rastpos.c revision 7117f1b4
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5.3 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26/** 27 * \file rastpos.c 28 * Raster position operations. 29 */ 30 31#include "glheader.h" 32#include "colormac.h" 33#include "context.h" 34#include "feedback.h" 35#include "light.h" 36#include "macros.h" 37#include "rastpos.h" 38#include "state.h" 39#include "simple_list.h" 40#include "mtypes.h" 41 42#include "math/m_matrix.h" 43 44 45/** 46 * Clip a point against the view volume. 47 * 48 * \param v vertex vector describing the point to clip. 49 * 50 * \return zero if outside view volume, or one if inside. 51 */ 52static GLuint 53viewclip_point( const GLfloat v[] ) 54{ 55 if ( v[0] > v[3] || v[0] < -v[3] 56 || v[1] > v[3] || v[1] < -v[3] 57 || v[2] > v[3] || v[2] < -v[3] ) { 58 return 0; 59 } 60 else { 61 return 1; 62 } 63} 64 65 66/** 67 * Clip a point against the far/near Z clipping planes. 68 * 69 * \param v vertex vector describing the point to clip. 70 * 71 * \return zero if outside view volume, or one if inside. 72 */ 73static GLuint 74viewclip_point_z( const GLfloat v[] ) 75{ 76 if (v[2] > v[3] || v[2] < -v[3] ) { 77 return 0; 78 } 79 else { 80 return 1; 81 } 82} 83 84 85/** 86 * Clip a point against the user clipping planes. 87 * 88 * \param ctx GL context. 89 * \param v vertex vector describing the point to clip. 90 * 91 * \return zero if the point was clipped, or one otherwise. 92 */ 93static GLuint 94userclip_point( GLcontext *ctx, const GLfloat v[] ) 95{ 96 GLuint p; 97 98 for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { 99 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { 100 GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0] 101 + v[1] * ctx->Transform._ClipUserPlane[p][1] 102 + v[2] * ctx->Transform._ClipUserPlane[p][2] 103 + v[3] * ctx->Transform._ClipUserPlane[p][3]; 104 if (dot < 0.0F) { 105 return 0; 106 } 107 } 108 } 109 110 return 1; 111} 112 113 114/** 115 * Compute lighting for the raster position. Both RGB and CI modes computed. 116 * \param ctx the context 117 * \param vertex vertex location 118 * \param normal normal vector 119 * \param Rcolor returned color 120 * \param Rspec returned specular color (if separate specular enabled) 121 * \param Rindex returned color index 122 */ 123static void 124shade_rastpos(GLcontext *ctx, 125 const GLfloat vertex[4], 126 const GLfloat normal[3], 127 GLfloat Rcolor[4], 128 GLfloat Rspec[4], 129 GLfloat *Rindex) 130{ 131 /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; 132 const struct gl_light *light; 133 GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ 134 GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */ 135 136 _mesa_validate_all_lighting_tables( ctx ); 137 138 COPY_3V(diffuseColor, base[0]); 139 diffuseColor[3] = CLAMP( 140 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); 141 ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0); 142 143 foreach (light, &ctx->Light.EnabledList) { 144 GLfloat attenuation = 1.0; 145 GLfloat VP[3]; /* vector from vertex to light pos */ 146 GLfloat n_dot_VP; 147 GLfloat diffuseContrib[3], specularContrib[3]; 148 149 if (!