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