-/* $Id: rastpos.c,v 1.27 2001/06/26 01:32:48 brianp Exp $ */
+/**
+ * \file rastpos.c
+ * Raster position operations.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 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"),
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
-#include "clip.h"
+/*#include "clip.h"*/
#include "colormac.h"
#include "context.h"
#include "feedback.h"
#include "light.h"
#include "macros.h"
-#include "mmath.h"
#include "rastpos.h"
#include "state.h"
#include "simple_list.h"
#include "mtypes.h"
#include "math/m_matrix.h"
-#include "math/m_xform.h"
-#endif
-/*
+/**
* Clip a point against the view volume.
- * Input: v - vertex-vector describing the point to clip
- * Return: 0 = outside view volume
- * 1 = inside 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[] )
}
-/* As above, but only clip test against far/near Z planes */
+/**
+ * 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[] )
{
}
-
-/*
+/**
* Clip a point against the user clipping planes.
- * Input: v - vertex-vector describing the point to clip.
- * Return: 0 = point was clipped
- * 1 = point not clipped
+ *
+ * \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[] )
+userclip_point( GLcontext *ctx, const GLfloat v[] )
{
GLuint p;
for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
- if (ctx->Transform.ClipEnabled[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]
}
-/* This has been split off to allow the normal shade routines to
+/**
+ * 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],
- GLuint *index)
+ GLfloat Rspec[4],
+ GLfloat *Rindex)
{
GLfloat (*base)[3] = ctx->Light._BaseColor;
- const GLfloat *sumA = ctx->Light._BaseAlpha;
struct gl_light *light;
- GLfloat color[4];
+ GLfloat diffuseColor[4], specularColor[4];
GLfloat diffuse = 0, specular = 0;
- COPY_3V(color, base[0]);
- color[3] = sumA[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 VP[3];
GLfloat n_dot_VP;
GLfloat *h;
- GLfloat contrib[3];
+ GLfloat diffuseContrib[3], specularContrib[3];
GLboolean normalized;
if (!(light->_Flags & LIGHT_POSITIONAL)) {
GLfloat d;
SUB_3V(VP, light->_Position, vertex);
- d = LEN_3FV( VP );
+ d = (GLfloat) LEN_3FV( VP );
if ( d > 1e-6) {
GLfloat invd = 1.0F / d;
n_dot_VP = DOT3( normal, VP );
if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(color, attenuation, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
continue;
}
- COPY_3V(contrib, light->_MatAmbient[0]);
- ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[0]);
+ 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) {
n_dot_h = DOT3(normal, h);
if (n_dot_h > 0.0F) {
- struct gl_material *mat = &ctx->Light.Material[0];
+ GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
GLfloat spec_coef;
- GLfloat shininess = mat->Shininess;
+ GLfloat shininess = mat[MAT_ATTRIB_FRONT_SHININESS][0];
if (!normalized) {
n_dot_h *= n_dot_h;
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
if (spec_coef > 1.0e-10) {
- ACC_SCALE_SCALAR_3V( contrib, spec_coef,
- light->_MatSpecular[0]);
+ 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( color, attenuation, contrib );
+ ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
+ ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
}
if (ctx->Visual.rgbMode) {
- Rcolor[0] = CLAMP(color[0], 0.0F, 1.0F);
- Rcolor[1] = CLAMP(color[1], 0.0F, 1.0F);
- Rcolor[2] = CLAMP(color[2], 0.0F, 1.0F);
- Rcolor[3] = CLAMP(color[3], 0.0F, 1.0F);
+ 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 {
- struct gl_material *mat = &ctx->Light.Material[0];
- GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
- GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
- GLfloat ind = mat->AmbientIndex
- + diffuse * (1.0F-specular) * d_a
- + specular * s_a;
- if (ind > mat->SpecularIndex) {
- ind = mat->SpecularIndex;
+ 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];
}
- *index = (GLuint) (GLint) ind;
+ *Rindex = i;
}
-
}
-/*
- * Caller: context->API.RasterPos4f
+
+/**
+ * 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)
if (ctx->NewState)
_mesa_update_state( ctx );
- ASSIGN_4V( v, x, y, z, w );
- TRANSFORM_POINT( eye, ctx->ModelView.m, v );
-
- /* raster color */
- if (ctx->Light.Enabled) {
- GLfloat *norm, eyenorm[3];
- GLfloat *objnorm = ctx->Current.Normal;
+ if (ctx->VertexProgram.Enabled) {
+ /* XXX implement this */
+ _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos");
+ return;
+ }
+ else {
+ ASSIGN_4V( v, x, y, z, w );
+ TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, v );
+
+ /* raster color */
+ if (ctx->Light.Enabled) {
+ GLfloat *norm, eyenorm[3];
+ GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
+
+ if (ctx->_NeedEyeCoords) {
+ GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv;
+ TRANSFORM_NORMAL( eyenorm, objnorm, inv );
+ norm = eyenorm;
+ }
+ else {
+ norm = objnorm;
+ }
- if (ctx->_NeedEyeCoords) {
- GLfloat *inv = ctx->ModelView.inv;
- TRANSFORM_NORMAL( eyenorm, objnorm, inv );
- norm = eyenorm;
+ shade_rastpos( ctx, v, norm,
+ ctx->Current.RasterColor,
+ ctx->Current.RasterSecondaryColor,
+ &ctx->Current.RasterIndex );
}
else {
- norm = objnorm;
+ /* 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;
+ }
}
- shade_rastpos( ctx, v, norm,