(light->_Flags & LIGHT_POSITIONAL)) { 150 /* light at infinity */ 151 COPY_3V(VP, light->_VP_inf_norm); 152 attenuation = light->_VP_inf_spot_attenuation; 153 } 154 else { 155 /* local/positional light */ 156 GLfloat d; 157 158 /* VP = vector from vertex pos to light[i].pos */ 159 SUB_3V(VP, light->_Position, vertex); 160 /* d = length(VP) */ 161 d = (GLfloat) LEN_3FV( VP ); 162 if (d > 1.0e-6) { 163 /* normalize VP */ 164 GLfloat invd = 1.0F / d; 165 SELF_SCALE_SCALAR_3V(VP, invd); 166 } 167 168 /* atti */ 169 attenuation = 1.0F / (light->ConstantAttenuation + d * 170 (light->LinearAttenuation + d * 171 light->QuadraticAttenuation)); 172 173 if (light->_Flags & LIGHT_SPOT) { 174 GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); 175 176 if (PV_dot_dir<light->_CosCutoff) { 177 continue; 178 } 179 else { 180 double x = PV_dot_dir * (EXP_TABLE_SIZE-1); 181 int k = (int) x; 182 GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] 183 + (x-k)*light->_SpotExpTable[k][1]); 184 attenuation *= spot; 185 } 186 } 187 } 188 189 if (attenuation < 1e-3) 190 continue; 191 192 n_dot_VP = DOT3( normal, VP ); 193 194 if (n_dot_VP < 0.0F) { 195 ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]); 196 continue; 197 } 198 199 /* Ambient + diffuse */ 200 COPY_3V(diffuseContrib, light->_MatAmbient[0]); 201 ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); 202 diffuseCI += n_dot_VP * light->_dli * attenuation; 203 204 /* Specular */ 205 { 206 const GLfloat *h; 207 GLfloat n_dot_h; 208 209 ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); 210 211 if (ctx->Light.Model.LocalViewer) { 212 GLfloat v[3]; 213 COPY_3V(v, vertex); 214 NORMALIZE_3FV(v); 215 SUB_3V(VP, VP, v); 216 NORMALIZE_3FV(VP); 217 h = VP; 218 } 219 else if (light->_Flags & LIGHT_POSITIONAL) { 220 ACC_3V(VP, ctx->_EyeZDir); 221 NORMALIZE_3FV(VP); 222 h = VP; 223 } 224 else { 225 h = light->_h_inf_norm; 226 } 227 228 n_dot_h = DOT3(normal, h); 229 230 if (n_dot_h > 0.0F) { 231 GLfloat spec_coef; 232 GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef ); 233 234 if (spec_coef > 1.0e-10) { 235 if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { 236 ACC_SCALE_SCALAR_3V( specularContrib, spec_coef, 237 light->_MatSpecular[0]); 238 } 239 else { 240 ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef, 241 light->_MatSpecular[0]); 242 } 243 /*assert(light->_sli > 0.0);*/ 244 specularCI += spec_coef * light->_sli * attenuation; 245 } 246 } 247 } 248 249 ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib ); 250 ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib ); 251 } 252 253 if (ctx->Visual.rgbMode) { 254 Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F); 255 Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F); 256 Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F); 257 Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F); 258 Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F); 259 Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F); 260 Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F); 261 Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F); 262 } 263 else { 264 GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES]; 265 GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT]; 266 GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT]; 267 GLfloat i = (ind[MAT_INDEX_AMBIENT] 268 + diffuseCI * (1.0F-specularCI) * d_a 269 + specularCI * s_a); 270 if (i > ind[MAT_INDEX_SPECULAR]) { 271 i = ind[MAT_INDEX_SPECULAR]; 272 } 273 *Rindex = i; 274 } 275} 276 277 278/** 279 * Do texgen needed for glRasterPos. 280 * \param ctx rendering context 281 * \param vObj object-space vertex coordinate 282 * \param vEye eye-space vertex coordinate 283 * \param normal vertex normal 284 * \param unit texture unit number 285 * \param texcoord incoming texcoord and resulting texcoord 286 */ 287static void 288compute_texgen(GLcontext *ctx, const GLfloat vObj[4], const GLfloat vEye[4], 289 const GLfloat normal[3], GLuint unit, GLfloat texcoord[4]) 290{ 291 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 292 293 /* always compute sphere map terms, just in case */ 294 GLfloat u[3], two_nu, rx, ry, rz, m, mInv; 295 COPY_3V(u, vEye); 296 NORMALIZE_3FV(u); 297 two_nu = 2.0F * DOT3(normal, u); 298 rx = u[0] - normal[0] * two_nu; 299 ry = u[1] - normal[1] * two_nu; 300 rz = u[2] - normal[2] * two_nu; 301 m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F); 302 if (m > 0.0F) 303 mInv = 0.5F * _mesa_inv_sqrtf(m); 304 else 305 mInv = 0.0F; 306 307 if (texUnit->TexGenEnabled & S_BIT) { 308 switch (texUnit->GenModeS) { 309 case GL_OBJECT_LINEAR: 310 texcoord[0] = DOT4(vObj, texUnit->ObjectPlaneS); 311 break; 312 case GL_EYE_LINEAR: 313 texcoord[0] = DOT4(vEye, texUnit->EyePlaneS); 314 break; 315 case GL_SPHERE_MAP: 316 texcoord[0] = rx * mInv + 0.5F; 317 break; 318 case GL_REFLECTION_MAP: 319 texcoord[0] = rx; 320 break; 321 case GL_NORMAL_MAP: 322 texcoord[0] = normal[0]; 323 break; 324 default: 325 _mesa_problem(ctx, "Bad S texgen in compute_texgen()"); 326 return; 327 } 328 } 329 330 if (texUnit->TexGenEnabled & T_BIT) { 331 switch (texUnit->GenModeT) { 332 case GL_OBJECT_LINEAR: 333 texcoord[1] = DOT4(vObj, texUnit->ObjectPlaneT); 334 break; 335 case GL_EYE_LINEAR: 336 texcoord[1] = DOT4(vEye, texUnit->EyePlaneT); 337 break; 338 case GL_SPHERE_MAP: 339 texcoord[1] = ry * mInv + 0.5F; 340 break; 341 case GL_REFLECTION_MAP: 342 texcoord[1] = ry; 343 break; 344 case GL_NORMAL_MAP: 345 texcoord[1] = normal[1]; 346 break; 347 default: 348 _mesa_problem(ctx, "Bad T texgen in compute_texgen()"); 349 return; 350 } 351 } 352 353 if (texUnit->TexGenEnabled & R_BIT) { 354 switch (texUnit->GenModeR) { 355 case GL_OBJECT_LINEAR: 356 texcoord[2] = DOT4(vObj, texUnit->ObjectPlaneR); 357 break; 358 case GL_EYE_LINEAR: 359 texcoord[2] = DOT4(vEye, texUnit->EyePlaneR); 360 break; 361 case GL_REFLECTION_MAP: 362 texcoord[2] = rz; 363 break; 364 case GL_NORMAL_MAP: 365 texcoord[2] = normal[2]; 366 break; 367 default: 368 _mesa_problem(ctx, "Bad R texgen in compute_texgen()"); 369 return; 370 } 371 } 372 373 if (texUnit->TexGenEnabled & Q_BIT) { 374 switch (texUnit->GenModeQ) { 375 case GL_OBJECT_LINEAR: 376 texcoord[3] = DOT4(vObj, texUnit->ObjectPlaneQ); 377 break; 378 case GL_EYE_LINEAR: 379 texcoord[3] = DOT4(vEye, texUnit->EyePlaneQ); 380 break; 381 default: 382 _mesa_problem(ctx, "Bad Q texgen in compute_texgen()"); 383 return; 384 } 385 } 386} 387 388 389 390/** 391 * Set the raster position for pixel operations. 392 * 393 * All glRasterPos command call this function to update the current 394 * raster position. 395 * 396 * \param ctx GL context. 397 * \param x x coordinate for the raster position. 398 * \param y y coordinate for the raster position. 399 * \param z z coordinate for the raster position. 400 * \param w w coordinate for the raster position. 401 * 402 * \sa Called by _mesa_RasterPos4f(). 403 * 404 * Flushes the vertices, transforms and clips the vertex coordinates, and 405 * finally sets the current raster position and associated data in 406 * __GLcontextRec::Current. When in selection mode calls 407 * _mesa_update_hitflag() with the current raster position. 408 */ 409static void 410raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) 411{ 412 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 413 FLUSH_CURRENT(ctx, 0); 414 415 if (ctx->NewState) 416 _mesa_update_state( ctx ); 417 418 if (ctx->VertexProgram._Enabled) { 419 /* XXX implement this */ 420 _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos"); 421 return; 422 } 423 else { 424 GLfloat obj[4], eye[4], clip[4], ndc[3], d; 425 GLfloat *norm, eyenorm[3]; 426 GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; 427 428 ASSIGN_4V( obj, x, y, z, w ); 429 /* apply modelview matrix: eye = MV * obj */ 430 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, obj ); 431 /* apply projection matrix: clip = Proj * eye */ 432 