reactos/dll/opengl/mesa/rastpos.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

225 lines
6.9 KiB
C

/* $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] );
}
}