/* $Id: rastpos.c,v 1.5 1997/07/24 01:23:44 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.4 * Copyright (C) 1995-1997 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 1.5 1997/07/24 01:23:44 brianp * changed precompiled header symbol from PCH to PC_HEADER * * Revision 1.4 1997/06/20 02:25:54 brianp * replaced Current.IntColor with Current.ByteColor * * Revision 1.3 1997/05/28 03:26:18 brianp * added precompiled header (PCH) support * * Revision 1.2 1997/05/01 01:39:59 brianp * replaced sqrt() with GL_SQRT() * * Revision 1.1 1997/04/01 04:17:13 brianp * Initial revision * */ #ifdef PC_HEADER #include "all.h" #else #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_color_shade_vertices( ctx, 0, 1, &eye, &eyenorm, &color ); ctx->Current.RasterColor[0] = color[0] * ctx->Visual->InvRedScale; ctx->Current.RasterColor[1] = color[1] * ctx->Visual->InvGreenScale; ctx->Current.RasterColor[2] = color[2] * ctx->Visual->InvBlueScale; ctx->Current.RasterColor[3] = color[3] * ctx->Visual->InvAlphaScale; } else { gl_index_shade_vertices( 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] * ctx->Visual->InvRedScale; rc[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale; rc[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale; rc[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale; } 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??? */ if (ctx->Texture.Enabled) { COPY_4V( ctx->Current.RasterTexCoord, ctx->Current.TexCoord ); } 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_color_shade_vertices( ctx, 0, 1, &eye, &eyenorm, &color ); ASSIGN_4V( ctx->Current.RasterColor, (GLfloat) color[0] * ctx->Visual->InvRedScale, (GLfloat) color[1] * ctx->Visual->InvGreenScale, (GLfloat) color[2] * ctx->Visual->InvBlueScale, (GLfloat) color[3] * ctx->Visual->InvAlphaScale ); } else { gl_index_shade_vertices( 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] * ctx->Visual->InvRedScale, ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale, ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale, ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale ); } else { ctx->Current.RasterIndex = ctx->Current.Index; } } ctx->Current.RasterDistance = 0.0; if (ctx->Texture.Enabled) { COPY_4V( ctx->Current.RasterTexCoord, ctx->Current.TexCoord ); } if (ctx->RenderMode==GL_SELECT) { gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); } }