mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-23 22:55:37 +01:00
157 lines
6.9 KiB
C++
157 lines
6.9 KiB
C++
|
//-------------------------------------------------------------------------------------
|
||
|
// SimpleMath.cpp -- Simplified C++ Math wrapper for DirectXMath
|
||
|
//
|
||
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
//
|
||
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
||
|
// http://go.microsoft.com/fwlink/?LinkID=615561
|
||
|
//-------------------------------------------------------------------------------------
|
||
|
|
||
|
#include "pch.h"
|
||
|
#include "SimpleMath.h"
|
||
|
|
||
|
/****************************************************************************
|
||
|
*
|
||
|
* Constants
|
||
|
*
|
||
|
****************************************************************************/
|
||
|
|
||
|
namespace DirectX
|
||
|
{
|
||
|
namespace SimpleMath
|
||
|
{
|
||
|
const Vector2 Vector2::Zero = { 0.f, 0.f };
|
||
|
const Vector2 Vector2::One = { 1.f, 1.f };
|
||
|
const Vector2 Vector2::UnitX = { 1.f, 0.f };
|
||
|
const Vector2 Vector2::UnitY = { 0.f, 1.f };
|
||
|
|
||
|
const Vector3 Vector3::Zero = { 0.f, 0.f, 0.f };
|
||
|
const Vector3 Vector3::One = { 1.f, 1.f, 1.f };
|
||
|
const Vector3 Vector3::UnitX = { 1.f, 0.f, 0.f };
|
||
|
const Vector3 Vector3::UnitY = { 0.f, 1.f, 0.f };
|
||
|
const Vector3 Vector3::UnitZ = { 0.f, 0.f, 1.f };
|
||
|
const Vector3 Vector3::Up = { 0.f, 1.f, 0.f };
|
||
|
const Vector3 Vector3::Down = { 0.f, -1.f, 0.f };
|
||
|
const Vector3 Vector3::Right = { 1.f, 0.f, 0.f };
|
||
|
const Vector3 Vector3::Left = { -1.f, 0.f, 0.f };
|
||
|
const Vector3 Vector3::Forward = { 0.f, 0.f, -1.f };
|
||
|
const Vector3 Vector3::Backward = { 0.f, 0.f, 1.f };
|
||
|
|
||
|
const Vector4 Vector4::Zero = { 0.f, 0.f, 0.f, 0.f };
|
||
|
const Vector4 Vector4::One = { 1.f, 1.f, 1.f, 1.f };
|
||
|
const Vector4 Vector4::UnitX = { 1.f, 0.f, 0.f, 0.f };
|
||
|
const Vector4 Vector4::UnitY = { 0.f, 1.f, 0.f, 0.f };
|
||
|
const Vector4 Vector4::UnitZ = { 0.f, 0.f, 1.f, 0.f };
|
||
|
const Vector4 Vector4::UnitW = { 0.f, 0.f, 0.f, 1.f };
|
||
|
|
||
|
const Matrix Matrix::Identity = { 1.f, 0.f, 0.f, 0.f,
|
||
|
0.f, 1.f, 0.f, 0.f,
|
||
|
0.f, 0.f, 1.f, 0.f,
|
||
|
0.f, 0.f, 0.f, 1.f };
|
||
|
|
||
|
const Quaternion Quaternion::Identity = { 0.f, 0.f, 0.f, 1.f };
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
*
|
||
|
* Viewport
|
||
|
*
|
||
|
****************************************************************************/
|
||
|
|
||
|
#if defined(__d3d11_h__) || defined(__d3d11_x_h__)
|
||
|
static_assert(sizeof(DirectX::SimpleMath::Viewport) == sizeof(D3D11_VIEWPORT), "Size mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, x) == offsetof(D3D11_VIEWPORT, TopLeftX), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, y) == offsetof(D3D11_VIEWPORT, TopLeftY), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, width) == offsetof(D3D11_VIEWPORT, Width), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, height) == offsetof(D3D11_VIEWPORT, Height), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, minDepth) == offsetof(D3D11_VIEWPORT, MinDepth), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, maxDepth) == offsetof(D3D11_VIEWPORT, MaxDepth), "Layout mismatch");
|
||
|
#endif
|
||
|
|
||
|
#if defined(__d3d12_h__) || defined(__d3d12_x_h__) || defined(__XBOX_D3D12_X__)
|
||
|
