lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Src/SimpleMath.cpp

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//-------------------------------------------------------------------------------------
// SimpleMath.cpp -- Simplified C++ Math wrapper for DirectXMath
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//-------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleMath.h"
/****************************************************************************
*
* Constants
*
****************************************************************************/
namespace DirectX
{
namespace SimpleMath
{
#if defined(_MSC_VER) && (_MSC_VER < 1800)
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);
#else
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 };
#endif
}
}
/****************************************************************************
*
* Viewport
*
****************************************************************************/
static_assert(sizeof(DirectX::SimpleMath::Viewport) == sizeof(D3D11_VIEWPORT), "Size mismatch");
static_assert(FIELD_OFFSET(DirectX::SimpleMath::Viewport, x) == FIELD_OFFSET(D3D11_VIEWPORT, TopLeftX), "Layout mismatch");
static_assert(FIELD_OFFSET(DirectX::SimpleMath::Viewport, y) == FIELD_OFFSET(D3D11_VIEWPORT, TopLeftY), "Layout mismatch");
static_assert(FIELD_OFFSET(DirectX::SimpleMath::Viewport, width) == FIELD_OFFSET(D3D11_VIEWPORT, Width), "Layout mismatch");
static_assert(FIELD_OFFSET(DirectX::SimpleMath::Viewport, height) == FIELD_OFFSET(D3D11_VIEWPORT, Height), "Layout mismatch");
static_assert(FIELD_OFFSET(DirectX::SimpleMath::Viewport, minDepth) == FIELD_OFFSET(D3D11_VIEWPORT, MinDepth), "Layout mismatch");
static_assert(FIELD_OFFSET(DirectX::SimpleMath::Viewport, maxDepth) == FIELD_OFFSET(D3D11_VIEWPORT, MaxDepth), "Layout mismatch");
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) + 9.f) / 10.f;
float safeh = (float(backBufferHeight) + 9.f) / 10.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;
}