Torque3D/Engine/source/gfx/util/screenspace.cpp
2014-11-27 00:59:17 +01:00

55 lines
2.6 KiB
C++

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