///////////////////////////////////////////////////////////////////////////////////////// // This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2015-2016 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and related documentation and any modifications thereto. // Any use, reproduction, disclosure or distribution of this software and related // documentation without an express license agreement from NVIDIA Corporation is // strictly prohibited. // ///////////////////////////////////////////////////////////////////////////////////////// #include "Grid.hpp" //------------------------------------------------------------------------------ void configureGrid(GridData_t *grid, uint32_t windowWidth, uint32_t windowHeight, uint32_t imageWidth, uint32_t imageHeight, uint32_t cellCount) { uint32_t rows = 1; uint32_t cols = 1; bool increaseRows = false; while( rows * cols < cellCount ) { if(increaseRows) rows++; else cols++; increaseRows = !increaseRows; } float camera_aspect_ratio = static_cast(imageWidth) / static_cast(imageHeight); uint32_t render_width = windowWidth / cols; uint32_t render_height = static_cast(render_width / camera_aspect_ratio); if( render_height * rows > windowHeight ) { render_height = windowHeight / rows; render_width = static_cast(render_height * camera_aspect_ratio); } grid->rows = rows; grid->cols = cols; grid->offsetX = 0; grid->offsetY = windowHeight - render_height; grid->cellWidth = render_width; grid->cellHeight = render_height; } //------------------------------------------------------------------------------ void gridCellRect(dwRect *rect, const GridData_t &grid, uint32_t cellIdx) { //Set area int row = cellIdx / grid.cols; int col = cellIdx % grid.cols; rect->width = grid.cellWidth; rect->height = grid.cellHeight; rect->x = grid.offsetX + grid.cellWidth*col; rect->y = grid.offsetY - grid.cellHeight*row; }