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viewport.js
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viewport.js
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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* A Viewport is a render node that sets the render viewport and depth range
* for its children. It uses an array in the format [left, top, width, height]
* where left, top, width and height are in a 0.0 to 1.0 range that represent
* positions and dimensions relative to the size of the client's rendering
* area. The depth range is represented by an array in the format
* [min Z, max Z]. The depth range provides the mapping of the clip space
* coordinates into normalized z buffer coordinates.
*
* @param {o3d.math.Float4} viewport The viewport setting.
* @param {o3d.math.Float2} depthRange ParamFloat2 The depth range setting.
* @constructor
*/
o3d.Viewport = function(opt_viewport, opt_depthRange) {
o3d.RenderNode.call(this);
/**
* The position and size to set the viewport in
* [left, top, width, height] format.
*
* Note: These values must describe a rectangle that is 100% inside
* the client area. In other words, [0.5, 0.0, 1.0, 1.0] would
* describe an area that is 1/2 off right side of the screen. That
* is an invalid value and will be clipped to [0.5, 0.0, 0.5, 1.0].
*
* Default = [0.0, 0.0, 1.0, 1.0]. In other words, the full area.
*
* @type {!Array.<number>}
*/
this.viewport = opt_viewport || [0.0, 0.0, 1.0, 1.0];
/**
* The min Z and max Z depth range in [min Z, max Z] format.
* Default = [0.0, 1.0].
*
* @type {!Array.<number>}
*/
this.depthRange = opt_depthRange || [0.0, 1.0];
};
o3d.inherit('Viewport', 'RenderNode');
o3d.ParamObject.setUpO3DParam_(o3d.Viewport, 'viewport', 'ParamFloat4');
o3d.ParamObject.setUpO3DParam_(o3d.Viewport, 'depthRange', 'ParamFloat2');
/**
* Called before the children are rendered. Sets up a viewport and
* scissor region in gl.
*/
o3d.Viewport.prototype.before = function() {
var x = this.viewport[0] * this.gl.displayInfo.width;
var y = (1 - this.viewport[1] - this.viewport[3]) *
this.gl.displayInfo.height;
var width = this.viewport[2] * this.gl.displayInfo.width;
var height = this.viewport[3] * this.gl.displayInfo.height;
this.gl.viewport(x, y, width, height);
if (x != 0 || y != 0 || this.viewport[2] != 1 || this.viewport[3] != 1) {
this.gl.enable(this.gl.SCISSOR_TEST);
this.gl.scissor(x, y, width, height);
} else {
this.gl.disable(this.gl.SCISSOR_TEST);
}
};