/* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. * * Authors: * Gareth Hughes */ /* Template for immediate mode color functions. * * FIXME: Floating-point color versions of these... */ static void TAG(Color3f)( GLfloat r, GLfloat g, GLfloat b ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = CLAMP(r, 0.0f, 1.0f); CURRENT_COLOR( GCOMP ) = CLAMP(g, 0.0f, 1.0f); CURRENT_COLOR( BCOMP ) = CLAMP(b, 0.0f, 1.0f); CURRENT_COLOR( ACOMP ) = 1.0f; #else UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( RCOMP ), r ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( GCOMP ), g ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( BCOMP ), b ); CURRENT_COLOR( ACOMP ) = 255; #endif } static void TAG(Color3fv)( const GLfloat *v ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = CLAMP(v[0], 0.0f, 1.0f); CURRENT_COLOR( GCOMP ) = CLAMP(v[1], 0.0f, 1.0f); CURRENT_COLOR( BCOMP ) = CLAMP(v[2], 0.0f, 1.0f); CURRENT_COLOR( ACOMP ) = 1.0f; #else UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( RCOMP ), v[0] ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( GCOMP ), v[1] ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( BCOMP ), v[2] ); CURRENT_COLOR( ACOMP ) = 255; #endif } static void TAG(Color3ub)( GLubyte r, GLubyte g, GLubyte b ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = UBYTE_TO_FLOAT( r ); CURRENT_COLOR( GCOMP ) = UBYTE_TO_FLOAT( g ); CURRENT_COLOR( BCOMP ) = UBYTE_TO_FLOAT( b ); CURRENT_COLOR( ACOMP ) = 1.0f; #else CURRENT_COLOR( RCOMP ) = r; CURRENT_COLOR( GCOMP ) = g; CURRENT_COLOR( BCOMP ) = b; CURRENT_COLOR( ACOMP ) = 255; #endif } static void TAG(Color3ubv)( const GLubyte *v ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = UBYTE_TO_FLOAT( v[0] ); CURRENT_COLOR( GCOMP ) = UBYTE_TO_FLOAT( v[1] ); CURRENT_COLOR( BCOMP ) = UBYTE_TO_FLOAT( v[2] ); CURRENT_COLOR( ACOMP ) = 1.0f; #else CURRENT_COLOR( RCOMP ) = v[0]; CURRENT_COLOR( GCOMP ) = v[1]; CURRENT_COLOR( BCOMP ) = v[2]; CURRENT_COLOR( ACOMP ) = 255; #endif } static void TAG(Color4f)( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = CLAMP(r, 0.0f, 1.0f); CURRENT_COLOR( GCOMP ) = CLAMP(g, 0.0f, 1.0f); CURRENT_COLOR( BCOMP ) = CLAMP(b, 0.0f, 1.0f); CURRENT_COLOR( ACOMP ) = CLAMP(a, 0.0f, 1.0f); #else UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( RCOMP ), r ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( GCOMP ), g ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( BCOMP ), b ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( ACOMP ), a ); #endif } static void TAG(Color4fv)( const GLfloat *v ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = CLAMP(v[0], 0.0f, 1.0f); CURRENT_COLOR( GCOMP ) = CLAMP(v[1], 0.0f, 1.0f); CURRENT_COLOR( BCOMP ) = CLAMP(v[2], 0.0f, 1.0f); CURRENT_COLOR( ACOMP ) = CLAMP(v[3], 0.0f, 1.0f); #else UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( RCOMP ), v[0] ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( GCOMP ), v[1] ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( BCOMP ), v[2] ); UNCLAMPED_FLOAT_TO_UBYTE( CURRENT_COLOR( ACOMP ), v[3] ); #endif } static void TAG(Color4ub)( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = UBYTE_TO_FLOAT( r ); CURRENT_COLOR( GCOMP ) = UBYTE_TO_FLOAT( g ); CURRENT_COLOR( BCOMP ) = UBYTE_TO_FLOAT( b ); CURRENT_COLOR( ACOMP ) = UBYTE_TO_FLOAT( a ); #else CURRENT_COLOR( RCOMP ) = r; CURRENT_COLOR( GCOMP ) = g; CURRENT_COLOR( BCOMP ) = b; CURRENT_COLOR( ACOMP ) = a; #endif } static void TAG(Color4ubv)( const GLubyte *v ) { GET_CURRENT; #ifdef COLOR_IS_FLOAT CURRENT_COLOR( RCOMP ) = UBYTE_TO_FLOAT( v[0] ); CURRENT_COLOR( GCOMP ) = UBYTE_TO_FLOAT( v[1] ); CURRENT_COLOR( BCOMP ) = UBYTE_TO_FLOAT( v[2] ); CURRENT_COLOR( ACOMP ) = UBYTE_TO_FLOAT( v[3] ); #else CURRENT_COLOR( RCOMP ) = v[0]; CURRENT_COLOR( GCOMP ) = v[1]; CURRENT_COLOR( BCOMP ) = v[2]; CURRENT_COLOR( ACOMP ) = v[3]; #endif } static void TAG(ColorMaterial3f)( GLfloat r, GLfloat g, GLfloat b ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = r; color[1] = g; color[2] = b; color[3] = 1.0; _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial3fv)( const