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Thirdparty/Pangolin/include/pangolin/display/viewport.h
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Thirdparty/Pangolin/include/pangolin/display/viewport.h
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/* This file is part of the Pangolin Project.
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* http://github.com/stevenlovegrove/Pangolin
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*
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* Copyright (c) 2011 Steven Lovegrove
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in 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,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#include <pangolin/gl/glinclude.h>
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#include <pangolin/display/opengl_render_state.h>
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namespace pangolin
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{
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/// Encapsulates OpenGl Viewport.
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struct PANGOLIN_EXPORT Viewport
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{
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Viewport() : l(0),b(0),w(0),h(0) {}
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Viewport(GLint l,GLint b,GLint w,GLint h) : l(l),b(b),w(w),h(h) {}
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void Activate() const;
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void ActivateIdentity() const;
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void ActivatePixelOrthographic() const;
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void Scissor() const;
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void ActivateAndScissor() const;
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bool Contains(int x, int y) const;
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Viewport Inset(int i) const;
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Viewport Inset(int horiz, int vert) const;
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Viewport Intersect(const Viewport& vp) const;
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void GetCamCoordinates(const OpenGlRenderState& cam_state, double winx, double winy, double winzdepth, GLdouble& x, GLdouble& y, GLdouble& z) const;
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static void DisableScissor();
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GLint r() const { return l+w;}
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GLint t() const { return b+h;}
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GLfloat aspect() const { return (GLfloat)w / (GLfloat)h; }
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GLint l,b,w,h;
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};
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}
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