*/
#include "glheader.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"
-
-
-/**
- * Clip a point against the 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[] )
-{
- 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;
- }
-}
-
-
-/**
- * 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.
- *
- * \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[] )
-{
- 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;
-}
-
-
-/**
- * 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
-shade_rastpos(GLcontext *ctx,
- const GLfloat vertex[4],
- const GLfloat normal[3],
- GLfloat Rcolor[4],
- GLfloat Rspec[4],
- GLfloat *Rindex)
-{
- /*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 */
-
- _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 attenuation = 1.0;
- GLfloat VP[3]; /* vector from vertex to light pos */
- GLfloat n_dot_VP;
- 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 = 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) {
- 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;
- }
-
- /* 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;
- }
- else if (light->_Flags & LIGHT_POSITIONAL) {
- ACC_3V(VP, ctx->_EyeZDir);
- NORMALIZE_3FV(VP);
- h = VP;
- }
- else {
- h = light->_h_inf_norm;
- }
-
- n_dot_h = DOT3(normal, h);
-
- if (n_dot_h > 0.0F) {
- GLfloat spec_coef;
- 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]);
- }
- /*assert(light->_sli > 0.0);*/
- specularCI += 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 {
- 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;
- }
-}
/**
- * 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
-compute_texgen(GLcontext *ctx, const GLfloat vObj[4], const GLfloat vEye[4],
- const GLfloat normal[3], GLuint unit, GLfloat texcoord[4])
-{
- 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;
- }
- }
-
- 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;
- }
- }
-
- 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;
- }
- }
-
- 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;
- }
- }
-}
-
-
-
-/**
- * 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.
+ * Helper function for all the RasterPos functions.
*/
static void
-raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+rasterpos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- FLUSH_CURRENT(ctx, 0);
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat p[4];
+
+ p[0] = x;
+ p[1] = y;
+ p[2] = z;
+ p[3] = w;
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;
- }
-
- /* clip to user clipping planes */
- if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
- ctx->Current.RasterPosValid = GL_FALSE;
- return;
- }
-
- /* 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;
- }
-
- /* 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];
- }
- }
-
- /* 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] );
- }
+ ctx->Driver.RasterPos(ctx, p);
}
-/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
- _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
+ rasterpos(x, y, 0.0F, 1.0F);
}
-/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
- _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+ rasterpos(x, y, 0.0F, 1.0F);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2s(GLshort x, GLshort y)
{
- _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
+ rasterpos(x, y, 0.0F, 1.0F);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
- _mesa_RasterPos4f(x, y, z, 1.0F);
+ rasterpos(x, y, z, 1.0F);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
- _mesa_RasterPos4f(x, y, z, 1.0F);
+ rasterpos(x, y, z, 1.0F);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** 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);
+ rasterpos(x, y, z, w);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
- _mesa_RasterPos4f(x, y, z, w);
+ rasterpos(x, y, z, w);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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);
}
-/** Calls _mesa_RasterPos4f() */
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]);
}
-/** Calls _mesa_RasterPos4f() */
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]);
}
-/** Calls _mesa_RasterPos4f() */
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]);
}
-/** Calls _mesa_RasterPos4f() */
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]);
}