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- /* $Id: rastpos.c,v 3.4 1998/07/30 02:40:41 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: rastpos.c,v $
- * Revision 3.4 1998/07/30 02:40:41 brianp
- * always feedback texture coords, even when texturing disabled
- *
- * Revision 3.3 1998/02/20 04:50:44 brianp
- * implemented GL_SGIS_multitexture
- *
- * Revision 3.2 1998/02/08 20:20:08 brianp
- * added assert.h
- *
- * Revision 3.1 1998/02/02 03:09:34 brianp
- * added GL_LIGHT_MODEL_COLOR_CONTROL (separate specular color interpolation)
- *
- * Revision 3.0 1998/01/31 21:02:29 brianp
- * initial rev
- *
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include <assert.h>
- #include "clip.h"
- #include "feedback.h"
- #include "light.h"
- #include "macros.h"
- #include "matrix.h"
- #include "mmath.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;
-
- ASSIGN_4V( v, x, y, z, w );
-
- if (ctx->NewModelViewMatrix) {
- gl_analyze_modelview_matrix(ctx);
- }
- if (ctx->NewProjectionMatrix) {
- gl_analyze_projection_matrix(ctx);
- }
- if (ctx->NewTextureMatrix) {
- gl_analyze_texture_matrix(ctx);
- }
-
- /* transform v to eye coords: eye = ModelView * v */
- TRANSFORM_POINT( eye, ctx->ModelViewMatrix, v );
-
- /* raster color */
- if (ctx->Light.Enabled) {
- GLfloat eyenorm[3];
- TRANSFORM_NORMAL( eyenorm[0], eyenorm[1], eyenorm[2], ctx->Current.Normal,
- ctx->ModelViewInv );
- if (ctx->Visual->RGBAflag) {
- GLubyte color[4];
- gl_shade_rgba( ctx, 0, 1, &eye, &eyenorm, &color );
- ctx->Current.RasterColor[0] = color[0] * (1.0F / 255.0F);
- ctx->Current.RasterColor[1] = color[1] * (1.0F / 255.0F);
- ctx->Current.RasterColor[2] = color[2] * (1.0F / 255.0F);
- ctx->Current.RasterColor[3] = color[3] * (1.0F / 255.0F);
- }
- else {
- gl_shade_ci( ctx, 0, 1, &eye, &eyenorm, &ctx->Current.RasterIndex );
- }
- }
- else {
- /* use current color or index */
- if (ctx->Visual->RGBAflag) {
- GLfloat *rc = ctx->Current.RasterColor;
- rc[0] = ctx->Current.ByteColor[0] * (1.0F / 255.0F);
- rc[1] = ctx->Current.ByteColor[1] * (1.0F / 255.0F);
- rc[2] = ctx->Current.ByteColor[2] * (1.0F / 255.0F);
- rc[3] = ctx->Current.ByteColor[3] * (1.0F / 255.0F);
- }
- else {
- ctx->Current.RasterIndex = ctx->Current.Index;
- }
- }
-
- /* clip to user clipping planes */
- if (gl_userclip_point(ctx, eye)==0) {
- ctx->Current.RasterPosValid = GL_FALSE;
- return;
- }
-
- /* 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, eye );
-
- /* clip to view volume */
- if (gl_viewclip_point( 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.Sx + ctx->Viewport.Tx;
- ctx->Current.RasterPos[1] = ndc[1] * ctx->Viewport.Sy + ctx->Viewport.Ty;
- ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.Sz + ctx->Viewport.Tz)
- / DEPTH_SCALE;
- ctx->Current.RasterPos[3] = clip[3];
- ctx->Current.RasterPosValid = GL_TRUE;
-
- /* FOG??? */
-
- {
- GLuint texSet;
- for (texSet=0; texSet<MAX_TEX_SETS; texSet++) {
- COPY_4V( ctx->Current.RasterMultiTexCoord[texSet],
- ctx->Current.MultiTexCoord[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 )
- {
- /* 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 (ctx->Light.Enabled) {
- GLfloat eye[4];
- GLfloat eyenorm[3];
- COPY_4V( eye, ctx->Current.RasterPos );
- if (ctx->NewModelViewMatrix) {
- gl_analyze_modelview_matrix(ctx);
- }
- TRANSFORM_NORMAL( eyenorm[0], eyenorm[1], eyenorm[2],
- ctx->Current.Normal,
- ctx->ModelViewInv );
- if (ctx->Visual->RGBAflag) {
- GLubyte color[4];
- gl_shade_rgba( ctx, 0, 1, &eye, &eyenorm, &color );
- ASSIGN_4V( ctx->Current.RasterColor,
- (GLfloat) color[0] * (1.0F / 255.0F),
- (GLfloat) color[1] * (1.0F / 255.0F),
- (GLfloat) color[2] * (1.0F / 255.0F),
- (GLfloat) color[3] * (1.0F / 255.0F) );
- }
- else {
- gl_shade_ci( ctx, 0, 1, &eye, &eyenorm, &ctx->Current.RasterIndex );
- }
- }
- else {
- /* use current color or index */
- if (ctx->Visual->RGBAflag) {
- ASSIGN_4V( ctx->Current.RasterColor,
- ctx->Current.ByteColor[0] * (1.0F / 255.0F),
- ctx->Current.ByteColor[1] * (1.0F / 255.0F),
- ctx->Current.ByteColor[2] * (1.0F / 255.0F),
- ctx->Current.ByteColor[3] * (1.0F / 255.0F) );
- }
- else {
- ctx->Current.RasterIndex = ctx->Current.Index;
- }
- }
-
- ctx->Current.RasterDistance = 0.0;
-
- {
- GLuint texSet;
- for (texSet=0; texSet<MAX_TEX_SETS; texSet++) {
- COPY_4V( ctx->Current.RasterMultiTexCoord[texSet],
- ctx->Current.MultiTexCoord[texSet] );
- }
- }
-
- if (ctx->RenderMode==GL_SELECT) {
- gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
- }
- }
-