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/*
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 * Mesa 3-D graphics library
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 *
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 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 */
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/**
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 * \file viewport.c
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 * glViewport and glDepthRange functions.
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 */
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#include "context.h"
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#include "macros.h"
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#include "mtypes.h"
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#include "viewport.h"
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/**
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 * Set the viewport.
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 * \sa Called via glViewport() or display list execution.
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 *
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 * Flushes the vertices and calls _mesa_set_viewport() with the given
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 * parameters.
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 */
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void GLAPIENTRY
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_mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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   GET_CURRENT_CONTEXT(ctx);
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   FLUSH_VERTICES(ctx, 0);
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   _mesa_set_viewport(ctx, x, y, width, height);
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}
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/**
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 * Set new viewport parameters and update derived state (the _WindowMap
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 * matrix).  Usually called from _mesa_Viewport().
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 *
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 * \param ctx GL context.
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 * \param x, y coordinates of the lower left corner of the viewport rectangle.
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 * \param width width of the viewport rectangle.
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 * \param height height of the viewport rectangle.
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 */
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void
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_mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
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                    GLsizei width, GLsizei height)
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{
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   if (MESA_VERBOSE & VERBOSE_API)
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      _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
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   if (width < 0 || height < 0) {
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      _mesa_error(ctx,  GL_INVALID_VALUE,
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                   "glViewport(%d, %d, %d, %d)", x, y, width, height);
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      return;
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   }
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   /* clamp width and height to the implementation dependent range */
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   width  = MIN2(width, (GLsizei) ctx->Const.MaxViewportWidth);
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   height = MIN2(height, (GLsizei) ctx->Const.MaxViewportHeight);
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   ctx->Viewport.X = x;
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   ctx->Viewport.Width = width;
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   ctx->Viewport.Y = y;
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   ctx->Viewport.Height = height;
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   ctx->NewState |= _NEW_VIEWPORT;
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#if 1
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   /* XXX remove this someday.  Currently the DRI drivers rely on
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    * the WindowMap matrix being up to date in the driver's Viewport
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    * and DepthRange functions.
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    */
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   _math_matrix_viewport(&ctx->Viewport._WindowMap,
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                         ctx->Viewport.X, ctx->Viewport.Y,
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                         ctx->Viewport.Width, ctx->Viewport.Height,
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                         ctx->Viewport.Near, ctx->Viewport.Far,
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                         ctx->DrawBuffer->_DepthMaxF);
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#endif
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   if (ctx->Driver.Viewport) {
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      /* Many drivers will use this call to check for window size changes
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       * and reallocate the z/stencil/accum/etc buffers if needed.
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       */
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      ctx->Driver.Viewport(ctx, x, y, width, height);
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   }
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}
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/**
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 * Called by glDepthRange
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 *
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 * \param nearval  specifies the Z buffer value which should correspond to
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 *                 the near clip plane
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 * \param farval  specifies the Z buffer value which should correspond to
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 *                the far clip plane
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 */
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void GLAPIENTRY
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_mesa_DepthRange(GLclampd nearval, GLclampd farval)
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{
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   GET_CURRENT_CONTEXT(ctx);
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   FLUSH_VERTICES(ctx, 0);
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   if (MESA_VERBOSE&VERBOSE_API)
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      _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
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   if (ctx->Viewport.Near == nearval &&
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       ctx->Viewport.Far == farval)
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      return;
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   ctx->Viewport.Near = (GLfloat) CLAMP(nearval, 0.0, 1.0);
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   ctx->Viewport.Far = (GLfloat) CLAMP(farval, 0.0, 1.0);
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   ctx->NewState |= _NEW_VIEWPORT;
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#if 1
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   /* XXX remove this someday.  Currently the DRI drivers rely on
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    * the WindowMap matrix being up to date in the driver's Viewport
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    * and DepthRange functions.
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    */
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   _math_matrix_viewport(&ctx->Viewport._WindowMap,
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                         ctx->Viewport.X, ctx->Viewport.Y,
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                         ctx->Viewport.Width, ctx->Viewport.Height,
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                         ctx->Viewport.Near, ctx->Viewport.Far,
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                         ctx->DrawBuffer->_DepthMaxF);
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#endif
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   if (ctx->Driver.DepthRange) {
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      ctx->Driver.DepthRange(ctx, nearval, farval);
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   }
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}
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void GLAPIENTRY
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_mesa_DepthRangef(GLclampf nearval, GLclampf farval)
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{
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   _mesa_DepthRange(nearval, farval);
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}
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/**
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 * Initialize the context viewport attribute group.
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 * \param ctx  the GL context.
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 */
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void _mesa_init_viewport(struct gl_context *ctx)
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{
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   GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
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   /* Viewport group */
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   ctx->Viewport.X = 0;
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   ctx->Viewport.Y = 0;
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   ctx->Viewport.Width = 0;
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   ctx->Viewport.Height = 0;
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   ctx->Viewport.Near = 0.0;
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   ctx->Viewport.Far = 1.0;
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   _math_matrix_ctr(&ctx->Viewport._WindowMap);
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   _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
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                         0.0F, 1.0F, depthMax);
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}
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/**
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 * Free the context viewport attribute group data.
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 * \param ctx  the GL context.
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 */
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void _mesa_free_viewport_data(struct gl_context *ctx)
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{
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   _math_matrix_dtr(&ctx->Viewport._WindowMap);
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}
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