new X86 CPU detection code (Petr Sebor)
[mesa.git] / src / mesa / main / rastpos.c
1 /* $Id: rastpos.c,v 1.39 2002/10/24 23:57:21 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 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 #include "glheader.h"
29 #include "clip.h"
30 #include "colormac.h"
31 #include "context.h"
32 #include "feedback.h"
33 #include "light.h"
34 #include "macros.h"
35 #include "mmath.h"
36 #include "rastpos.h"
37 #include "state.h"
38 #include "simple_list.h"
39 #include "mtypes.h"
40
41 #include "math/m_matrix.h"
42 #include "math/m_xform.h"
43
44
45 /*
46 * Clip a point against the view volume.
47 * Input: v - vertex-vector describing the point to clip
48 * Return: 0 = outside view volume
49 * 1 = inside view volume
50 */
51 static GLuint
52 viewclip_point( const GLfloat v[] )
53 {
54 if ( v[0] > v[3] || v[0] < -v[3]
55 || v[1] > v[3] || v[1] < -v[3]
56 || v[2] > v[3] || v[2] < -v[3] ) {
57 return 0;
58 }
59 else {
60 return 1;
61 }
62 }
63
64
65 /* As above, but only clip test against far/near Z planes */
66 static GLuint
67 viewclip_point_z( const GLfloat v[] )
68 {
69 if (v[2] > v[3] || v[2] < -v[3] ) {
70 return 0;
71 }
72 else {
73 return 1;
74 }
75 }
76
77
78
79 /*
80 * Clip a point against the user clipping planes.
81 * Input: v - vertex-vector describing the point to clip.
82 * Return: 0 = point was clipped
83 * 1 = point not clipped
84 */
85 static GLuint
86 userclip_point( GLcontext* ctx, const GLfloat v[] )
87 {
88 GLuint p;
89
90 for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
91 if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
92 GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0]
93 + v[1] * ctx->Transform._ClipUserPlane[p][1]
94 + v[2] * ctx->Transform._ClipUserPlane[p][2]
95 + v[3] * ctx->Transform._ClipUserPlane[p][3];
96 if (dot < 0.0F) {
97 return 0;
98 }
99 }
100 }
101
102 return 1;
103 }
104
105
106 /* This has been split off to allow the normal shade routines to
107 * get a little closer to the vertex buffer, and to use the
108 * GLvector objects directly.
109 * Input: ctx - the context
110 * vertex - vertex location
111 * normal - normal vector
112 * Output: Rcolor - returned color
113 * Rspec - returned specular color (if separate specular enabled)
114 * Rindex - returned color index
115 */
116 static void
117 shade_rastpos(GLcontext *ctx,
118 const GLfloat vertex[4],
119 const GLfloat normal[3],
120 GLfloat Rcolor[4],
121 GLfloat Rspec[4],
122 GLuint *Rindex)
123 {
124 GLfloat (*base)[3] = ctx->Light._BaseColor;
125 struct gl_light *light;
126 GLfloat diffuseColor[4], specularColor[4];
127 GLfloat diffuse = 0, specular = 0;
128
129 if (!ctx->_ShineTable[0] || !ctx->_ShineTable[1])
130 _mesa_validate_all_lighting_tables( ctx );
131
132 COPY_3V(diffuseColor, base[0]);
133 diffuseColor[3] = CLAMP( ctx->Light.Material[0].Diffuse[3], 0.0F, 1.0F );
134 ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
135
136 foreach (light, &ctx->Light.EnabledList) {
137 GLfloat n_dot_h;
138 GLfloat attenuation = 1.0;
139 GLfloat VP[3];
140 GLfloat n_dot_VP;
141 GLfloat *h;
142 GLfloat diffuseContrib[3], specularContrib[3];
143 GLboolean normalized;
144
145 if (!(light->_Flags & LIGHT_POSITIONAL)) {
146 COPY_3V(VP, light->_VP_inf_norm);
147 attenuation = light->_VP_inf_spot_attenuation;
148 }
149 else {
150 GLfloat d;
151
152 SUB_3V(VP, light->_Position, vertex);
153 d = (GLfloat) LEN_3FV( VP );
154
155 if ( d > 1e-6) {
156 GLfloat invd = 1.0F / d;
157 SELF_SCALE_SCALAR_3V(VP, invd);
158 }
159 attenuation = 1.0F / (light->ConstantAttenuation + d *
160 (light->LinearAttenuation + d *
161 light->QuadraticAttenuation));
162
163 if (light->_Flags & LIGHT_SPOT) {
164 GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
165
166 if (PV_dot_dir<light->_CosCutoff) {
167 continue;
168 }
169 else {
170 double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
