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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/RenderUtils.h236
1 files changed, 118 insertions, 118 deletions
diff --git a/samples/SampleBase/renderer/RenderUtils.h b/samples/SampleBase/renderer/RenderUtils.h
index 4e9e62a..8293f24 100644..100755
--- a/samples/SampleBase/renderer/RenderUtils.h
+++ b/samples/SampleBase/renderer/RenderUtils.h
@@ -1,119 +1,119 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, 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. 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 (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef RENDER_UTILS_H
-#define RENDER_UTILS_H
-
-#include "DirectXTex.h"
-#include <DirectXMath.h>
-#include "PxMat44.h"
-#include "PxVec3.h"
-#include "PxVec4.h"
-
-static DirectX::XMFLOAT4 getRandomPastelColor()
-{
- float r = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
- float g = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
- float b = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
- return DirectX::XMFLOAT4(r, g, b, 1.0f);
-}
-
-static physx::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat)
-{
- physx::PxMat44 m;
- memcpy(const_cast<float*>(m.front()), &mat.r[0], 4 * 4 * sizeof(float));
- return m;
-}
-
-static DirectX::XMMATRIX PxMat44ToXMMATRIX(const physx::PxMat44& mat)
-{
- return DirectX::XMMATRIX(mat.front());
-}
-
-static physx::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec)
-{
- DirectX::XMFLOAT4 f;
- DirectX::XMStoreFloat4(&f, vec);
- return physx::PxVec4(f.x, f.y, f.z, f.w);
-}
-
-static physx::PxVec3 XMFLOAT3ToPxVec3(const DirectX::XMFLOAT3& vec)
-{
- return physx::PxVec3(vec.x, vec.y, vec.z);
-}
-
-static physx::PxVec4 XMFLOAT4ToPxVec4(const DirectX::XMFLOAT4& vec)
-{
- return physx::PxVec4(vec.x, vec.y, vec.z, vec.w);
-}
-
-static uint32_t XMFLOAT4ToU32Color(const DirectX::XMFLOAT4& color)
-{
- uint32_t c = 0;
- c |= (int)(color.w * 255); c <<= 8;
- c |= (int)(color.z * 255); c <<= 8;
- c |= (int)(color.y * 255); c <<= 8;
- c |= (int)(color.x * 255);
- return c;
-}
-
-static DirectX::XMFLOAT4 XMFLOAT4Lerp(const DirectX::XMFLOAT4 v0, const DirectX::XMFLOAT4 v1, float val)
-{
- DirectX::XMFLOAT4 v(
- v0.x * (1 - val) + v1.x * val,
- v0.y * (1 - val) + v1.y * val,
- v0.z * (1 - val) + v1.z * val,
- v0.w * (1 - val) + v1.w * val
- );
- return v;
-}
-
-static const physx::PxVec3 forwardVector = physx::PxVec3(0, 0, 1);
-static const physx::PxVec3 upVector = physx::PxVec3(0, 1, 0);
-static const physx::PxVec3 rightVector = physx::PxVec3(1, 0, 0);
-
-PX_INLINE physx::PxQuat quatLookAt(const physx::PxVec3 direction)
-{
- float d = direction.dot(forwardVector);
- if (physx::PxAbs(d + 1.0f) < 1e-5f)
- {
- return physx::PxQuat(physx::PxPi, upVector);
- }
- else if (physx::PxAbs(d - 1.0f) < 1e-5f)
- {
- return physx::PxQuat(physx::PxIdentity);
- }
- else
- {
- float angle = physx::PxAcos(d);
- physx::PxVec3 axis = forwardVector.cross(direction).getNormalized();
- return physx::PxQuat(angle, axis);
- }
-}
-
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, 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. 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 (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef RENDER_UTILS_H
+#define RENDER_UTILS_H
+
+#include "DirectXTex.h"
+#include <DirectXMath.h>
+#include "PxMat44.h"
+#include "PxVec3.h"
+#include "PxVec4.h"
+
+static DirectX::XMFLOAT4 getRandomPastelColor()
+{
+ float r = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
+ float g = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
+ float b = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
+ return DirectX::XMFLOAT4(r, g, b, 1.0f);
+}
+
+static physx::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat)
+{
+ physx::PxMat44 m;
+ memcpy(const_cast<float*>(m.front()), &mat.r[0], 4 * 4 * sizeof(float));
+ return m;
+}
+
+static DirectX::XMMATRIX PxMat44ToXMMATRIX(const physx::PxMat44& mat)
+{
+ return DirectX::XMMATRIX(mat.front());
+}
+
+static physx::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec)
+{
+ DirectX::XMFLOAT4 f;
+ DirectX::XMStoreFloat4(&f, vec);
+ return physx::PxVec4(f.x, f.y, f.z, f.w);
+}
+
+static physx::PxVec3 XMFLOAT3ToPxVec3(const DirectX::XMFLOAT3& vec)
+{
+ return physx::PxVec3(vec.x, vec.y, vec.z);
+}
+
+static physx::PxVec4 XMFLOAT4ToPxVec4(const DirectX::XMFLOAT4& vec)
+{
+ return physx::PxVec4(vec.x, vec.y, vec.z, vec.w);
+}
+
+static uint32_t XMFLOAT4ToU32Color(const DirectX::XMFLOAT4& color)
+{
+ uint32_t c = 0;
+ c |= (int)(color.w * 255); c <<= 8;
+ c |= (int)(color.z * 255); c <<= 8;
+ c |= (int)(color.y * 255); c <<= 8;
+ c |= (int)(color.x * 255);
+ return c;
+}
+
+static DirectX::XMFLOAT4 XMFLOAT4Lerp(const DirectX::XMFLOAT4 v0, const DirectX::XMFLOAT4 v1, float val)
+{
+ DirectX::XMFLOAT4 v(
+ v0.x * (1 - val) + v1.x * val,
+ v0.y * (1 - val) + v1.y * val,
+ v0.z * (1 - val) + v1.z * val,
+ v0.w * (1 - val) + v1.w * val
+ );
+ return v;
+}
+
+static const physx::PxVec3 forwardVector = physx::PxVec3(0, 0, 1);
+static const physx::PxVec3 upVector = physx::PxVec3(0, 1, 0);
+static const physx::PxVec3 rightVector = physx::PxVec3(1, 0, 0);
+
+PX_INLINE physx::PxQuat quatLookAt(const physx::PxVec3 direction)
+{
+ float d = direction.dot(forwardVector);
+ if (physx::PxAbs(d + 1.0f) < 1e-5f)
+ {
+ return physx::PxQuat(physx::PxPi, upVector);
+ }
+ else if (physx::PxAbs(d - 1.0f) < 1e-5f)
+ {
+ return physx::PxQuat(physx::PxIdentity);
+ }
+ else
+ {
+ float angle = physx::PxAcos(d);
+ physx::PxVec3 axis = forwardVector.cross(direction).getNormalized();
+ return physx::PxQuat(angle, axis);
+ }
+}
+
#endif //RENDER_UTILS_H \ No newline at end of file