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PodmogilnyjIvan
2021-12-03 03:34:31 -08:00
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/* This file is part of the Pangolin Project.
* http://github.com/stevenlovegrove/Pangolin
*
* Copyright (c) 2011 Steven Lovegrove
*
* 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.
*/
#pragma once
#include <pangolin/gl/glinclude.h>
#include <pangolin/display/opengl_render_state.h>
namespace pangolin
{
/// Encapsulates OpenGl Viewport.
struct PANGOLIN_EXPORT Viewport
{
Viewport() : l(0),b(0),w(0),h(0) {}
Viewport(GLint l,GLint b,GLint w,GLint h) : l(l),b(b),w(w),h(h) {}
void Activate() const;
void ActivateIdentity() const;
void ActivatePixelOrthographic() const;
void Scissor() const;
void ActivateAndScissor() const;
bool Contains(int x, int y) const;
Viewport Inset(int i) const;
Viewport Inset(int horiz, int vert) const;
Viewport Intersect(const Viewport& vp) const;
void GetCamCoordinates(const OpenGlRenderState& cam_state, double winx, double winy, double winzdepth, GLdouble& x, GLdouble& y, GLdouble& z) const;
static void DisableScissor();
GLint r() const { return l+w;}
GLint t() const { return b+h;}
GLfloat aspect() const { return (GLfloat)w / (GLfloat)h; }
GLint l,b,w,h;
};
}