171 int k = (int) x;
172 GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
173 + (x-k)*light->_SpotExpTable[k][1]);
174 attenuation *= spot;
175 }
176 }
177 }
178
179 if (attenuation < 1e-3)
180 continue;
181
182 n_dot_VP = DOT3( normal, VP );
183
184 if (n_dot_VP < 0.0F) {
185 ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
186 continue;
187 }
188
189 COPY_3V(diffuseContrib, light->_MatAmbient[0]);
190 ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
191 diffuse += n_dot_VP * light->_dli * attenuation;
192 ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
193
194 {
195 if (ctx->Light.Model.LocalViewer) {
196 GLfloat v[3];
197 COPY_3V(v, vertex);
198 NORMALIZE_3FV(v);
199 SUB_3V(VP, VP, v);
200 h = VP;
201 normalized = 0;
202 }
203 else if (light->_Flags & LIGHT_POSITIONAL) {
204 h = VP;
205 ACC_3V(h, ctx->_EyeZDir);
206 normalized = 0;
207 }
208 else {
209 h = light->_h_inf_norm;
210 normalized = 1;
211 }
212
213 n_dot_h = DOT3(normal, h);
214
215 if (n_dot_h > 0.0F) {
216 const struct gl_material *mat = &ctx->Light.Material[0];
217 GLfloat spec_coef;
218 GLfloat shininess = mat->Shininess;
219
220 if (!normalized) {
221 n_dot_h *= n_dot_h;
222 n_dot_h /= LEN_SQUARED_3FV( h );
223 shininess *= .5;
224 }
225
226 GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
227
228 if (spec_coef > 1.0e-10) {
229 if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
230 ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
231 light->_MatSpecular[0]);
232 }
233 else {
234 ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
235 light->_MatSpecular[0]);
236 }
237 specular += spec_coef * light->_sli * attenuation;
238 }
239 }
240 }
241
242 ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
243 ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
244 }
245
246 if (ctx->Visual.rgbMode) {
247 Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F);
248 Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F);
249 Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F);
250 Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F);
251 Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F);
252 Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F);
253 Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F);
254 Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
255 }
256 else {
257 struct gl_material *mat = &ctx->Light.Material[0];
258 GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
259 GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
260 GLfloat ind = mat->AmbientIndex
261 + diffuse * (1.0F-specular) * d_a
262 + specular * s_a;
263 if (ind > mat->SpecularIndex) {
264 ind = mat->SpecularIndex;
265 }
266 *Rindex = (GLuint) (GLint) ind;
267 }
268
269 }
270
271 /*
272 * Caller: context->API.RasterPos4f
273 */
274 static void
275 raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
276 {
277 GLfloat v[4], eye[4], clip[4], ndc[3], d;
278 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
279 FLUSH_CURRENT(ctx, 0);
280
281 if (ctx->NewState)
282 _mesa_update_state( ctx );
283
284 ASSIGN_4V( v, x, y, z, w );
285 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, v );
286
287 /* raster color */
288 if (ctx->Light.Enabled) {
289 GLfloat *norm, eyenorm[3];
290 GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
291
292 if (ctx->_NeedEyeCoords) {
293 GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv;
294 TRANSFORM_NORMAL( eyenorm, objnorm, inv );
295 norm = eyenorm;
296 }
297 else {
298 norm = objnorm;
299 }
300
301 shade_rastpos( ctx, v, norm,
302 ctx->Current.RasterColor,
303 ctx->Current.RasterSecondaryColor,
304 &ctx->Current.RasterIndex );
305
306 }
307 else {
308 /* use current color or index */
309 if (ctx->Visual.rgbMode) {
310 COPY_4FV(ctx->Current.RasterColor,
311 ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
