screenspace.cpp 2.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "gfx/util/screenspace.h"
  23. #include "gfx/gfxDevice.h"
  24. // The conversion from screen space to the render target
  25. // is made more complex because screen space is relative
  26. // to the viewport.
  27. void ScreenSpace::RenderTargetParameters(const Point3I &targetSize, const RectI &targetViewport, Point4F &rtParams)
  28. {
  29. // Top->Down
  30. Point2F targetOffset( (F32)targetViewport.point.x / (F32)targetSize.x,
  31. (F32)targetViewport.point.y / (F32)targetSize.y );
  32. // Bottom->Up
  33. //Point2F targetOffset( (F32)targetViewport.point.x / (F32)targetSize.x,
  34. // ( (F32)targetSize.y - (F32)(targetViewport.point.y + targetViewport.extent.y ) ) / (F32)targetSize.y );
  35. // Get the scale to convert from the
  36. // screen space to the target size.
  37. Point2F targetScale( (F32)targetViewport.extent.x / (F32)targetSize.x,
  38. (F32)targetViewport.extent.y / (F32)targetSize.y );
  39. rtParams.set( targetOffset.x, targetOffset.y, targetScale.x, targetScale.y );
  40. }