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SimpleMath.cpp
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SimpleMath.cpp
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//-------------------------------------------------------------------------------------
// 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 <d3d11.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__)
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)
{
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 >= 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<UINT>(backBufferWidth, UINT(outputWidth));
rct.bottom = std::min<UINT>(backBufferHeight, UINT(outputHeight));
break;
}
return rct;
}
RECT DirectX::SimpleMath::Viewport::ComputeTitleSafeArea(UINT backBufferWidth, UINT backBufferHeight)
{
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;
}