface);
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DWORD size = D3DXGetFVFVertexSize(skin->fvf);
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DWORD i, j;
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return E_NOTIMPL;
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TRACE("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p\n",
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skin, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
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if (bone_inv_transpose_transforms)
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FIXME("Skinning vertices with two position elements not supported\n");
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if ((skin->fvf & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
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FIXME("Vertex type %#x not supported\n", skin->fvf & D3DFVF_POSITION_MASK);
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return E_FAIL;
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}
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/* Reset all positions */
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for (i = 0; i < skin->num_vertices; i++) {
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D3DXVECTOR3 *position = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i);
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position->x = 0.0f;
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position->y = 0.0f;
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position->z = 0.0f;
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}
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/* Update positions that are influenced by bones */
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for (i = 0; i < skin->num_bones; i++) {
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D3DXMATRIX bone_inverse, matrix;
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D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
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D3DXMatrixMultiply(&matrix, &bone_transforms[i], &bone_inverse);
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D3DXMatrixMultiply(&matrix, &matrix, &skin->bones[i].transform);
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for (j = 0; j < skin->bones[i].num_influences; j++) {
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D3DXVECTOR3 position;
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D3DXVECTOR3 *position_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j]);
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D3DXVECTOR3 *position_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j]);
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FLOAT weight = skin->bones[i].weights[j];
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D3DXVec3TransformCoord(&position, position_src, &matrix);
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position_dest->x += weight * position.x;
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position_dest->y += weight * position.y;
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position_dest->z += weight * position.z;
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}
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}
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if (skin->fvf & D3DFVF_NORMAL) {
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/* Reset all normals */
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for (i = 0; i < skin->num_vertices; i++) {
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D3DXVECTOR3 *normal = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i + sizeof(D3DXVECTOR3));
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normal->x = 0.0f;
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normal->y = 0.0f;
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normal->z = 0.0f;
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}
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/* Update normals that are influenced by bones */
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for (i = 0; i < skin->num_bones; i++) {
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D3DXMATRIX bone_inverse, matrix;
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D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
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D3DXMatrixMultiply(&matrix, &skin->bones[i].transform, &bone_transforms[i]);
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for (j = 0; j < skin->bones[i].num_influences; j++) {
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D3DXVECTOR3 normal;
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D3DXVECTOR3 *normal_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
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D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
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FLOAT weight = skin->bones[i].weights[j];
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D3DXVec3TransformNormal(&normal, normal_src, &bone_inverse);
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D3DXVec3TransformNormal(&normal, &normal, &matrix);
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normal_dest->x += weight * normal.x;
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normal_dest->y += weight * normal.y;
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normal_dest->z += weight * normal.z;
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}
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}
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/* Normalize all normals that are influenced by bones*/
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for (i = 0; i < skin->num_vertices; i++) {
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D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + (i * size) + sizeof(D3DXVECTOR3));
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if ((normal_dest->x != 0.0f) && (normal_dest->y != 0.0f) && (normal_dest->z != 0.0f))
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D3DXVec3Normalize(normal_dest, normal_dest);
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}
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}
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return D3D_OK;
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}
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static HRESULT WINAPI d3dx9_skin_info_ConvertToBlendedMesh(ID3DXSkinInfo *iface, ID3DXMesh *mesh_in,
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@ -5316,6 +5316,88 @@ static void test_create_skin_info(void)
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ok(hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
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}
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static void test_update_skinned_mesh(void)
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{
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static DWORD bone0_vertices[2] = { 1, 3 };
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static FLOAT bone0_weights[2] = { 1.0f, 0.5f };
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static DWORD bone1_vertices[2] = { 2, 3 };
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static FLOAT bone1_weights[2] = { 1.0f, 0.5f };
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static D3DMATRIX bones_matrix[2] =
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{ { { {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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2.0f, 2.0f, 4.0f, 1.0f
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} } },
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{ { {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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-4.0f, -4.0f, 4.0f, 1.0f
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} } } };
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static D3DVECTOR vertices_src[] = {{ 1.0f, 1.0f, 1.0f },
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{ 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f },
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{ 0.0f, 1.0f, 0.0f },
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{ -1.0f, -1.0f, 1.0f },
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{ 0.0f, 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f },
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{ -1.0f, 0.0f, 0.0f },
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};
