Line data Source code
1 :
2 : /* Copyright (c) 2008-2010, Stefan Eilemann <eile@equalizergraphics.com>
3 : *
4 : * This library is free software; you can redistribute it and/or modify it under
5 : * the terms of the GNU Lesser General Public License version 2.1 as published
6 : * by the Free Software Foundation.
7 : *
8 : * This library is distributed in the hope that it will be useful, but WITHOUT
9 : * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
10 : * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
11 : * details.
12 : *
13 : * You should have received a copy of the GNU Lesser General Public License
14 : * along with this library; if not, write to the Free Software Foundation, Inc.,
15 : * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
16 : */
17 :
18 : #include "viewport.h"
19 : #include "pixelViewport.h"
20 :
21 : namespace eq
22 : {
23 : namespace fabric
24 : {
25 28 : const Viewport Viewport::FULL;
26 :
27 0 : void Viewport::applyView( const Viewport& segmentVP, const Viewport& viewVP,
28 : const PixelViewport& pvp, const Vector4i& overdraw )
29 : {
30 : // part of view covered by segment/view channel
31 0 : Viewport contribution( segmentVP );
32 0 : contribution.intersect( viewVP );
33 0 : contribution.transform( viewVP );
34 :
35 : // extend by overdraw percentage
36 0 : LBASSERT( pvp.hasArea( ));
37 :
38 0 : const float xDelta(( static_cast< float >( overdraw.x() + pvp.w ) /
39 0 : static_cast< float >( pvp.w ) - 1.0f ) *
40 0 : contribution.w );
41 0 : contribution.x -= xDelta;
42 0 : contribution.w += (( static_cast< float >( overdraw.z() + pvp.w ) /
43 0 : static_cast< float >( pvp.w ) - 1.0f ) *
44 0 : contribution.w );
45 0 : contribution.w += xDelta;
46 :
47 0 : const float yDelta(( static_cast< float >( overdraw.y() + pvp.h ) /
48 0 : static_cast< float >( pvp.h ) - 1.0f ) *
49 0 : contribution.h );
50 0 : contribution.y -= yDelta;
51 0 : contribution.h += (( static_cast< float >( overdraw.w() + pvp.h ) /
52 0 : static_cast< float >( pvp.h ) - 1.0f ) *
53 0 : contribution.h );
54 0 : contribution.h += yDelta;
55 :
56 0 : x = contribution.x + x * contribution.w;
57 0 : y = contribution.y + y * contribution.h;
58 0 : w *= contribution.w;
59 0 : h *= contribution.h;
60 0 : }
61 :
62 : }
63 84 : }
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