- ctx->Current.RasterColor,
- &ctx->Current.RasterIndex );
-
- }
- else {
- /* use current color or index */
- if (ctx->Visual.rgbMode) {
- ctx->Current.RasterColor[0] = (ctx->Current.Color[0]);
- ctx->Current.RasterColor[1] = (ctx->Current.Color[1]);
- ctx->Current.RasterColor[2] = (ctx->Current.Color[2]);
- ctx->Current.RasterColor[3] = (ctx->Current.Color[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] );
+
+ /* 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 {
- ctx->Current.RasterIndex = ctx->Current.Index;
+ else if (viewclip_point(clip) == 0) {
+ /* Normal OpenGL behaviour */
+ ctx->Current.RasterPosValid = GL_FALSE;
+ return;
}
- }
-
- /* compute raster distance */
- ctx->Current.RasterDistance = (GLfloat)
- GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
- /* apply projection matrix: clip = Proj * eye */
- TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye );
-
- /* clip to view volume */
- if (ctx->Transform.RasterPositionUnclipped) {
- /* GL_IBM_rasterpos_clip: only clip against Z */
- if (viewclip_point_z(clip) == 0)
+ /* clip to user clipping planes */
+ if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
ctx->Current.RasterPosValid = GL_FALSE;
- }
- else if (viewclip_point(clip) == 0) {
- /* Normal OpenGL behaviour */
- ctx->Current.RasterPosValid = GL_FALSE;
- return;
- }
-
- /* clip to user clipping planes */
- if (ctx->Transform._AnyClip &&
- userclip_point(ctx, clip) == 0) {
- ctx->Current.RasterPosValid = GL_FALSE;
- return;
- }
-
- /* ndc = clip / W */
- ASSERT( clip[3]!=0.0 );
- d = 1.0F / clip[3];
- ndc[0] = clip[0] * d;
- ndc[1] = clip[1] * d;
- ndc[2] = clip[2] * d;
-
- 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];
- ctx->Current.RasterPosValid = GL_TRUE;
+ return;
+ }
- ctx->Current.RasterFogCoord = ctx->Current.FogCoord;
+ /* 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;
+
+ 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];
+ ctx->Current.RasterPosValid = GL_TRUE;
- {
- GLuint texSet;
- for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
- COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
- ctx->Current.Texcoord[texSet] );
+ {
+ 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] );
}
-
}
-
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
- _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+ _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
_mesa_RasterPos4f(x, y, 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2i(GLint x, GLint y)
{
- _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+ _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2s(GLshort x, GLshort y)
{
_mesa_RasterPos4f(x, y, 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
- _mesa_RasterPos4f(x, y, z, 1.0F);
+ _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
_mesa_RasterPos4f(x, y, z, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
- _mesa_RasterPos4f(x, y, z, 1.0F);
+ _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
_mesa_RasterPos4f(x, y, z, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
- _mesa_RasterPos4f(x, y, z, w);
+ _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+/** 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);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
- _mesa_RasterPos4f(x, y, z, w);
+ _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
_mesa_RasterPos4f(x, y, z, w);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2dv(const GLdouble *v)
{
- _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+ _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2fv(const GLfloat *v)
{
_mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2iv(const GLint *v)
{
- _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+ _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos2sv(const GLshort *v)
{
_mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3dv(const GLdouble *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+ _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3fv(const GLfloat *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3iv(const GLint *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+ _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos3sv(const GLshort *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4dv(const GLdouble *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+ _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3]);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4fv(const GLfloat *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4iv(const GLint *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+ _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3]);
}
-void
+/** Calls _mesa_RasterPos4f() */
+void GLAPIENTRY
_mesa_RasterPos4sv(const GLshort *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}
-
/**********************************************************************/
-/*** GL_MESA_window_pos ***/
+/*** GL_ARB_window_pos / GL_MESA_window_pos ***/
/**********************************************************************/
-
-/*
- * This is a MESA extension function. Pretty much just like glRasterPos
- * except we don't apply the modelview or projection matrices; specify a
- * window coordinate directly.
