| /* |
| * Mesa 3-D graphics library |
| * Version: 6.1 |
| * |
| * 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->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; |
| |
| /* |
| * For XFree86/DRI: tell libGL to add these functions to the dispatcher. |
| * Basically, we should add all extension functions above offset 577. |
| * This enables older libGL libraries to work with newer drivers that |
| * have newer extensions. |
| */ |
| /* GL_ARB_window_pos aliases with GL_MESA_window_pos */ |
| _glapi_add_entrypoint("glWindowPos2dARB", 513); |
| _glapi_add_entrypoint("glWindowPos2dvARB", 514); |
| _glapi_add_entrypoint("glWindowPos2fARB", 515); |
| _glapi_add_entrypoint("glWindowPos2fvARB", 516); |
| _glapi_add_entrypoint("glWindowPos2iARB", 517); |
| _glapi_add_entrypoint("glWindowPos2ivARB", 518); |
| _glapi_add_entrypoint("glWindowPos2sARB", 519); |
| _glapi_add_entrypoint("glWindowPos2svARB", 520); |
| _glapi_add_entrypoint("glWindowPos3dARB", 521); |
| _glapi_add_entrypoint("glWindowPos3dvARB", 522); |
| _glapi_add_entrypoint("glWindowPos3fARB", 523); |
| _glapi_add_entrypoint("glWindowPos3fvARB", 524); |
| _glapi_add_entrypoint("glWindowPos3iARB", 525); |
| _glapi_add_entrypoint("glWindowPos3ivARB", 526); |
| _glapi_add_entrypoint("glWindowPos3sARB", 527); |
| _glapi_add_entrypoint("glWindowPos3svARB", 528); |
| } |
| |
| /*@}*/ |