#include "rastpos.h"
#include "state.h"
#include "main/dispatch.h"
+#include "main/viewport.h"
+#include "util/simple_list.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_xy( const GLfloat v[] )
+{
+ if ( v[0] > v[3] || v[0] < -v[3]
+ || v[1] > v[3] || v[1] < -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( struct gl_context *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. RGB 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)
+ */
+static void
+shade_rastpos(struct gl_context *ctx,
+ const GLfloat vertex[4],
+ const GLfloat normal[3],
+ GLfloat Rcolor[4],
+ GLfloat Rspec[4])
+{
+ /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
+ const struct gl_light *light;
+ GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
+
+ 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-6F) {
+ /* 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->_NormSpotDirection);
+
+ if (PV_dot_dir<light->_CosCutoff) {
+ continue;
+ }
+ else {
+ GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
+ attenuation *= spot;
+ }
+ }
+ }
+
+ if (attenuation < 1e-3F)
+ 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]);
+
+ /* 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 shine;
+ GLfloat spec_coef;
+
+ shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
+ spec_coef = powf(n_dot_h, shine);
+
+ if (spec_coef > 1.0e-10F) {
+ 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]);
+ }
+ }
+ }
+ }
+
+ ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
+ ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
+ }
+
+ 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);
+}
+
+
+/**
+ * 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(struct gl_context *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 * (1.0f / sqrtf(m));
+ else
+ mInv = 0.0F;
+
+ if (texUnit->TexGenEnabled & S_BIT) {
+ switch (texUnit->GenS.Mode) {
+ case GL_OBJECT_LINEAR:
+ texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane);
+ break;
+ case GL_EYE_LINEAR:
+ texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane);
+ 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->GenT.Mode) {
+ case GL_OBJECT_LINEAR:
+ texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane);
+ break;
+ case GL_EYE_LINEAR:
+ texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane);
+ 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->GenR.Mode) {
+ case GL_OBJECT_LINEAR:
+ texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane);
+ break;
+ case GL_EYE_LINEAR:
+ texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane);
+ 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->GenQ.Mode) {
+ case GL_OBJECT_LINEAR:
+ texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane);
+ break;
+ case GL_EYE_LINEAR:
+ texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad Q texgen in compute_texgen()");
+ return;
+ }
+ }
+}
+
+
+/**
+ * glRasterPos transformation. Typically called via ctx->Driver.RasterPos().
+ *
+ * \param vObj vertex position in object space
+ */
+void
+_mesa_RasterPos(struct gl_context *ctx, const GLfloat vObj[4])
+{
+ if (ctx->VertexProgram._Enabled) {
+ /* XXX implement this */
+ _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos");
+ return;
+ }
+ else {
+ GLfloat eye[4], clip[4], ndc[3], d;
+ GLfloat *norm, eyenorm[3];
+ GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
+ float scale[3], translate[3];
+
+ /* apply modelview matrix: eye = MV * obj */
+ TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj );
+ /* apply projection matrix: clip = Proj * eye */
+ TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
+
+ /* clip to view volume. */
+ if (!ctx->Transform.DepthClamp) {
+ if (viewclip_point_z(clip) == 0) {
+ 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 */
+ 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) */
+ _mesa_get_viewport_xform(ctx, 0, scale, translate);
+ ctx->Current.RasterPos[0] = ndc[0] * scale[0] + translate[0];
+ ctx->Current.RasterPos[1] = ndc[1] * scale[1] + translate[1];
+ ctx->Current.RasterPos[2] = ndc[2] * scale[2] + translate[2];
+ ctx->Current.RasterPos[3] = clip[3];
+
+ if (ctx->Transform.DepthClamp) {
+ ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
+ ctx->ViewportArray[0].Near,
+ ctx->ViewportArray[0].Far);
+ }
+
+ /* 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, vObj, norm,
+ ctx->Current.RasterColor,
+ ctx->Current.RasterSecondaryColor );
+ }
+ else {
+ /* 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 */
+ {
+ 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, vObj, 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] );
+ }
+}
/**