/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
*/
+/**
+ * \file rastpos.c
+ * Raster position operations.
+ */
+
#include "glheader.h"
-#include "clip.h"
-#include "colormac.h"
#include "context.h"
#include "feedback.h"
-#include "light.h"
#include "macros.h"
#include "rastpos.h"
#include "state.h"
-#include "simple_list.h"
-#include "mtypes.h"
-
-#include "math/m_matrix.h"
-#include "math/m_xform.h"
-
-
-/**
- * Clip a point against the view volume.
- * \param v vertex-vector describing the point to clip
- * \return 0 = outside view volume, 1 = inside view volume
- */
-static GLuint
-viewclip_point( const GLfloat v[] )
-{
- if ( v[0] > v[3] || v[0] < -v[3]
- || v[1] > v[3] || v[1] < -v[3]
- || v[2] > v[3] || v[2] < -v[3] ) {
- return 0;
- }
- else {
- return 1;
- }
-}
-
-
-/* As above, but only clip test against far/near Z planes */
-static GLuint
-viewclip_point_z( const GLfloat v[] )
-{
- if (v[2] > v[3] || v[2] < -v[3] ) {
- return 0;
- }
- else {
- return 1;
- }
-}
+#include "glapi/dispatch.h"
-
-/**
- * Clip a point against the user clipping planes.
- * \param v vertex-vector describing the point to clip.
- * \return 0 = point was clipped, 1 = point not clipped
- */
-static GLuint
-userclip_point( GLcontext *ctx, const GLfloat v[] )
-{
- GLuint p;
-
- for (p = 0; p < ctx->Const.MaxClipPlanes; 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]
- + v[3] * ctx->Transform._ClipUserPlane[p][3];
- if (dot < 0.0F) {
- return 0;
- }
- }
- }
-
- return 1;
-}
+#if FEATURE_rastpos
/**
- * 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.
- * Input: ctx - the context
- * vertex - vertex location
- * normal - normal vector
- * Output: Rcolor - returned color
- * Rspec - returned specular color (if separate specular enabled)
- * Rindex - returned color index
+ * Helper function for all the RasterPos functions.
*/
static void
-shade_rastpos(GLcontext *ctx,
- const GLfloat vertex[4],
- const GLfloat normal[3],
- GLfloat Rcolor[4],
- GLfloat Rspec[4],
- GLuint *Rindex)
-{
- GLfloat (*base)[3] = ctx->Light._BaseColor;
- struct gl_light *light;
- GLfloat diffuseColor[4], specularColor[4];
- GLfloat diffuse = 0, specular = 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[0].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 attenuation = 1.0;
- GLfloat VP[3];
- GLfloat n_dot_VP;
- GLfloat *h;
- GLfloat diffuseContrib[3], specularContrib[3];
- GLboolean normalized;
-
- if (!(light->_Flags & LIGHT_POSITIONAL)) {
- COPY_3V(VP, light->_VP_inf_norm);
- attenuation = light->_VP_inf_spot_attenuation;
- }
- else {
- GLfloat d;
-
- SUB_3V(VP, light->_Position, vertex);
- d = (GLfloat) LEN_3FV( VP );
-
- if ( d > 1e-6) {
- GLfloat invd = 1.0F / d;
- SELF_SCALE_SCALAR_3V(VP, invd);
- }
- attenuation = 1.0F / (light->ConstantAttenuation + d *
- (light->LinearAttenuation + d *
- light->QuadraticAttenuation));
-
- if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
-
- if (PV_dot_dir<light->_CosCutoff) {
- continue;
- }
- else {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
- + (x-k)*light->_SpotExpTable[k][1]);
- attenuation *= spot;
- }
- }
- }
-
- if (attenuation < 1e-3)
- continue;
-
- n_dot_VP = DOT3( normal, VP );
-
- if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
- continue;
- }
-
- 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) {
- GLfloat v[3];
- COPY_3V(v, vertex);
- NORMALIZE_3FV(v);
- SUB_3V(VP, VP, v);
- h = VP;
- normalized = 0;
- }
- else if (light->_Flags & LIGHT_POSITIONAL) {
- h = VP;
- ACC_3V(h, ctx->_EyeZDir);
- normalized = 0;
- }
- else {
- h = light->_h_inf_norm;
- normalized = 1;
- }
-
- n_dot_h = DOT3(normal, h);
-
- if (n_dot_h > 0.0F) {
- const struct gl_material *mat = &ctx->Light.Material[0];
- GLfloat spec_coef;
- GLfloat shininess = mat->Shininess;
-
- if (!normalized) {
- n_dot_h *= n_dot_h;
- n_dot_h /= LEN_SQUARED_3FV( h );
- shininess *= .5;
- }
-
- GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
-
- if (spec_coef > 1.0e-10) {
- 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( diffuseColor, attenuation, diffuseContrib );
- ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
- }
-
- if (ctx->Visual.rgbMode) {
- 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;
- }
- *Rindex = (GLuint) (GLint) ind;
- }
-}
+rasterpos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat p[4];
+ p[0] = x;
+ p[1] = y;
+ p[2] = z;
+ p[3] = w;
-/**
- * All glRasterPos command call this function to update the current
- * raster position.
