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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
#include "Internal.h"
#include "D3DX_replacement_code.h"
void mat4Mat4Mul(gfsdk_float4x4& result, const gfsdk_float4x4& a, const gfsdk_float4x4& b)
{
int i,j,k;
float temp;
for (i=0;i<4;++i)
{
for (j=0;j<4;++j)
{
temp=0;
for(k=0;k<4;++k)
{
temp+=(&a._11)[k*4+j]*(&b._11)[i*4+k];
}
(&result._11)[i*4+j]=temp;
}
}
}
void vec4Mat4Mul(gfsdk_float4& result, const gfsdk_float4& a, const gfsdk_float4x4& b)
{
int i,k;
float temp;
for (i=0;i<4;++i)
{
temp=0;
for(k=0;k<4;++k)
{
temp+=(&b._11)[k*4+i]*(&a.x)[k];
}
(&result.x)[i]=temp;
}
}
float det2x2(float a,float b,
float c,float d)
{
return a * d - b * c;
}
float det3x3(float a1,float a2,float a3,
float b1,float b2,float b3,
float c1,float c2,float c3)
{
float ans;
ans = a1 * det2x2( b2, b3, c2, c3)
- b1 * det2x2( a2, a3, c2, c3)
+ c1 * det2x2( a2, a3, b2, b3);
return ans;
}
float det4x4(const gfsdk_float4x4& m)
{
float a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
a1 = (&m._11)[0*4+0]; b1 = (&m._11)[0*4+1];
c1 = (&m._11)[0*4+2]; d1 = (&m._11)[0*4+3];
a2 = (&m._11)[1*4+0]; b2 = (&m._11)[1*4+1];
c2 = (&m._11)[1*4+2]; d2 = (&m._11)[1*4+3];
a3 = (&m._11)[2*4+0]; b3 = (&m._11)[2*4+1];
c3 = (&m._11)[2*4+2]; d3 = (&m._11)[2*4+3];
a4 = (&m._11)[3*4+0]; b4 = (&m._11)[3*4+1];
c4 = (&m._11)[3*4+2]; d4 = (&m._11)[3*4+3];
return a1 * det3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4)
- b1 * det3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4)
+ c1 * det3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4)
- d1 * det3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
}
void adjoint(gfsdk_float4x4& adj, const gfsdk_float4x4& m)
{
float a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4;
a1 = (&m._11)[0*4+0]; b1 = (&m._11)[0*4+1];
c1 = (&m._11)[0*4+2]; d1 = (&m._11)[0*4+3];
a2 = (&m._11)[1*4+0]; b2 = (&m._11)[1*4+1];
c2 = (&m._11)[1*4+2]; d2 = (&m._11)[1*4+3];
a3 = (&m._11)[2*4+0]; b3 = (&m._11)[2*4+1];
c3 = (&m._11)[2*4+2]; d3 = (&m._11)[2*4+3];
a4 = (&m._11)[3*4+0]; b4 = (&m._11)[3*4+1];
c4 = (&m._11)[3*4+2]; d4 = (&m._11)[3*4+3];
(&adj._11)[0*4+0] = det3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4);
(&adj._11)[1*4+0] = - det3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4);
(&adj._11)[2*4+0] = det3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4);
(&adj._11)[3*4+0] = - det3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
(&adj._11)[0*4+1] = - det3x3( b1, b3, b4, c1, c3, c4, d1, d3, d4);
(&adj._11)[1*4+1] = det3x3( a1, a3, a4, c1, c3, c4, d1, d3, d4);
(&adj._11)[2*4+1] = - det3x3( a1, a3, a4, b1, b3, b4, d1, d3, d4);
(&adj._11)[3*4+1] = det3x3( a1, a3, a4, b1, b3, b4, c1, c3, c4);
(&adj._11)[0*4+2] = det3x3( b1, b2, b4, c1, c2, c4, d1, d2, d4);
(&adj._11)[1*4+2] = - det3x3( a1, a2, a4, c1, c2, c4, d1, d2, d4);
(&adj._11)[2*4+2] = det3x3( a1, a2, a4, b1, b2, b4, d1, d2, d4);
(&adj._11)[3*4+2] = - det3x3( a1, a2, a4, b1, b2, b4, c1, c2, c4);
(&adj._11)[0*4+3] = - det3x3( b1, b2, b3, c1, c2, c3, d1, d2, d3);
(&adj._11)[1*4+3] = det3x3( a1, a2, a3, c1, c2, c3, d1, d2, d3);
(&adj._11)[2*4+3] = - det3x3( a1, a2, a3, b1, b2, b3, d1, d2, d3);
(&adj._11)[3*4+3] = det3x3( a1, a2, a3, b1, b2, b3, c1, c2, c3);
}
void mat4Inverse(gfsdk_float4x4& result, const gfsdk_float4x4& source)
{
gfsdk_float4x4 adj;
float det;
int i,j;
adjoint(adj,source);
det = det4x4(source);
if (fabs(det) < 1e-8f)
{
return ;
}
else
{
det = 1 / det;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
(&result._11)[i*4+j] = (&adj._11)[i*4+j] * det;
}
}
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