d3dx9_36: Implement handy computations for small orders in D3DXSHRotate.
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@ -2726,14 +2726,10 @@ FLOAT * WINAPI D3DXSHMultiply4(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b)
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static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
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static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
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{
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{
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out[0] = in[0];
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out[0] = in[0];
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if ( order < 2 )
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return;
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out[1] = a * in[2];
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out[1] = a * in[2];
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out[2] = -a * in[1];
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out[2] = -a * in[1];
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out[3] = in[3];
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out[3] = in[3];
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if ( order == 2 )
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return;
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out[4] = a * in[7];
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out[4] = a * in[7];
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out[5] = -in[5];
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out[5] = -in[5];
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@ -2741,8 +2737,6 @@ static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
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out[7] = -a * in[4];
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out[7] = -a * in[4];
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out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
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out[8] = -0.8660253882f * in[6] + 0.5f * in[8];
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out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
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out[9] = -a * 0.7905694842f * in[12] + a * 0.6123724580f * in[14];
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if ( order == 3 )
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return;
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out[10] = -in[10];
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out[10] = -in[10];
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out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
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out[11] = -a * 0.6123724580f * in[12] - a * 0.7905694842f * in[14];
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@ -2776,7 +2770,6 @@ static void rotate_X(FLOAT *out, UINT order, FLOAT a, FLOAT *in)
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out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
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out[33] = 0.4050463140f * in[31] + 0.8125f * in[33] - 0.4192627370f * in[35];
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out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
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out[34] = -a * 0.1976423711f * in[25] + a * 0.7954951525f * in[27] - a * 0.5728219748f * in[29];
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out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
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out[35] = 0.9057110548f * in[31] - 0.4192627370f * in[33] + 0.0624999329f * in[35];
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}
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}
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FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in)
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FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CONST FLOAT *in)
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@ -2790,9 +2783,56 @@ FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CON
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if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER))
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if ((order > D3DXSH_MAXORDER) || (order < D3DXSH_MINORDER))
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return out;
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return out;
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/* TODO: Implement handy computations for order <= 3. They are faster than the general algorithm. */
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if (order <= 3)
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if ( order < 4 )
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{
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WARN("Using general algorithm for order = %u\n", order);
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out[1] = matrix->u.m[1][1] * in[1] - matrix->u.m[2][1] * in[2] + matrix->u.m[0][1] * in[3];
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out[2] = -matrix->u.m[1][2] * in[1] + matrix->u.m[2][2] * in[2] - matrix->u.m[0][2] * in[3];
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out[3] = matrix->u.m[1][0] * in[1] - matrix->u.m[2][0] * in[2] + matrix->u.m[0][0] * in[3];
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if (order == 3)
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{
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FLOAT coeff[]={
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matrix->u.m[1][0] * matrix->u.m[0][0], matrix->u.m[1][1] * matrix->u.m[0][1],
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matrix->u.m[1][1] * matrix->u.m[2][1], matrix->u.m[1][0] * matrix->u.m[2][0],
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matrix->u.m[2][0] * matrix->u.m[2][0], matrix->u.m[2][1] * matrix->u.m[2][1],
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matrix->u.m[0][0] * matrix->u.m[2][0], matrix->u.m[0][1] * matrix->u.m[2][1],
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matrix->u.m[0][1] * matrix->u.m[0][1], matrix->u.m[1][0] * matrix->u.m[1][0],
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matrix->u.m[1][1] * matrix->u.m[1][1], matrix->u.m[0][0] * matrix->u.m[0][0], };
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out[4] = (matrix->u.m[1][1] * matrix->u.m[0][0] + matrix->u.m[0][1] * matrix->u.m[1][0]) * in[4];
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out[4] -= (matrix->u.m[1][0] * matrix->u.m[2][1] + matrix->u.m[1][1] * matrix->u.m[2][0]) * in[5];
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out[4] += 1.7320508076f * matrix->u.m[2][0] * matrix->u.m[2][1] * in[6];
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out[4] -= (matrix->u.m[0][1] * matrix->u.m[2][0] + matrix->u.m[0][0] * matrix->u.m[2][1]) * in[7];
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out[4] += (matrix->u.m[0][0] * matrix->u.m[0][1] - matrix->u.m[1][0] * matrix->u.m[1][1]) * in[8];
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out[5] = (matrix->u.m[1][1] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][1]) * in[5];
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out[5] -= (matrix->u.m[1][1] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][1]) * in[4];
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out[5] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][1] * in[6];
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out[5] += (matrix->u.m[0][2] * matrix->u.m[2][1] + matrix->u.m[0][1] * matrix->u.m[2][2]) * in[7];
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out[5] -= (matrix->u.m[0][1] * matrix->u.m[0][2] - matrix->u.m[1][1] * matrix->u.m[1][2]) * in[8];
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out[6] = (matrix->u.m[2][2] * matrix->u.m[2][2] - 0.5f * (coeff[4] + coeff[5])) * in[6];
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out[6] -= (0.5773502692f * (coeff[0] + coeff[1]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[0][2]) * in[4];
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out[6] += (0.5773502692f * (coeff[2] + coeff[3]) - 1.1547005384f * matrix->u.m[1][2] * matrix->u.m[2][2]) * in[5];
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out[6] += (0.5773502692f * (coeff[6] + coeff[7]) - 1.1547005384f * matrix->u.m[0][2] * matrix->u.m[2][2]) * in[7];
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out[6] += (0.2886751347f * (coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f *
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(matrix->u.m[1][2] * matrix->u.m[1][2] - matrix->u.m[0][2] * matrix->u.m[0][2])) * in[8];
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out[7] = (matrix->u.m[0][0] * matrix->u.m[2][2] + matrix->u.m[0][2] * matrix->u.m[2][0]) * in[7];
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out[7] -= (matrix->u.m[1][0] * matrix->u.m[0][2] + matrix->u.m[1][2] * matrix->u.m[0][0]) * in[4];
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out[7] += (matrix->u.m[1][0] * matrix->u.m[2][2] + matrix->u.m[1][2] * matrix->u.m[2][0]) * in[5];
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out[7] -= 1.7320508076f * matrix->u.m[2][2] * matrix->u.m[2][0] * in[6];
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out[7] -= (matrix->u.m[0][0] * matrix->u.m[0][2] - matrix->u.m[1][0] * matrix->u.m[1][2]) * in[8];
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out[8] = 0.5f * (coeff[11] - coeff[8] - coeff[9] + coeff[10]) * in[8];
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out[8] += (coeff[0] - coeff[1]) * in[4];
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out[8] += (coeff[2] - coeff[3]) * in[5];
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out[8] += 0.86602540f * (coeff[4] - coeff[5]) * in[6];
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out[8] += (coeff[7] - coeff[6]) * in[7];
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}
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return out;
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}
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if (fabsf(matrix->u.m[2][2]) != 1.0f)
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if (fabsf(matrix->u.m[2][2]) != 1.0f)
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{
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{
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