doom3-bfg/neo/renderer/ScreenRect.cpp
2012-11-26 12:58:24 -06:00

157 lines
3.8 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "../idlib/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 );
}
}