X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Frastpos.c;h=2d71014a1879c53c37c19d04950c2ef97dd51c61;hb=aac367f48afc62176faf67aa6f329fbeae2004b4;hp=e0204523c41dd405501d669dd8b5189f79a3e541;hpb=cab974cf6c2dbfbf5dd5d291e1aae0f8eeb34290;p=mesa.git diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c index e0204523c41..2d71014a187 100644 --- a/src/mesa/main/rastpos.c +++ b/src/mesa/main/rastpos.c @@ -1,10 +1,8 @@ -/* $Id: rastpos.c,v 1.18 2000/12/26 05:09:29 keithw Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 6.5.3 * - * Copyright (C) 1999-2000 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"), @@ -25,34 +23,34 @@ */ -#ifdef PC_HEADER -#include "all.h" -#else +/** + * \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 "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 gl_viewclip_point( const GLfloat v[] ) +static GLuint +viewclip_point( const GLfloat v[] ) { if ( v[0] > v[3] || v[0] < -v[3] || v[1] > v[3] || v[1] < -v[3] @@ -64,18 +62,41 @@ static GLuint gl_viewclip_point( const GLfloat v[] ) } } -/* + +/** + * 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[] ) +{ + 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. - * 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 gl_userclip_point( GLcontext* ctx, const GLfloat v[] ) +static GLuint +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] @@ -90,61 +111,72 @@ static GLuint gl_userclip_point( GLcontext* ctx, const GLfloat v[] ) } -/* 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. +/** + * Compute lighting for the raster position. Both RGB and CI modes computed. + * \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 gl_shade_rastpos( GLcontext *ctx, - GLfloat vertex[4], - GLfloat normal[3], - GLfloat Rcolor[4], - GLuint *index ) +static void +shade_rastpos(GLcontext *ctx, + const GLfloat vertex[4], + const GLfloat normal[3], + GLfloat Rcolor[4], + GLfloat Rspec[4], + GLfloat *Rindex) { - GLfloat (*base)[3] = ctx->Light._BaseColor; - const GLchan *sumA = ctx->Light._BaseAlpha; - struct gl_light *light; - GLfloat color[4]; - GLfloat diffuse = 0, specular = 0; + /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; + const struct gl_light *light; + GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ + GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */ - COPY_3V(color, base[0]); - color[3] = CHAN_TO_FLOAT( sumA[0] ); + _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, 1.0); foreach (light, &ctx->Light.EnabledList) { - GLfloat n_dot_h; GLfloat attenuation = 1.0; - GLfloat VP[3]; + GLfloat VP[3]; /* vector from vertex to light pos */ GLfloat n_dot_VP; - GLfloat *h; - GLfloat contrib[3]; - GLboolean normalized; + GLfloat diffuseContrib[3], specularContrib[3]; if (!(light->_Flags & LIGHT_POSITIONAL)) { + /* light at infinity */ COPY_3V(VP, light->_VP_inf_norm); attenuation = light->_VP_inf_spot_attenuation; } else { + /* local/positional light */ GLfloat d; - + + /* VP = vector from vertex pos to light[i].pos */ SUB_3V(VP, light->_Position, vertex); - d = LEN_3FV( VP ); - - if ( d > 1e-6) { + /* d = length(VP) */ + d = (GLfloat) LEN_3FV( VP ); + if (d > 1.0e-6) { + /* normalize VP */ GLfloat invd = 1.0F / d; SELF_SCALE_SCALAR_3V(VP, invd); } + + /* atti */ attenuation = 1.0F / (light->ConstantAttenuation + d * (light->LinearAttenuation + d * light->QuadraticAttenuation)); - - if (light->_Flags & LIGHT_SPOT) - { + + if (light->_Flags & LIGHT_SPOT) { GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); - + if (PV_dot_dir_CosCutoff) { continue; } - else - { + else { double x = PV_dot_dir * (EXP_TABLE_SIZE-1); int k = (int) x; GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] @@ -160,324 +192,810 @@ static void gl_shade_rastpos( GLcontext *ctx, 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]); - diffuse += n_dot_VP * light->_dli * attenuation; + /* Ambient + diffuse */ + COPY_3V(diffuseContrib, light->_MatAmbient[0]); + ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); + diffuseCI += n_dot_VP * light->_dli * attenuation; + /* Specular */ { + const GLfloat *h; + GLfloat n_dot_h; + + 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); + NORMALIZE_3FV(VP); h = VP; - normalized = 0; } else if (light->_Flags & LIGHT_POSITIONAL) { + ACC_3V(VP, ctx->_EyeZDir); + NORMALIZE_3FV(VP); 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) { - 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) { - ACC_SCALE_SCALAR_3V( contrib, spec_coef, - light->_MatSpecular[0]); - specular += spec_coef * light->_sli * attenuation; + 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]); + } + /*assert(light->_sli > 0.0);*/ + specularCI += 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.RGBAflag) { - 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); + 