diff options
author | Mathias Fröhlich <[email protected]> | 2014-09-21 18:09:21 +0200 |
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committer | Mathias Fröhlich <[email protected]> | 2014-10-24 19:21:20 +0200 |
commit | 6340e609a354770e04192b9b44e91fb06aab0159 (patch) | |
tree | a23faaf3f456f4775efd556e2701ad07021ff1b4 /src/mesa/math | |
parent | 8c7ac377b7a859705479a0b421d1dacc53ca240a (diff) |
mesa: Refactor viewport transform computation.
This is for preparation of ARB_clip_control.
v3:
Add comments.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
Diffstat (limited to 'src/mesa/math')
-rw-r--r-- | src/mesa/math/m_matrix.c | 17 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.h | 4 |
2 files changed, 10 insertions, 11 deletions
diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c index e512e456fbd..9c9310d939e 100644 --- a/src/mesa/math/m_matrix.c +++ b/src/mesa/math/m_matrix.c @@ -1110,16 +1110,15 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) * Transforms Normalized Device Coords to window/Z values. */ void -_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, - GLfloat width, GLfloat height, - GLdouble zNear, GLdouble zFar, GLdouble depthMax) +_math_matrix_viewport(GLmatrix *m, const double scale[3], + const double translate[3], double depthMax) { - m->m[MAT_SX] = width / 2.0F; - m->m[MAT_TX] = m->m[MAT_SX] + x; - m->m[MAT_SY] = height / 2.0F; - m->m[MAT_TY] = m->m[MAT_SY] + y; - m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0)); - m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear)); + m->m[MAT_SX] = scale[0]; + m->m[MAT_TX] = translate[0]; + m->m[MAT_SY] = scale[1]; + m->m[MAT_TY] = translate[1]; + m->m[MAT_SZ] = depthMax*scale[2]; + m->m[MAT_TZ] = depthMax*translate[2]; m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION; m->type = MATRIX_3D_NO_ROT; } diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h index dddce70190f..778d716dce7 100644 --- a/src/mesa/math/m_matrix.h +++ b/src/mesa/math/m_matrix.h @@ -122,8 +122,8 @@ _math_matrix_frustum( GLmatrix *mat, GLfloat nearval, GLfloat farval ); extern void -_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, GLfloat width, GLfloat height, - GLdouble zNear, GLdouble zFar, GLdouble depthMax); +_math_matrix_viewport( GLmatrix *m, const double scale[3], + const double translate[3], double depthMax ); extern void _math_matrix_set_identity( GLmatrix *dest ); |