Leaked source code of windows server 2003
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265 lines
8.8 KiB

#include "pch.cpp"
#pragma hdrstop
//---------------------------------------------------------------------
// This function uses Cramer's Rule to calculate the matrix inverse.
// See nt\private\windows\opengl\serever\soft\so_math.c
//
// Returns:
// 0 - if success
// -1 - if input matrix is singular
//
int Inverse4x4(D3DMATRIX *src, D3DMATRIX *inverse)
{
double x00, x01, x02;
double x10, x11, x12;
double x20, x21, x22;
double rcp;
double x30, x31, x32;
double y01, y02, y03, y12, y13, y23;
double z02, z03, z12, z13, z22, z23, z32, z33;
#define x03 x01
#define x13 x11
#define x23 x21
#define x33 x31
#define z00 x02
#define z10 x12
#define z20 x22
#define z30 x32
#define z01 x03
#define z11 x13
#define z21 x23
#define z31 x33
/* read 1st two columns of matrix into registers */
x00 = src->_11;
x01 = src->_12;
x10 = src->_21;
x11 = src->_22;
x20 = src->_31;
x21 = src->_32;
x30 = src->_41;
x31 = src->_42;
/* compute all six 2x2 determinants of 1st two columns */
y01 = x00*x11 - x10*x01;
y02 = x00*x21 - x20*x01;
y03 = x00*x31 - x30*x01;
y12 = x10*x21 - x20*x11;
y13 = x10*x31 - x30*x11;
y23 = x20*x31 - x30*x21;
/* read 2nd two columns of matrix into registers */
x02 = src->_13;
x03 = src->_14;
x12 = src->_23;
x13 = src->_24;
x22 = src->_33;
x23 = src->_34;
x32 = src->_43;
x33 = src->_44;
/* compute all 3x3 cofactors for 2nd two columns */
z33 = x02*y12 - x12*y02 + x22*y01;
z23 = x12*y03 - x32*y01 - x02*y13;
z13 = x02*y23 - x22*y03 + x32*y02;
z03 = x22*y13 - x32*y12 - x12*y23;
z32 = x13*y02 - x23*y01 - x03*y12;
z22 = x03*y13 - x13*y03 + x33*y01;
z12 = x23*y03 - x33*y02 - x03*y23;
z02 = x13*y23 - x23*y13 + x33*y12;
/* compute all six 2x2 determinants of 2nd two columns */
y01 = x02*x13 - x12*x03;
y02 = x02*x23 - x22*x03;
y03 = x02*x33 - x32*x03;
y12 = x12*x23 - x22*x13;
y13 = x12*x33 - x32*x13;
y23 = x22*x33 - x32*x23;
/* read 1st two columns of matrix into registers */
x00 = src->_11;
x01 = src->_12;
x10 = src->_21;
x11 = src->_22;
x20 = src->_31;
x21 = src->_32;
x30 = src->_41;
x31 = src->_42;
/* compute all 3x3 cofactors for 1st column */
z30 = x11*y02 - x21*y01 - x01*y12;
z20 = x01*y13 - x11*y03 + x31*y01;
z10 = x21*y03 - x31*y02 - x01*y23;
z00 = x11*y23 - x21*y13 + x31*y12;
/* compute 4x4 determinant & its reciprocal */
rcp = x30*z30 + x20*z20 + x10*z10 + x00*z00;
if (rcp == (float)0)
return -1;
rcp = (float)1/rcp;
/* compute all 3x3 cofactors for 2nd column */
z31 = x00*y12 - x10*y02 + x20*y01;
z21 = x10*y03 - x30*y01 - x00*y13;
z11 = x00*y23 - x20*y03 + x30*y02;
z01 = x20*y13 - x30*y12 - x10*y23;
/* multiply all 3x3 cofactors by reciprocal */
inverse->_11 = (float)(z00*rcp);
inverse->_21 = (float)(z01*rcp);
inverse->_12 = (float)(z10*rcp);
inverse->_31 = (float)(z02*rcp);
inverse->_13 = (float)(z20*rcp);
inverse->_41 = (float)(z03*rcp);
inverse->_14 = (float)(z30*rcp);
inverse->_22 = (float)(z11*rcp);
inverse->_32 = (float)(z12*rcp);
inverse->_23 = (float)(z21*rcp);
inverse->_42 = (float)(z13*rcp);
inverse->_24 = (float)(z31*rcp);
inverse->_33 = (float)(z22*rcp);
inverse->_43 = (float)(z23*rcp);
inverse->_34 = (float)(z32*rcp);
inverse->_44 = (float)(z33*rcp);
return 0;
}
//---------------------------------------------------------------------
#define MATRIX_PRODUCT(res, a, b) \
res->_11 = a->_11*b->_11 + a->_12*b->_21 + a->_13*b->_31 + a->_14*b->_41; \
res->_12 = a->_11*b->_12 + a->_12*b->_22 + a->_13*b->_32 + a->_14*b->_42; \
res->_13 = a->_11*b->_13 + a->_12*b->_23 + a->_13*b->_33 + a->_14*b->_43; \
res->_14 = a->_11*b->_14 + a->_12*b->_24 + a->_13*b->_34 + a->_14*b->_44; \
\
res->_21 = a->_21*b->_11 + a->_22*b->_21 + a->_23*b->_31 + a->_24*b->_41; \
res->_22 = a->_21*b->_12 + a->_22*b->_22 + a->_23*b->_32 + a->_24*b->_42; \
res->_23 = a->_21*b->_13 + a->_22*b->_23 + a->_23*b->_33 + a->_24*b->_43; \
res->_24 = a->_21*b->_14 + a->_22*b->_24 + a->_23*b->_34 + a->_24*b->_44; \
\
res->_31 = a->_31*b->_11 + a->_32*b->_21 + a->_33*b->_31 + a->_34*b->_41; \
res->_32 = a->_31*b->_12 + a->_32*b->_22 + a->_33*b->_32 + a->_34*b->_42; \
res->_33 = a->_31*b->_13 + a->_32*b->_23 + a->_33*b->_33 + a->_34*b->_43; \
res->_34 = a->_31*b->_14 + a->_32*b->_24 + a->_33*b->_34 + a->_34*b->_44; \
\
res->_41 = a->_41*b->_11 + a->_42*b->_21 + a->_43*b->_31 + a->_44*b->_41; \
res->_42 = a->_41*b->_12 + a->_42*b->_22 + a->_43*b->_32 + a->_44*b->_42; \
res->_43 = a->_41*b->_13 + a->_42*b->_23 + a->_43*b->_33 + a->_44*b->_43; \
res->_44 = a->_41*b->_14 + a->_42*b->_24 + a->_43*b->_34 + a->_44*b->_44;
//---------------------------------------------------------------------
// result = a*b
// result is the same as a or b
//
void MatrixProduct2(D3DMATRIX *result, D3DMATRIX *a, D3DMATRIX *b)
{
D3DMATRIX res;
MATRIX_PRODUCT((&res), a, b);
*(D3DMATRIX*)result = res;
}
//---------------------------------------------------------------------
// result = a*b.
