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/* $Id: rastpos.c,v 1.1.1.1 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] );
}
}
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