// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
// -----------------------------------------------------------------------------
// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
// Greetings to Alexandre Mutel. Original code published with the following license:
// -----------------------------------------------------------------------------
// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Globalization;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace FlaxEngine
{
///
/// Defines the viewport dimensions using float coordinates for (X,Y,Width,Height).
///
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct Viewport : IEquatable
{
///
/// Position of the pixel coordinate of the upper-left corner of the viewport.
///
public float X;
///
/// Position of the pixel coordinate of the upper-left corner of the viewport.
///
public float Y;
///
/// Width dimension of the viewport.
///
public float Width;
///
/// Height dimension of the viewport.
///
public float Height;
///
/// Gets or sets the minimum depth of the clip volume.
///
public float MinDepth;
///
/// Gets or sets the maximum depth of the clip volume.
///
public float MaxDepth;
///
/// Initializes a new instance of the struct.
///
/// The x coordinate of the upper-left corner of the viewport in pixels.
/// The y coordinate of the upper-left corner of the viewport in pixels.
/// The width of the viewport in pixels.
/// The height of the viewport in pixels.
public Viewport(float x, float y, float width, float height)
{
X = x;
Y = y;
Width = width;
Height = height;
MinDepth = 0f;
MaxDepth = 1f;
}
///
/// Initializes a new instance of the struct.
///
/// The x coordinate of the upper-left corner of the viewport in pixels.
/// The y coordinate of the upper-left corner of the viewport in pixels.
/// The width of the viewport in pixels.
/// The height of the viewport in pixels.
/// The minimum depth of the clip volume.
/// The maximum depth of the clip volume.
public Viewport(float x, float y, float width, float height, float minDepth, float maxDepth)
{
X = x;
Y = y;
Width = width;
Height = height;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
///
/// Initializes a new instance of the struct.
///
/// A bounding box that defines the location and size of the viewport in a render target.
public Viewport(Rectangle bounds)
{
X = bounds.X;
Y = bounds.Y;
Width = bounds.Width;
Height = bounds.Height;
MinDepth = 0f;
MaxDepth = 1f;
}
///
/// Initializes a new instance of the struct.
///
/// The location of the upper-left corner of the viewport in pixels.
/// The size of the viewport in pixels.
public Viewport(Float2 location, Float2 size)
{
X = location.X;
Y = location.Y;
Width = size.X;
Height = size.Y;
MinDepth = 0f;
MaxDepth = 1f;
}
///
/// Gets the size of the viewport.
///
/// The bounds.
public Rectangle Bounds
{
get => new Rectangle(X, Y, Width, Height);
set
{
X = value.X;
Y = value.Y;
Width = value.Width;
Height = value.Height;
}
}
///
/// Gets or sets the size of the viewport (width and height).
///
public Float2 Size
{
get => new Float2(Width, Height);
set
{
Width = value.X;
Height = value.Y;
}
}
///
/// Gets the aspect ratio used by the viewport.
///
public float AspectRatio => !Mathf.IsZero(Height) ? Width / Height : 0f;
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
/// true if the specified is equal to this instance; otherwise, false.
public bool Equals(ref Viewport other)
{
return Mathf.NearEqual(X, other.X) &&
Mathf.NearEqual(Y, other.Y) &&
Mathf.NearEqual(Width, other.Width) &&
Mathf.NearEqual(Height, other.Height) &&
Mathf.NearEqual(MinDepth, other.MinDepth) &&
Mathf.NearEqual(MaxDepth, other.MaxDepth);
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
/// true if the specified is equal to this instance; otherwise, false.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Viewport other)
{
return Equals(ref other);
}
///
/// Determines whether the specified object is equal to this instance.
///
/// The object to compare with this instance.
/// true if the specified object is equal to this instance; otherwise, false.
public override bool Equals(object obj)
{
return obj is Viewport other && Equals(ref other);
}
///
/// Returns a hash code for this instance.
///
///
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
///
public override int GetHashCode()
{
unchecked
{
int hashCode = X.GetHashCode();
hashCode = (hashCode * 397) ^ Y.GetHashCode();
hashCode = (hashCode * 397) ^ Width.GetHashCode();
hashCode = (hashCode * 397) ^ Height.GetHashCode();
hashCode = (hashCode * 397) ^ MinDepth.GetHashCode();
hashCode = (hashCode * 397) ^ MaxDepth.GetHashCode();
return hashCode;
}
}
///
/// Implements the operator ==.
///
/// The left.
/// The right.
/// The result of the operator.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Viewport left, Viewport right)
{
return left.Equals(ref right);
}
///
/// Implements the operator !=.
///
/// The left.
/// The right.
/// The result of the operator.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Viewport left, Viewport right)
{
return !left.Equals(ref right);
}
///
/// Retrieves a string representation of this object.
///
/// A that represents this instance.
public override string ToString()
{
return string.Format(CultureInfo.CurrentCulture, "{{X:{0} Y:{1} Width:{2} Height:{3} MinDepth:{4} MaxDepth:{5}}}", X, Y, Width, Height, MinDepth, MaxDepth);
}
///
/// Projects a 3D vector from object space into screen space.
///
/// The vector to project.
/// The projection matrix.
/// The view matrix.
/// The world matrix.
/// The projected vector.
public Vector3 Project(Vector3 source, Matrix projection, Matrix view, Matrix world)
{
Matrix.Multiply(ref world, ref view, out Matrix matrix);
Matrix.Multiply(ref matrix, ref projection, out matrix);
Project(ref source, ref matrix, out Vector3 vector);
return vector;
}
///
/// Projects a 3D vector from object space into screen space.
///
/// The vector to project.
/// A combined WorldViewProjection matrix.
/// The projected vector.
public void Project(ref Vector3 source, ref Matrix matrix, out Vector3 vector)
{
Vector3.Transform(ref source, ref matrix, out vector);
var w = source.X * matrix.M14 + source.Y * matrix.M24 + source.Z * matrix.M34 + matrix.M44;
if (!Mathf.IsZero(w))
{
vector /= w;
}
vector.X = (vector.X + 1f) * 0.5f * Width + X;
vector.Y = (-vector.Y + 1f) * 0.5f * Height + Y;
vector.Z = vector.Z * (MaxDepth - MinDepth) + MinDepth;
}
///
/// Converts a screen space point into a corresponding point in world space.
///
/// The vector to project.
/// The projection matrix.
/// The view matrix.
/// The world matrix.
/// The unprojected Vector.
public Vector3 Unproject(Vector3 source, Matrix projection, Matrix view, Matrix world)
{
Matrix.Multiply(ref world, ref view, out Matrix matrix);
Matrix.Multiply(ref matrix, ref projection, out matrix);
Matrix.Invert(ref matrix, out matrix);
Unproject(ref source, ref matrix, out Vector3 vector);
return vector;
}
///
/// Converts a screen space point into a corresponding point in world space.
///
/// The vector to project.
/// An inverted combined WorldViewProjection matrix.
/// The unprojected vector.
public void Unproject(ref Vector3 source, ref Matrix matrix, out Vector3 vector)
{
vector.X = (source.X - X) / Width * 2f - 1f;
vector.Y = -((source.Y - Y) / Height * 2f - 1f);
vector.Z = (source.Z - MinDepth) / (MaxDepth - MinDepth);
var w = vector.X * matrix.M14 + vector.Y * matrix.M24 + vector.Z * matrix.M34 + matrix.M44;
Vector3.Transform(ref vector, ref matrix, out vector);
if (!Mathf.IsZero(w))
{
vector /= w;
}
}
}
}