#include "main/feedback.h"
#include "main/light.h"
#include "main/macros.h"
-#include "main/rastpos.h"
#include "main/simple_list.h"
#include "main/mtypes.h"
* \return zero if outside view volume, or one if inside.
*/
static GLuint
-viewclip_point( const GLfloat v[] )
+viewclip_point_xy( 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] ) {
+ || v[1] > v[3] || v[1] < -v[3] ) {
return 0;
}
else {
const GLfloat vertex[4],
const GLfloat normal[3],
GLfloat Rcolor[4],
- GLfloat Rspec[4],
- GLfloat *Rindex)
+ GLfloat Rspec[4])
{
/*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
const struct gl_light *light;
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 {
- 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]
- + diffuseCI * (1.0F-specularCI) * d_a
- + specularCI * s_a);
- if (i > ind[MAT_INDEX_SPECULAR]) {
- i = ind[MAT_INDEX_SPECULAR];
- }
- *Rindex = i;
- }
+ 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);
}
/* 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 */
+ /* clip to view volume. */
+ if (!ctx->Transform.DepthClamp) {
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;
+ if (!ctx->Transform.RasterPositionUnclipped) {
+ if (viewclip_point_xy(clip) == 0) {
+ ctx->Current.RasterPosValid = GL_FALSE;
+ return;
+ }
}
/* clip to user clipping planes */
/ ctx->DrawBuffer->_DepthMaxF;
ctx->Current.RasterPos[3] = clip[3];
+ if (ctx->Transform.DepthClamp) {
+ ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
+ ctx->Viewport.Near,
+ ctx->Viewport.Far);
+ }
+
/* compute raster distance */
if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
/* lighting */
shade_rastpos( ctx, vObj, norm,
ctx->Current.RasterColor,
- ctx->Current.RasterSecondaryColor,
- &ctx->Current.RasterIndex );
+ ctx->Current.RasterSecondaryColor );
}
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.Attrib[VERT_ATTRIB_COLOR_INDEX][0];
- }
+ /* use current color */
+ COPY_4FV(ctx->Current.RasterColor,
+ ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
+ COPY_4FV(ctx->Current.RasterSecondaryColor,
+ ctx->Current.Attrib[VERT_ATTRIB_COLOR1]);
}
/* texture coords */