From 6b146214dc16b441376d8dcaba21bcc4256a2402 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Sat, 20 Sep 2008 06:43:24 -0700 Subject: [PATCH] mesa: move rastpos helper to tnl --- src/mesa/drivers/common/driverfuncs.c | 1 + src/mesa/main/dd.h | 5 + src/mesa/main/rastpos.c | 565 ++------------------------ src/mesa/sources | 1 + src/mesa/tnl/t_rasterpos.c | 505 +++++++++++++++++++++++ src/mesa/tnl/tnl.h | 4 + 6 files changed, 552 insertions(+), 529 deletions(-) create mode 100644 src/mesa/tnl/t_rasterpos.c diff --git a/src/mesa/drivers/common/driverfuncs.c b/src/mesa/drivers/common/driverfuncs.c index 9e2cce5bbed..986f751bdc1 100644 --- a/src/mesa/drivers/common/driverfuncs.c +++ b/src/mesa/drivers/common/driverfuncs.c @@ -81,6 +81,7 @@ _mesa_init_driver_functions(struct dd_function_table *driver) /* framebuffer/image functions */ driver->Clear = _swrast_Clear; driver->Accum = _swrast_Accum; + driver->RasterPos = _tnl_RasterPos; driver->DrawPixels = _swrast_DrawPixels; driver->ReadPixels = _swrast_ReadPixels; driver->CopyPixels = _swrast_CopyPixels; diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h index fc9a77d9fd6..cd7f54a93b4 100644 --- a/src/mesa/main/dd.h +++ b/src/mesa/main/dd.h @@ -110,6 +110,11 @@ struct dd_function_table { void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value ); + /** + * Execute glRasterPos, updating the ctx->Current.Raster fields + */ + void (*RasterPos)( GLcontext *ctx, const GLfloat v[4] ); + /** * \name Image-related functions */ diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c index 2d71014a187..f0500083eca 100644 --- a/src/mesa/main/rastpos.c +++ b/src/mesa/main/rastpos.c @@ -29,674 +29,181 @@ */ #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 + * Helper function for all the RasterPos functions. */ 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_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. - */ -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; - } + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + FLUSH_CURRENT(ctx, 0); - 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((GLfloat)x, (GLfloat)y, (GLfloat)0.0, (GLfloat)1.0); } -/** 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]); } diff --git a/src/mesa/sources b/src/mesa/sources index 80e6e7c5a6f..c5f717447ea 100644 --- a/src/mesa/sources +++ b/src/mesa/sources @@ -118,6 +118,7 @@ TNL_SOURCES = \ tnl/t_context.c \ tnl/t_pipeline.c \ tnl/t_draw.c \ + tnl/t_rasterpos.c \ tnl/t_vb_program.c \ tnl/t_vb_render.c \ tnl/t_vb_texgen.c \ diff --git a/src/mesa/tnl/t_rasterpos.c b/src/mesa/tnl/t_rasterpos.c new file mode 100644 index 00000000000..dfbe0f18069 --- /dev/null +++ b/src/mesa/tnl/t_rasterpos.c @@ -0,0 +1,505 @@ +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * 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"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#include "main/glheader.h" +#include "main/colormac.h" +#include "main/context.h" +#include "feedback.h" +#include "light.h" +#include "main/macros.h" +#include "rastpos.h" +#include "simple_list.h" +#include "main/mtypes.h" + +#include "math/m_matrix.h" +#include "tnl/tnl.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_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; + } + } +} + + +/** + * glRasterPos transformation. Typically called via ctx->Driver.RasterPos(). + * XXX some of this code (such as viewport xform, clip testing and setting + * of ctx->Current.Raster* fields) could get lifted up into the + * main/rasterpos.c code. + * + * \param vObj vertex position in object space + */ +void +_tnl_RasterPos(GLcontext *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]; + + /* 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.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, vObj, 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, 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] ); + } +} diff --git a/src/mesa/tnl/tnl.h b/src/mesa/tnl/tnl.h index c2b1f71caa4..9a1717bf898 100644 --- a/src/mesa/tnl/tnl.h +++ b/src/mesa/tnl/tnl.h @@ -81,4 +81,8 @@ _tnl_draw_prims( GLcontext *ctx, GLuint min_index, GLuint max_index); + +extern void +_tnl_RasterPos(GLcontext *ctx, const GLfloat vObj[4]); + #endif -- 2.30.2