// zlib open source license // // Copyright (c) 2017 to 2019 David Forsgren Piuva // // 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. #ifndef DFPSR_RENDER_PROJECTEDPOINT #define DFPSR_RENDER_PROJECTEDPOINT #include #include "../../math/FVector.h" #include "../../math/LVector.h" namespace dsr { class ProjectedPoint { public: // Camera space // The first space where the world is rotated and translated around the camera // The camera in camera space is always located at (0, 0, 0) and facing +Z // Used for view frustum clipping so that a singularity can be replaced with valid values by clipping FVector3D cs; // Image space // Target pixel coordinates from the upper left corner // Used for perspective correct vertex weights FVector2D is; // Fixed sub-pixel precision target pixel coordinate from the upper left corner // Used for integer rasterization to prevent holes between triangles LVector2D flat; ProjectedPoint() {} ProjectedPoint(FVector3D cs, FVector2D is, LVector2D flat) : cs(cs), is(is), flat(flat) {} }; } #endif