/* $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 #include #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; texSetCurrent.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; texSetCurrent.RasterMultiTexCoord[texSet], ctx->Current.Texcoord[texSet] ); } } if (ctx->RenderMode==GL_SELECT) { gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); } }