- */
-static void
-raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- GLfloat v[4], eye[4], clip[4], ndc[3], d;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
FLUSH_CURRENT(ctx, 0);
if (ctx->NewState)
_mesa_update_state( ctx );
- 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;
- }
-
- shade_rastpos( ctx, v, norm,
- ctx->Current.RasterColor,
- ctx->Current.RasterSecondaryColor,
- &ctx->Current.RasterIndex );
-
- }
- else {
- /* 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;
- }
- }
-
- /* 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 if (viewclip_point(clip) == 0) {
- /* Normal OpenGL behaviour */
- ctx->Current.RasterPosValid = GL_FALSE;
- return;
- }
-
- /* clip to user clipping planes */
- if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
- 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;
-
- {
- 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] );
- }
+ ctx->Driver.RasterPos(ctx, p);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
+ rasterpos((GLfloat)x, (GLfloat)y, (GLfloat)0.0, (GLfloat)1.0);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
- _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+ rasterpos(x, y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2i(GLint x, GLint y)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
+ rasterpos((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2s(GLshort x, GLshort y)
{
- _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+ rasterpos(x, y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
+ rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
- _mesa_RasterPos4f(x, y, z, 1.0F);
+ rasterpos(x, y, z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
+ rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
- _mesa_RasterPos4f(x, y, z, 1.0F);
+ rasterpos(x, y, z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
+ rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
- GET_CURRENT_CONTEXT(ctx);
- raster_pos4f(ctx, x, y, z, w);
+ rasterpos(x, y, z, w);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
+ rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
- _mesa_RasterPos4f(x, y, z, w);
+ rasterpos(x, y, z, w);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2dv(const GLdouble *v)
{
- _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
+ rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2fv(const GLfloat *v)
{
- _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+ rasterpos(v[0], v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2iv(const GLint *v)
{
- _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
+ rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos2sv(const GLshort *v)
{
- _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
+ rasterpos(v[0], v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3dv(const GLdouble *v)
{
- _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
+ rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3fv(const GLfloat *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+ rasterpos(v[0], v[1], v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3iv(const GLint *v)
{
- _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
+ rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos3sv(const GLshort *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
+ rasterpos(v[0], v[1], v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4dv(const GLdouble *v)
{
- _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
+ rasterpos((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4fv(const GLfloat *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+ rasterpos(v[0], v[1], v[2], v[3]);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4iv(const GLint *v)
{
- _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
+ rasterpos((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
-void
+static void GLAPIENTRY
_mesa_RasterPos4sv(const GLshort *v)
{
- _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
+ rasterpos(v[0], v[1], v[2], v[3]);
}
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F);