- * Caller: context->API.WindowPos4fMESA pointer.
+#if FEATURE_windowpos
+/**
+ * All glWindowPosMESA and glWindowPosARB commands call this function to
+ * update the current raster position.
*/
-void
-_mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+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] = CLAMP( z, 0.0F, 1.0F );
- ctx->Current.RasterPos[3] = w;
+ ctx->Current.RasterPos[2] = z2;
+ ctx->Current.RasterPos[3] = 1.0F;
ctx->Current.RasterPosValid = GL_TRUE;
- ctx->Current.RasterDistance = 0.0F;
- ctx->Current.RasterFogCoord = 0.0F;
+
+ 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] = (ctx->Current.Color[0]);
- ctx->Current.RasterColor[1] = (ctx->Current.Color[1]);
- ctx->Current.RasterColor[2] = (ctx->Current.Color[2]);
- ctx->Current.RasterColor[3] = (ctx->Current.Color[3]);
+ 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.MaxTextureUnits; texSet++) {
- COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
- ctx->Current.Texcoord[texSet] );
+ for (texSet = 0; texSet < ctx->Const.MaxTextureCoordUnits; texSet++) {
+ COPY_4FV( ctx->Current.RasterTexCoords[texSet],
+ ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] );
}
}
}
+/* 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
+void GLAPIENTRY
_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
{
- _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+ window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
{
- _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+ window_pos4f(x, y, 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2iMESA(GLint x, GLint y)
{
- _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+ window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2sMESA(GLshort x, GLshort y)
{
- _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+ window_pos4f(x, y, 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
- _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+ window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
{
- _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+ window_pos4f(x, y, z, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
{
- _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+ window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
- _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+ window_pos4f(x, y, z, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
- _mesa_WindowPos4fMESA(x, y, z, w);
+ window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+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)
{
- _mesa_WindowPos4fMESA(x, y, z, w);
+ window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+void GLAPIENTRY
_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
{
- _mesa_WindowPos4fMESA(x, y, z, w);
+ window_pos4f(x, y, z, w);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2dvMESA(const GLdouble *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+ window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2fvMESA(const GLfloat *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+ window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2ivMESA(const GLint *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+ window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos2svMESA(const GLshort *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+ window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3dvMESA(const GLdouble *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+ window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3fvMESA(const GLfloat *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+ window_pos4f(v[0], v[1], v[2], 1.0);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3ivMESA(const GLint *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+ window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos3svMESA(const GLshort *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+ window_pos4f(v[0], v[1], v[2], 1.0F);
}
-void
+void GLAPIENTRY
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+ window_pos4f((GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3]);
}
-void
+void GLAPIENTRY
_mesa_WindowPos4fvMESA(const GLfloat *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+ window_pos4f(v[0], v[1], v[2], v[3]);
}
-void
+void GLAPIENTRY
_mesa_WindowPos4ivMESA(const GLint *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+ window_pos4f((GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3]);
}
-void
+void GLAPIENTRY
_mesa_WindowPos4svMESA(const GLshort *v)
{
- _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+ window_pos4f(v[0], v[1], v[2], v[3]);
}
-
+#endif
#if 0
}
#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);
+}
+
+/*@}*/