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); 433 434 /* clip to view volume */ 435 if (ctx->Transform.RasterPositionUnclipped) { 436 /* GL_IBM_rasterpos_clip: only clip against Z */ 437 if (viewclip_point_z(clip) == 0) { 438 ctx->Current.RasterPosValid = GL_FALSE; 439 return; 440 } 441 } 442 else if (viewclip_point(clip) == 0) { 443 /* Normal OpenGL behaviour */ 444 ctx->Current.RasterPosValid = GL_FALSE; 445 return; 446 } 447 448 /* clip to user clipping planes */ 449 if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { 450 ctx->Current.RasterPosValid = GL_FALSE; 451 return; 452 } 453 454 /* ndc = clip / W */ 455 d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3]; 456 ndc[0] = clip[0] * d; 457 ndc[1] = clip[1] * d; 458 ndc[2] = clip[2] * d; 459 /* wincoord = viewport_mapping(ndc) */ 460 ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX] 461 + ctx->Viewport._WindowMap.m[MAT_TX]); 462 ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY] 463 + ctx->Viewport._WindowMap.m[MAT_TY]); 464 ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ] 465 + ctx->Viewport._WindowMap.m[MAT_TZ]) 466 / ctx->DrawBuffer->_DepthMaxF; 467 ctx->Current.RasterPos[3] = clip[3]; 468 469 /* compute raster distance */ 470 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) 471 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; 472 else 473 ctx->Current.RasterDistance = 474 SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); 475 476 /* compute transformed normal vector (for lighting or texgen) */ 477 if (ctx->_NeedEyeCoords) { 478 const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; 479 TRANSFORM_NORMAL( eyenorm, objnorm, inv ); 480 norm = eyenorm; 481 } 482 else { 483 norm = objnorm; 484 } 485 486 /* update raster color */ 487 if (ctx->Light.Enabled) { 488 /* lighting */ 489 shade_rastpos( ctx, obj, norm, 490 ctx->Current.RasterColor, 491 ctx->Current.RasterSecondaryColor, 492 &ctx->Current.RasterIndex ); 493 } 494 else { 495 /* use current color or index */ 496 if (ctx->Visual.rgbMode) { 497 COPY_4FV(ctx->Current.RasterColor, 498 ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); 499 COPY_4FV(ctx->Current.RasterSecondaryColor, 500 ctx->Current.Attrib[VERT_ATTRIB_COLOR1]); 501 } 502 else { 503 ctx->Current.RasterIndex 504 = ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]; 505 } 506 } 507 508 /* texture coords */ 509 { 510 GLuint u; 511 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 512 GLfloat tc[4]; 513 COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); 514 if (ctx->Texture.Unit[u].TexGenEnabled) { 515 compute_texgen(ctx, obj, eye, norm, u, tc); 516 } 517 TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], 518 ctx->TextureMatrixStack[u].Top->m, tc); 519 } 520 } 521 522 ctx->Current.RasterPosValid = GL_TRUE; 523 } 524 525 if (ctx->RenderMode == GL_SELECT) { 526 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 527 } 528} 529 530 531/** Calls _mesa_RasterPos4f() */ 532void GLAPIENTRY 533_mesa_RasterPos2d(GLdouble x, GLdouble y) 534{ 535 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 536} 537 538/** Calls _mesa_RasterPos4f() */ 539void GLAPIENTRY 540_mesa_RasterPos2f(GLfloat x, GLfloat y) 541{ 542 _mesa_RasterPos4f(x, y, 0.0F, 1.0F); 543} 544 545/** Calls _mesa_RasterPos4f() */ 546void GLAPIENTRY 547_mesa_RasterPos2i(GLint x, GLint y) 548{ 549 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 550} 551 552/** Calls _mesa_RasterPos4f() */ 553void GLAPIENTRY 554_mesa_RasterPos2s(GLshort x, GLshort y) 555{ 556 _mesa_RasterPos4f(x, y, 0.0F, 1.0F); 557} 558 559/** Calls _mesa_RasterPos4f() */ 560void GLAPIENTRY 561_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z) 562{ 563 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 