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- /*
- ===========================================================================
- 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 );
- }
- }
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