Add patch for ID3DXSkinInfoImpl_UpdateSkinnedMesh.

This commit is contained in:
Michael Müller 2014-10-15 23:43:20 +02:00
parent 5a35178f86
commit 34cab4fddf
4 changed files with 246 additions and 1 deletions

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@ -35,8 +35,9 @@ Wine. All those differences are also documented on the
Included bugfixes and improvements
==================================
**Bugfixes and features included in the next upcoming release [4]:**
**Bugfixes and features included in the next upcoming release [5]:**
* Alpha Polaris requires implementation of UpdateSkinnedMesh ([Wine Bug #32572](http://bugs.winehq.org/show_bug.cgi?id=32572))
* Anno 1602 installer depends on Windows 98 behavior of SHFileOperationW
* FEAR 1 installer expects basic_string_wchar_dtor to return NULL ([Wine Bug #37358](http://bugs.winehq.org/show_bug.cgi?id=37358))
* Support for UTF7 encoding/decoding ([Wine Bug #27388](http://bugs.winehq.org/show_bug.cgi?id=27388))

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@ -26,6 +26,7 @@ PATCHLIST := \
comctl32-LoadIconMetric.ok \
configure-Absolute_RPATH.ok \
configure-Detect_Gnutls.ok \
d3dx9_36-UpdateSkinnedMesh.ok \
dbghelp-KdHelp.ok \
dsound-Fast_Mixer.ok \
fonts-Missing_Fonts.ok \
@ -292,6 +293,24 @@ configure-Detect_Gnutls.ok:
echo '+ { "configure-Detect_Gnutls", "Sebastian Lackner", "Fix detection of gnutls on Ubuntu 14.10. [rev 3]" },'; \
) > configure-Detect_Gnutls.ok
# Patchset d3dx9_36-UpdateSkinnedMesh
# |
# | Included patches:
# | * Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh [by Christian Costa]
# |
# | This patchset fixes the following Wine bugs:
# | * [#32572] Alpha Polaris requires implementation of UpdateSkinnedMesh
# |
# | Modified files:
# | * dlls/d3dx9_36/skin.c, dlls/d3dx9_36/tests/mesh.c
# |
.INTERMEDIATE: d3dx9_36-UpdateSkinnedMesh.ok
d3dx9_36-UpdateSkinnedMesh.ok:
$(call APPLY_FILE,d3dx9_36-UpdateSkinnedMesh/0001-d3dx9_36-Implement-ID3DXSkinInfoImpl_UpdateSkinnedMe.patch)
@( \
echo '+ { "d3dx9_36-UpdateSkinnedMesh", "Christian Costa", "Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh" },'; \
) > d3dx9_36-UpdateSkinnedMesh.ok
# Patchset dbghelp-KdHelp
# |
# | Included patches:

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@ -0,0 +1,221 @@
From be168cfe86d540b42e070011ea824138069a32f9 Mon Sep 17 00:00:00 2001
From: Christian Costa <titan.costa@gmail.com>
Date: Mon, 22 Jul 2013 21:51:20 +0200
Subject: d3dx9_36: Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh.
This patch fixes last problem of bug 32572.
---
dlls/d3dx9_36/skin.c | 86 ++++++++++++++++++++++++++++++++++++++++++++--
dlls/d3dx9_36/tests/mesh.c | 84 ++++++++++++++++++++++++++++++++++++++++++++
2 files changed, 167 insertions(+), 3 deletions(-)
diff --git a/dlls/d3dx9_36/skin.c b/dlls/d3dx9_36/skin.c
index aa5acf2..bd7e581 100644
--- a/dlls/d3dx9_36/skin.c
+++ b/dlls/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
@@ -375,10 +376,89 @@ 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/dlls/d3dx9_36/tests/mesh.c b/dlls/d3dx9_36/tests/mesh.c
index 17c5d9c..944a739 100644
--- a/dlls/d3dx9_36/tests/mesh.c
+++ b/dlls/d3dx9_36/tests/mesh.c
@@ -5152,6 +5152,89 @@ 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);
+ }
+ ok(TRUE,"\n");
+ skin_info->lpVtbl->Release(skin_info);
+}
+
static void test_convert_adjacency_to_point_reps(void)
{
HRESULT hr;
@@ -10468,6 +10551,7 @@ 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();
--
1.9.1

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@ -0,0 +1,4 @@
Author: Christian Costa
Subject: Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh
Revision: 1
Fixes: [32572] Alpha Polaris requires implementation of UpdateSkinnedMesh