/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "tr_local.h" /* ========================================================================================== idScreenRect ========================================================================================== */ /* ====================== idScreenRect::Clear ====================== */ void idScreenRect::Clear() { x1 = y1 = 32000; x2 = y2 = -32000; zmin = 0.0f; zmax = 1.0f; } /* ====================== idScreenRect::AddPoint ====================== */ void idScreenRect::AddPoint( float x, float y ) { int ix = idMath::Ftoi( x ); int iy = idMath::Ftoi( y ); if( ix < x1 ) { x1 = ix; } if( ix > x2 ) { x2 = ix; } if( iy < y1 ) { y1 = iy; } if( iy > y2 ) { y2 = iy; } } /* ====================== idScreenRect::Expand ====================== */ void idScreenRect::Expand() { x1--; y1--; x2++; y2++; } /* ====================== idScreenRect::Intersect ====================== */ void idScreenRect::Intersect( const idScreenRect& rect ) { if( rect.x1 > x1 ) { x1 = rect.x1; } if( rect.x2 < x2 ) { x2 = rect.x2; } if( rect.y1 > y1 ) { y1 = rect.y1; } if( rect.y2 < y2 ) { y2 = rect.y2; } } /* ====================== idScreenRect::Union ====================== */ void idScreenRect::Union( const idScreenRect& rect ) { if( rect.x1 < x1 ) { x1 = rect.x1; } if( rect.x2 > x2 ) { x2 = rect.x2; } if( rect.y1 < y1 ) { y1 = rect.y1; } if( rect.y2 > y2 ) { y2 = rect.y2; } } /* ====================== idScreenRect::Equals ====================== */ bool idScreenRect::Equals( const idScreenRect& rect ) const { return ( x1 == rect.x1 && x2 == rect.x2 && y1 == rect.y1 && y2 == rect.y2 ); } /* ====================== idScreenRect::IsEmpty ====================== */ bool idScreenRect::IsEmpty() const { return ( x1 > x2 || y1 > y2 ); } /* ====================== R_ShowColoredScreenRect ====================== */ void R_ShowColoredScreenRect( const idScreenRect& rect, int colorIndex ) { if( !rect.IsEmpty() ) { static idVec4 colors[] = { colorRed, colorGreen, colorBlue, colorYellow, colorMagenta, colorCyan, colorWhite, colorPurple }; tr.viewDef->renderWorld->DebugScreenRect( colors[colorIndex & 7], rect, tr.viewDef ); } }