GLfloat *v ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = v[0]; color[1] = v[1]; color[2] = v[2]; color[3] = 1.0; _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial3ub)( GLubyte r, GLubyte g, GLubyte b ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = UBYTE_TO_FLOAT( r ); color[1] = UBYTE_TO_FLOAT( g ); color[2] = UBYTE_TO_FLOAT( b ); color[3] = 1.0; _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial3ubv)( const GLubyte *v ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = UBYTE_TO_FLOAT( v[0] ); color[1] = UBYTE_TO_FLOAT( v[1] ); color[2] = UBYTE_TO_FLOAT( v[2] ); color[3] = 1.0; _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial4f)( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = r; color[1] = g; color[2] = b; color[3] = a; _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial4fv)( const GLfloat *v ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = v[0]; color[1] = v[1]; color[2] = v[2]; color[3] = v[3]; _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial4ub)( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = UBYTE_TO_FLOAT( r ); color[1] = UBYTE_TO_FLOAT( g ); color[2] = UBYTE_TO_FLOAT( b ); color[3] = UBYTE_TO_FLOAT( a ); _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } static void TAG(ColorMaterial4ubv)( const GLubyte *v ) { GET_CURRENT_CONTEXT(ctx); GLfloat *color = ctx->Current.Color; color[0] = UBYTE_TO_FLOAT( v[0] ); color[1] = UBYTE_TO_FLOAT( v[1] ); color[2] = UBYTE_TO_FLOAT( v[2] ); color[3] = UBYTE_TO_FLOAT( v[3] ); _mesa_update_color_material( ctx, color ); RECALC_BASE_COLOR( ctx ); } /* ============================================================= * Color chooser functions: */ static void TAG(choose_Color3f)( GLfloat r, GLfloat g, GLfloat b ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color3f(ctx->Exec, TAG(ColorMaterial3f)); } else { SET_Color3f(ctx->Exec, _mesa_noop_Color3f); } } else { SET_Color3f(ctx->Exec, TAG(Color3f)); } glColor3f( r, g, b ); } static void TAG(choose_Color3fv)( const GLfloat *v ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color3fv(ctx->Exec, TAG(ColorMaterial3fv)); } else { SET_Color3fv(ctx->Exec, _mesa_noop_Color3fv); } } else { SET_Color3fv(ctx->Exec, TAG(Color3fv)); } glColor3fv( v ); } static void TAG(choose_Color3ub)( GLubyte r, GLubyte g, GLubyte b ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color3ub(ctx->Exec, TAG(ColorMaterial3ub)); } else { SET_Color3ub(ctx->Exec, _mesa_noop_Color3ub); } } else { SET_Color3ub(ctx->Exec, TAG(Color3ub)); } glColor3ub( r, g, b ); } static void TAG(choose_Color3ubv)( const GLubyte *v ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color3ubv(ctx->Exec, TAG(ColorMaterial3ubv)); } else { SET_Color3ubv(ctx->Exec, _mesa_noop_Color3ubv); } } else { SET_Color3ubv(ctx->Exec, TAG(Color3ubv)); } glColor3ubv( v ); } static void TAG(choose_Color4f)( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color4f(ctx->Exec, TAG(ColorMaterial4f)); } else { SET_Color4f(ctx->Exec, _mesa_noop_Color4f); } } else { SET_Color4f(ctx->Exec, TAG(Color4f)); } glColor4f( r, g, b, a ); } static void TAG(choose_Color4fv)( const GLfloat *v ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color4fv(ctx->Exec, TAG(ColorMaterial4fv)); } else { SET_Color4fv(ctx->Exec, _mesa_noop_Color4fv); } } else { SET_Color4fv(ctx->Exec, TAG(Color4fv)); } glColor4fv( v ); } static void TAG(choose_Color4ub)( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color4ub(ctx->Exec, TAG(ColorMaterial4ub)); } else { SET_Color4ub(ctx->Exec, _mesa_noop_Color4ub); } } else { SET_Color4ub(ctx->Exec, TAG(Color4ub)); } glColor4ub( r, g, b, a ); } static void TAG(choose_Color4ubv)( const GLubyte *v ) { GET_CURRENT_CONTEXT(ctx); if ( ctx->Light.Enabled ) { if ( ctx->Light.ColorMaterialEnabled ) { SET_Color4ubv(ctx->Exec, TAG(ColorMaterial4ubv)); } else { SET_Color4ubv(ctx->Exec, _mesa_noop_Color4ubv); } } else { SET_Color4ubv(ctx->Exec, TAG(Color4ubv)); } glColor4ubv( v ); } #undef GET_CURRENT #undef CURRENT_COLOR #undef CURRENT_SPECULAR #undef COLOR_IS_FLOAT #undef RECALC_BASE_COLOR #undef TAG