GLfloat x, GLfloat y,
GLfloat width, GLfloat height)
{
+ double scale[3], translate[3];
+
/* clamp width and height to the implementation dependent range */
width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth);
height = MIN2(height, (GLfloat) ctx->Const.MaxViewportHeight);
* the WindowMap matrix being up to date in the driver's Viewport
* and DepthRange functions.
*/
+ _mesa_get_viewport_xform(ctx, idx, scale, translate);
_math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
- ctx->ViewportArray[idx].X,
- ctx->ViewportArray[idx].Y,
- ctx->ViewportArray[idx].Width,
- ctx->ViewportArray[idx].Height,
- ctx->ViewportArray[idx].Near,
- ctx->ViewportArray[idx].Far,
- ctx->DrawBuffer->_DepthMaxF);
+ scale, translate, ctx->DrawBuffer->_DepthMaxF);
#endif
}
set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
GLclampd nearval, GLclampd farval)
{
+ double scale[3], translate[3];
+
if (ctx->ViewportArray[idx].Near == nearval &&
ctx->ViewportArray[idx].Far == farval)
return;
* the WindowMap matrix being up to date in the driver's Viewport
* and DepthRange functions.
*/
+ _mesa_get_viewport_xform(ctx, idx, scale, translate);
_math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
- ctx->ViewportArray[idx].X,
- ctx->ViewportArray[idx].Y,
- ctx->ViewportArray[idx].Width,
- ctx->ViewportArray[idx].Height,
- ctx->ViewportArray[idx].Near,
- ctx->ViewportArray[idx].Far,
- ctx->DrawBuffer->_DepthMaxF);
+ scale, translate, ctx->DrawBuffer->_DepthMaxF);
#endif
}
* so just initialize all of them.
*/
for (i = 0; i < MAX_VIEWPORTS; i++) {
+ double scale[3], translate[3];
+
/* Viewport group */
ctx->ViewportArray[i].X = 0;
ctx->ViewportArray[i].Y = 0;
ctx->ViewportArray[i].Far = 1.0;
_math_matrix_ctr(&ctx->ViewportArray[i]._WindowMap);
- _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, 0, 0, 0, 0,
- 0.0F, 1.0F, depthMax);
+ _mesa_get_viewport_xform(ctx, i, scale, translate);
+ _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap,
+ scale, translate, depthMax);
}
}
_math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap);
}
+/**
+ * Computes the scaling and the translation part of the
+ * viewport transform matrix of the \param i-th viewport
+ * and writes that into \param scale and \param translate.
+ */
+void
+_mesa_get_viewport_xform(struct gl_context *ctx, unsigned i,
+ double scale[3], double translate[3])
+{
+ double x = ctx->ViewportArray[i].X;
+ double y = ctx->ViewportArray[i].Y;
+ double half_width = 0.5*ctx->ViewportArray[i].Width;
+ double half_height = 0.5*ctx->ViewportArray[i].Height;
+ double n = ctx->ViewportArray[i].Near;
+ double f = ctx->ViewportArray[i].Far;
+
+ scale[0] = half_width;
+ translate[0] = half_width + x;
+ scale[1] = half_height;
+ translate[1] = half_height + y;
+ scale[2] = 0.5*(f - n);
+ translate[2] = 0.5*(n + f);
+}