From 1b258989462e907e45abbdf8743b0a75f22c02b3 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 18 Jun 2001 17:26:08 +0000 Subject: Consolidated source files. Since the re-org a number of source files only had one or two functions left in them. --- src/mesa/main/rastpos.c | 238 +++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 237 insertions(+), 1 deletion(-) (limited to 'src/mesa/main/rastpos.c') diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c index 958cf23bfb..adc81ed478 100644 --- a/src/mesa/main/rastpos.c +++ b/src/mesa/main/rastpos.c @@ -1,4 +1,4 @@ -/* $Id: rastpos.c,v 1.25 2001/05/30 15:22:04 brianp Exp $ */ +/* $Id: rastpos.c,v 1.26 2001/06/18 17:26:08 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -482,3 +482,239 @@ _mesa_RasterPos4sv(const GLshort *v) { _mesa_RasterPos4f(v[0], v[1], v[2], v[3]); } + + + +/**********************************************************************/ +/*** GL_MESA_window_pos ***/ +/**********************************************************************/ + + +/* + * This is a MESA extension function. Pretty much just like glRasterPos + * except we don't apply the modelview or projection matrices; specify a + * window coordinate directly. + * Caller: context->API.WindowPos4fMESA pointer. + */ +void +_mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + FLUSH_CURRENT(ctx, 0); + + /* set raster position */ + ctx->Current.RasterPos[0] = x; + ctx->Current.RasterPos[1] = y; + ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F ); + ctx->Current.RasterPos[3] = w; + + ctx->Current.RasterPosValid = GL_TRUE; + ctx->Current.RasterDistance = 0.0F; + ctx->Current.RasterFogCoord = 0.0F; + + /* raster color = current color or index */ + if (ctx->Visual.rgbMode) { + ctx->Current.RasterColor[0] = (ctx->Current.Color[0]); + ctx->Current.RasterColor[1] = (ctx->Current.Color[1]); + ctx->Current.RasterColor[2] = (ctx->Current.Color[2]); + ctx->Current.RasterColor[3] = (ctx->Current.Color[3]); + } + else { + ctx->Current.RasterIndex = ctx->Current.Index; + } + + /* raster texcoord = current texcoord */ + { + GLuint texSet; + for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) { + COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet], + ctx->Current.Texcoord[texSet] ); + } + } + + if (ctx->RenderMode==GL_SELECT) { + _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); + } +} + + + + +void +_mesa_WindowPos2dMESA(GLdouble x, GLdouble y) +{ + _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); +} + +void +_mesa_WindowPos2fMESA(GLfloat x, GLfloat y) +{ + _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); +} + +void +_mesa_WindowPos2iMESA(GLint x, GLint y) +{ + _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); +} + +void +_mesa_WindowPos2sMESA(GLshort x, GLshort y) +{ + _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); +} + +void +_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) +{ + _mesa_WindowPos4fMESA(x, y, z, 1.0F); +} + +void +_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z) +{ + _mesa_WindowPos4fMESA(x, y, z, 1.0F); +} + +void +_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z) +{ + _mesa_WindowPos4fMESA(x, y, z, 1.0F); +} + +void +_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z) +{ + _mesa_WindowPos4fMESA(x, y, z, 1.0F); +} + +void +_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + _mesa_WindowPos4fMESA(x, y, z, w); +} + +void +_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w) +{ + _mesa_WindowPos4fMESA(x, y, z, w); +} + +void +_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w) +{ + _mesa_WindowPos4fMESA(x, y, z, w); +} + +void +_mesa_WindowPos2dvMESA(const GLdouble *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); +} + +void +_mesa_WindowPos2fvMESA(const GLfloat *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); +} + +void +_mesa_WindowPos2ivMESA(const GLint *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); +} + +void +_mesa_WindowPos2svMESA(const GLshort *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); +} + +void +_mesa_WindowPos3dvMESA(const GLdouble *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); +} + +void +_mesa_WindowPos3fvMESA(const GLfloat *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); +} + +void +_mesa_WindowPos3ivMESA(const GLint *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); +} + +void +_mesa_WindowPos3svMESA(const GLshort *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); +} + +void +_mesa_WindowPos4dvMESA(const GLdouble *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); +} + +void +_mesa_WindowPos4fvMESA(const GLfloat *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); +} + +void +_mesa_WindowPos4ivMESA(const GLint *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); +} + +void +_mesa_WindowPos4svMESA(const GLshort *v) +{ + _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); +} + + + +#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 -- cgit v1.2.3