/* * Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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 "ProjectionMatrixInfo.h" #include "MatrixView.h" //-------------------------------------------------------------------------------- GFSDK_SSAO_Status GFSDK::SSAO::ProjectionMatrixInfo::Init(const GFSDK_SSAO_Matrix& ProjectionMatrix, APIConventions API) { if (!IsValid(ProjectionMatrix)) { return GFSDK_SSAO_INVALID_PROJECTION_MATRIX; } MatrixView m(ProjectionMatrix); // In matrices generated with D3DXMatrixPerspectiveFovRH // A = zf/(zn-zf) // B = zn*zf/(zn-zf) // C = -1 float A = m(2,2); float B = m(3,2); float C = m(2,3); // In matrices generated with D3DXMatrixPerspectiveFovLH // A = -zf/(zn-zf) // B = zn*zf/(zn-zf) // C = 1 if (C == 1.f) { A = -A; } // Rely on INFs to be generated in case of any divisions by zero m_ZNear = (API == API_GL) ? (B / (A - 1.f)) : (B / A); m_ZFar = B / (A + 1.f); // Some matrices may use negative m00 or m11 terms to flip X/Y axises m_TanHalfFovX = 1.f / fabs(m(0,0)); m_TanHalfFovY = 1.f / fabs(m(1,1)); return GFSDK_SSAO_OK; } //-------------------------------------------------------------------------------- bool GFSDK::SSAO::ProjectionMatrixInfo::IsValid(const GFSDK_SSAO_Matrix& ProjectionMatrix) { MatrixView m(ProjectionMatrix); // Do not check m(2,0) and m(2,1) to allow off-centered projections // Do not check m(2,2) to allow reverse infinite projections return (m(0,0) != 0.0f && m(0,1) == 0.0f && m(0,2) == 0.0f && m(0,3) == 0.0f && m(1,0) == 0.0f && m(1,1) != 0.0f && m(1,2) == 0.0f && m(1,3) == 0.0f && fabs(m(2,3)) == 1.0f && m(3,0) == 0.0f && m(3,1) == 0.0f && m(3,2) != 0.0f && m(3,3) == 0.0f); }