564} 565 566/** Calls _mesa_RasterPos4f() */ 567void GLAPIENTRY 568_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z) 569{ 570 _mesa_RasterPos4f(x, y, z, 1.0F); 571} 572 573/** Calls _mesa_RasterPos4f() */ 574void GLAPIENTRY 575_mesa_RasterPos3i(GLint x, GLint y, GLint z) 576{ 577 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 578} 579 580/** Calls _mesa_RasterPos4f() */ 581void GLAPIENTRY 582_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z) 583{ 584 _mesa_RasterPos4f(x, y, z, 1.0F); 585} 586 587/** Calls _mesa_RasterPos4f() */ 588void GLAPIENTRY 589_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) 590{ 591 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 592} 593 594/** Calls raster_pos4f() */ 595void GLAPIENTRY 596_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 597{ 598 GET_CURRENT_CONTEXT(ctx); 599 raster_pos4f(ctx, x, y, z, w); 600} 601 602/** Calls _mesa_RasterPos4f() */ 603void GLAPIENTRY 604_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w) 605{ 606 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 607} 608 609/** Calls _mesa_RasterPos4f() */ 610void GLAPIENTRY 611_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) 612{ 613 _mesa_RasterPos4f(x, y, z, w); 614} 615 616/** Calls _mesa_RasterPos4f() */ 617void GLAPIENTRY 618_mesa_RasterPos2dv(const GLdouble *v) 619{ 620 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 621} 622 623/** Calls _mesa_RasterPos4f() */ 624void GLAPIENTRY 625_mesa_RasterPos2fv(const GLfloat *v) 626{ 627 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F); 628} 629 630/** Calls _mesa_RasterPos4f() */ 631void GLAPIENTRY 632_mesa_RasterPos2iv(const GLint *v) 633{ 634 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 635} 636 637/** Calls _mesa_RasterPos4f() */ 638void GLAPIENTRY 639_mesa_RasterPos2sv(const GLshort *v) 640{ 641 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F); 642} 643 644/** Calls _mesa_RasterPos4f() */ 645void GLAPIENTRY 646_mesa_RasterPos3dv(const GLdouble *v) 647{ 648 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 649} 650 651/** Calls _mesa_RasterPos4f() */ 652void GLAPIENTRY 653_mesa_RasterPos3fv(const GLfloat *v) 654{ 655 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F); 656} 657 658/** Calls _mesa_RasterPos4f() */ 659void GLAPIENTRY 660_mesa_RasterPos3iv(const GLint *v) 661{ 662 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 663} 664 665/** Calls _mesa_RasterPos4f() */ 666void GLAPIENTRY 667_mesa_RasterPos3sv(const GLshort *v) 668{ 669 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F); 670} 671 672/** Calls _mesa_RasterPos4f() */ 673void GLAPIENTRY 674_mesa_RasterPos4dv(const GLdouble *v) 675{ 676 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 677 (GLfloat) v[2], (GLfloat) v[3]); 678} 679 680/** Calls _mesa_RasterPos4f() */ 681void GLAPIENTRY 682_mesa_RasterPos4fv(const GLfloat *v) 683{ 684 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]); 685} 686 687/** Calls _mesa_RasterPos4f() */ 688void GLAPIENTRY 689_mesa_RasterPos4iv(const GLint *v) 690{ 691 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 692 (GLfloat) v[2], (GLfloat) v[3]); 693} 694 695/** Calls _mesa_RasterPos4f() */ 696void GLAPIENTRY 697_mesa_RasterPos4sv(const GLshort *v) 698{ 699 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]); 700} 701 702 703/**********************************************************************/ 704/*** GL_ARB_window_pos / GL_MESA_window_pos ***/ 705/**********************************************************************/ 706 707#if FEATURE_windowpos 708/** 709 * All glWindowPosMESA and glWindowPosARB commands call this function to 710 * update the current raster position. 