1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
|
/* $Id: rastpos.c,v 1.2 1999/10/08 09:27:11 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#ifndef XFree86Server
#include <assert.h>
#include <math.h>
#else
#include "GL/xf86glx.h"
#endif
#include "clip.h"
#include "context.h"
#include "feedback.h"
#include "light.h"
#include "macros.h"
#include "matrix.h"
#include "mmath.h"
#include "rastpos.h"
#include "shade.h"
#include "types.h"
#include "xform.h"
#endif
/*
* Caller: context->API.RasterPos4f
*/
void gl_RasterPos4f( GLcontext *ctx,
GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
GLfloat v[4], eye[4], clip[4], ndc[3], d;
/* KW: Added this test, which is in the spec. We can't do this
* outside begin/end any more because the ctx->Current values
* aren't uptodate during that period.
*/
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glRasterPos" );
if (ctx->NewState)
gl_update_state( ctx );
ASSIGN_4V( v, x, y, z, w );
TRANSFORM_POINT( eye, ctx->ModelView.m, v );
/* raster color */
if (ctx->Light.Enabled)
{
/*GLfloat *vert;*/
GLfloat *norm, eyenorm[3];
GLfloat *objnorm = ctx->Current.Normal;
/* Not needed???
vert = (ctx->NeedEyeCoords ? eye : v);
*/
if (ctx->NeedEyeNormals) {
GLfloat *inv = ctx->ModelView.inv;
TRANSFORM_NORMAL( eyenorm, objnorm, inv );
norm = eyenorm;
} else {
norm = objnorm;
}
gl_shade_rastpos( ctx, v, norm,
ctx->Current.RasterColor,
&ctx->Current.RasterIndex );
}
else {
/* use current color or index */
if (ctx->Visual->RGBAflag) {
UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
ctx->Current.ByteColor);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;
}
}
/* compute raster distance */
ctx->Current.RasterDistance =
GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
/* apply projection matrix: clip = Proj * eye */
TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye );
/* clip to view volume */
if (gl_viewclip_point( clip )==0) {
ctx->Current.RasterPosValid = GL_FALSE;
return;
}
/* clip to user clipping planes */
if ( ctx->Transform.AnyClip &&
gl_userclip_point(ctx, clip) == 0)
{
ctx->Current.RasterPosValid = GL_FALSE;
return;
}
/* ndc = clip / W */
ASSERT( clip[3]!=0.0 );
d = 1.0F / clip[3];
ndc[0] = clip[0] * d;
ndc[1] = clip[1] * d;
ndc[2] = clip[2] * d;
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]) / DEPTH_SCALE;
ctx->Current.RasterPos[3] = clip[3];
ctx->Current.RasterPosValid = GL_TRUE;
/* FOG??? */
{
GLuint texSet;
for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
ctx->Current.Texcoord[texSet] );
}
}
if (ctx->RenderMode==GL_SELECT) {
gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
}
}
/*
* 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 gl_windowpos( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
/* KW: Assume that like rasterpos, this must be outside begin/end.
*/
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
/* 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;
/* raster color */
if (0 && ctx->Light.Enabled) {
/* KW: I don't see how this can work - would have to take the
* inverse of the projection matrix or the combined
* modelProjection matrix, transform point and normal, and
* do the lighting. Those inverses are not used for
* anything else. This is not an object-space lighting
* issue - what this is trying to do is something like
* clip-space or window-space lighting...
*
* Anyway, since the implementation was never correct, I'm
* not fixing it now - just use the unlit color.
*/
/* KW: As a reprise, we now *do* keep the inverse of the projection
* matrix, so it is not infeasible to try to swim up stream
* in this manner. I still don't want to implement it,
* however.
*/
}
else {
/* use current color or index */
if (ctx->Visual->RGBAflag) {
UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
ctx->Current.ByteColor);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;
}
}
ctx->Current.RasterDistance = 0.0;
{
GLuint texSet;
for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
ctx->Current.Texcoord[texSet] );
}
}
if (ctx->RenderMode==GL_SELECT) {
gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
}
}
|