-/**
- * \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"
_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
+ const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
const GLfloat n = ctx->Viewport.Near;
const GLfloat f = ctx->Viewport.Far;
+ ASSERT(depthMax > 0);
+
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
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.
+ /* Compute scale and bias values. This is really driver-specific
+ * and should be maintained elsewhere if at all.
+ * NOTE: RasterPos uses this.
*/
- 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;
+ _math_matrix_viewport(&ctx->Viewport._WindowMap, x, y, width, height,
+ n, f, depthMax);
+
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.Viewport) {
* specifies a linear mapping of the normalized z coords in
* this range to window z coords.
*/
+ GLfloat depthMax;
GLfloat n, f;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ depthMax = ctx->DrawBuffer->_DepthMaxF;
+
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
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._WindowMap.m[MAT_SZ] = depthMax * ((f - n) / 2.0F);
+ ctx->Viewport._WindowMap.m[MAT_TZ] = depthMax * ((f - n) / 2.0F + n);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {
*/
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);
}