711 */ 712static void 713window_pos3f(GLfloat x, GLfloat y, GLfloat z) 714{ 715 GET_CURRENT_CONTEXT(ctx); 716 GLfloat z2; 717 718 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 719 FLUSH_CURRENT(ctx, 0); 720 721 z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near) 722 + ctx->Viewport.Near; 723 724 /* set raster position */ 725 ctx->Current.RasterPos[0] = x; 726 ctx->Current.RasterPos[1] = y; 727 ctx->Current.RasterPos[2] = z2; 728 ctx->Current.RasterPos[3] = 1.0F; 729 730 ctx->Current.RasterPosValid = GL_TRUE; 731 732 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) 733 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; 734 else 735 ctx->Current.RasterDistance = 0.0; 736 737 /* raster color = current color or index */ 738 if (ctx->Visual.rgbMode) { 739 ctx->Current.RasterColor[0] 740 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F); 741 ctx->Current.RasterColor[1] 742 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F); 743 ctx->Current.RasterColor[2] 744 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F); 745 ctx->Current.RasterColor[3] 746 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F); 747 ctx->Current.RasterSecondaryColor[0] 748 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F); 749 ctx->Current.RasterSecondaryColor[1] 750 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F); 751 ctx->Current.RasterSecondaryColor[2] 752 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F); 753 ctx->Current.RasterSecondaryColor[3] 754 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F); 755 } 756 else { 757 ctx->Current.RasterIndex 758 = ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]; 759 } 760 761 /* raster texcoord = current texcoord */ 762 { 763 GLuint texSet; 764 for (texSet = 0; texSet < ctx->Const.MaxTextureCoordUnits; texSet++) { 765 COPY_4FV( ctx->Current.RasterTexCoords[texSet], 766 ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] ); 767 } 768 } 769 770 if (ctx->RenderMode==GL_SELECT) { 771 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 772 } 773} 774 775 776/* This is just to support the GL_MESA_window_pos version */ 777static void 778window_pos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 779{ 780 GET_CURRENT_CONTEXT(ctx); 781 window_pos3f(x, y, z); 782 ctx->Current.RasterPos[3] = w; 783} 784 785 786void GLAPIENTRY 787_mesa_WindowPos2dMESA(GLdouble x, GLdouble y) 788{ 789 window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 790} 791 792void GLAPIENTRY 793_mesa_WindowPos2fMESA(GLfloat x, GLfloat y) 794{ 795 window_pos4f(x, y, 0.0F, 1.0F); 796} 797 798void GLAPIENTRY 799_mesa_WindowPos2iMESA(GLint x, GLint y) 800{ 801 window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 802} 803 804void GLAPIENTRY 805_mesa_WindowPos2sMESA(GLshort x, GLshort y) 806{ 807 window_pos4f(x, y, 0.0F, 1.0F); 808} 809 810void GLAPIENTRY 811_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) 812{ 813 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 814} 815 816void GLAPIENTRY 817_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z) 818{ 819 window_pos4f(x, y, z, 1.0F); 820} 821 822void GLAPIENTRY 823_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z) 824{ 825 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 826} 827 828void GLAPIENTRY 829_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z) 830{ 831 window_pos4f(x, y, z, 1.0F); 832} 833 834void GLAPIENTRY 835_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w) 836{ 837 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 838} 839 840void GLAPIENTRY 841_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 842{ 843 window_pos4f(x, y, z, w); 844} 845 846void GLAPIENTRY 