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static D3DVECTOR vertices_ref[] = {{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 3.0f, 3.0f, 3.0f },
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{ 0.0f, 1.0f, 0.0f },
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{ -5.0f, -5.0f, 5.0f },
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{ 0.0f, 0.0f, 1.0f },
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{ -2.0f, -2.0f, 3.0f },
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{ -1.0f, 0.0f, 0.0f },
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};
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D3DVECTOR vertices_dest[8];
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HRESULT hr;
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ID3DXSkinInfo *skin_info;
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D3DXMATRIX matrix;
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int i;
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D3DXMatrixIdentity(&matrix);
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for (i = 0; i < 8; i++)
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{
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vertices_dest[i].x = 10000.0f;
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vertices_dest[i].y = 10000.0f;
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vertices_dest[i].z = 10000.0f;
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}
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hr = D3DXCreateSkinInfoFVF(4, D3DFVF_XYZ | D3DFVF_NORMAL, 2, &skin_info);
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ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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skin_info->lpVtbl->SetBoneInfluence(skin_info, 0, 2, bone0_vertices, bone0_weights);
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ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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skin_info->lpVtbl->SetBoneOffsetMatrix(skin_info, 0, &matrix);
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ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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skin_info->lpVtbl->SetBoneInfluence(skin_info, 1, 2, bone1_vertices, bone1_weights);
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ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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skin_info->lpVtbl->SetBoneOffsetMatrix(skin_info, 1, &matrix);
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ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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skin_info->lpVtbl->UpdateSkinnedMesh(skin_info, bones_matrix, NULL, vertices_src, vertices_dest);
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ok(hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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for (i = 0; i < 4; i++)
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{
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ok(compare(vertices_dest[i*2].x, vertices_ref[i*2].x), "Vertex[%d].position.x: got %g, expected %g\n",
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i, vertices_dest[i*2].x, vertices_ref[i*2].x);
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ok(compare(vertices_dest[i*2].y, vertices_ref[i*2].y), "Vertex[%d].position.y: got %g, expected %g\n",
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i, vertices_dest[i*2].y, vertices_ref[i*2].y);
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ok(compare(vertices_dest[i*2].z, vertices_ref[i*2].z), "Vertex[%d].position.z: got %g, expected %g\n",
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i, vertices_dest[i*2].z, vertices_ref[i*2].z);
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ok(compare(vertices_dest[i*2+1].x, vertices_ref[i*2+1].x), "Vertex[%d].normal.x: got %g, expected %g\n",
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i, vertices_dest[i*2+1].x, vertices_ref[i*2+1].x);
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ok(compare(vertices_dest[i*2+1].y, vertices_ref[i*2+1].y), "Vertex[%d].normal.y: got %g, expected %g\n",
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i, vertices_dest[i*2+1].y, vertices_ref[i*2+1].y);
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ok(compare(vertices_dest[i*2+1].z, vertices_ref[i*2+1].z), "Vertex[%d].normal.z: got %g, expected %g\n",
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i, vertices_dest[i*2+1].z, vertices_ref[i*2+1].z);
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}
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skin_info->lpVtbl->Release(skin_info);
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}
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static void test_convert_adjacency_to_point_reps(void)
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{
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HRESULT hr;
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@ -11393,6 +11475,7 @@ START_TEST(mesh)
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D3DXGenerateAdjacencyTest();
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test_update_semantics();
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test_create_skin_info();
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test_update_skinned_mesh();
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test_convert_adjacency_to_point_reps();
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test_convert_point_reps_to_adjacency();
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test_weld_vertices();
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@ -0,0 +1,206 @@
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diff --git a/dll/directx/wine/d3dx9_36/skin.c b/dll/directx/wine/d3dx9_36/skin.c
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index bed4b9f..0a305a9 100644
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--- a/dll/directx/wine/d3dx9_36/skin.c
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+++ b/dll/directx/wine/d3dx9_36/skin.c
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@@ -2,6 +2,7 @@
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* Skin Info operations specific to D3DX9.
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*
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* Copyright (C) 2011 Dylan Smith
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+ * Copyright (C) 2013 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@@ -377,10 +378,89 @@ static HRESULT WINAPI d3dx9_skin_info_GetDeclaration(ID3DXSkinInfo *iface,
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static HRESULT WINAPI d3dx9_skin_info_UpdateSkinnedMesh(ID3DXSkinInfo *iface, const D3DXMATRIX *bone_transforms,
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const D3DXMATRIX *bone_inv_transpose_transforms, const void *src_vertices, void *dst_vertices)
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{
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- FIXME("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p stub!\n",
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- iface, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
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+ struct d3dx9_skin_info *skin = impl_from_ID3DXSkinInfo(iface);
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+ DWORD size = D3DXGetFVFVertexSize(skin->fvf);
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+ DWORD i, j;
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- return E_NOTIMPL;
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+ TRACE("iface %p, bone_transforms %p, bone_inv_transpose_transforms %p, src_vertices %p, dst_vertices %p\n",
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+ skin, bone_transforms, bone_inv_transpose_transforms, src_vertices, dst_vertices);
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+
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+ if (bone_inv_transpose_transforms)
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+ FIXME("Skinning vertices with two position elements not supported\n");
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+
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+ if ((skin->fvf & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
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+ FIXME("Vertex type %#x not supported\n", skin->fvf & D3DFVF_POSITION_MASK);
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+ return E_FAIL;
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+ }