static_assert(sizeof(DirectX::SimpleMath::Viewport) == sizeof(D3D12_VIEWPORT), "Size mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, x) == offsetof(D3D12_VIEWPORT, TopLeftX), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, y) == offsetof(D3D12_VIEWPORT, TopLeftY), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, width) == offsetof(D3D12_VIEWPORT, Width), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, height) == offsetof(D3D12_VIEWPORT, Height), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, minDepth) == offsetof(D3D12_VIEWPORT, MinDepth), "Layout mismatch");
|
||
|
static_assert(offsetof(DirectX::SimpleMath::Viewport, maxDepth) == offsetof(D3D12_VIEWPORT, MaxDepth), "Layout mismatch");
|
||
|
#endif
|
||
|
|
||
|
RECT DirectX::SimpleMath::Viewport::ComputeDisplayArea(DXGI_SCALING scaling, UINT backBufferWidth, UINT backBufferHeight, int outputWidth, int outputHeight) noexcept
|
||
|
{
|
||
|
RECT rct = {};
|
||
|
|
||
|
switch (int(scaling))
|
||
|
{
|
||
|
case DXGI_SCALING_STRETCH:
|
||
|
// Output fills the entire window area
|
||
|
rct.top = 0;
|
||
|
rct.left = 0;
|
||
|
rct.right = outputWidth;
|
||
|
rct.bottom = outputHeight;
|
||
|
break;
|
||
|
|
||
|
case 2 /*DXGI_SCALING_ASPECT_RATIO_STRETCH*/:
|
||
|
// Output fills the window area but respects the original aspect ratio, using pillar boxing or letter boxing as required
|
||
|
// Note: This scaling option is not supported for legacy Win32 windows swap chains
|
||
|
{
|
||
|
assert(backBufferHeight > 0);
|
||
|
float aspectRatio = float(backBufferWidth) / float(backBufferHeight);
|
||
|
|
||
|
// Horizontal fill
|
||
|
float scaledWidth = float(outputWidth);
|
||
|
float scaledHeight = float(outputWidth) / aspectRatio;
|
||
|
if (scaledHeight >= float(outputHeight))
|
||
|
{
|
||
|
// Do vertical fill
|
||
|
scaledWidth = float(outputHeight) * aspectRatio;
|
||
|
scaledHeight = float(outputHeight);
|
||
|
}
|
||
|
|
||
|
float offsetX = (float(outputWidth) - scaledWidth) * 0.5f;
|
||
|
float offsetY = (float(outputHeight) - scaledHeight) * 0.5f;
|
||
|
|
||
|
rct.left = static_cast<LONG>(offsetX);
|
||
|
rct.top = static_cast<LONG>(offsetY);
|
||
|
rct.right = static_cast<LONG>(offsetX + scaledWidth);
|
||
|
rct.bottom = static_cast<LONG>(offsetY + scaledHeight);
|
||
|
|
||
|
// Clip to display window
|
||
|
rct.left = std::max<LONG>(0, rct.left);
|
||
|
rct.top = std::max<LONG>(0, rct.top);
|
||
|
rct.right = std::min<LONG>(outputWidth, rct.right);
|
||
|
rct.bottom = std::min<LONG>(outputHeight, rct.bottom);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case DXGI_SCALING_NONE:
|
||
|
default:
|
||
|
// Output is displayed in the upper left corner of the window area
|
||
|
rct.top = 0;
|
||
|
rct.left = 0;
|
||
|
rct.right = std::min<LONG>(static_cast<LONG>(backBufferWidth), outputWidth);
|
||
|
rct.bottom = std::min<LONG>(static_cast<LONG>(backBufferHeight), outputHeight);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return rct;
|
||
|
}
|
||
|
|
||
|
RECT DirectX::SimpleMath::Viewport::ComputeTitleSafeArea(UINT backBufferWidth, UINT backBufferHeight) noexcept
|
||
|
{
|
||
|
float safew = (float(backBufferWidth) + 19.f) / 20.f;
|
||
|
float safeh = (float(backBufferHeight) + 19.f) / 20.f;
|
||
|
|
||
|
RECT rct;
|
||
|
rct.left = static_cast<LONG>(safew);
|
||
|
rct.top = static_cast<LONG>(safeh);
|
||
|
rct.right = static_cast<LONG>(float(backBufferWidth) - safew + 0.5f);
|
||
|
rct.bottom = static_cast<LONG>(float(backBufferHeight) - safeh + 0.5f);
|
||
|
|
||
|
return rct;
|
||
|
}
|