diff options
Diffstat (limited to 'src/mesa/main/rastpos.c')
-rw-r--r-- | src/mesa/main/rastpos.c | 1001 |
1 files changed, 1001 insertions, 0 deletions
diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c new file mode 100644 index 00000000000..507eb9f9843 --- /dev/null +++ b/src/mesa/main/rastpos.c @@ -0,0 +1,1001 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +/** + * \file rastpos.c + * Raster position operations. + */ + +#include "glheader.h" +#include "colormac.h" +#include "context.h" +#include "feedback.h" +#include "light.h" +#include "macros.h" +#include "rastpos.h" +#include "state.h" +#include "simple_list.h" +#include "mtypes.h" + +#include "math/m_matrix.h" + + +/** + * Clip a point against the view volume. + * + * \param v vertex vector describing the point to clip. + * + * \return zero if outside view volume, or one if inside. + */ +static GLuint +viewclip_point( const GLfloat v[] ) +{ + if ( v[0] > v[3] || v[0] < -v[3] + || v[1] > v[3] || v[1] < -v[3] + || v[2] > v[3] || v[2] < -v[3] ) { + return 0; + } + else { + return 1; + } +} + + +/** + * Clip a point against the far/near Z clipping planes. + * + * \param v vertex vector describing the point to clip. + * + * \return zero if outside view volume, or one if inside. + */ +static GLuint +viewclip_point_z( const GLfloat v[] ) +{ + if (v[2] > v[3] || v[2] < -v[3] ) { + return 0; + } + else { + return 1; + } +} + + +/** + * Clip a point against the user clipping planes. + * + * \param ctx GL context. + * \param v vertex vector describing the point to clip. + * + * \return zero if the point was clipped, or one otherwise. + */ +static GLuint +userclip_point( GLcontext *ctx, const GLfloat v[] ) +{ + GLuint p; + + for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { + if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { + GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0] + + v[1] * ctx->Transform._ClipUserPlane[p][1] + + v[2] * ctx->Transform._ClipUserPlane[p][2] + + v[3] * ctx->Transform._ClipUserPlane[p][3]; + if (dot < 0.0F) { + return 0; + } + } + } + + return 1; +} + + +/** + * This has been split off to allow the normal shade routines to + * get a little closer to the vertex buffer, and to use the + * GLvector objects directly. + * \param ctx the context + * \param vertex vertex location + * \param normal normal vector + * \param Rcolor returned color + * \param Rspec returned specular color (if separate specular enabled) + * \param Rindex returned color index + */ +static void +shade_rastpos(GLcontext *ctx, + const GLfloat vertex[4], + const GLfloat normal[3], + GLfloat Rcolor[4], + GLfloat Rspec[4], + GLfloat *Rindex) +{ + GLfloat (*base)[3] = ctx->Light._BaseColor; + struct gl_light *light; + GLfloat diffuseColor[4], specularColor[4]; + GLfloat diffuse = 0, specular = 0; + + if (!ctx->_ShineTable[0] || !ctx->_ShineTable[1]) + _mesa_validate_all_lighting_tables( ctx ); + + COPY_3V(diffuseColor, base[0]); + diffuseColor[3] = CLAMP( + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); + ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0); + + foreach (light, &ctx->Light.EnabledList) { + GLfloat n_dot_h; + GLfloat attenuation = 1.0; + GLfloat VP[3]; + GLfloat n_dot_VP; + GLfloat *h; + GLfloat diffuseContrib[3], specularContrib[3]; + GLboolean normalized; + + if (!(light->_Flags & LIGHT_POSITIONAL)) { + COPY_3V(VP, light->_VP_inf_norm); + attenuation = light->_VP_inf_spot_attenuation; + } + else { + GLfloat d; + + SUB_3V(VP, light->_Position, vertex); + d = (GLfloat) LEN_3FV( VP ); + + if ( d > 1e-6) { + GLfloat invd = 1.0F / d; + SELF_SCALE_SCALAR_3V(VP, invd); + } + attenuation = 1.0F / (light->ConstantAttenuation + d * + (light->LinearAttenuation + d * + light->QuadraticAttenuation)); + + if (light->_Flags & LIGHT_SPOT) { + GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); + + if (PV_dot_dir<light->_CosCutoff) { + continue; + } + else { + double x = PV_dot_dir * (EXP_TABLE_SIZE-1); + int k = (int) x; + GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); + attenuation *= spot; + } + } + } + + if (attenuation < 1e-3) + continue; + + n_dot_VP = DOT3( normal, VP ); + + if (n_dot_VP < 0.0F) { + ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]); + continue; + } + + COPY_3V(diffuseContrib, light->_MatAmbient[0]); + ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); + diffuse += n_dot_VP * light->_dli * attenuation; + ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); + + { + if (ctx->Light.Model.LocalViewer) { + GLfloat v[3]; + COPY_3V(v, vertex); + NORMALIZE_3FV(v); + SUB_3V(VP, VP, v); + h = VP; + normalized = 0; + } + else if (light->_Flags & LIGHT_POSITIONAL) { + h = VP; + ACC_3V(h, ctx->_EyeZDir); + normalized = 0; + } + else { + h = light->_h_inf_norm; + normalized = 1; + } + + n_dot_h = DOT3(normal, h); + + if (n_dot_h > 0.0F) { + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + GLfloat spec_coef; + GLfloat shininess = mat[MAT_ATTRIB_FRONT_SHININESS][0]; + + if (!normalized) { + n_dot_h *= n_dot_h; + n_dot_h /= LEN_SQUARED_3FV( h ); + shininess *= .5; + } + + GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef ); + + if (spec_coef > 1.0e-10) { + if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { + ACC_SCALE_SCALAR_3V( specularContrib, spec_coef, + light->_MatSpecular[0]); + } + else { + ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef, + light->_MatSpecular[0]); + } + specular += spec_coef * light->_sli * attenuation; + } + } + } + + ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib ); + ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib ); + } + + if (ctx->Visual.rgbMode) { + Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F); + Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F); + Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F); + Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F); + Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F); + Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F); + Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F); + Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F); + } + else { + GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES]; + GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT]; + GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT]; + GLfloat i = (ind[MAT_INDEX_AMBIENT] + + diffuse * (1.0F-specular) * d_a + + specular * s_a); + if (i > ind[MAT_INDEX_SPECULAR]) { + i = ind[MAT_INDEX_SPECULAR]; + } + *Rindex = i; + } +} + + +/** + * Do texgen needed for glRasterPos. + * \param ctx rendering context + * \param vObj object-space vertex coordinate + * \param vEye eye-space vertex coordinate + * \param normal vertex normal + * \param unit texture unit number + * \param texcoord incoming texcoord and resulting texcoord + */ +static void +compute_texgen(GLcontext *ctx, const GLfloat vObj[4], const GLfloat vEye[4], + const GLfloat normal[3], GLuint unit, GLfloat texcoord[4]) +{ + const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + + /* always compute sphere map terms, just in case */ + GLfloat u[3], two_nu, rx, ry, rz, m, mInv; + COPY_3V(u, vEye); + NORMALIZE_3FV(u); + two_nu = 2.0F * DOT3(normal, u); + rx = u[0] - normal[0] * two_nu; + ry = u[1] - normal[1] * two_nu; + rz = u[2] - normal[2] * two_nu; + m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F); + if (m > 0.0F) + mInv = 0.5F * _mesa_inv_sqrtf(m); + else + mInv = 0.0F; + + if (texUnit->TexGenEnabled & S_BIT) { + switch (texUnit->GenModeS) { + case GL_OBJECT_LINEAR: + texcoord[0] = DOT4(vObj, texUnit->ObjectPlaneS); + break; + case GL_EYE_LINEAR: + texcoord[0] = DOT4(vEye, texUnit->EyePlaneS); + break; + case GL_SPHERE_MAP: + texcoord[0] = rx * mInv + 0.5F; + break; + case GL_REFLECTION_MAP: + texcoord[0] = rx; + break; + case GL_NORMAL_MAP: + texcoord[0] = normal[0]; + break; + default: + _mesa_problem(ctx, "Bad S texgen in compute_texgen()"); + return; + } + } + + if (texUnit->TexGenEnabled & T_BIT) { + switch (texUnit->GenModeT) { + case GL_OBJECT_LINEAR: + texcoord[1] = DOT4(vObj, texUnit->ObjectPlaneT); + break; + case GL_EYE_LINEAR: + texcoord[1] = DOT4(vEye, texUnit->EyePlaneT); + break; + case GL_SPHERE_MAP: + texcoord[1] = ry * mInv + 0.5F; + break; + case GL_REFLECTION_MAP: + texcoord[1] = ry; + break; + case GL_NORMAL_MAP: + texcoord[1] = normal[1]; + break; + default: + _mesa_problem(ctx, "Bad T texgen in compute_texgen()"); + return; + } + } + + if (texUnit->TexGenEnabled & R_BIT) { + switch (texUnit->GenModeR) { + case GL_OBJECT_LINEAR: + texcoord[2] = DOT4(vObj, texUnit->ObjectPlaneR); + break; + case GL_EYE_LINEAR: + texcoord[2] = DOT4(vEye, texUnit->EyePlaneR); + break; + case