312 COPY_4FV(ctx->Current.RasterSecondaryColor,
313 ctx->Current.Attrib[VERT_ATTRIB_COLOR1]);
314 }
315 else {
316 ctx->Current.RasterIndex = ctx->Current.Index;
317 }
318 }
319
320 /* compute raster distance */
321 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
322 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
323 else
324 ctx->Current.RasterDistance = (GLfloat)
325 GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
326
327 /* apply projection matrix: clip = Proj * eye */
328 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
329
330 /* clip to view volume */
331 if (ctx->Transform.RasterPositionUnclipped) {
332 /* GL_IBM_rasterpos_clip: only clip against Z */
333 if (viewclip_point_z(clip) == 0)
334 ctx->Current.RasterPosValid = GL_FALSE;
335 }
336 else if (viewclip_point(clip) == 0) {
337 /* Normal OpenGL behaviour */
338 ctx->Current.RasterPosValid = GL_FALSE;
339 return;
340 }
341
342 /* clip to user clipping planes */
343 if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
344 ctx->Current.RasterPosValid = GL_FALSE;
345 return;
346 }
347
348 /* ndc = clip / W */
349 ASSERT( clip[3]!=0.0 );
350 d = 1.0F / clip[3];
351 ndc[0] = clip[0] * d;
352 ndc[1] = clip[1] * d;
353 ndc[2] = clip[2] * d;
354
355 ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX] +
356 ctx->Viewport._WindowMap.m[MAT_TX]);
357 ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY] +
358 ctx->Viewport._WindowMap.m[MAT_TY]);
359 ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ] +
360 ctx->Viewport._WindowMap.m[MAT_TZ]) / ctx->DepthMaxF;
361 ctx->Current.RasterPos[3] = clip[3];
362 ctx->Current.RasterPosValid = GL_TRUE;
363
364 {
365 GLuint texSet;
366 for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
367 COPY_4FV( ctx->Current.RasterTexCoords[texSet],
368 ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] );
369 }
370 }
371
372 if (ctx->RenderMode==GL_SELECT) {
373 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
374 }
375
376 }
377
378
379 void
380 _mesa_RasterPos2d(GLdouble x, GLdouble y)
381 {
382 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
383 }
384
385 void
386 _mesa_RasterPos2f(GLfloat x, GLfloat y)
387 {
388 _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
389 }
390
391 void
392 _mesa_RasterPos2i(GLint x, GLint y)
393 {
394 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
395 }
396
397 void
398 _mesa_RasterPos2s(GLshort x, GLshort y)
399 {
400 _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
401 }
402
403 void
404 _mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
405 {
406 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
407 }
408
409 void
410 _mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
411 {
412 _mesa_RasterPos4f(x, y, z, 1.0F);
413 }
414
415 void
416 _mesa_RasterPos3i(GLint x, GLint y, GLint z)
417 {
418 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
419 }
420
421 void
422 _mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
423 {
424 _mesa_RasterPos4f(x, y, z, 1.0F);
425 }
426
427 void
428 _mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
429 {
430 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
431 }
432
433 void
434 _mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
435 {
436 GET_CURRENT_CONTEXT(ctx);
437 raster_pos4f(ctx, x, y, z, w);
438 }
439
440 void
441 _mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
442 {
443 _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
444 }
445
446 void
447 _mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
448 {
449 _mesa_RasterPos4f(x, y, z, w);
450 }
451
452 void
453 _mesa_RasterPos2dv(const GLdouble *v)
454 {
455 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
456 }
457
458 void
459 _mesa_RasterPos2fv(const GLfloat *v)
460 {
461 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
462 }
463
464 void
