/** * $Id$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #include "RAS_FramingManager.h" #include "RAS_Rect.h" void RAS_FramingManager:: ComputeDefaultFrustum( const float camnear, const float camfar, const float lens, const float design_aspect_ratio, RAS_FrameFrustum & frustum ){ /* * Magic Blender calculation. * Blender does not give a Field of View as lens but a size * at 16 units away from the lens. */ float halfSize = 16.f * camnear / lens; float sizeX; float sizeY; if (design_aspect_ratio > 1.f) { // halfsize defines the width sizeX = halfSize; sizeY = halfSize/design_aspect_ratio; } else { // halfsize defines the height sizeX = halfSize * design_aspect_ratio; sizeY = halfSize; } frustum.x2 = sizeX; frustum.x1 = -frustum.x2; frustum.y2 = sizeY; frustum.y1 = -frustum.y2; frustum.camnear = camnear; frustum.camfar = camfar; } void RAS_FramingManager:: ComputeBestFitViewRect( const RAS_Rect &availableViewport, const float design_aspect_ratio, RAS_Rect &viewport ){ // try and honour the aspect ratio when setting the // drawable area. If we don't do this we are liable // to get a lot of distortion in the rendered image. int width = availableViewport.GetWidth(); int height = availableViewport.GetHeight(); float window_aspect = float(width)/float(height); if (window_aspect < design_aspect_ratio) { int v_height = (int)(width / design_aspect_ratio); int left_over = (height - v_height) / 2; viewport.SetLeft(availableViewport.GetLeft()); viewport.SetBottom(availableViewport.GetBottom() + left_over); viewport.SetRight(availableViewport.GetLeft() + width); viewport.SetTop(availableViewport.GetBottom() + left_over + v_height); } else { int v_width = (int)(height * design_aspect_ratio); int left_over = (width - v_width) / 2; viewport.SetLeft(availableViewport.GetLeft() + left_over); viewport.SetBottom(availableViewport.GetBottom()); viewport.SetRight(availableViewport.GetLeft() + v_width + left_over); viewport.SetTop(availableViewport.GetBottom() + height); } } void RAS_FramingManager:: ComputeViewport( const RAS_FrameSettings &settings, const RAS_Rect &availableViewport, RAS_Rect &viewport ){ RAS_FrameSettings::RAS_FrameType type = settings.FrameType(); const int winx = availableViewport.GetWidth(); const int winy = availableViewport.GetHeight(); const float design_width = float(settings.DesignAspectWidth()); const float design_height = float(settings.DesignAspectHeight()); float design_aspect_ratio = float(1); if (design_height == float(0)) { // well this is ill defined // lets just scale the thing type = RAS_FrameSettings::e_frame_scale; } else { design_aspect_ratio = design_width/design_height; } switch (type) { case RAS_FrameSettings::e_frame_scale : case RAS_FrameSettings::e_frame_extend: { viewport.SetLeft(availableViewport.GetLeft()); viewport.SetBottom(availableViewport.GetBottom()); viewport.SetRight(availableViewport.GetLeft() + int(winx)); viewport.SetTop(availableViewport.GetBottom() + int(winy)); break; } case RAS_FrameSettings::e_frame_bars: { ComputeBestFitViewRect( availableViewport, design_aspect_ratio, viewport ); break; } default : break; } } void RAS_FramingManager:: ComputeFrustum( const RAS_FrameSettings &settings, const RAS_Rect &availableViewport, const RAS_Rect &viewport, const float lens, const float camnear, const float camfar, RAS_FrameFrustum &frustum ){ const int winx = availableViewport.GetWidth(); const int winy = availableViewport.GetHeight(); RAS_FrameSettings::RAS_FrameType type = settings.FrameType(); const float design_width = float(settings.DesignAspectWidth()); const float design_height = float(settings.DesignAspectHeight()); float design_aspect_ratio = float(1); if (design_height == float(0)) { // well this is ill defined // lets just scale the thing type = RAS_FrameSettings::e_frame_scale; } else { design_aspect_ratio = design_width/design_height; } ComputeDefaultFrustum( camnear, camfar, lens, design_aspect_ratio, frustum ); switch (type) { case RAS_FrameSettings::e_frame_extend: { RAS_Rect vt; ComputeBestFitViewRect( availableViewport, design_aspect_ratio, vt ); // now scale the calculated frustum by the difference // between vt and the viewport in each axis. // These are always > 1 float x_scale = float(viewport.GetWidth())/float(vt.GetWidth()); float y_scale = float(viewport.GetHeight())/float(vt.GetHeight()); frustum.x1 *= x_scale; frustum.x2 *= x_scale; frustum.y1 *= y_scale; frustum.y2 *= y_scale; break; } case RAS_FrameSettings::e_frame_scale : case RAS_FrameSettings::e_frame_bars: default : break; } }