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- /* $Id: rastpos.c,v 1.3 1999/11/08 15:28:08 brianp 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 = (GLfloat)
- 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] );
- }
- }
-