clean-up to reduce MSVC warnings
[mesa.git] / src / mesa / main / rastpos.c
1 /* $Id: rastpos.c,v 1.2 1999/10/08 09:27:11 keithw Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.1
6 *
7 * Copyright (C) 1999 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
29
30
31 #ifdef PC_HEADER
32 #include "all.h"
33 #else
34 #ifndef XFree86Server
35 #include <assert.h>
36 #include <math.h>
37 #else
38 #include "GL/xf86glx.h"
39 #endif
40 #include "clip.h"
41 #include "context.h"
42 #include "feedback.h"
43 #include "light.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "mmath.h"
47 #include "rastpos.h"
48 #include "shade.h"
49 #include "types.h"
50 #include "xform.h"
51 #endif
52
53
54 /*
55 * Caller: context->API.RasterPos4f
56 */
57 void gl_RasterPos4f( GLcontext *ctx,
58 GLfloat x, GLfloat y, GLfloat z, GLfloat w )
59 {
60 GLfloat v[4], eye[4], clip[4], ndc[3], d;
61
62 /* KW: Added this test, which is in the spec. We can't do this
63 * outside begin/end any more because the ctx->Current values
64 * aren't uptodate during that period.
65 */
66 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glRasterPos" );
67
68 if (ctx->NewState)
69 gl_update_state( ctx );
70
71 ASSIGN_4V( v, x, y, z, w );
72 TRANSFORM_POINT( eye, ctx->ModelView.m, v );
73
74 /* raster color */
75 if (ctx->Light.Enabled)
76 {
77 /*GLfloat *vert;*/
78 GLfloat *norm, eyenorm[3];
79 GLfloat *objnorm = ctx->Current.Normal;
80
81 /* Not needed???
82 vert = (ctx->NeedEyeCoords ? eye : v);
83 */
84
85 if (ctx->NeedEyeNormals) {
86 GLfloat *inv = ctx->ModelView.inv;
87 TRANSFORM_NORMAL( eyenorm, objnorm, inv );
88 norm = eyenorm;
89 } else {
90 norm = objnorm;
91 }
92
93 gl_shade_rastpos( ctx, v, norm,
94 ctx->Current.RasterColor,
95 &ctx->Current.RasterIndex );
96
97 }
98 else {
99 /* use current color or index */
100 if (ctx->Visual->RGBAflag) {
101 UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
102 ctx->Current.ByteColor);
103 }
104 else {
105 ctx->Current.RasterIndex = ctx->Current.Index;
106 }
107 }
108
109 /* compute raster distance */
110 ctx->Current.RasterDistance =
111 GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
112
113 /* apply projection matrix: clip = Proj * eye */
114 TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye );
115
116 /* clip to view volume */
117 if (gl_viewclip_point( clip )==0) {
118 ctx->Current.RasterPosValid = GL_FALSE;
119 return;
120 }
121
122 /* clip to user clipping planes */
123 if ( ctx->Transform.AnyClip &&
124 gl_userclip_point(ctx, clip) == 0)
125 {
126 ctx->Current.RasterPosValid = GL_FALSE;
127 return;
128 }
129
130 /* ndc = clip / W */
131 ASSERT( clip[3]!=0.0 );
132 d = 1.0F / clip[3];
133 ndc[0] = clip[0] * d;
134 ndc[1] = clip[1] * d;
135 ndc[2] = clip[2] * d;
136
137 ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport.WindowMap.m[MAT_SX] +
138 ctx->Viewport.WindowMap.m[MAT_TX]);
139 ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport.WindowMap.m[MAT_SY] +
140 ctx->Viewport.WindowMap.m[MAT_TY]);
141 ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.WindowMap.m[MAT_SZ] +
142 ctx->Viewport.WindowMap.m[MAT_TZ]) / DEPTH_SCALE;
143 ctx->Current.RasterPos[3] = clip[3];
144 ctx->Current.RasterPosValid = GL_TRUE;
145
146 /* FOG??? */
147
148 {
149 GLuint texSet;
150 for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
151 COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
152 ctx->Current.Texcoord[texSet] );
153 }
154 }
155
156 if (ctx->RenderMode==GL_SELECT) {
157 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
158 }
159
160 }
161
162
163
164 /*
165 * This is a MESA extension function. Pretty much just like glRasterPos
166 * except we don't apply the modelview or projection matrices; specify a
167 * window coordinate directly.
168 * Caller: context->API.WindowPos4fMESA pointer.
169 */
170 void gl_windowpos( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
171 {
172 /* KW: Assume that like rasterpos, this must be outside begin/end.
173 */
174 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
175
176 /* set raster position */
177 ctx->Current.RasterPos[0] = x;
178 ctx->Current.RasterPos[1] = y;
179 ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
180 ctx->Current.RasterPos[3] = w;
181
182 ctx->Current.RasterPosValid = GL_TRUE;
183
184 /* raster color */
185 if (0 && ctx->Light.Enabled) {
186
187 /* KW: I don't see how this can work - would have to take the
188 * inverse of the projection matrix or the combined
189 * modelProjection matrix, transform point and normal, and
190 * do the lighting. Those inverses are not used for
191 * anything else. This is not an object-space lighting
192 * issue - what this is trying to do is something like
193 * clip-space or window-space lighting...
194 *
195 * Anyway, since the implementation was never correct, I'm
196 * not fixing it now - just use the unlit color.
197 */
198
199 /* KW: As a reprise, we now *do* keep the inverse of the projection
200 * matrix, so it is not infeasible to try to swim up stream
201 * in this manner. I still don't want to implement it,
202 * however.
203 */
204 }
205 else {
206 /* use current color or index */
207 if (ctx->Visual->RGBAflag) {
208 UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
209 ctx->Current.ByteColor);
210 }
211 else {
212 ctx->Current.RasterIndex = ctx->Current.Index;
213 }
214 }
215
216 ctx->Current.RasterDistance = 0.0;
217
218 {
219 GLuint texSet;
220 for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
221 COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
222 ctx->Current.Texcoord[texSet] );
223 }
224 }
225
226 if (ctx->RenderMode==GL_SELECT) {
227 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
228 }
229 }