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+
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+ /* Reset all positions */
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+ for (i = 0; i < skin->num_vertices; i++) {
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+ D3DXVECTOR3 *position = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i);
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+ position->x = 0.0f;
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+ position->y = 0.0f;
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+ position->z = 0.0f;
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+ }
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+
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+ /* Update positions that are influenced by bones */
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+ for (i = 0; i < skin->num_bones; i++) {
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+ D3DXMATRIX bone_inverse, matrix;
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+
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+ D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
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+ D3DXMatrixMultiply(&matrix, &bone_transforms[i], &bone_inverse);
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+ D3DXMatrixMultiply(&matrix, &matrix, &skin->bones[i].transform);
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+
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+ for (j = 0; j < skin->bones[i].num_influences; j++) {
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+ D3DXVECTOR3 position;
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+ D3DXVECTOR3 *position_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j]);
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+ D3DXVECTOR3 *position_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j]);
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+ FLOAT weight = skin->bones[i].weights[j];
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+
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+ D3DXVec3TransformCoord(&position, position_src, &matrix);
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+ position_dest->x += weight * position.x;
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+ position_dest->y += weight * position.y;
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+ position_dest->z += weight * position.z;
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+ }
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+ }
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+
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+ if (skin->fvf & D3DFVF_NORMAL) {
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+ /* Reset all normals */
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+ for (i = 0; i < skin->num_vertices; i++) {
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+ D3DXVECTOR3 *normal = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * i + sizeof(D3DXVECTOR3));
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+ normal->x = 0.0f;
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+ normal->y = 0.0f;
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+ normal->z = 0.0f;
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+ }
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+
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+ /* Update normals that are influenced by bones */
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+ for (i = 0; i < skin->num_bones; i++) {
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+ D3DXMATRIX bone_inverse, matrix;
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+
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+ D3DXMatrixInverse(&bone_inverse, NULL, &skin->bones[i].transform);
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+ D3DXMatrixMultiply(&matrix, &skin->bones[i].transform, &bone_transforms[i]);
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+
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+ for (j = 0; j < skin->bones[i].num_influences; j++) {
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+ D3DXVECTOR3 normal;
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+ D3DXVECTOR3 *normal_src = (D3DXVECTOR3*)((BYTE*)src_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
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+ D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + size * skin->bones[i].vertices[j] + sizeof(D3DXVECTOR3));
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+ FLOAT weight = skin->bones[i].weights[j];
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+
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+ D3DXVec3TransformNormal(&normal, normal_src, &bone_inverse);
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+ D3DXVec3TransformNormal(&normal, &normal, &matrix);
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+ normal_dest->x += weight * normal.x;
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+ normal_dest->y += weight * normal.y;
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+ normal_dest->z += weight * normal.z;
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+ }
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+ }
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+
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+ /* Normalize all normals that are influenced by bones*/
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+ for (i = 0; i < skin->num_vertices; i++) {
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+ D3DXVECTOR3 *normal_dest = (D3DXVECTOR3*)((BYTE*)dst_vertices + (i * size) + sizeof(D3DXVECTOR3));
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+ if ((normal_dest->x != 0.0f) && (normal_dest->y != 0.0f) && (normal_dest->z != 0.0f))
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+ D3DXVec3Normalize(normal_dest, normal_dest);
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+ }
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+ }
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+
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+ return D3D_OK;
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}
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static HRESULT WINAPI d3dx9_skin_info_ConvertToBlendedMesh(ID3DXSkinInfo *iface, ID3DXMesh *mesh_in,
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diff --git a/modules/rostests/winetests/d3dx9_36/mesh.c b/modules/rostests/winetests/d3dx9_36/mesh.c
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index ea0b867..c12bf60 100644
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--- a/modules/rostests/winetests/d3dx9_36/mesh.c
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+++ b/modules/rostests/winetests/d3dx9_36/mesh.c
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@@ -5316,6 +5316,88 @@ static void test_create_skin_info(void)
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ok(hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
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}
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+static void test_update_skinned_mesh(void)
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+{
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+ static DWORD bone0_vertices[2] = { 1, 3 };
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+ static FLOAT bone0_weights[2] = { 1.0f, 0.5f };
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+ static DWORD bone1_vertices[2] = { 2, 3 };
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+ static FLOAT bone1_weights[2] = { 1.0f, 0.5f };
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+ static D3DMATRIX bones_matrix[2] =
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+ { { { {
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+ 1.0f, 0.0f, 0.0f, 0.0f,
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+ 0.0f, 1.0f, 0.0f, 0.0f,
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+ 0.0f, 0.0f, 1.0f, 0.0f,
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+ 2.0f, 2.0f, 4.0f, 1.0f
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+ } } },
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+ { { {
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+ 1.0f, 0.0f, 0.0f, 0.0f,
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+ 0.0f, 1.0f, 0.0f, 0.0f,
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+ 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;
|
||||
@@ -11362,6 +11444,7 @@ 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();
|
Loading…
Reference in a new issue