diff options
| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /include/GFSDK_WaveWorks_D3D_Util.h | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'include/GFSDK_WaveWorks_D3D_Util.h')
| -rw-r--r-- | include/GFSDK_WaveWorks_D3D_Util.h | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/include/GFSDK_WaveWorks_D3D_Util.h b/include/GFSDK_WaveWorks_D3D_Util.h new file mode 100644 index 0000000..2d89bae --- /dev/null +++ b/include/GFSDK_WaveWorks_D3D_Util.h @@ -0,0 +1,153 @@ +// This code contains NVIDIA Confidential Information and is disclosed +// under the Mutual Non-Disclosure Agreement. +// +// Notice +// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES +// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. +// +// 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. No third party distribution is allowed unless +// expressly authorized by NVIDIA. 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 � 2008- 2013 NVIDIA Corporation. All rights reserved. +// +// 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. +// + +#ifndef _GFSDK_WAVEWORKS_D3D_UTIL_H +#define _GFSDK_WAVEWORKS_D3D_UTIL_H + +#include <GFSDK_WaveWorks_Types.h> + +// Convenience functions for converting between DX and NV types when using the WaveWorks API +// This header should be #included *AFTER* d3d and d3dx headers + +//////////////////////////////////////////////////////////////////////////////// +// Conversion helpers +//////////////////////////////////////////////////////////////////////////////// +__GFSDK_INLINE__ D3DXVECTOR2 NvToDX(const gfsdk_float2& rhs) { + D3DXVECTOR2 result; + result.x = rhs.x; + result.y = rhs.y; + return result; +} + +__GFSDK_INLINE__ gfsdk_float2 NvFromDX(const D3DXVECTOR2& rhs) { + gfsdk_float2 result; + result.x = rhs.x; + result.y = rhs.y; + return result; +} + +__GFSDK_INLINE__ D3DXVECTOR4 NvToDX(const gfsdk_float4& rhs) { + D3DXVECTOR4 result; + result.x = rhs.x; + result.y = rhs.y; + result.z = rhs.z; + result.w = rhs.w; + return result; +} + +__GFSDK_INLINE__ gfsdk_float4 NvFromDX(const D3DXVECTOR4& rhs) { + gfsdk_float4 result; + result.x = rhs.x; + result.y = rhs.y; + result.z = rhs.z; + result.w = rhs.w; + return result; +} + +__GFSDK_INLINE__ D3DXMATRIX NvToDX(const gfsdk_float4x4& rhs) { + + D3DXMATRIX result; + + result._11 = rhs._11; + result._12 = rhs._12; + result._13 = rhs._13; + result._14 = rhs._14; + + result._21 = rhs._21; + result._22 = rhs._22; + result._23 = rhs._23; + result._24 = rhs._24; + + result._31 = rhs._31; + result._32 = rhs._32; + result._33 = rhs._33; + result._34 = rhs._34; + + result._41 = rhs._41; + result._42 = rhs._42; + result._43 = rhs._43; + result._44 = rhs._44; + + return result; +} + +__GFSDK_INLINE__ gfsdk_float4x4 NvFromDX(const D3DXMATRIX& rhs) { + + gfsdk_float4x4 result; + + result._11 = rhs._11; + result._12 = rhs._12; + result._13 = rhs._13; + result._14 = rhs._14; + + result._21 = rhs._21; + result._22 = rhs._22; + result._23 = rhs._23; + result._24 = rhs._24; + + result._31 = rhs._31; + result._32 = rhs._32; + result._33 = rhs._33; + result._34 = rhs._34; + + result._41 = rhs._41; + result._42 = rhs._42; + result._43 = rhs._43; + result._44 = rhs._44; + + return result; +} + +__GFSDK_INLINE__ gfsdk_float4x4 NvFromGL(const float* rhs) { + + gfsdk_float4x4 result; + + result._11 = rhs[0]; + result._12 = rhs[1]; + result._13 = rhs[2]; + result._14 = rhs[3]; + + result._21 = rhs[4]; + result._22 = rhs[5]; + result._23 = rhs[6]; + result._24 = rhs[7]; + + result._31 = rhs[8]; + result._32 = rhs[9]; + result._33 = rhs[10]; + result._34 = rhs[11]; + + result._41 = rhs[12]; + result._42 = rhs[13]; + result._43 = rhs[14]; + result._44 = rhs[15]; + + return result; +} + +#endif // _GFSDK_WAVEWORKS_D3D_UTIL_H |