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 /src/D3DX_replacement_code.h | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'src/D3DX_replacement_code.h')
| -rw-r--r-- | src/D3DX_replacement_code.h | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/src/D3DX_replacement_code.h b/src/D3DX_replacement_code.h new file mode 100644 index 0000000..4fb4ffd --- /dev/null +++ b/src/D3DX_replacement_code.h @@ -0,0 +1,57 @@ +#ifndef MATH_CODE_H_ +#define MATH_CODE_H_ + +// 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. + +#include "Internal.h" + +// vector and matrix math functions +void mat4Mat4Mul(gfsdk_float4x4& result, const gfsdk_float4x4& a, const gfsdk_float4x4& b); +void vec4Mat4Mul(gfsdk_float4& result, const gfsdk_float4& a, const gfsdk_float4x4& b); +void mat4Inverse(gfsdk_float4x4& result, const gfsdk_float4x4& source); + +inline gfsdk_float2 gfsdk_make_float2(float x, float y) { gfsdk_float2 result = {x, y}; return result; } +inline gfsdk_float3 gfsdk_make_float3(float x, float y, float z) { gfsdk_float3 result = {x, y, z}; return result; } +inline gfsdk_float4 gfsdk_make_float4(float x, float y, float z, float w) { gfsdk_float4 result = {x, y, z, w}; return result; } + +inline gfsdk_float2 operator+(const gfsdk_float2& a, const gfsdk_float2& b) { gfsdk_float2 result = {a.x+b.x, a.y+b.y }; return result; } +inline gfsdk_float3 operator+(const gfsdk_float3& a, const gfsdk_float3& b) { gfsdk_float3 result = {a.x+b.x, a.y+b.y, a.z+b.z }; return result; } +inline gfsdk_float4 operator+(const gfsdk_float4& a, const gfsdk_float4& b) { gfsdk_float4 result = {a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w }; return result; } + +inline gfsdk_float2 operator-(const gfsdk_float2& a, const gfsdk_float2& b) { gfsdk_float2 result = {a.x-b.x, a.y-b.y }; return result; } +inline gfsdk_float3 operator-(const gfsdk_float3& a, const gfsdk_float3& b) { gfsdk_float3 result = {a.x-b.x, a.y-b.y, a.z-b.z }; return result; } +inline gfsdk_float4 operator-(const gfsdk_float4& a, const gfsdk_float4& b) { gfsdk_float4 result = {a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w }; return result; } + +inline gfsdk_float2 operator*(const gfsdk_float2& b, float s) { gfsdk_float2 result = {s*b.x, s*b.y}; return result; } +inline gfsdk_float4 operator*(float s, const gfsdk_float4& b) { gfsdk_float4 result = {s*b.x, s*b.y, s*b.z, s*b.w }; return result; } +inline gfsdk_float4& operator+=(gfsdk_float4& a, const gfsdk_float4& b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; } + +inline float length(const gfsdk_float3& a) { return sqrtf(a.x*a.x+a.y*a.y+a.z*a.z); } +inline void setIdentity(gfsdk_float4x4& m) { for(int j=0; j<4; ++j) for(int i=0; i<4; ++i) (&m._11)[j*4+i] = float(i == j); } + +#endif /* MATH_CODE_H_ */ |