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bullet3/Extras/RigidBodyGpuPipeline/dynamics/basic_demo/CubeMapUtils.h

112 lines
2.4 KiB
C++

/*
Copyright (c) 2012 Advanced Micro Devices, Inc.
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
//Originally written by Takahiro Harada
#pragma once
// Coords are 0.5f shifted. See CubeMapDemo.cpp for usage.
class CubeMapUtils
{
public:
//enum Face
//{
// FACE_XM,
// FACE_XP,
// FACE_YM,
// FACE_YP,
// FACE_ZM,
// FACE_ZP,
// NUM_FACES,
//};
__inline
static void calcCrd(const float4& p, int& faceIdxOut, float& x, float& y);
__inline
static float4 calcVector(int faceIdx, float x, float y);
};
__inline
void CubeMapUtils::calcCrd(const float4& p, int& faceIdxOut, float& x, float& y)
{
const float4 majorAxes[] = {make_float4(1,0,0,0), make_float4(0,1,0,0), make_float4(0,0,1,0)};
float4 majorAxis;
{
int idx;
float r2[] = {p.x*p.x, p.y*p.y, p.z*p.z};
idx = (r2[1]>r2[0])? 1:0;
idx = (r2[2]>r2[idx])? 2:idx;
majorAxis = majorAxes[idx];
bool isNeg = dot3F4( p, majorAxis ) < 0.f;
faceIdxOut = (idx*2+((isNeg)? 0:1));
//==
float4 abs = make_float4( fabs(p.x), fabs(p.y), fabs(p.z), 0.f );
float d;
if( idx == 0 )
{
x = p.y;
y = p.z;
d = abs.x;
}
else if( idx == 1 )
{
x = p.z;
y = p.x;
d = abs.y;
}
else
{
x = p.x;
y = p.y;
d = abs.z;
}
float dInv = (d==0.f)? 0.f: (1.f/d);
x = (x*dInv+1.f)*0.5f;
y = (y*dInv+1.f)*0.5f;
}
}
__inline
float4 CubeMapUtils::calcVector(int faceIdx, float x, float y)
{
int dir = faceIdx/2;
float z = (faceIdx%2 == 0)? -1.f:1.f;
x = x*2.f-1.f;
y = y*2.f-1.f;
if( dir == 0 )
{
return make_float4(z, x, y);
}
else if( dir == 1 )
{
return make_float4(y,z,x);
}
else
{
return make_float4(x,y,z);
}
}