1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: gfx_FrustumProjectionUpdater.cpp
4
5 Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain proprietary
8 information of Nintendo and/or its licensed developers and are protected by
9 national and international copyright laws. They may not be disclosed to third
10 parties or copied or duplicated in any form, in whole or in part, without the
11 prior written consent of Nintendo.
12
13 The content herein is highly confidential and should be handled accordingly.
14
15 $Revision: 31311 $
16 *---------------------------------------------------------------------------*/
17
18 #include "precompiled.h"
19 #include <nw/gfx/gfx_FrustumProjectionUpdater.h>
20 #include <nw/os/os_Memory.h>
21 #include <nw/ut/ut_Rect.h>
22
23 namespace nw
24 {
25 namespace gfx
26 {
27
28 NW_UT_RUNTIME_TYPEINFO_DEFINITION(FrustumProjectionUpdater,CameraProjectionUpdater);
29
30 //----------------------------------------
31 FrustumProjectionUpdater*
Create(os::IAllocator * allocator)32 FrustumProjectionUpdater::Create(os::IAllocator* allocator)
33 {
34 NW_NULL_ASSERT(allocator);
35
36 void* updaterMemory = allocator->Alloc(sizeof(FrustumProjectionUpdater));
37 NW_NULL_ASSERT(updaterMemory);
38
39 void* dataMemory
40 = AllocateAndFill<ResFrustumProjectionUpdaterData>(allocator, 0);
41
42 ResFrustumProjectionUpdaterData* buffer =
43 new(dataMemory) ResFrustumProjectionUpdaterData();
44
45 buffer->typeInfo = ResFrustumProjectionUpdater::TYPE_INFO;
46 buffer->m_Near = PROJECTION_NEAR_CLIP;
47 buffer->m_Far = PROJECTION_FAR_CLIP;
48 buffer->m_Rect.m_AspectRatio = PROJECTION_ASPECT_RATIO;
49 buffer->m_Rect.m_Center = PROJECTION_CENTER;
50 buffer->m_Rect.m_Height = PROJECTION_HEIGHT;
51
52 ResFrustumProjectionUpdater resUpdater = ResFrustumProjectionUpdater(buffer);
53
54 return new(updaterMemory) FrustumProjectionUpdater(allocator, true, resUpdater);
55 }
56
57 //----------------------------------------
58 FrustumProjectionUpdater*
Create(os::IAllocator * allocator,ResFrustumProjectionUpdater resUpdater)59 FrustumProjectionUpdater::Create(os::IAllocator* allocator, ResFrustumProjectionUpdater resUpdater)
60 {
61 NW_NULL_ASSERT(allocator);
62
63 void* updaterMemory = allocator->Alloc(sizeof(FrustumProjectionUpdater));
64 NW_NULL_ASSERT(updaterMemory);
65
66 return new(updaterMemory) FrustumProjectionUpdater(allocator, false, resUpdater);
67 }
68
69 //----------------------------------------
FrustumProjectionUpdater(os::IAllocator * allocator,bool isDynamic,ResFrustumProjectionUpdater resUpdater)70 FrustumProjectionUpdater::FrustumProjectionUpdater(
71 os::IAllocator* allocator,
72 bool isDynamic,
73 ResFrustumProjectionUpdater resUpdater
74 )
75 : CameraProjectionUpdater(allocator, isDynamic),
76 m_Resource(resUpdater)
77 {
78 }
79
80 //----------------------------------------
~FrustumProjectionUpdater()81 FrustumProjectionUpdater::~FrustumProjectionUpdater()
82 {
83 if (this->IsDynamic() && this->m_Resource.IsValid())
84 {
85 this->GetAllocator().Free(m_Resource.ptr());
86 }
87 }
88
89
90 //----------------------------------------
91 void
Update(math::MTX44 * projectionMatrix,math::MTX34 * textureProjectionMatrix)92 FrustumProjectionUpdater::Update(math::MTX44* projectionMatrix, math::MTX34* textureProjectionMatrix)
93 {
94 NW_ASSERT(m_Resource.IsValid());
95
96 float halfWidth = m_Resource.GetRect().GetWidth() / 2.0f;
97 float halfHeight = m_Resource.GetRect().GetHeight() / 2.0f;
98
99 float left = m_Resource.GetRect().GetCenter().x - halfWidth;
100 float right = m_Resource.GetRect().GetCenter().x + halfWidth;
101 float bottom = m_Resource.GetRect().GetCenter().y - halfHeight;
102 float top = m_Resource.GetRect().GetCenter().y + halfHeight;
103 float near = m_Resource.GetNear();
104 float far = m_Resource.GetFar();
105
106 math::MTX44FrustumPivot(
107 projectionMatrix,
108 left,
109 right,
110 bottom,
111 top,
112 near,
113 far,
114 this->GetPivotDirection());
115
116 math::MTX34TextureProjectionFrustum(
117 textureProjectionMatrix,
118 left,
119 right,
120 bottom,
121 top,
122 near,
123 this->TextureScale().x,
124 this->TextureScale().y,
125 this->TextureTranslate().x,
126 this->TextureTranslate().y);
127 }
128
129 } // namespace gfx
130 } // namespace nw
131