mirror of
https://github.com/w23/xash3d-fwgs
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125 lines
4.0 KiB
C++
125 lines
4.0 KiB
C++
/*
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vgui_clip.cpp - clip in 2D space
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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In addition, as a special exception, the author gives permission
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to link the code of this program with VGUI library developed by
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Valve, L.L.C ("Valve"). You must obey the GNU General Public License
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in all respects for all of the code used other than VGUI library.
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If you modify this file, you may extend this exception to your
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version of the file, but you are not obligated to do so. If
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you do not wish to do so, delete this exception statement
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from your version.
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*/
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#include "vgui_main.h"
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#include "wrect.h"
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//-----------------------------------------------------------------------------
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// For simulated scissor tests...
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//-----------------------------------------------------------------------------
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static wrect_t g_ScissorRect;
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static qboolean g_bScissor = false;
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namespace vgui_support {
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//-----------------------------------------------------------------------------
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// Enable/disable scissoring...
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//-----------------------------------------------------------------------------
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void EnableScissor( qboolean enable )
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{
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g_bScissor = enable;
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}
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void SetScissorRect( int left, int top, int right, int bottom )
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{
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// Check for a valid rectangle...
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assert( left <= right );
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assert( top <= bottom );
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g_ScissorRect.left = left;
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g_ScissorRect.top = top;
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g_ScissorRect.right = right;
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g_ScissorRect.bottom = bottom;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used for clipping, produces an interpolated texture coordinate
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//-----------------------------------------------------------------------------
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inline float InterpTCoord( float val, float mins, float maxs, float tMin, float tMax )
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{
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float flPercent;
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if( mins != maxs )
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flPercent = (float)(val - mins) / (maxs - mins);
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else flPercent = 0.5f;
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return tMin + (tMax - tMin) * flPercent;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does a scissor clip of the input rectangle.
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// Returns false if it is completely clipped off.
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//-----------------------------------------------------------------------------
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qboolean ClipRect( const vpoint_t &inUL, const vpoint_t &inLR, vpoint_t *pOutUL, vpoint_t *pOutLR )
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{
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if( g_bScissor )
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{
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// pick whichever left side is larger
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if( g_ScissorRect.left > inUL.point[0] )
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pOutUL->point[0] = g_ScissorRect.left;
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else
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pOutUL->point[0] = inUL.point[0];
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// pick whichever right side is smaller
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if( g_ScissorRect.right <= inLR.point[0] )
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pOutLR->point[0] = g_ScissorRect.right;
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else
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pOutLR->point[0] = inLR.point[0];
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// pick whichever top side is larger
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if( g_ScissorRect.top > inUL.point[1] )
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pOutUL->point[1] = g_ScissorRect.top;
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else
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pOutUL->point[1] = inUL.point[1];
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// pick whichever bottom side is smaller
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if( g_ScissorRect.bottom <= inLR.point[1] )
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pOutLR->point[1] = g_ScissorRect.bottom;
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else
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pOutLR->point[1] = inLR.point[1];
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// Check for non-intersecting
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if(( pOutUL->point[0] > pOutLR->point[0] ) || ( pOutUL->point[1] > pOutLR->point[1] ))
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{
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return false;
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}
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pOutUL->coord[0] = InterpTCoord(pOutUL->point[0],
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inUL.point[0], inLR.point[0], inUL.coord[0], inLR.coord[0] );
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pOutLR->coord[0] = InterpTCoord(pOutLR->point[0],
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inUL.point[0], inLR.point[0], inUL.coord[0], inLR.coord[0] );
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pOutUL->coord[1] = InterpTCoord(pOutUL->point[1],
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inUL.point[1], inLR.point[1], inUL.coord[1], inLR.coord[1] );
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pOutLR->coord[1] = InterpTCoord(pOutLR->point[1],
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inUL.point[1], inLR.point[1], inUL.coord[1], inLR.coord[1] );
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}
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else
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{
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*pOutUL = inUL;
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*pOutLR = inLR;
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}
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return true;
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}
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}
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