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-rw-r--r--src/mesa/main/rastpos.c212
1 files changed, 141 insertions, 71 deletions
diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c
index eeca646f2f0..160c9e3ed13 100644
--- a/src/mesa/main/rastpos.c
+++ b/src/mesa/main/rastpos.c
@@ -1,8 +1,8 @@
-/* $Id: rastpos.c,v 1.3 1999/11/08 15:28:08 brianp Exp $ */
+/* $Id: rastpos.c,v 1.4 1999/11/11 01:22:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
@@ -25,18 +25,10 @@
*/
-
-
-
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <assert.h>
-#include <math.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
#include "clip.h"
#include "context.h"
#include "feedback.h"
@@ -54,8 +46,8 @@
/*
* Caller: context->API.RasterPos4f
*/
-void gl_RasterPos4f( GLcontext *ctx,
- GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+static void raster_pos4f( GLcontext *ctx,
+ GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
GLfloat v[4], eye[4], clip[4], ndc[3], d;
@@ -161,69 +153,147 @@ void gl_RasterPos4f( GLcontext *ctx,
-/*
- * This is a MESA extension function. Pretty much just like glRasterPos
- * except we don't apply the modelview or projection matrices; specify a
- * window coordinate directly.
- * Caller: context->API.WindowPos4fMESA pointer.
- */
-void gl_windowpos( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+void
+_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
- /* KW: Assume that like rasterpos, this must be outside begin/end.
- */
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
+ _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+}
- /* set raster position */
- ctx->Current.RasterPos[0] = x;
- ctx->Current.RasterPos[1] = y;
- ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
- ctx->Current.RasterPos[3] = w;
+void
+_mesa_RasterPos2f(GLfloat x, GLfloat y)
+{
+ _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+}
- ctx->Current.RasterPosValid = GL_TRUE;
+void
+_mesa_RasterPos2i(GLint x, GLint y)
+{
+ _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+}
- /* raster color */
- if (0 && ctx->Light.Enabled) {
-
- /* KW: I don't see how this can work - would have to take the
- * inverse of the projection matrix or the combined
- * modelProjection matrix, transform point and normal, and
- * do the lighting. Those inverses are not used for
- * anything else. This is not an object-space lighting
- * issue - what this is trying to do is something like
- * clip-space or window-space lighting...
- *
- * Anyway, since the implementation was never correct, I'm
- * not fixing it now - just use the unlit color.
- */
-
- /* KW: As a reprise, we now *do* keep the inverse of the projection
- * matrix, so it is not infeasible to try to swim up stream
- * in this manner. I still don't want to implement it,
- * however.
- */
- }
- else {
- /* use current color or index */
- if (ctx->Visual->RGBAflag) {
- UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
- ctx->Current.ByteColor);
- }
- else {
- ctx->Current.RasterIndex = ctx->Current.Index;
- }
- }
+void
+_mesa_RasterPos2s(GLshort x, GLshort y)
+{
+ _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+}
- ctx->Current.RasterDistance = 0.0;
+void
+_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
+{
+ _mesa_RasterPos4f(x, y, z, 1.0F);
+}
- {
- GLuint texSet;
- for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
- COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
- ctx->Current.Texcoord[texSet] );
- }
- }
+void
+_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
+{
+ _mesa_RasterPos4f(x, y, z, 1.0F);
+}
- if (ctx->RenderMode==GL_SELECT) {
- gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
- }
+void
+_mesa_RasterPos3i(GLint x, GLint y, GLint z)
+{
+ _mesa_RasterPos4f(x, y, z, 1.0F);
+}
+
+void
+_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
+{
+ _mesa_RasterPos4f(x, y, z, 1.0F);
+}
+
+void
+_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ _mesa_RasterPos4f(x, y, z, w);
+}
+
+void
+_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ raster_pos4f(ctx, x, y, z, w);
+}
+
+void
+_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
+{
+ _mesa_RasterPos4f(x, y, z, w);
+}
+
+void
+_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
+{
+ _mesa_RasterPos4f(x, y, z, w);
+}
+
+void
+_mesa_RasterPos2dv(const GLdouble *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_RasterPos2fv(const GLfloat *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_RasterPos2iv(const GLint *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_RasterPos2sv(const GLshort *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_RasterPos3dv(const GLdouble *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_RasterPos3fv(const GLfloat *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_RasterPos3iv(const GLint *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_RasterPos3sv(const GLshort *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_RasterPos4dv(const GLdouble *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+}
+
+void
+_mesa_RasterPos4fv(const GLfloat *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+}
+
+void
+_mesa_RasterPos4iv(const GLint *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+}
+
+void
+_mesa_RasterPos4sv(const GLshort *v)
+{
+ _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}