-/**
- * \file matrix.c
- * Matrix operations.
- *
- * \note
- * -# 4x4 transformation matrices are stored in memory in column major order.
- * -# Points/vertices are to be thought of as column vectors.
- * -# Transformation of a point p by a matrix M is: p' = M * p
- */
-
/*
* Mesa 3-D graphics library
* Version: 6.3
*/
+/**
+ * \file matrix.c
+ * Matrix operations.
+ *
+ * \note
+ * -# 4x4 transformation matrices are stored in memory in column major order.
+ * -# Points/vertices are to be thought of as column vectors.
+ * -# Transformation of a point p by a matrix M is: p' = M * p
+ */
+
+
#include "glheader.h"
#include "imports.h"
#include "context.h"
ctx->CurrentStack = &ctx->ProjectionMatrixStack;
break;
case GL_TEXTURE:
+ if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(texcoord unit)");
+ return;
+ }
ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
break;
case GL_COLOR:
/**
- * Multiply the current matrix with a general scaling matrix.
+ * Multiply the current matrix with a translation matrix.
*
* \param x translation vector x coordinate.
* \param y translation vector y coordinate.
_mesa_set_viewport(ctx, x, y, width, height);
}
+
/**
* Set new viewport parameters and update derived state (the _WindowMap
* matrix). Usually called from _mesa_Viewport().
* \param x, y coordinates of the lower left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
* \param height height of the viewport rectangle.
- *
- * Verifies the parameters, clamps them to the implementation dependent range
- * and updates __GLcontextRec::Viewport. Computes the scale and bias values for
- * the drivers and notifies the driver via the dd_function_table::Viewport
- * callback.
*/
void
_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
- const GLfloat n = ctx->Viewport.Near;
- const GLfloat f = ctx->Viewport.Far;
-
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
return;
}
- /* clamp width, and height to implementation dependent range */
- width = CLAMP( width, 1, ctx->Const.MaxViewportWidth );
- height = CLAMP( height, 1, ctx->Const.MaxViewportHeight );
+ /* clamp width and height to the implementation dependent range */
+ width = CLAMP(width, 1, (GLsizei) ctx->Const.MaxViewportWidth);
+ height = CLAMP(height, 1, (GLsizei) ctx->Const.MaxViewportHeight);
- /* Save viewport */
ctx->Viewport.X = x;
ctx->Viewport.Width = width;
ctx->Viewport.Y = y;
ctx->Viewport.Height = height;
+ ctx->NewState |= _NEW_VIEWPORT;
- /* XXX send transposed width/height to Driver.Viewport() below??? */
- if (ctx->_RotateMode) {
- GLint tmp, tmps;
- tmp = x; x = y; y = tmp;
- tmps = width; width = height; height = tmps;
- }
-
- /* compute scale and bias values :: This is really driver-specific
- * and should be maintained elsewhere if at all. NOTE: RasterPos
- * uses this.
+#if 1
+ /* XXX remove this someday. Currently the DRI drivers rely on
+ * the WindowMap matrix being up to date in the driver's Viewport
+ * and DepthRange functions.
*/
- ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
- ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
- ctx->NewState |= _NEW_VIEWPORT;
+ _math_matrix_viewport(&ctx->Viewport._WindowMap,
+ ctx->Viewport.X, ctx->Viewport.Y,
+ ctx->Viewport.Width, ctx->Viewport.Height,
+ ctx->Viewport.Near, ctx->Viewport.Far,
+ ctx->DrawBuffer->_DepthMaxF);
+#endif
if (ctx->Driver.Viewport) {
/* Many drivers will use this call to check for window size changes
#if _HAVE_FULL_GL
+/**
+ * Called by glDepthRange
+ *
+ * \param nearval specifies the Z buffer value which should correspond to
+ * the near clip plane
+ * \param farval specifies the Z buffer value which should correspond to
+ * the far clip plane
+ */
void GLAPIENTRY
_mesa_DepthRange( GLclampd nearval, GLclampd farval )
{
- /*
- * nearval - specifies mapping of the near clipping plane to window
- * coordinates, default is 0
- * farval - specifies mapping of the far clipping plane to window
- * coordinates, default is 1
- *
- * After clipping and div by w, z coords are in -1.0 to 1.0,
- * corresponding to near and far clipping planes. glDepthRange
- * specifies a linear mapping of the normalized z coords in
- * this range to window z coords.
- */
- GLfloat n, f;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
- n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
- f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
-
- ctx->Viewport.Near = n;
- ctx->Viewport.Far = f;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
+ ctx->Viewport.Near = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
+ ctx->Viewport.Far = (GLfloat) CLAMP( farval, 0.0, 1.0 );
ctx->NewState |= _NEW_VIEWPORT;
+#if 1
+ /* XXX remove this someday. Currently the DRI drivers rely on
+ * the WindowMap matrix being up to date in the driver's Viewport
+ * and DepthRange functions.
+ */
+ _math_matrix_viewport(&ctx->Viewport._WindowMap,
+ ctx->Viewport.X, ctx->Viewport.Y,
+ ctx->Viewport.Width, ctx->Viewport.Height,
+ ctx->Viewport.Near, ctx->Viewport.Far,
+ ctx->DrawBuffer->_DepthMaxF);
+#endif
+
if (ctx->Driver.DepthRange) {
(*ctx->Driver.DepthRange)( ctx, nearval, farval );
}
*/
void _mesa_init_viewport( GLcontext *ctx )
{
+ GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
+
/* Viewport group */
ctx->Viewport.X = 0;
ctx->Viewport.Y = 0;
ctx->Viewport.Far = 1.0;
_math_matrix_ctr(&ctx->Viewport._WindowMap);
-#define Sz 10
-#define Tz 14
- ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
- ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
-#undef Sz
-#undef Tz
-
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
+ _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
+ 0.0F, 1.0F, depthMax);
}