renamed Current.ByteColor Current.Color
[mesa.git] / src / mesa / main / rastpos.c
1 /* $Id: rastpos.c,v 1.11 2000/10/29 19:02:23 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "clip.h"
33 #include "colormac.h"
34 #include "context.h"
35 #include "feedback.h"
36 #include "light.h"
37 #include "macros.h"
38 #include "matrix.h"
39 #include "mmath.h"
40 #include "rastpos.h"
41 #include "shade.h"
42 #include "state.h"
43 #include "types.h"
44 #include "xform.h"
45 #endif
46
47
48 /*
49 * Caller: context->API.RasterPos4f
50 */
51 static void raster_pos4f( GLcontext *ctx,
52 GLfloat x, GLfloat y, GLfloat z, GLfloat w )
53 {
54 GLfloat v[4], eye[4], clip[4], ndc[3], d;
55
56 /* KW: Added this test, which is in the spec. We can't do this
57 * outside begin/end any more because the ctx->Current values
58 * aren't uptodate during that period.
59 */
60 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glRasterPos" );
61
62 if (ctx->NewState)
63 gl_update_state( ctx );
64
65 ASSIGN_4V( v, x, y, z, w );
66 TRANSFORM_POINT( eye, ctx->ModelView.m, v );
67
68 /* raster color */
69 if (ctx->Light.Enabled)
70 {
71 /*GLfloat *vert;*/
72 GLfloat *norm, eyenorm[3];
73 GLfloat *objnorm = ctx->Current.Normal;
74
75 /* Not needed???
76 vert = (ctx->NeedEyeCoords ? eye : v);
77 */
78
79 if (ctx->NeedEyeNormals) {
80 GLfloat *inv = ctx->ModelView.inv;
81 TRANSFORM_NORMAL( eyenorm, objnorm, inv );
82 norm = eyenorm;
83 } else {
84 norm = objnorm;
85 }
86
87 gl_shade_rastpos( ctx, v, norm,
88 ctx->Current.RasterColor,
89 &ctx->Current.RasterIndex );
90
91 }
92 else {
93 /* use current color or index */
94 if (ctx->Visual.RGBAflag) {
95 ctx->Current.RasterColor[0] = CHAN_TO_FLOAT(ctx->Current.Color[0]);
96 ctx->Current.RasterColor[1] = CHAN_TO_FLOAT(ctx->Current.Color[1]);
97 ctx->Current.RasterColor[2] = CHAN_TO_FLOAT(ctx->Current.Color[2]);
98 ctx->Current.RasterColor[3] = CHAN_TO_FLOAT(ctx->Current.Color[3]);
99 }
100 else {
101 ctx->Current.RasterIndex = ctx->Current.Index;
102 }
103 }
104
105 /* compute raster distance */
106 ctx->Current.RasterDistance = (GLfloat)
107 GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
108
109 /* apply projection matrix: clip = Proj * eye */
110 TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye );
111
112 /* clip to view volume */
113 if (gl_viewclip_point( clip )==0) {
114 ctx->Current.RasterPosValid = GL_FALSE;
115 return;
116 }
117
118 /* clip to user clipping planes */
119 if ( ctx->Transform.AnyClip &&
120 gl_userclip_point(ctx, clip) == 0)
121 {
122 ctx->Current.RasterPosValid = GL_FALSE;
123 return;
124 }
125
126 /* ndc = clip / W */
127 ASSERT( clip[3]!=0.0 );
128 d = 1.0F / clip[3];
129 ndc[0] = clip[0] * d;
130 ndc[1] = clip[1] * d;
131 ndc[2] = clip[2] * d;
132
133 ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport.WindowMap.m[MAT_SX] +
134 ctx->Viewport.WindowMap.m[MAT_TX]);
135 ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport.WindowMap.m[MAT_SY] +
136 ctx->Viewport.WindowMap.m[MAT_TY]);
137 ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.WindowMap.m[MAT_SZ] +
138 ctx->Viewport.WindowMap.m[MAT_TZ]) / ctx->Visual.DepthMaxF;
139 ctx->Current.RasterPos[3] = clip[3];
140 ctx->Current.RasterPosValid = GL_TRUE;
141
142 /* FOG??? */
143
144 {
145 GLuint texSet;
146 for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
147 COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
148 ctx->Current.Texcoord[texSet] );
149 }
150 }
151
152 if (ctx->RenderMode==GL_SELECT) {
153 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
154 }
155
156 }
157
158
159
160 void
161 _mesa_RasterPos2d(GLdouble x, GLdouble y)
162 {
163 _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
164 }
165
166 void
167 _mesa_RasterPos2f(GLfloat x, GLfloat y)
168 {
169 _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
170 }
171
172 void
173 _mesa_RasterPos2i(GLint x, GLint y)
174 {
175 _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
176 }
177
178 void
179 _mesa_RasterPos2s(GLshort x, GLshort y)
180 {
181 _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
182 }
183
184 void
185 _mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
186 {
187 _mesa_RasterPos4f(x, y, z, 1.0F);
188 }
189
190 void
191 _mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
192 {
193 _mesa_RasterPos4f(x, y, z, 1.0F);
194 }
195
196 void
197 _mesa_RasterPos3i(GLint x, GLint y, GLint z)
198 {
199 _mesa_RasterPos4f(x, y, z, 1.0F);
200 }
201
202 void
203 _mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
204 {
205 _mesa_RasterPos4f(x, y, z, 1.0F);
206 }
207
208 void
209 _mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
210 {
211 _mesa_RasterPos4f(x, y, z, w);
212 }
213
214 void
215 _mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
216 {
217 GET_CURRENT_CONTEXT(ctx);
218 raster_pos4f(ctx, x, y, z, w);
219 }
220
221 void
222 _mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
223 {
224 _mesa_RasterPos4f(x, y, z, w);
225 }
226
227 void
228 _mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
229 {
230 _mesa_RasterPos4f(x, y, z, w);
231 }
232
233 void
234 _mesa_RasterPos2dv(const GLdouble *v)
235 {
236 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
237 }
238
239 void
240 _mesa_RasterPos2fv(const GLfloat *v)
241 {
242 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
243 }
244
245 void
246 _mesa_RasterPos2iv(const GLint *v)
247 {
248 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
249 }
250
251 void
252 _mesa_RasterPos2sv(const GLshort *v)
253 {
254 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
255 }
256
257 void
258 _mesa_RasterPos3dv(const GLdouble *v)
259 {
260 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
261 }
262
263 void
264 _mesa_RasterPos3fv(const GLfloat *v)
265 {
266 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
267 }
268
269 void
270 _mesa_RasterPos3iv(const GLint *v)
271 {
272 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
273 }
274
275 void
276 _mesa_RasterPos3sv(const GLshort *v)
277 {
278 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
279 }
280
281 void
282 _mesa_RasterPos4dv(const GLdouble *v)
283 {
284 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
285 }
286
287 void
288 _mesa_RasterPos4fv(const GLfloat *v)
289 {
290 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
291 }
292
293 void
294 _mesa_RasterPos4iv(const GLint *v)
295 {
296 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
297 }
298
299 void
300 _mesa_RasterPos4sv(const GLshort *v)
301 {
302 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
303 }