rastpos.c revision 485f04074151686fa24d40e3eeb83029d3d8c425
1/* $Id: rastpos.c,v 1.2 1999/10/08 09:27:11 keithw Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 3.1 6 * 7 * Copyright (C) 1999 Brian Paul All Rights Reserved. 8 * 9 * Permission is hereby granted, free of charge, to any person obtaining a 10 * copy of this software and associated documentation files (the "Software"), 11 * to deal in the Software without restriction, including without limitation 12 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 13 * and/or sell copies of the Software, and to permit persons to whom the 14 * Software is furnished to do so, subject to the following conditions: 15 * 16 * The above copyright notice and this permission notice shall be included 17 * in all copies or substantial portions of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 */ 26 27 28 29 30 31#ifdef PC_HEADER 32#include "all.h" 33#else 34#ifndef XFree86Server 35#include <assert.h> 36#include <math.h> 37#else 38#include "GL/xf86glx.h" 39#endif 40#include "clip.h" 41#include "context.h" 42#include "feedback.h" 43#include "light.h" 44#include "macros.h" 45#include "matrix.h" 46#include "mmath.h" 47#include "rastpos.h" 48#include "shade.h" 49#include "types.h" 50#include "xform.h" 51#endif 52 53 54/* 55 * Caller: context->API.RasterPos4f 56 */ 57void gl_RasterPos4f( GLcontext *ctx, 58 GLfloat x, GLfloat y, GLfloat z, GLfloat w ) 59{ 60 GLfloat v[4], eye[4], clip[4], ndc[3], d; 61 62 /* KW: Added this test, which is in the spec. We can't do this 63 * outside begin/end any more because the ctx->Current values 64 * aren't uptodate during that period. 65 */ 66 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glRasterPos" ); 67 68 if (ctx->NewState) 69 gl_update_state( ctx ); 70 71 ASSIGN_4V( v, x, y, z, w ); 72 TRANSFORM_POINT( eye, ctx->ModelView.m, v ); 73 74 /* raster color */ 75 if (ctx->Light.Enabled) 76 { 77 /*GLfloat *vert;*/ 78 GLfloat *norm, eyenorm[3]; 79 GLfloat *objnorm = ctx->Current.Normal; 80 81 /* Not needed??? 82 vert = (ctx->NeedEyeCoords ? eye : v); 83 */ 84 85 if (ctx->NeedEyeNormals) { 86 GLfloat *inv = ctx->ModelView.inv; 87 TRANSFORM_NORMAL( eyenorm, objnorm, inv ); 88 norm = eyenorm; 89 } else { 90 norm = objnorm; 91 } 92 93 gl_shade_rastpos( ctx, v, norm, 94 ctx->Current.RasterColor, 95 &ctx->Current.RasterIndex ); 96 97 } 98 else { 99 /* use current color or index */ 100 if (ctx->Visual->RGBAflag) { 101 UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor, 102 ctx->Current.ByteColor); 103 } 104 else { 105 ctx->Current.RasterIndex = ctx->Current.Index; 106 } 107 } 108 109 /* compute raster distance */ 110 ctx->Current.RasterDistance = 111 GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); 112 113 /* apply projection matrix: clip = Proj * eye */ 114 TRANSFORM_POINT( clip, ctx->ProjectionMatrix.m, eye ); 115 116 /* clip to view volume */ 117 if (gl_viewclip_point( clip )==0) { 118 ctx->Current.RasterPosValid = GL_FALSE; 119 return; 120 } 121 122 /* clip to user clipping planes */ 123 if ( ctx->Transform.AnyClip && 124 gl_userclip_point(ctx, clip) == 0) 125 { 126 ctx->Current.RasterPosValid = GL_FALSE; 127 return; 128 } 129 130 /* ndc = clip / W */ 131 ASSERT( clip[3]!=0.0 ); 132 d = 1.0F / clip[3]; 133 ndc[0] = clip[0] * d; 134 ndc[1] = clip[1] * d; 135 ndc[2] = clip[2] * d; 136 137 ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport.WindowMap.m[MAT_SX] + 138 ctx->Viewport.WindowMap.m[MAT_TX]); 139 ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport.WindowMap.m[MAT_SY] + 140 ctx->Viewport.WindowMap.m[MAT_TY]); 141 ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.WindowMap.m[MAT_SZ] + 142 ctx->Viewport.WindowMap.m[MAT_TZ]) / DEPTH_SCALE; 143 ctx->Current.RasterPos[3] = clip[3]; 144 ctx->Current.RasterPosValid = GL_TRUE; 145 146 /* FOG??? */ 147 148 { 149 GLuint texSet; 150 for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) { 151 COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet], 152 ctx->Current.Texcoord[texSet] ); 153 } 154 } 155 156 if (ctx->RenderMode==GL_SELECT) { 157 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 158 } 159 160} 161 162 163 164/* 165 * This is a MESA extension function. Pretty much just like glRasterPos 166 * except we don't apply the modelview or projection matrices; specify a 167 * window coordinate directly. 168 * Caller: context->API.WindowPos4fMESA pointer. 169 */ 170void gl_windowpos( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) 171{ 172 /* KW: Assume that like rasterpos, this must be outside begin/end. 173 */ 174 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" ); 175 176 /* set raster position */ 177 ctx->Current.RasterPos[0] = x; 178 ctx->Current.RasterPos[1] = y; 179 ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F ); 180 ctx->Current.RasterPos[3] = w; 181 182 ctx->Current.RasterPosValid = GL_TRUE; 183 184 /* raster color */ 185 if (0 && ctx->Light.Enabled) { 186 187 /* KW: I don't see how this can work - would have to take the 188 * inverse of the projection matrix or the combined 189 * modelProjection matrix, transform point and normal, and 190 * do the lighting. Those inverses are not used for 191 * anything else. This is not an object-space lighting 192 * issue - what this is trying to do is something like 193 * clip-space or window-space lighting... 194 * 195 * Anyway, since the implementation was never correct, I'm 196 * not fixing it now - just use the unlit color. 197 */ 198 199 /* KW: As a reprise, we now *do* keep the inverse of the projection 200 * matrix, so it is not infeasible to try to swim up stream 201 * in this manner. I still don't want to implement it, 202 * however. 203 */ 204 } 205 else { 206 /* use current color or index */ 207 if (ctx->Visual->RGBAflag) { 208 UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor, 209 ctx->Current.ByteColor); 210 } 211 else { 212 ctx->Current.RasterIndex = ctx->Current.Index; 213 } 214 } 215 216 ctx->Current.RasterDistance = 0.0; 217 218 { 219 GLuint texSet; 220 for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) { 221 COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet], 222 ctx->Current.Texcoord[texSet] ); 223 } 224 } 225 226 if (ctx->RenderMode==GL_SELECT) { 227 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 228 } 229} 230