W3DConvert.cpp 5.4 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. //=============================================================================
  24. //
  25. // Westwood Studios Pacific.
  26. //
  27. // Confidential Information
  28. // Copyright (C) 2001 - All Rights Reserved
  29. //
  30. //=============================================================================
  31. //
  32. // Project: RTS3
  33. //
  34. // File name: W3DConvert.cpp
  35. //
  36. // Created: Colin Day, April 2001
  37. //
  38. //=============================================================================
  39. //=============================================================================
  40. // Includes
  41. //=============================================================================
  42. #include "W3DDevice/Common/W3DConvert.h"
  43. //=============================================================================
  44. // Externals
  45. //=============================================================================
  46. //=============================================================================
  47. // Defines
  48. //=============================================================================
  49. //=============================================================================
  50. // Private Types
  51. //=============================================================================
  52. //=============================================================================
  53. // Private Data
  54. //=============================================================================
  55. //=============================================================================
  56. // Public Data
  57. //=============================================================================
  58. //=============================================================================
  59. // Private Prototypes
  60. //=============================================================================
  61. //=============================================================================
  62. // Private Functions
  63. //=============================================================================
  64. //=============================================================================
  65. // Public Functions
  66. //=============================================================================
  67. //=============================================================================
  68. // W3DLogicalScreenToPixelScreen
  69. //=============================================================================
  70. /** Translate a W3D logical pixel coord with (-1,-1) at the lower left and
  71. * (1,1) at the upper right to a pixel screen coord with (0,0) at the
  72. * upper left */
  73. //=============================================================================
  74. void W3DLogicalScreenToPixelScreen( Real logX, Real logY,
  75. Int *screenX, Int *screenY,
  76. Int screenWidth, Int screenHeight )
  77. {
  78. *screenX = REAL_TO_INT((screenWidth * (logX + 1.0f)) / 2.0f);
  79. *screenY = REAL_TO_INT((screenHeight * (-logY + 1.0f)) / 2.0f);
  80. } // end W3DLogicalScreenToPixelScreen
  81. //=============================================================================
  82. // PixelScreenToW3DLogicalScreen
  83. //=============================================================================
  84. /** Translate a pixel coord with (0,0) at the upper left to the W3D logical
  85. * coord system used with (-1,-1) in the lower left corner and (1,1) the
  86. * upper right corner */
  87. //=============================================================================
  88. void PixelScreenToW3DLogicalScreen( Int screenX, Int screenY,
  89. Real *logX, Real *logY,
  90. Int screenWidth, Int screenHeight )
  91. {
  92. *logX = ((2.0f * screenX) / (Real)screenWidth) - 1.0f;
  93. *logY = -(((2.0f * screenY) / (Real)screenHeight) - 1.0f);
  94. } // end PixelScreenToW3DLogicalScreen