465 _mesa_RasterPos2iv(const GLint *v)
466 {
467 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
468 }
469
470 void
471 _mesa_RasterPos2sv(const GLshort *v)
472 {
473 _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
474 }
475
476 void
477 _mesa_RasterPos3dv(const GLdouble *v)
478 {
479 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
480 }
481
482 void
483 _mesa_RasterPos3fv(const GLfloat *v)
484 {
485 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
486 }
487
488 void
489 _mesa_RasterPos3iv(const GLint *v)
490 {
491 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
492 }
493
494 void
495 _mesa_RasterPos3sv(const GLshort *v)
496 {
497 _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
498 }
499
500 void
501 _mesa_RasterPos4dv(const GLdouble *v)
502 {
503 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
504 (GLfloat) v[2], (GLfloat) v[3]);
505 }
506
507 void
508 _mesa_RasterPos4fv(const GLfloat *v)
509 {
510 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
511 }
512
513 void
514 _mesa_RasterPos4iv(const GLint *v)
515 {
516 _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
517 (GLfloat) v[2], (GLfloat) v[3]);
518 }
519
520 void
521 _mesa_RasterPos4sv(const GLshort *v)
522 {
523 _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
524 }
525
526
527 /**********************************************************************/
528 /*** GL_ARB_window_pos / GL_MESA_window_pos ***/
529 /**********************************************************************/
530
531 static void
532 window_pos3f(GLfloat x, GLfloat y, GLfloat z)
533 {
534 GET_CURRENT_CONTEXT(ctx);
535 GLfloat z2;
536
537 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
538 FLUSH_CURRENT(ctx, 0);
539
540 z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
541 + ctx->Viewport.Near;
542
543 /* set raster position */
544 ctx->Current.RasterPos[0] = x;
545 ctx->Current.RasterPos[1] = y;
546 ctx->Current.RasterPos[2] = z2;
547 ctx->Current.RasterPos[3] = 1.0F;
548
549 ctx->Current.RasterPosValid = GL_TRUE;
550
551 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
552 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
553 else
554 ctx->Current.RasterDistance = 0.0;
555
556 /* raster color = current color or index */
557 if (ctx->Visual.rgbMode) {
558 ctx->Current.RasterColor[0]
559 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F);
560 ctx->Current.RasterColor[1]
561 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F);
562 ctx->Current.RasterColor[2]
563 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F);
564 ctx->Current.RasterColor[3]
565 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F);
566 ctx->Current.RasterSecondaryColor[0]
567 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F);
568 ctx->Current.RasterSecondaryColor[1]
569 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F);
570 ctx->Current.RasterSecondaryColor[2]
571 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F);
572 ctx->Current.RasterSecondaryColor[3]
573 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F);
574 }
575 else {
576 ctx->Current.RasterIndex = ctx->Current.Index;
577 }
578
579 /* raster texcoord = current texcoord */
580 {
581 GLuint texSet;
582 for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
583 COPY_4FV( ctx->Current.RasterTexCoords[texSet],
584 ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] );
585 }
586 }
587
588 if (ctx->RenderMode==GL_SELECT) {
589 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
590 }
591 }
592
593
594 /* This is just to support the GL_MESA_window_pos version */
595 static void
596 window_pos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
597 {
598 GET_CURRENT_CONTEXT(ctx);
599 window_pos3f(x, y, z);
600 ctx->Current.RasterPos[3] = w;
601 }
602
603
604 void
605 _mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
606 {