// "result" pointer could be equal to "a" or "b"
//
void MatrixProduct(D3DMATRIX *result, D3DMATRIX *a, D3DMATRIX *b)
{
if (result == a || result == b)
{
MatrixProduct2(result, a, b);
return;
}
MATRIX_PRODUCT(result, a, b);
}
///////////////////////////////////////////////////////////////////////////////
//
///////////////////////////////////////////////////////////////////////////////
//---------------------------------------------------------------------
// RefVP::UpdateXformData
// Updates transform data used by ProcessVertices
//---------------------------------------------------------------------
HRESULT
RefVP::UpdateXformData()
{
HRESULT hr = D3D_OK;
RDTRANSFORMDATA& TData = m_TransformData;
// Update Mproj*Mclip
if( m_dwDirtyFlags & RDPV_DIRTY_PROJXFM )
{
D3DMATRIX MShift;
ZeroMemory (&MShift, sizeof(D3DMATRIX));
MShift._11 = 0.5f;
MShift._22 = 0.5f;
MShift._41 = 0.5f;
MShift._42 = 0.5f;
MShift._44 = 1.0f;
MShift._33 = 1.0f;
MatrixProduct(&TData.m_PS, &m_xfmProj, &MShift);
}
// Update Mview*Mproj*Mclip
if( m_dwDirtyFlags & (RDPV_DIRTY_VIEWXFM | RDPV_DIRTY_PROJXFM) )
{
MatrixProduct(&TData.m_VPS, &m_xfmView, &TData.m_PS);
Inverse4x4( (D3DMATRIX *)&TData.m_VPS, (D3DMATRIX *)&TData.m_VPSInv );
}
for( DWORD i=0; i< RD_MAX_BLEND_WEIGHTS; i++)
{
MatrixProduct(&m_xfmCurrent[i], &m_xfmWorld[i], &TData.m_VPS);
}
// Compute xfmToEye (world*view) matrix (needed for lighting and fog)
// if needed
if (m_dwDirtyFlags & (RDPV_DIRTY_VIEWXFM |
RDPV_DIRTY_WORLDXFM |
RDPV_DIRTY_WORLD1XFM |
RDPV_DIRTY_WORLD2XFM |
RDPV_DIRTY_WORLD3XFM ))
{
m_dwDirtyFlags |= RDPV_DIRTY_INVERSEWORLDVIEW;
}
if (m_dwTLState & (RDPV_DOLIGHTING | RDPV_DOFOG | RDPV_DOCOMPUTEPOINTSIZE |
RDPV_DOTEXGEN) &&
(m_dwDirtyFlags & RDPV_DIRTY_INVERSEWORLDVIEW))
{
for( i=0; i< RD_MAX_BLEND_WEIGHTS; i++)
{
MatrixProduct(&m_xfmToEye[i], &m_xfmWorld[i], &m_xfmView);
Inverse4x4((D3DMATRIX *)&m_xfmToEye[i],
(D3DMATRIX *)&m_xfmToEyeInv[i]);
m_dwDirtyFlags |= RDPV_DIRTY_NEEDXFMLIGHT;
}
m_dwDirtyFlags &= ~RDPV_DIRTY_INVERSEWORLDVIEW;
}
// Clear the world processed flags
memset( m_WorldProcessed, 0, sizeof( m_WorldProcessed ) );
// Clear the dirty transform flags
m_dwDirtyFlags &= ~RDPV_DIRTY_XFORM;
return hr;
}
void
RefVP::UpdateWorld( DWORD i )
{
RDTRANSFORMDATA& TData = m_TransformData;
if( m_WorldProcessed[i] == TRUE ) return;
MatrixProduct(&m_xfmCurrent[i], &m_xfmWorld[i], &TData.m_VPS);
if (m_dwTLState & (RDPV_DOLIGHTING | RDPV_DOFOG | RDPV_DOCOMPUTEPOINTSIZE |
RDPV_DOTEXGEN))
{
MatrixProduct(&m_xfmToEye[i], &m_xfmWorld[i], &m_xfmView);
Inverse4x4((D3DMATRIX *)&m_xfmToEye[i],
(D3DMATRIX *)&m_xfmToEyeInv[i]);
}
m_WorldProcessed[i] = TRUE;
}