// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef NL_VIEWPORT_H
#define NL_VIEWPORT_H
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/matrix.h"
#include "nel/3d/frustum.h"
#ifdef _X
# undef _X
#endif
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CMatrix;
/**
* CViewport is the description of the viewport used to render with a driver
*
*/
/* *** IMPORTANT ********************
* *** IF YOU MODIFY THE STRUCTURE OF THIS CLASS, PLEASE INCREMENT IDriver::InterfaceVersion TO INVALIDATE OLD DRIVER DLL
* **********************************
*/
class CViewport
{
public:
/// Default constructor. Setup a fullscreen viewport
CViewport ();
/**
* Constructor
*
* \param x coordinate of the left edge of the viewport in the window coordinate system . Must be between 0.f and 1.f.
* \param y coordinate of the bottom edge of the viewport in the window coordinate system . Must be between 0.f and 1.f.
* \param width of the view port. Must be between 0.f and 1.f-x.
* \param height of the view port. Must be between 0.f and 1.f-y.
*/
void init (float x, float y, float width, float height);
/// Setup a fullscreen viewport.
void initFullScreen ();
/// Setup a 16/9 viewport.
void init16_9 ();
/** Get a 3d ray with a 2d point
*
* \param x is the x coordinate in the window coordinate system of the 2d point.
* \param y is the y coordinate in the window coordinate system of the 2d point.
* \param pos gets the position of a 3d point on the ray. It is also the position of the camera
* \param dir gets the direction of the ray. The direction is the same than the camera one. It is NOT normalized.
* \param camMatrix is the matrix of the camera in use in this viewport.
* \param camFrust is the frustum of the camera in use in this viewport.
*/
void getRayWithPoint (float x, float y, CVector& pos, CVector& dir, const CMatrix& camMatrix, const CFrustum& camFrust) const;
/** Get the viewport values
*
* \param x get the x coordinate of the left edge of the viewport in the window coordinate system . Must be between 0.f and 1.f.
* \param y get the y coordinate of the bottom edge of the viewport in the window coordinate system . Must be between 0.f and 1.f.
* \param width get the width of the view port. Must be between 0.f and 1.f-x.
* \param height get the height of the view port. Must be between 0.f and 1.f-y.
*/
void getValues (float& x, float& y, float& width, float& height) const
{
x=_X;
y=_Y;
width=_Width;
height=_Height;
}
float getX() const { return _X; }
float getY() const { return _Y; }
float getWidth() const { return _Width; }
float getHeight() const { return _Height; }
private:
float _X;
float _Y;
float _Width;
float _Height;
};
} // NL3D
#endif // NL_VIEWPORT_H
/* End of viewport.h */