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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/src/RendererProjection.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleFramework/renderer/src/RendererProjection.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/src/RendererProjection.cpp | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererProjection.cpp b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererProjection.cpp new file mode 100644 index 00000000..14a36df6 --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererProjection.cpp @@ -0,0 +1,232 @@ +// 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) 2008-2016 NVIDIA Corporation. All rights reserved. +#include <RendererProjection.h> +#include <math.h> + +using namespace SampleRenderer; + +RendererProjection::RendererProjection(float fov, float aspectRatio, float nearPlane, float farPlane) +{ + RENDERER_ASSERT(farPlane > nearPlane, "Cannot construct a Projection Matrix whose nearPlane is further than the farPlane."); + memset(m_matrix, 0, sizeof(m_matrix)); + + float fd = 1/tanf(fov/2); + m_matrix[0] = fd; + m_matrix[5] = fd*aspectRatio; + m_matrix[10] = (farPlane + nearPlane)/(nearPlane - farPlane); + m_matrix[11] = -1; + m_matrix[14] = (2 * farPlane * nearPlane)/(nearPlane - farPlane); +} + +RendererProjection::RendererProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) +{ + memset(m_matrix, 0, sizeof(m_matrix)); + m_matrix[0] = 2/(right - left); + m_matrix[5] = 2/(top - bottom); + m_matrix[10] = -2/(farPlane - nearPlane); + m_matrix[12] = - (right + left) / (right - left); + m_matrix[13] = - (top + bottom) / (top - bottom); + m_matrix[14] = - (farPlane + nearPlane) / (farPlane - nearPlane); + m_matrix[15] = 1; +} + +RendererProjection::RendererProjection(const PxMat44 mat) +{ + getPxMat44() = mat; +} + +void RendererProjection::getColumnMajor44(float *f) const +{ + if(f) memcpy(f, m_matrix, sizeof(m_matrix)); +} + +void RendererProjection::getRowMajor44(float *f) const +{ + getColumnMajor44(f); + for (int i = 0; i < 4; i++) { + for (int j = i + 1; j < 4; j++) { + float save = f[4 * i + j]; + f[4 * i + j] = f[4 * j + i]; + f[4 * j + i] = save; + } + } +} + +class vec4 +{ +public: + vec4(void) {} + + vec4(const PxVec3& v3) + { + x=v3.x; + y=v3.y; + z=v3.z; + w=1.0f; + } + + vec4(PxF32 _x, PxF32 _y, PxF32 _z, PxF32 _w) + { + x=_x; + y=_y; + z=_z; + w=_w; + } + + vec4 operator*=(PxF32 f) + { + x*=f; + y*=f; + z*=f; + w*=f; + return *this; + } + +public: + PxF32 x, y, z, w; +}; + +class mat4x4 +{ +public: + mat4x4(void){} + + mat4x4(const physx::PxTransform &m) + { + PxMat44 mat44(m); + memcpy(&x.x, mat44.front(), 4 * 4 * sizeof (PxReal)); + } + + mat4x4(const RendererProjection &m) + { + m.getColumnMajor44(&x.x); + } + +public: + vec4 x; + vec4 y; + vec4 z; + vec4 w; +}; + +mat4x4 invert(const mat4x4 &m) +{ + mat4x4 inv; + +#define det3x3(a0, a1, a2, a3, a4, a5, a6, a7, a8) \ +(a0 * (a4*a8 - a7*a5) - a1 * (a3*a8 - a6*a5) + a2 * (a3*a7 - a6*a4)) + + inv.x.x = det3x3(m.y.y, m.y.z, m.y.w, m.z.y, m.z.z, m.z.w, m.w.y, m.w.z, m.w.w); + inv.x.y = -det3x3(m.x.y, m.x.z, m.x.w, m.z.y, m.z.z, m.z.w, m.w.y, m.w.z, m.w.w); + inv.x.z = det3x3(m.x.y, m.x.z, m.x.w, m.y.y, m.y.z, m.y.w, m.w.y, m.w.z, m.w.w); + inv.x.w = -det3x3(m.x.y, m.x.z, m.x.w, m.y.y, m.y.z, m.y.w, m.z.y, m.z.z, m.z.w); + + inv.y.x = -det3x3(m.y.x, m.y.z, m.y.w, m.z.x, m.z.z, m.z.w, m.w.x, m.w.z, m.w.w); + inv.y.y = det3x3(m.x.x, m.x.z, m.x.w, m.z.x, m.z.z, m.z.w, m.w.x, m.w.z, m.w.w); + inv.y.z = -det3x3(m.x.x, m.x.z, m.x.w, m.y.x, m.y.z, m.y.w, m.w.x, m.w.z, m.w.w); + inv.y.w = det3x3(m.x.x, m.x.z, m.x.w, m.y.x, m.y.z, m.y.w, m.z.x, m.z.z, m.z.w); + + inv.z.x = det3x3(m.y.x, m.y.y, m.y.w, m.z.x, m.z.y, m.z.w, m.w.x, m.w.y, m.w.w); + inv.z.y = -det3x3(m.x.x, m.x.y, m.x.w, m.z.x, m.z.y, m.z.w, m.w.x, m.w.y, m.w.w); + inv.z.z = det3x3(m.x.x, m.x.y, m.x.w, m.y.x, m.y.y, m.y.w, m.w.x, m.w.y, m.w.w); + inv.z.w = -det3x3(m.x.x, m.x.y, m.x.w, m.y.x, m.y.y, m.y.w, m.z.x, m.z.y, m.z.w); + + inv.w.x = -det3x3(m.y.x, m.y.y, m.y.z, m.z.x, m.z.y, m.z.z, m.w.x, m.w.y, m.w.z); + inv.w.y = det3x3(m.x.x, m.x.y, m.x.z, m.z.x, m.z.y, m.z.z, m.w.x, m.w.y, m.w.z); + inv.w.z = -det3x3(m.x.x, m.x.y, m.x.z, m.y.x, m.y.y, m.y.z, m.w.x, m.w.y, m.w.z); + inv.w.w = det3x3(m.x.x, m.x.y, m.x.z, m.y.x, m.y.y, m.y.z, m.z.x, m.z.y, m.z.z); + +#undef det3x3 + + PxF32 det = m.x.x*inv.x.x + m.y.x*inv.x.y + m.z.x*inv.x.z + m.w.x*inv.x.w; + RENDERER_ASSERT(det, "Matrix inversion failed!"); + if(!det) det = 1; + PxF32 invDet = 1 / det; + + inv.x *= invDet; + inv.y *= invDet; + inv.z *= invDet; + inv.w *= invDet; + + return inv; +} + +mat4x4 operator*(const mat4x4 &a, const mat4x4 &b) +{ + mat4x4 t; +#define VECMUL(_r, _c) \ +t._c ._r = a._c.x * b.x._r + \ +a._c.y * b.y._r + \ +a._c.z * b.z._r + \ +a._c.w * b.w._r; + VECMUL(x,x); VECMUL(x,y); VECMUL(x,z); VECMUL(x,w); + VECMUL(y,x); VECMUL(y,y); VECMUL(y,z); VECMUL(y,w); + VECMUL(z,x); VECMUL(z,y); VECMUL(z,z); VECMUL(z,w); + VECMUL(w,x); VECMUL(w,y); VECMUL(w,z); VECMUL(w,w); +#undef VECMUL + return t; +} + +vec4 operator*(const mat4x4 &a, const vec4 &b) +{ + vec4 v; + v.x = a.x.x * b.x + a.y.x * b.y + a.z.x * b.z + a.w.x; + v.y = a.x.y * b.x + a.y.y * b.y + a.z.y * b.z + a.w.y; + v.z = a.x.z * b.x + a.y.z * b.y + a.z.z * b.z + a.w.z; + v.w = a.x.w * b.x + a.y.w * b.y + a.z.w * b.z + a.w.w; + return v; +} + +void SampleRenderer::buildProjectMatrix(float *dst, const RendererProjection &proj, const physx::PxTransform &view) +{ + mat4x4 projview = invert(mat4x4(view)) * mat4x4(proj); + memcpy(dst, &projview.x.x, sizeof(float)*16); +} + +void SampleRenderer::buildUnprojectMatrix(float *dst, const RendererProjection &proj, const physx::PxTransform &view) +{ + mat4x4 invprojview = invert(mat4x4(view) * mat4x4(proj)); + memcpy(dst, &invprojview.x.x, sizeof(float)*16); +} + +PxVec3 SampleRenderer::unproject(const RendererProjection &proj, const physx::PxTransform &view, PxF32 x, PxF32 y, PxF32 z) +{ + vec4 screenPoint(x, y, z, 1); + mat4x4 invprojview = invert(mat4x4(view) * mat4x4(proj)); + vec4 nearPoint = invprojview * screenPoint; + RENDERER_ASSERT(nearPoint.w, "Unproject failed!"); + if(nearPoint.w) nearPoint *= 1.0f / nearPoint.w; + return PxVec3(nearPoint.x, nearPoint.y, nearPoint.z); +} + +PxVec3 SampleRenderer::project( const RendererProjection &proj, const physx::PxTransform &view, const PxVec3& pos) +{ + mat4x4 projView = mat4x4(view) * mat4x4(proj); + vec4 screenPoint = projView * vec4(pos); + float rw = 1.0f / screenPoint.w; + return PxVec3( screenPoint.x, -screenPoint.y, screenPoint.z ) * rw; +} |