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/*
* Copyright (c) 2008-2017, 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.
*/
#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
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