mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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55 lines
2.6 KiB
C++
55 lines
2.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/util/screenspace.h"
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#include "gfx/gfxDevice.h"
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// The conversion from screen space to the render target
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// is made more complex because screen space is relative
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// to the viewport.
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void ScreenSpace::RenderTargetParameters(const Point3I &targetSize, const RectI &targetViewport, Point4F &rtParams)
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{
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// Top->Down
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Point2F targetOffset( (F32)targetViewport.point.x / (F32)targetSize.x,
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(F32)targetViewport.point.y / (F32)targetSize.y );
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// Bottom->Up
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//Point2F targetOffset( (F32)targetViewport.point.x / (F32)targetSize.x,
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// ( (F32)targetSize.y - (F32)(targetViewport.point.y + targetViewport.extent.y ) ) / (F32)targetSize.y );
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// Get the scale to convert from the
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// screen space to the target size.
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Point2F targetScale( (F32)targetViewport.extent.x / (F32)targetSize.x,
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(F32)targetViewport.extent.y / (F32)targetSize.y );
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const bool hasTexelPixelOffset = GFX->getAdapterType() == Direct3D9;
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// Get the target half pixel size.
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const Point2F halfPixel( hasTexelPixelOffset ? (0.5f / targetSize.x) : 0.0f,
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hasTexelPixelOffset ? (0.5f / targetSize.y) : 0.0f );
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rtParams.set( targetOffset.x + halfPixel.x,
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targetOffset.y + halfPixel.y,
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targetScale.x,
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targetScale.y );
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} |