847_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w) 848{ 849 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 850} 851 852void GLAPIENTRY 853_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w) 854{ 855 window_pos4f(x, y, z, w); 856} 857 858void GLAPIENTRY 859_mesa_WindowPos2dvMESA(const GLdouble *v) 860{ 861 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 862} 863 864void GLAPIENTRY 865_mesa_WindowPos2fvMESA(const GLfloat *v) 866{ 867 window_pos4f(v[0], v[1], 0.0F, 1.0F); 868} 869 870void GLAPIENTRY 871_mesa_WindowPos2ivMESA(const GLint *v) 872{ 873 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 874} 875 876void GLAPIENTRY 877_mesa_WindowPos2svMESA(const GLshort *v) 878{ 879 window_pos4f(v[0], v[1], 0.0F, 1.0F); 880} 881 882void GLAPIENTRY 883_mesa_WindowPos3dvMESA(const GLdouble *v) 884{ 885 window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 886} 887 888void GLAPIENTRY 889_mesa_WindowPos3fvMESA(const GLfloat *v) 890{ 891 window_pos4f(v[0], v[1], v[2], 1.0); 892} 893 894void GLAPIENTRY 895_mesa_WindowPos3ivMESA(const GLint *v) 896{ 897 window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 898} 899 900void GLAPIENTRY 901_mesa_WindowPos3svMESA(const GLshort *v) 902{ 903 window_pos4f(v[0], v[1], v[2], 1.0F); 904} 905 906void GLAPIENTRY 907_mesa_WindowPos4dvMESA(const GLdouble *v) 908{ 909 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 910 (GLfloat) v[2], (GLfloat) v[3]); 911} 912 913void GLAPIENTRY 914_mesa_WindowPos4fvMESA(const GLfloat *v) 915{ 916 window_pos4f(v[0], v[1], v[2], v[3]); 917} 918 919void GLAPIENTRY 920_mesa_WindowPos4ivMESA(const GLint *v) 921{ 922 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 923 (GLfloat) v[2], (GLfloat) v[3]); 924} 925 926void GLAPIENTRY 927_mesa_WindowPos4svMESA(const GLshort *v) 928{ 929 window_pos4f(v[0], v[1], v[2], v[3]); 930} 931 932#endif 933 934#if 0 935 936/* 937 * OpenGL implementation of glWindowPos*MESA() 938 */ 939void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) 940{ 941 GLfloat fx, fy; 942 943 /* Push current matrix mode and viewport attributes */ 944 glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT ); 945 946 /* Setup projection parameters */ 947 glMatrixMode( GL_PROJECTION ); 948 glPushMatrix(); 949 glLoadIdentity(); 950 glMatrixMode( GL_MODELVIEW ); 951 glPushMatrix(); 952 glLoadIdentity(); 953 954 glDepthRange( z, z ); 955 glViewport( (int) x - 1, (int) y - 1, 2, 2 ); 956 957 /* set the raster (window) position */ 958 fx = x - (int) x; 959 fy = y - (int) y; 960 glRasterPos4f( fx, fy, 0.0, w ); 961 962 /* restore matrices, viewport and matrix mode */ 963 glPopMatrix(); 964 glMatrixMode( GL_PROJECTION ); 965 glPopMatrix(); 966 967 glPopAttrib(); 968} 969 970#endif 971 972 973/**********************************************************************/ 974/** \name Initialization */ 975/**********************************************************************/ 976/*@{*/ 977 978/** 979 * Initialize the context current raster position information. 980 * 981 * \param ctx GL context. 982 * 983 * Initialize the current raster position information in 984 * __GLcontextRec::Current, and adds the extension entry points to the 985 * dispatcher. 986 */ 987void _mesa_init_rastpos( GLcontext * ctx ) 988{ 989 int i; 990 991 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 ); 992 ctx->Current.RasterDistance = 0.0; 993 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 ); 994 ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 1.0 ); 995 ctx->Current.RasterIndex = 1.0; 996 for (i=0; i<MAX_TEXTURE_UNITS; i++) 997 ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 ); 998 ctx->Current.RasterPosValid = GL_TRUE; 999} 1000 1001/*@}*/ 1002