// 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 */