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; + 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]; } - *index = (GLuint) (GLint) ind; + *Rindex = i; } - } -/* - * Caller: context->API.RasterPos4f + +/** + * Do texgen needed for glRasterPos. + * \param ctx rendering context + * \param vObj object-space vertex coordinate + * \param vEye eye-space vertex coordinate + * \param normal vertex normal + * \param unit texture unit number + * \param texcoord incoming texcoord and resulting texcoord */ -static void raster_pos4f( GLcontext *ctx, - GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +static void +compute_texgen(GLcontext *ctx, const GLfloat vObj[4], const GLfloat vEye[4], + const GLfloat normal[3], GLuint unit, GLfloat texcoord[4]) { - GLfloat v[4], eye[4], clip[4], ndc[3], d; - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); - FLUSH_CURRENT(ctx, 0); - - if (ctx->NewState) - gl_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->_NeedEyeCoords) { - GLfloat *inv = ctx->ModelView.inv; - TRANSFORM_NORMAL( eyenorm, objnorm, inv ); - norm = eyenorm; - } else { - norm = objnorm; + const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + + /* always compute sphere map terms, just in case */ + GLfloat u[3], two_nu, rx, ry, rz, m, mInv; + COPY_3V(u, vEye); + NORMALIZE_3FV(u); + two_nu = 2.0F * DOT3(normal, u); + rx = u[0] - normal[0] * two_nu; + ry = u[1] - normal[1] * two_nu; + rz = u[2] - normal[2] * two_nu; + m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F); + if (m > 0.0F) + mInv = 0.5F * _mesa_inv_sqrtf(m); + else + mInv = 0.0F; + + if (texUnit->TexGenEnabled & S_BIT) { + switch (texUnit->GenModeS) { + case GL_OBJECT_LINEAR: + texcoord[0] = DOT4(vObj, texUnit->ObjectPlaneS); + break; + case GL_EYE_LINEAR: + texcoord[0] = DOT4(vEye, texUnit->EyePlaneS); + break; + case GL_SPHERE_MAP: + texcoord[0] = rx * mInv + 0.5F; + break; + case GL_REFLECTION_MAP: + texcoord[0] = rx; + break; + case GL_NORMAL_MAP: + texcoord[0] = normal[0]; + break; + default: + _mesa_problem(ctx, "Bad S texgen in compute_texgen()"); + return; } + } - gl_shade_rastpos( ctx, v, norm, - ctx->Current.RasterColor, - &ctx->Current.RasterIndex ); - + if (texUnit->TexGenEnabled & T_BIT) { + switch (texUnit->GenModeT) { + case GL_OBJECT_LINEAR: + texcoord[1] = DOT4(vObj, texUnit->ObjectPlaneT); + break; + case GL_EYE_LINEAR: + texcoord[1] = DOT4(vEye, texUnit->EyePlaneT); + break; + case GL_SPHERE_MAP: + texcoord[1] = ry * mInv + 0.5F; + break; + case GL_REFLECTION_MAP: + texcoord[1] = ry; + break; + case GL_NORMAL_MAP: + texcoord[1] = normal[1]; + break; + default: + _mesa_problem(ctx, "Bad T texgen in compute_texgen()"); + return; + } } - else { - /* use current color or index */ - if (ctx->Visual.RGBAflag) { - ctx->Current.RasterColor[0] = CHAN_TO_FLOAT(ctx->Current.Color[0]); - ctx->Current.RasterColor[1] = CHAN_TO_FLOAT(ctx->Current.Color[1]); - ctx->Current.RasterColor[2] = CHAN_TO_FLOAT(ctx->Current.Color[2]); - ctx->Current.RasterColor[3] = CHAN_TO_FLOAT(ctx->Current.Color[3]); + + if (texUnit->TexGenEnabled & R_BIT) { + switch (texUnit->GenModeR) { + case GL_OBJECT_LINEAR: + texcoord[2] = DOT4(vObj, texUnit->ObjectPlaneR); + break; + case GL_EYE_LINEAR: + texcoord[2] = DOT4(vEye, texUnit->EyePlaneR); + break; + case GL_REFLECTION_MAP: + texcoord[2] = rz; + break; + case GL_NORMAL_MAP: + texcoord[2] = normal[2]; + break; + default: + _mesa_problem(ctx, "Bad R texgen in compute_texgen()"); + return; } - else { - ctx->Current.RasterIndex = ctx->Current.Index; + } + + if (texUnit->TexGenEnabled & Q_BIT) { + switch (texUnit->GenModeQ) { + case GL_OBJECT_LINEAR: + texcoord[3] = DOT4(vObj, texUnit->ObjectPlaneQ); + break; + case GL_EYE_LINEAR: + texcoord[3] = DOT4(vEye, texUnit->EyePlaneQ); + break; + default: + _mesa_problem(ctx, "Bad Q texgen in compute_texgen()"); + 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 (gl_viewclip_point( clip )==0) { - ctx->Current.RasterPosValid = GL_FALSE; - return; - } +/** + * 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) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + FLUSH_CURRENT(ctx, 0); - /* clip to user clipping planes */ - if ( ctx->Transform._AnyClip && - gl_userclip_point(ctx, clip) == 0) - { - ctx->Current.RasterPosValid = GL_FALSE; + 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 { + GLfloat obj[4], eye[4], clip[4], ndc[3], d; + GLfloat *norm, eyenorm[3]; + GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; + + ASSIGN_4V( obj, x, y, z, w ); + /* apply modelview matrix: eye = MV * obj */ + TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, obj ); + /* 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; + } - /* 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->Visual.DepthMaxF; - ctx->Current.RasterPos[3] = clip[3]; - ctx->Current.RasterPosValid = GL_TRUE; + /* clip to user clipping planes */ + if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { + ctx->Current.RasterPosValid = GL_FALSE; + return; + } - /* FOG??? */ + /* 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; + /* wincoord = viewport_mapping(ndc) */ + 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->DrawBuffer->_DepthMaxF; + ctx->Current.RasterPos[3] = clip[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] ); + + /* compute transformed normal vector (for lighting or texgen) */ + if (ctx->_NeedEyeCoords) { + const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; + TRANSFORM_NORMAL( eyenorm, objnorm, inv ); + norm = eyenorm; + } + else { + norm = objnorm; + } - { - GLuint texSet; - for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) { - COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet], - ctx->Current.Texcoord[texSet] ); + /* update raster color */ + if (ctx->Light.Enabled) { + /* lighting */ + shade_rastpos( ctx, obj, 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.Attrib[VERT_ATTRIB_COLOR_INDEX][0]; + } } - } - if (ctx->RenderMode==GL_SELECT) { - gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); + /* texture coords */ + { + GLuint u; + for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { + GLfloat tc[4]; + COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); + if (ctx->Texture.Unit[u].TexGenEnabled) { + compute_texgen(ctx, obj, eye, norm, u, tc); + } + TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], + ctx->TextureMatrixStack[u].Top->m, tc); + } + } + + ctx->Current.RasterPosValid = GL_TRUE; } + 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_ARB_window_pos / GL_MESA_window_pos ***/ +/**********************************************************************/ + +#if FEATURE_windowpos +/** + * All glWindowPosMESA and glWindowPosARB commands call this function to + * update the current raster position. + */ +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] = z2; + ctx->Current.RasterPos[3] = 1.0F; + + ctx->Current.RasterPosValid = GL_TRUE; + + 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] + = 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.Attrib[VERT_ATTRIB_COLOR_INDEX][0]; + } + + /* raster texcoord = current texcoord */ + { + 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] ); + } +} + + +/* 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 GLAPIENTRY +_mesa_WindowPos2dMESA(GLdouble x, GLdouble y) +{ + window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2fMESA(GLfloat x, GLfloat y) +{ + window_pos4f(x, y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2iMESA(GLint x, GLint y) +{ + window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2sMESA(GLshort x, GLshort y) +{ + window_pos4f(x, y, 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z) +{ + window_pos4f(x, y, z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z) +{ + window_pos4f(x, y, z, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +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) +{ + window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +void GLAPIENTRY +_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w) +{ + window_pos4f(x, y, z, w); +} + +void GLAPIENTRY +_mesa_WindowPos2dvMESA(const GLdouble *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2fvMESA(const GLfloat *v) +{ + window_pos4f(v[0], v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2ivMESA(const GLint *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos2svMESA(const GLshort *v) +{ + window_pos4f(v[0], v[1], 0.0F, 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3dvMESA(const GLdouble *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3fvMESA(const GLfloat *v) +{ + window_pos4f(v[0], v[1], v[2], 1.0); +} + +void GLAPIENTRY +_mesa_WindowPos3ivMESA(const GLint *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos3svMESA(const GLshort *v) +{ + window_pos4f(v[0], v[1], v[2], 1.0F); +} + +void GLAPIENTRY +_mesa_WindowPos4dvMESA(const GLdouble *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3]); +} + +void GLAPIENTRY +_mesa_WindowPos4fvMESA(const GLfloat *v) +{ + window_pos4f(v[0], v[1], v[2], v[3]); +} + +void GLAPIENTRY +_mesa_WindowPos4ivMESA(const GLint *v) +{ + window_pos4f((GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3]); +} + +void GLAPIENTRY +_mesa_WindowPos4svMESA(const GLshort *v) +{ + window_pos4f(v[0], v[1], v[2], v[3]); +} + +#endif + +#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 + + +/**********************************************************************/ +/** \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; iCurrent.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 ); + ctx->Current.RasterPosValid = GL_TRUE; +} + +/*@}*/