From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- samples/SampleBase/renderer/RenderUtils.h | 236 +++++++++++++++--------------- 1 file changed, 118 insertions(+), 118 deletions(-) mode change 100644 => 100755 samples/SampleBase/renderer/RenderUtils.h (limited to 'samples/SampleBase/renderer/RenderUtils.h') diff --git a/samples/SampleBase/renderer/RenderUtils.h b/samples/SampleBase/renderer/RenderUtils.h old mode 100644 new mode 100755 index 4e9e62a..8293f24 --- 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 -#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(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 +#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(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 -- cgit v1.2.3