329 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			329 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#include "RAS_FramingManager.h"
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#include "RAS_Rect.h"
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	void
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RAS_FramingManager::
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ComputeDefaultFrustum(
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	const float camnear,
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	const float camfar,
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	const float lens,
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	const float design_aspect_ratio,
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	RAS_FrameFrustum & frustum
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){
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	/*
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	 * Magic Blender calculation.
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	 * Blender does not give a Field of View as lens but a size
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	 * at 16 units away from the lens.
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	 */
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	float halfSize = 16.f * camnear / lens;
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	float sizeX;
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	float sizeY;
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	if (design_aspect_ratio > 1.f) {
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		// halfsize defines the width
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		sizeX = halfSize;
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		sizeY = halfSize/design_aspect_ratio;
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	} else {
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		// halfsize defines the height
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		sizeX = halfSize * design_aspect_ratio;
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		sizeY = halfSize;
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	}
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	frustum.x2 = sizeX;
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	frustum.x1 = -frustum.x2;
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	frustum.y2 = sizeY;
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	frustum.y1 = -frustum.y2;
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	frustum.camnear = camnear;
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	frustum.camfar = camfar;
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}
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	void
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RAS_FramingManager::
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ComputeDefaultOrtho(
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	const float camnear,
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	const float camfar,
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	const float scale,
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	const float design_aspect_ratio,
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	RAS_FrameFrustum & frustum
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)
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{
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	float halfSize = scale*0.5f;
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	float sizeX;
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	float sizeY;
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	if (design_aspect_ratio > 1.f) {
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		// halfsize defines the width
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		sizeX = halfSize;
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		sizeY = halfSize/design_aspect_ratio;
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	} else {
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		// halfsize defines the height
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		sizeX = halfSize * design_aspect_ratio;
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		sizeY = halfSize;
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	}
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	frustum.x2 = sizeX;
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	frustum.x1 = -frustum.x2;
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	frustum.y2 = sizeY;
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	frustum.y1 = -frustum.y2;
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	frustum.camnear = -camfar;
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	frustum.camfar = camfar;
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}
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	void
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RAS_FramingManager::
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ComputeBestFitViewRect(
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	const RAS_Rect &availableViewport,
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	const float design_aspect_ratio,
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	RAS_Rect &viewport
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){
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	// try and honour the aspect ratio when setting the 
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	// drawable area. If we don't do this we are liable
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	// to get a lot of distortion in the rendered image.
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	int width = availableViewport.GetWidth();
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	int height = availableViewport.GetHeight();
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	float window_aspect = float(width)/float(height);
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	if (window_aspect < design_aspect_ratio) {
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		int v_height = (int)(width / design_aspect_ratio); 
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		int left_over = (height - v_height) / 2; 
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		viewport.SetLeft(availableViewport.GetLeft());
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		viewport.SetBottom(availableViewport.GetBottom() + left_over);
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		viewport.SetRight(availableViewport.GetLeft() + width);
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		viewport.SetTop(availableViewport.GetBottom() + left_over + v_height);
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	} else {
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		int v_width = (int)(height * design_aspect_ratio);
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		int left_over = (width - v_width) / 2; 
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		viewport.SetLeft(availableViewport.GetLeft() + left_over);
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		viewport.SetBottom(availableViewport.GetBottom());
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		viewport.SetRight(availableViewport.GetLeft() + v_width + left_over);
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		viewport.SetTop(availableViewport.GetBottom() + height);
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	}
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}
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	void
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RAS_FramingManager::
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ComputeViewport(
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	const RAS_FrameSettings &settings,
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	const RAS_Rect &availableViewport,
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	RAS_Rect &viewport
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){
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	RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
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	const int winx = availableViewport.GetWidth();
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	const int winy = availableViewport.GetHeight();
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	const float design_width = float(settings.DesignAspectWidth());
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	const float design_height = float(settings.DesignAspectHeight());
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	float design_aspect_ratio = float(1);
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	if (design_height == float(0)) {
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		// well this is ill defined 
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		// lets just scale the thing
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		type = RAS_FrameSettings::e_frame_scale;
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	} else {
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		design_aspect_ratio = design_width/design_height;
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	}
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	switch (type) {
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		case RAS_FrameSettings::e_frame_scale :
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		case RAS_FrameSettings::e_frame_extend:
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		{
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			viewport.SetLeft(availableViewport.GetLeft());
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			viewport.SetBottom(availableViewport.GetBottom());
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			viewport.SetRight(availableViewport.GetLeft() + int(winx));