}
else {
- ctx->Current.RasterIndex = ctx->Current.Index;
+ ctx->Current.RasterIndex
+ = ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0];
}
/* raster texcoord = current texcoord */
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2iMESA(GLint x, GLint y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2sMESA(GLshort x, GLshort y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
{
window_pos4f(x, y, z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
window_pos4f(x, y, z, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
window_pos4f(x, y, z, w);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
{
window_pos4f(x, y, z, w);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos2svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], 1.0);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos3svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], v[2], 1.0F);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], v[3]);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
-void
+static void GLAPIENTRY
_mesa_WindowPos4svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], v[2], v[3]);
}
-
#if 0
/*
}
#endif
+
+
+void
+_mesa_init_rastpos_dispatch(struct _glapi_table *disp)
+{
+ SET_RasterPos2f(disp, _mesa_RasterPos2f);
+ SET_RasterPos2fv(disp, _mesa_RasterPos2fv);
+ SET_RasterPos2i(disp, _mesa_RasterPos2i);
+ SET_RasterPos2iv(disp, _mesa_RasterPos2iv);
+ SET_RasterPos2d(disp, _mesa_RasterPos2d);
+ SET_RasterPos2dv(disp, _mesa_RasterPos2dv);
+ SET_RasterPos2s(disp, _mesa_RasterPos2s);
+ SET_RasterPos2sv(disp, _mesa_RasterPos2sv);
+ SET_RasterPos3d(disp, _mesa_RasterPos3d);
+ SET_RasterPos3dv(disp, _mesa_RasterPos3dv);
+ SET_RasterPos3f(disp, _mesa_RasterPos3f);
+ SET_RasterPos3fv(disp, _mesa_RasterPos3fv);
+ SET_RasterPos3i(disp, _mesa_RasterPos3i);
+ SET_RasterPos3iv(disp, _mesa_RasterPos3iv);
+ SET_RasterPos3s(disp, _mesa_RasterPos3s);
+ SET_RasterPos3sv(disp, _mesa_RasterPos3sv);
+ SET_RasterPos4d(disp, _mesa_RasterPos4d);
+ SET_RasterPos4dv(disp, _mesa_RasterPos4dv);
+ SET_RasterPos4f(disp, _mesa_RasterPos4f);
+ SET_RasterPos4fv(disp, _mesa_RasterPos4fv);
+ SET_RasterPos4i(disp, _mesa_RasterPos4i);
+ SET_RasterPos4iv(disp, _mesa_RasterPos4iv);
+ SET_RasterPos4s(disp, _mesa_RasterPos4s);
+ SET_RasterPos4sv(disp, _mesa_RasterPos4sv);
+
+ /* 197. GL_MESA_window_pos */
+ SET_WindowPos2dMESA(disp, _mesa_WindowPos2dMESA);
+ SET_WindowPos2dvMESA(disp, _mesa_WindowPos2dvMESA);
+ SET_WindowPos2fMESA(disp, _mesa_WindowPos2fMESA);
+ SET_WindowPos2fvMESA(disp, _mesa_WindowPos2fvMESA);
+ SET_WindowPos2iMESA(disp, _mesa_WindowPos2iMESA);
+ SET_WindowPos2ivMESA(disp, _mesa_WindowPos2ivMESA);
+ SET_WindowPos2sMESA(disp, _mesa_WindowPos2sMESA);
+ SET_WindowPos2svMESA(disp, _mesa_WindowPos2svMESA);
+ SET_WindowPos3dMESA(disp, _mesa_WindowPos3dMESA);
+ SET_WindowPos3dvMESA(disp, _mesa_WindowPos3dvMESA);
+ SET_WindowPos3fMESA(disp, _mesa_WindowPos3fMESA);
+ SET_WindowPos3fvMESA(disp, _mesa_WindowPos3fvMESA);
+ SET_WindowPos3iMESA(disp, _mesa_WindowPos3iMESA);
+ SET_WindowPos3ivMESA(disp, _mesa_WindowPos3ivMESA);
+ SET_WindowPos3sMESA(disp, _mesa_WindowPos3sMESA);
+ SET_WindowPos3svMESA(disp, _mesa_WindowPos3svMESA);
+ SET_WindowPos4dMESA(disp, _mesa_WindowPos4dMESA);
+ SET_WindowPos4dvMESA(disp, _mesa_WindowPos4dvMESA);
+ SET_WindowPos4fMESA(disp, _mesa_WindowPos4fMESA);
+ SET_WindowPos4fvMESA(disp, _mesa_WindowPos4fvMESA);
+ SET_WindowPos4iMESA(disp, _mesa_WindowPos4iMESA);
+ SET_WindowPos4ivMESA(disp, _mesa_WindowPos4ivMESA);
+ SET_WindowPos4sMESA(disp, _mesa_WindowPos4sMESA);
+ SET_WindowPos4svMESA(disp, _mesa_WindowPos4svMESA);
+}
+
+
+#endif /* FEATURE_rastpos */
+
+
+/**********************************************************************/
+/** \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 );
+ ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 1.0 );
+ ctx->Current.RasterIndex = 1.0;
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
+ ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
+ ctx->Current.RasterPosValid = GL_TRUE;
+}
+
+/*@}*/