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-rw-r--r--src/mesa/main/rastpos.c227
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+/* $Id: rastpos.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 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.
+ */
+
+
+
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <assert.h>
+#include "clip.h"
+#include "feedback.h"
+#include "light.h"
+#include "macros.h"
+#include "matrix.h"
+#include "mmath.h"
+#include "shade.h"
+#include "types.h"
+#include "xform.h"
+#include "context.h"
+#ifdef XFree86Server
+#include "GL/xf86glx.h"
+#endif
+#endif
+
+
+
+/*
+ * Caller: context->API.RasterPos4f
+ */
+void gl_RasterPos4f( GLcontext *ctx,
+ GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GLfloat v[4], eye[4], clip[4], ndc[3], d;
+
+ /* KW: Added this test, which is in the spec. We can't do this
+ * outside begin/end any more because the ctx->Current values
+ * aren't uptodate during that period.
+ */
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glRasterPos" );
+
+ if (ctx->NewState)
+ gl_update_state( ctx );
+
+ ASSIGN_4V( v, x, y, z, w );
+ TRANSFORM_POINT( eye, ctx->ModelView.m, v );
+
+ /* raster color */
+ if (ctx->Light.Enabled)
+ {
+ /*GLfloat *vert;*/
+ GLfloat *norm, eyenorm[3];
+ GLfloat *objnorm = ctx->Current.Normal;
+
+ /* Not needed???
+ vert = (ctx->NeedEyeCoords ? eye : v);
+ */
+
+ if (ctx->NeedEyeNormals) {
+ GLfloat *inv = ctx->ModelView.inv;
+ TRANSFORM_NORMAL( eyenorm, objnorm, inv );
+ norm = eyenorm;
+ } else {
+ norm = objnorm;
+ }
+
+ gl_shade_rastpos( ctx, v, norm,
+ ctx->Current.RasterColor,
+ &ctx->Current.RasterIndex );
+
+ }
+ 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;
+ }
+ }
+
+ /* compute raster distance */
+ ctx->Current.RasterDistance =
+ GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
+
+ /* apply projection matrix: clip = Proj * eye */
+ TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye );
+
+ /* clip to view volume */
+ if (gl_viewclip_point( clip )==0) {
+ ctx->Current.RasterPosValid = GL_FALSE;
+ return;
+ }
+
+ /* clip to user clipping planes */
+ if ( ctx->Transform.AnyClip &&
+ gl_userclip_point(ctx, clip) == 0)
+ {
+ ctx->Current.RasterPosValid = GL_FALSE;
+ return;
+ }
+
+ /* ndc = clip / W */
+ ASSERT( clip[3]!=0.0 );
+ d = 1.0F / clip[3];
+ ndc[0] = clip[0] * d;
+ ndc[1] = clip[1] * d;
+ ndc[2] = clip[2] * d;
+
+ 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]) / DEPTH_SCALE;
+ ctx->Current.RasterPos[3] = clip[3];
+ ctx->Current.RasterPosValid = GL_TRUE;
+
+ /* FOG??? */
+
+ {
+ GLuint texSet;
+ for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
+ COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
+ ctx->Current.Texcoord[texSet] );
+ }
+ }
+
+ if (ctx->RenderMode==GL_SELECT) {
+ gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
+ }
+
+}
+
+
+
+/*
+ * 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 )
+{
+ /* KW: Assume that like rasterpos, this must be outside begin/end.
+ */
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
+
+ /* 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;
+
+ ctx->Current.RasterPosValid = GL_TRUE;
+
+ /* 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;
+ }
+ }
+
+ ctx->Current.RasterDistance = 0.0;
+
+ {
+ GLuint texSet;
+ for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
+ COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
+ ctx->Current.Texcoord[texSet] );
+ }
+ }
+
+ if (ctx->RenderMode==GL_SELECT) {
+ gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
+ }
+}