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rastpos.c
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1999-02-04
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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] );
}
}