-/* $Id: rastpos.c,v 1.24 2001/05/01 07:25:41 keithw Exp $ */
+/* $Id: rastpos.c,v 1.29 2001/07/05 15:31:21 brianp Exp $ */
/*
* Mesa 3-D graphics library
}
+/* 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;
+ }
+}
+
+
+
/*
* Clip a point against the user clipping planes.
* Input: v - vertex-vector describing the point to clip.
/* 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
*/
static void
shade_rastpos(GLcontext *ctx,
const GLfloat vertex[4],
const GLfloat normal[3],
GLfloat Rcolor[4],
- GLuint *index)
+ GLfloat Rspec[4],
+ GLuint *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] = sumA[0];
+ 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)) {
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];
+ const struct gl_material *mat = &ctx->Light.Material[0];
GLfloat spec_coef;
GLfloat shininess = mat->Shininess;
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];
if (ind > mat->SpecularIndex) {
ind = mat->SpecularIndex;
}
- *index = (GLuint) (GLint) ind;
+ *Rindex = (GLuint) (GLint) ind;
}
}
shade_rastpos( ctx, v, norm,
ctx->Current.RasterColor,
+ ctx->Current.RasterSecondaryColor,
&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]);
+ COPY_4FV(ctx->Current.RasterColor, ctx->Current.Color);
+ COPY_4FV(ctx->Current.RasterSecondaryColor,
+ ctx->Current.SecondaryColor);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;
TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye );
/* clip to view volume */
- if (viewclip_point( clip )==0) {
+ if (ctx->Transform.RasterPositionUnclipped) {
+ /* GL_IBM_rasterpos_clip: only clip against Z */
+ if (viewclip_point_z(clip) == 0)
+ ctx->Current.RasterPosValid = GL_FALSE;
+ }
+ else if (viewclip_point(clip) == 0) {
+ /* Normal OpenGL behaviour */
ctx->Current.RasterPosValid = GL_FALSE;
return;
}
ctx->Current.RasterPos[3] = clip[3];
ctx->Current.RasterPosValid = GL_TRUE;
- /* FOG??? */
+ ctx->Current.RasterFogCoord = ctx->Current.FogCoord;
{
GLuint texSet;
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}
+
+
+
+/**********************************************************************/
+/*** 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.
+ */
+void
+_mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_CURRENT(ctx, 0);
+
+ /* 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.RasterPosValid = GL_TRUE;
+ ctx->Current.RasterDistance = 0.0F;
+ ctx->Current.RasterFogCoord = 0.0F;
+
+ /* 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]);
+ }
+ 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] );
+ }
+ }
+
+ if (ctx->RenderMode==GL_SELECT) {
+ _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
+ }
+}
+
+
+
+
+void
+_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
+{
+ _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
+{
+ _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos2iMESA(GLint x, GLint y)
+{
+ _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos2sMESA(GLshort x, GLshort y)
+{
+ _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
+{
+ _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+}
+
+void
+_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
+{
+ _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+}
+
+void
+_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
+{
+ _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+}
+
+void
+_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
+{
+ _mesa_WindowPos4fMESA(x, y, z, 1.0F);
+}
+
+void
+_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ _mesa_WindowPos4fMESA(x, y, z, w);
+}
+
+void
+_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
+{
+ _mesa_WindowPos4fMESA(x, y, z, w);
+}
+
+void
+_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
+{
+ _mesa_WindowPos4fMESA(x, y, z, w);
+}
+
+void
+_mesa_WindowPos2dvMESA(const GLdouble *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos2fvMESA(const GLfloat *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos2ivMESA(const GLint *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos2svMESA(const GLshort *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
+}
+
+void
+_mesa_WindowPos3dvMESA(const GLdouble *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_WindowPos3fvMESA(const GLfloat *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_WindowPos3ivMESA(const GLint *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_WindowPos3svMESA(const GLshort *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
+}
+
+void
+_mesa_WindowPos4dvMESA(const GLdouble *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+}
+
+void
+_mesa_WindowPos4fvMESA(const GLfloat *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+}
+
+void
+_mesa_WindowPos4ivMESA(const GLint *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+}
+
+void
+_mesa_WindowPos4svMESA(const GLshort *v)
+{
+ _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
+}
+
+
+
+#if 0
+
+/*
+ * OpenGL implementation of glWindowPos*MESA()
+ */
+void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GLfloat fx, fy;
+
+ /* Push current matrix mode and viewport attributes */
+ glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT );
+
+ /* Setup projection parameters */
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+ glLoadIdentity();
+
+ glDepthRange( z, z );
+ glViewport( (int) x - 1, (int) y - 1, 2, 2 );
+
+ /* set the raster (window) position */
+ fx = x - (int) x;
+ fy = y - (int) y;
+ glRasterPos4f( fx, fy, 0.0, w );
+
+ /* restore matrices, viewport and matrix mode */
+ glPopMatrix();
+ glMatrixMode( GL_PROJECTION );
+ glPopMatrix();
+
+ glPopAttrib();
+}
+
+#endif