mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 21:12:03 +00:00
157 lines
3.8 KiB
C++
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 );
|
|
}
|
|
}
|