GL_REFLECTION_MAP: + texcoord[2] = rz; + break; + case GL_NORMAL_MAP: + texcoord[2] = normal[2]; + break; + default: + _mesa_problem(ctx, "Bad R texgen in compute_texgen()"); + return; + } + } + + if (texUnit->TexGenEnabled & Q_BIT) { + switch (texUnit->GenModeQ) { + case GL_OBJECT_LINEAR: + texcoord[3] = DOT4(vObj, texUnit->ObjectPlaneQ); + break; + case GL_EYE_LINEAR: + texcoord[3] = DOT4(vEye, texUnit->EyePlaneQ); + break; + default: + _mesa_problem(ctx, "Bad Q texgen in compute_texgen()"); + return; + } + } +} + + + +/** + * Set the raster position for pixel operations. + * + * All glRasterPos command call this function to update the current + * raster position. + * + * \param ctx GL context. + * \param x x coordinate for the raster position. + * \param y y coordinate for the raster position. + * \param z z coordinate for the raster position. + * \param w w coordinate for the raster position. + * + * \sa Called by _mesa_RasterPos4f(). + * + * Flushes the vertices, transforms and clips the vertex coordinates, and + * finally sets the current raster position and associated data in + * __GLcontextRec::Current. When in selection mode calls + * _mesa_update_hitflag() with the current raster position. + */ +static void +raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + FLUSH_CURRENT(ctx, 0); + + if (ctx->NewState) + _mesa_update_state( ctx ); + + if (ctx->VertexProgram._Enabled) { + /* XXX implement this */ + _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos"); + return; + } + else { + GLfloat obj[4], eye[4], clip[4], ndc[3], d; + GLfloat *norm, eyenorm[3]; + GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; + + ASSIGN_4V( obj, x, y, z, w ); + /* apply modelview matrix: eye = MV * obj */ + TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, obj ); + /* apply projection matrix: clip = Proj * eye */ + TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); + + /* clip to view volume */ + if (ctx->Transform.RasterPositionUnclipped) { + /* GL_IBM_rasterpos_clip: only clip against Z */ + if (viewclip_point_z(clip) == 0) { + ctx->Current.RasterPosValid = GL_FALSE; + return; + } + } + else if (viewclip_point(clip) == 0) { + /* Normal OpenGL behaviour */ + ctx->Current.RasterPosValid = GL_FALSE; + return; + } + + /* clip to user clipping planes */ + if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { + ctx->Current.RasterPosValid = GL_FALSE; + return; + } + + /* ndc = clip / W */ + d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3]; + ndc[0] = clip[0] * d; + ndc[1] = clip[1] * d; + ndc[2] = clip[2] * d; + /* wincoord = viewport_mapping(ndc) */ + ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX] + + ctx->Viewport._WindowMap.m[MAT_TX]); + ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY] + + ctx->Viewport._WindowMap.m[MAT_TY]); + ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ] + + ctx->Viewport._WindowMap.m[MAT_TZ]) + / ctx->DrawBuffer->_DepthMaxF; + ctx->Current.RasterPos[3] = clip[3]; + + /* compute raster distance */ + if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) + ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; + else + ctx->Current.RasterDistance = + SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); + + /* compute transformed normal vector (for lighting or texgen) */ + if (ctx->_NeedEyeCoords) { + const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; + TRANSFORM_NORMAL( eyenorm, objnorm, inv ); + norm = eyenorm; + } + else { + norm = objnorm; + } + + /* update raster color */ + if (ctx->Light.Enabled) { + /* lighting */ + shade_rastpos( ctx, obj, norm, + ctx->Current.RasterColor, + ctx->Current.RasterSecondaryColor, + &ctx->Current.RasterIndex ); + } + else { + /* use current color or index */ + if (ctx->Visual.rgbMode) { + COPY_4FV(ctx->Current.RasterColor, + ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); + COPY_4FV(ctx->Current.RasterSecondaryColor, + ctx->Current.Attrib[VERT_ATTRIB_COLOR1]); + } + else { + ctx->Current.RasterIndex = ctx->Current.Index; + } + } + + /* texture coords */ + { + GLuint u; + for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { + GLfloat tc[4]; + COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); + if (ctx->Texture.Unit[u].TexGenEnabled) { + compute_texgen(ctx, obj, eye, norm, u, tc); + } + TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], + ctx->TextureMatrixStack[u].Top->m, tc); + } + } + + ctx->Current.RasterPosValid = GL_TRUE; + } + + if (ctx->RenderMode == GL_SELECT) { + _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); + } +} + + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2d(GLdouble x, GLdouble y) +{ + _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2f(GLfloat x, GLfloat y) +{ + _mesa_RasterPos4f(x, y, 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2i(GLint x, GLint y) +{ + _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2s(GLshort x, GLshort y) +{ + _mesa_RasterPos4f(x, y, 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z) +{ + _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z) +{ + _mesa_RasterPos4f(x, y, z, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3i(GLint x, GLint y, GLint z) +{ + _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z) +{ + _mesa_RasterPos4f(x, y, z, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +/** Calls raster_pos4f() */ +void GLAPIENTRY +_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + GET_CURRENT_CONTEXT(ctx); + raster_pos4f(ctx, x, y, z, w); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w) +{ + _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) +{ + _mesa_RasterPos4f(x, y, z, w); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2dv(const GLdouble *v) +{ + _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2fv(const GLfloat *v) +{ + _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2iv(const GLint *v) +{ + _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos2sv(const GLshort *v) +{ + _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3dv(const GLdouble *v) +{ + _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3fv(const GLfloat *v) +{ + _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3iv(const GLint *v) +{ + _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos3sv(const GLshort *v) +{ + _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4dv(const GLdouble *v) +{ + _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3]); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4fv(const GLfloat *v) +{ + _mesa_RasterPos4f(v[0], v[1], v[2], v[3]); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4iv(const GLint *v) +{ + _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3]); +} + +/** Calls _mesa_RasterPos4f() */ +void GLAPIENTRY +_mesa_RasterPos4sv(const GLshort *v) +{ + _mesa_RasterPos4f(v[0], v[1], v[2], v[3]); +} + + +/**********************************************************************/ +/*** GL_ARB_window_pos / GL_MESA_window_pos ***/ +/**********************************************************************/ + +#if FEATURE_windowpos +/** + * All glWindowPosMESA and glWindowPosARB commands call this function to + * update the current raster position. + */ +static void +window_pos3f(GLfloat x, GLfloat y, GLfloat z) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat z2; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + FLUSH_CURRENT(ctx, 0); + + z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near) + + ctx->Viewport.Near; + + /* set raster position */ + ctx->Current.RasterPos[0] = x; + ctx->Current.RasterPos[1] = y; + ctx->Current.RasterPos[2] = z2; + ctx->Current.RasterPos[3] = 1.0F; + + ctx->Current.RasterPosValid = GL_TRUE; + + if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) + ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; + else + ctx->Current.RasterDistance = 0.0; + + /* raster color = current color or index */ + if (ctx->Visual.rgbMode) { + ctx->Current.RasterColor[0] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F); + ctx->Current.RasterColor[1] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F); + ctx->Current.RasterColor[2] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F); + ctx->Current.RasterColor[3] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F); + ctx->Current.RasterSecondaryColor[0] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F); + ctx->Current.RasterSecondaryColor[1] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F); + ctx->Current.RasterSecondaryColor[2] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F); + ctx->Current.RasterSecondaryColor[3] + = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F); + } + else { + ctx->Current.RasterIndex = ctx->Current.Index; + } + + /* raster texcoord = current texcoord */ + { + GLuint texSet; + for (texSet = 0; texSet < ctx->Const.MaxTextureCoordUnits; texSet++) { + COPY_4FV( ctx->Current.RasterTexCoords[texSet], + ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] ); + } + } + + if (ctx->RenderMode==GL_SELECT) { + _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); + } +} + + +/* This is just to support the GL_MESA_window_pos version */ +static void +window_pos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + GET_CURRENT_CONTEXT(ctx); + window_pos3f(x, y, z); + ctx->Current.RasterPos[3] = w; +} + + +void GLAPIENTRY +_mesa_WindowPos2dMESA(GLdouble x, GLdouble y) +{ + window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2fMESA(GLfloat x, GLfloat y) +{ + window_pos4f(x, y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2iMESA(GLint x, GLint y) +{ + window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2sMESA(GLshort x, GLshort y) +{ + window_pos4f(x, y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z) +{ + window_pos4f(x, y, z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z) +{ + window_pos4f(x, y, z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +void GLAPIENTRY +_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + window_pos4f(x, y, z, w); +} + +void GLAPIENTRY +_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +void GLAPIENTRY +_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w) +{ + window_pos4f(x, y, z, w); +} + +void GLAPIENTRY +_mesa_WindowPos2dvMESA(const GLdouble *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2fvMESA(const GLfloat *v) +{ + window_pos4f(v[0], v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2ivMESA(const GLint *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2svMESA(const GLshort *v) +{ + window_pos4f(v[0], v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3dvMESA(const GLdouble *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3fvMESA(const GLfloat *v) +{ + window_pos4f(v[0], v[1], v[2], 1.0); +} + +void GLAPIENTRY +_mesa_WindowPos3ivMESA(const GLint *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3svMESA(const GLshort *v) +{ + window_pos4f(v[0], v[1], v[2], 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos4dvMESA(const GLdouble *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3]); +} + +void GLAPIENTRY +_mesa_WindowPos4fvMESA(const GLfloat *v) +{ + window_pos4f(v[0], v[1], v[2], v[3]); +} + +void GLAPIENTRY +_mesa_WindowPos4ivMESA(const GLint *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3]); +} + +void GLAPIENTRY +_mesa_WindowPos4svMESA(const GLshort *v) +{ + window_pos4f(v[0], v[1], v[2], v[3]); +} + +#endif + +#if 0 + +/* + * OpenGL implementation of glWindowPos*MESA() + */ +void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + GLfloat fx, fy; + + /* Push current matrix mode and viewport attributes */ + glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT ); + + /* Setup projection parameters */ + glMatrixMode( GL_PROJECTION ); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode( GL_MODELVIEW ); + glPushMatrix(); + glLoadIdentity(); + + glDepthRange( z, z ); + glViewport( (int) x - 1, (int) y - 1, 2, 2 ); + + /* set the raster (window) position */ + fx = x - (int) x; + fy = y - (int) y; + glRasterPos4f( fx, fy, 0.0, w ); + + /* restore matrices, viewport and matrix mode */ + glPopMatrix(); + glMatrixMode( GL_PROJECTION ); + glPopMatrix(); + + glPopAttrib(); +} + +#endif + + +/**********************************************************************/ +/** \name Initialization */ +/**********************************************************************/ +/*@{*/ + +/** + * Initialize the context current raster position information. + * + * \param ctx GL context. + * + * Initialize the current raster position information in + * __GLcontextRec::Current, and adds the extension entry points to the + * dispatcher. + */ +void _mesa_init_rastpos( GLcontext * ctx ) +{ + int i; + + ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 ); + ctx->Current.RasterDistance = 0.0; + ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 ); + ctx->Current.RasterIndex = 1.0; + for (i=0; i<MAX_TEXTURE_UNITS; i++) + ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 ); + ctx->Current.RasterPosValid = GL_TRUE; +} + +/*@}*/ |