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			viewport.SetTop(availableViewport.GetBottom() + int(winy));
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			break;
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		}
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		case RAS_FrameSettings::e_frame_bars:
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		{
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			ComputeBestFitViewRect(
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				availableViewport,
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				design_aspect_ratio,	
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				viewport
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			);
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			break;
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		}
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		default :
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			break;
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	}
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}
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	void
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RAS_FramingManager::
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ComputeFrustum(
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	const RAS_FrameSettings &settings,
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	const RAS_Rect &availableViewport,
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	const RAS_Rect &viewport,
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	const float lens,
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	const float camnear,
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	const float camfar,
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	RAS_FrameFrustum &frustum
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){
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	RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
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	const float design_width = float(settings.DesignAspectWidth());
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	const float design_height = float(settings.DesignAspectHeight());
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	float design_aspect_ratio = float(1);
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	if (design_height == float(0)) {
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		// well this is ill defined 
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		// lets just scale the thing
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		type = RAS_FrameSettings::e_frame_scale;
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	} else {
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		design_aspect_ratio = design_width/design_height;
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	}
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	ComputeDefaultFrustum(
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		camnear,
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		camfar,
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		lens,
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		design_aspect_ratio,
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		frustum
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	);
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	switch (type) {
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		case RAS_FrameSettings::e_frame_extend:
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		{
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			RAS_Rect vt;
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			ComputeBestFitViewRect(
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				availableViewport,
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				design_aspect_ratio,	
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				vt
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			);
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			// now scale the calculated frustum by the difference
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			// between vt and the viewport in each axis.
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			// These are always > 1
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			float x_scale = float(viewport.GetWidth())/float(vt.GetWidth());
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			float y_scale = float(viewport.GetHeight())/float(vt.GetHeight());
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			frustum.x1 *= x_scale;
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			frustum.x2 *= x_scale;
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			frustum.y1 *= y_scale;
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			frustum.y2 *= y_scale;
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			break;
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		}	
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		case RAS_FrameSettings::e_frame_scale :
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		case RAS_FrameSettings::e_frame_bars:
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		default :
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			break;
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	}
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}	
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	void
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RAS_FramingManager::
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	ComputeOrtho(
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		const RAS_FrameSettings &settings,
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		const RAS_Rect &availableViewport,
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		const RAS_Rect &viewport,
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		const float scale,
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		const float camnear,
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		const float camfar,
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		RAS_FrameFrustum &frustum
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	)
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{
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	RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
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	const float design_width = float(settings.DesignAspectWidth());
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	const float design_height = float(settings.DesignAspectHeight());
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	float design_aspect_ratio = float(1);
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	if (design_height == float(0)) {
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		// well this is ill defined 
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		// lets just scale the thing
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		type = RAS_FrameSettings::e_frame_scale;
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	} else {
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		design_aspect_ratio = design_width/design_height;
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	}
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	ComputeDefaultOrtho(
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		camnear,
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		camfar,
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		scale,
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		design_aspect_ratio,
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		frustum
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	);
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	switch (type) {
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		case RAS_FrameSettings::e_frame_extend:
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		{
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			RAS_Rect vt;
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			ComputeBestFitViewRect(
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				availableViewport,
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				design_aspect_ratio,	
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				vt
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			);
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			// now scale the calculated frustum by the difference
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			// between vt and the viewport in each axis.
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			// These are always > 1
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			float x_scale = float(viewport.GetWidth())/float(vt.GetWidth());
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			float y_scale = float(viewport.GetHeight())/float(vt.GetHeight());
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			frustum.x1 *= x_scale;
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			frustum.x2 *= x_scale;
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			frustum.y1 *= y_scale;
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			frustum.y2 *= y_scale;
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			break;
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		}	
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		case RAS_FrameSettings::e_frame_scale :
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		case RAS_FrameSettings::e_frame_bars:
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		default :
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			break;
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	}
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}
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