/* * Mesa 3-D graphics library * Version: 6.5.3 * * Copyright (C) 1999-2007 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 * THE AUTHORS 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 "context.h" #include "feedback.h" #include "macros.h" #include "mtypes.h" #include "rastpos.h" #include "state.h" #include "main/dispatch.h" /** * Helper function for all the RasterPos functions. */ static void rasterpos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GET_CURRENT_CONTEXT(ctx); GLfloat p[4]; p[0] = x; p[1] = y; p[2] = z; p[3] = w; FLUSH_VERTICES(ctx, 0); FLUSH_CURRENT(ctx, 0); if (ctx->NewState) _mesa_update_state( ctx ); ctx->Driver.RasterPos(ctx, p); } void GLAPIENTRY _mesa_RasterPos2d(GLdouble x, GLdouble y) { rasterpos((GLfloat)x, (GLfloat)y, (GLfloat)0.0, (GLfloat)1.0); } void GLAPIENTRY _mesa_RasterPos2f(GLfloat x, GLfloat y) { rasterpos(x, y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos2i(GLint x, GLint y) { rasterpos((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos2s(GLshort x, GLshort y) { rasterpos(x, y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z) { rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } void GLAPIENTRY _mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z) { rasterpos(x, y, z, 1.0F); } void GLAPIENTRY _mesa_RasterPos3i(GLint x, GLint y, GLint z) { rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } void GLAPIENTRY _mesa_RasterPos3s(GLshort x, GLshort y, GLshort z) { rasterpos(x, y, z, 1.0F); } void GLAPIENTRY _mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } void GLAPIENTRY _mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { rasterpos(x, y, z, w); } void GLAPIENTRY _mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w) { rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } void GLAPIENTRY _mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) { rasterpos(x, y, z, w); } void GLAPIENTRY _mesa_RasterPos2dv(const GLdouble *v) { rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos2fv(const GLfloat *v) { rasterpos(v[0], v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos2iv(const GLint *v) { rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos2sv(const GLshort *v) { rasterpos(v[0], v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_RasterPos3dv(const GLdouble *v) { rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); } void GLAPIENTRY _mesa_RasterPos3fv(const GLfloat *v) { rasterpos(v[0], v[1], v[2], 1.0F); } void GLAPIENTRY _mesa_RasterPos3iv(const GLint *v) { rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); } void GLAPIENTRY _mesa_RasterPos3sv(const GLshort *v) { rasterpos(v[0], v[1], v[2], 1.0F); } void GLAPIENTRY _mesa_RasterPos4dv(const GLdouble *v) { rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_RasterPos4fv(const GLfloat *v) { rasterpos(v[0], v[1], v[2], v[3]); } void GLAPIENTRY _mesa_RasterPos4iv(const GLint *v) { rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_RasterPos4sv(const GLshort *v) { rasterpos(v[0], v[1], v[2], v[3]); } /**********************************************************************/ /*** GL_ARB_window_pos / GL_MESA_window_pos ***/ /**********************************************************************/ /** * 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; FLUSH_VERTICES(ctx, 0); 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 */ 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); /* raster texcoord = current texcoord */ { GLuint texSet; for (texSet = 0; texSet < ctx->Const.MaxTextureCoordUnits; texSet++) { assert(texSet < Elements(ctx->Current.RasterTexCoords)); 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_WindowPos2d(GLdouble x, GLdouble y) { window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos2f(GLfloat x, GLfloat y) { window_pos4f(x, y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos2i(GLint x, GLint y) { window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos2s(GLshort x, GLshort y) { window_pos4f(x, y, 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos3d(GLdouble x, GLdouble y, GLdouble z) { window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } void GLAPIENTRY _mesa_WindowPos3f(GLfloat x, GLfloat y, GLfloat z) { window_pos4f(x, y, z, 1.0F); } void GLAPIENTRY _mesa_WindowPos3i(GLint x, GLint y, GLint z) { window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } void GLAPIENTRY _mesa_WindowPos3s(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_WindowPos2dv(const GLdouble *v) { window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos2fv(const GLfloat *v) { window_pos4f(v[0], v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos2iv(const GLint *v) { window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos2sv(const GLshort *v) { window_pos4f(v[0], v[1], 0.0F, 1.0F); } void GLAPIENTRY _mesa_WindowPos3dv(const GLdouble *v) { window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); } void GLAPIENTRY _mesa_WindowPos3fv(const GLfloat *v) { window_pos4f(v[0], v[1], v[2], 1.0); } void GLAPIENTRY _mesa_WindowPos3iv(const GLint *v) { window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); } void GLAPIENTRY _mesa_WindowPos3sv(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]); } #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 * __struct gl_contextRec::Current, and adds the extension entry points to the * dispatcher. */ void _mesa_init_rastpos( struct gl_context * 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 ); ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 1.0 ); for (i = 0; i < Elements(ctx->Current.RasterTexCoords); i++) ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 ); ctx->Current.RasterPosValid = GL_TRUE; } /*@}*/