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