607 window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
608 }
609
610 void
611 _mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
612 {
613 window_pos4f(x, y, 0.0F, 1.0F);
614 }
615
616 void
617 _mesa_WindowPos2iMESA(GLint x, GLint y)
618 {
619 window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
620 }
621
622 void
623 _mesa_WindowPos2sMESA(GLshort x, GLshort y)
624 {
625 window_pos4f(x, y, 0.0F, 1.0F);
626 }
627
628 void
629 _mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
630 {
631 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
632 }
633
634 void
635 _mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
636 {
637 window_pos4f(x, y, z, 1.0F);
638 }
639
640 void
641 _mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
642 {
643 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
644 }
645
646 void
647 _mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
648 {
649 window_pos4f(x, y, z, 1.0F);
650 }
651
652 void
653 _mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
654 {
655 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
656 }
657
658 void
659 _mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
660 {
661 window_pos4f(x, y, z, w);
662 }
663
664 void
665 _mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
666 {
667 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
668 }
669
670 void
671 _mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
672 {
673 window_pos4f(x, y, z, w);
674 }
675
676 void
677 _mesa_WindowPos2dvMESA(const GLdouble *v)
678 {
679 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
680 }
681
682 void
683 _mesa_WindowPos2fvMESA(const GLfloat *v)
684 {
685 window_pos4f(v[0], v[1], 0.0F, 1.0F);
686 }
687
688 void
689 _mesa_WindowPos2ivMESA(const GLint *v)
690 {
691 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
692 }
693
694 void
695 _mesa_WindowPos2svMESA(const GLshort *v)
696 {
697 window_pos4f(v[0], v[1], 0.0F, 1.0F);
698 }
699
700 void
701 _mesa_WindowPos3dvMESA(const GLdouble *v)
702 {
703 window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
704 }
705
706 void
707 _mesa_WindowPos3fvMESA(const GLfloat *v)
708 {
709 window_pos4f(v[0], v[1], v[2], 1.0);
710 }
711
712 void
713 _mesa_WindowPos3ivMESA(const GLint *v)
714 {
715 window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
716 }
717
718 void
719 _mesa_WindowPos3svMESA(const GLshort *v)
720 {
721 window_pos4f(v[0], v[1], v[2], 1.0F);
722 }
723
724 void
725 _mesa_WindowPos4dvMESA(const GLdouble *v)
726 {
727 window_pos4f((GLfloat) v[0], (GLfloat) v[1],
728 (GLfloat) v[2], (GLfloat) v[3]);
729 }
730
731 void
732 _mesa_WindowPos4fvMESA(const GLfloat *v)
733 {
734 window_pos4f(v[0], v[1], v[2], v[3]);
735 }
736
737 void
738 _mesa_WindowPos4ivMESA(const GLint *v)
739 {
740 window_pos4f((GLfloat) v[0], (GLfloat) v[1],
741 (GLfloat) v[2], (GLfloat) v[3]);
742 }
743
744 void
745 _mesa_WindowPos4svMESA(const GLshort *v)
746 {
747 window_pos4f(v[0], v[1], v[2], v[3]);
748 }
749
750
751
752 #if 0
753
754 /*
755 * OpenGL implementation of glWindowPos*MESA()
756 */
757 void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
758 {
759 GLfloat fx, fy;
760
761 /* Push current matrix mode and viewport attributes */
762 glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT );
763
764 /* Setup projection parameters */
765 glMatrixMode( GL_PROJECTION );
766 glPushMatrix();
767 glLoadIdentity();
768 glMatrixMode( GL_MODELVIEW );
769 glPushMatrix();
770 glLoadIdentity();
771
772 glDepthRange( z, z );
773 glViewport( (int) x - 1, (int) y - 1, 2, 2 );
774
775 /* set the raster (window) position */
776 fx = x - (int) x;
777 fy = y - (int) y;
778 glRasterPos4f( fx, fy, 0.0, w );
779
780 /* restore matrices, viewport and matrix mode */
781 glPopMatrix();
782 glMatrixMode( GL_PROJECTION );
783 glPopMatrix();
784
785 glPopAttrib();
786 }
787
788 #endif