mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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158 lines
3.8 KiB
C++
158 lines
3.8 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "tr_local.h"
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/*
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==========================================================================================
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idScreenRect
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==========================================================================================
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*/
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/*
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======================
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idScreenRect::Clear
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======================
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*/
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void idScreenRect::Clear() {
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x1 = y1 = 32000;
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x2 = y2 = -32000;
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zmin = 0.0f;
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zmax = 1.0f;
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}
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/*
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======================
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idScreenRect::AddPoint
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======================
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*/
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void idScreenRect::AddPoint( float x, float y ) {
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int ix = idMath::Ftoi( x );
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int iy = idMath::Ftoi( y );
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if ( ix < x1 ) {
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x1 = ix;
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}
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if ( ix > x2 ) {
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x2 = ix;
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}
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if ( iy < y1 ) {
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y1 = iy;
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}
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if ( iy > y2 ) {
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y2 = iy;
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}
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}
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/*
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======================
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idScreenRect::Expand
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======================
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*/
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void idScreenRect::Expand() {
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x1--;
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y1--;
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x2++;
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y2++;
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}
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/*
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======================
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idScreenRect::Intersect
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======================
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*/
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void idScreenRect::Intersect( const idScreenRect &rect ) {
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if ( rect.x1 > x1 ) {
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x1 = rect.x1;
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}
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if ( rect.x2 < x2 ) {
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x2 = rect.x2;
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}
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if ( rect.y1 > y1 ) {
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y1 = rect.y1;
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}
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if ( rect.y2 < y2 ) {
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y2 = rect.y2;
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}
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}
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/*
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======================
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idScreenRect::Union
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======================
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*/
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void idScreenRect::Union( const idScreenRect &rect ) {
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if ( rect.x1 < x1 ) {
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x1 = rect.x1;
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}
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if ( rect.x2 > x2 ) {
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x2 = rect.x2;
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}
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if ( rect.y1 < y1 ) {
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y1 = rect.y1;
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}
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if ( rect.y2 > y2 ) {
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y2 = rect.y2;
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}
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}
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/*
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======================
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idScreenRect::Equals
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======================
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*/
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bool idScreenRect::Equals( const idScreenRect &rect ) const {
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return ( x1 == rect.x1 && x2 == rect.x2 && y1 == rect.y1 && y2 == rect.y2 );
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}
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/*
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======================
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idScreenRect::IsEmpty
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======================
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*/
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bool idScreenRect::IsEmpty() const {
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return ( x1 > x2 || y1 > y2 );
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}
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/*
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======================
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R_ShowColoredScreenRect
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======================
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*/
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void R_ShowColoredScreenRect( const idScreenRect &rect, int colorIndex ) {
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if ( !rect.IsEmpty() ) {
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static idVec4 colors[] = { colorRed, colorGreen, colorBlue, colorYellow, colorMagenta, colorCyan, colorWhite, colorPurple };
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tr.viewDef->renderWorld->DebugScreenRect( colors[colorIndex & 7], rect, tr.viewDef );
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}
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}
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