// 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) 2008-2021 NVIDIA Corporation. All rights reserved. #pragma once #include "Common.h" namespace GFSDK { namespace SSAO { enum APIConventions { API_D3D11, API_GL }; class ProjectionMatrixInfo { public: ProjectionMatrixInfo() : m_ZNear(0.f) , m_ZFar(0.f) , m_TanHalfFovX(0.f) , m_TanHalfFovY(0.f) { } GFSDK_SSAO_Status Init(const GFSDK_SSAO_Matrix& ProjectionMatrix, APIConventions API); static bool IsValid(const GFSDK_SSAO_Matrix& ProjectionMatrix); // Clamp to EPSILON to avoid any divisions by 0.f float GetInverseZNear() const { return Max(1.f / m_ZNear, EPSILON); } float GetInverseZFar() const { return Max(1.f / m_ZFar, EPSILON); } float GetTanHalfFovX() const { return m_TanHalfFovX; } float GetTanHalfFovY() const { return m_TanHalfFovY; } void GetDepthRange(GFSDK_SSAO_ProjectionMatrixDepthRange* pDepthRange) { pDepthRange->ZNear = 1.f / GetInverseZNear(); pDepthRange->ZFar = 1.f / GetInverseZFar(); } private: float m_ZNear; float m_ZFar; float m_TanHalfFovX; float m_TanHalfFovY; }; } // namespace SSAO } // namespace GFSDK