#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_ */