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/programs/develop/libraries/Mesa/src/mesa/main/rastpos.c
0,0 → 1,564
/*
* Mesa 3-D graphics library
* Version: 6.5.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
 
 
/**
* \file rastpos.c
* Raster position operations.
*/
 
#include "glheader.h"
#include "context.h"
#include "feedback.h"
#include "macros.h"
#include "rastpos.h"
#include "state.h"
#include "main/dispatch.h"
 
 
#if FEATURE_rastpos
 
 
/**
* Helper function for all the RasterPos functions.
*/
static void
rasterpos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat p[4];
 
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
 
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
FLUSH_CURRENT(ctx, 0);
 
if (ctx->NewState)
_mesa_update_state( ctx );
 
ctx->Driver.RasterPos(ctx, p);
}
 
 
static void GLAPIENTRY
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
rasterpos((GLfloat)x, (GLfloat)y, (GLfloat)0.0, (GLfloat)1.0);
}
 
static void GLAPIENTRY
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
rasterpos(x, y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos2i(GLint x, GLint y)
{
rasterpos((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos2s(GLshort x, GLshort y)
{
rasterpos(x, y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
rasterpos(x, y, z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
rasterpos(x, y, z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
static void GLAPIENTRY
_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
rasterpos(x, y, z, w);
}
 
static void GLAPIENTRY
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
static void GLAPIENTRY
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
rasterpos(x, y, z, w);
}
 
static void GLAPIENTRY
_mesa_RasterPos2dv(const GLdouble *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos2fv(const GLfloat *v)
{
rasterpos(v[0], v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos2iv(const GLint *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos2sv(const GLshort *v)
{
rasterpos(v[0], v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3dv(const GLdouble *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3fv(const GLfloat *v)
{
rasterpos(v[0], v[1], v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3iv(const GLint *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos3sv(const GLshort *v)
{
rasterpos(v[0], v[1], v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_RasterPos4dv(const GLdouble *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
static void GLAPIENTRY
_mesa_RasterPos4fv(const GLfloat *v)
{
rasterpos(v[0], v[1], v[2], v[3]);
}
 
static void GLAPIENTRY
_mesa_RasterPos4iv(const GLint *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
static void GLAPIENTRY
_mesa_RasterPos4sv(const GLshort *v)
{
rasterpos(v[0], v[1], v[2], v[3]);
}
 
 
/**********************************************************************/
/*** GL_ARB_window_pos / GL_MESA_window_pos ***/
/**********************************************************************/
 
 
/**
* All glWindowPosMESA and glWindowPosARB commands call this function to
* update the current raster position.
*/
static void
window_pos3f(GLfloat x, GLfloat y, GLfloat z)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat z2;
 
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
FLUSH_CURRENT(ctx, 0);
 
z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
+ ctx->Viewport.Near;
 
/* set raster position */
ctx->Current.RasterPos[0] = x;
ctx->Current.RasterPos[1] = y;
ctx->Current.RasterPos[2] = z2;
ctx->Current.RasterPos[3] = 1.0F;
 
ctx->Current.RasterPosValid = GL_TRUE;
 
if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
else
ctx->Current.RasterDistance = 0.0;
 
/* raster color = current color or index */
ctx->Current.RasterColor[0]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F);
ctx->Current.RasterColor[1]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F);
ctx->Current.RasterColor[2]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F);
ctx->Current.RasterColor[3]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F);
ctx->Current.RasterSecondaryColor[0]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F);
ctx->Current.RasterSecondaryColor[1]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F);
ctx->Current.RasterSecondaryColor[2]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F);
ctx->Current.RasterSecondaryColor[3]
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F);
 
/* raster texcoord = current texcoord */
{
GLuint texSet;
for (texSet = 0; texSet < ctx->Const.MaxTextureCoordUnits; texSet++) {
assert(texSet < Elements(ctx->Current.RasterTexCoords));
COPY_4FV( ctx->Current.RasterTexCoords[texSet],
ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] );
}
}
 
if (ctx->RenderMode==GL_SELECT) {
_mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
}
}
 
 
/* This is just to support the GL_MESA_window_pos version */
static void
window_pos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GET_CURRENT_CONTEXT(ctx);
window_pos3f(x, y, z);
ctx->Current.RasterPos[3] = w;
}
 
 
static void GLAPIENTRY
_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos2iMESA(GLint x, GLint y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos2sMESA(GLshort x, GLshort y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
{
window_pos4f(x, y, z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
window_pos4f(x, y, z, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
static void GLAPIENTRY
_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
window_pos4f(x, y, z, w);
}
 
static void GLAPIENTRY
_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
static void GLAPIENTRY
_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
{
window_pos4f(x, y, z, w);
}
 
static void GLAPIENTRY
_mesa_WindowPos2dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos2fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos2ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos2svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], 1.0);
}
 
static void GLAPIENTRY
_mesa_WindowPos3ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos3svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], v[2], 1.0F);
}
 
static void GLAPIENTRY
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
static void GLAPIENTRY
_mesa_WindowPos4fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], v[3]);
}
 
static void GLAPIENTRY
_mesa_WindowPos4ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
static void GLAPIENTRY
_mesa_WindowPos4svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], v[2], v[3]);
}
 
 
#if 0
 
/*
* OpenGL implementation of glWindowPos*MESA()
*/
void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
GLfloat fx, fy;
 
/* Push current matrix mode and viewport attributes */
glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT );
 
/* Setup projection parameters */
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
 
glDepthRange( z, z );
glViewport( (int) x - 1, (int) y - 1, 2, 2 );
 
/* set the raster (window) position */
fx = x - (int) x;
fy = y - (int) y;
glRasterPos4f( fx, fy, 0.0, w );
 
/* restore matrices, viewport and matrix mode */
glPopMatrix();
glMatrixMode( GL_PROJECTION );
glPopMatrix();
 
glPopAttrib();
}
 
#endif
 
 
void
_mesa_init_rastpos_dispatch(struct _glapi_table *disp)
{
SET_RasterPos2f(disp, _mesa_RasterPos2f);
SET_RasterPos2fv(disp, _mesa_RasterPos2fv);
SET_RasterPos2i(disp, _mesa_RasterPos2i);
SET_RasterPos2iv(disp, _mesa_RasterPos2iv);
SET_RasterPos2d(disp, _mesa_RasterPos2d);
SET_RasterPos2dv(disp, _mesa_RasterPos2dv);
SET_RasterPos2s(disp, _mesa_RasterPos2s);
SET_RasterPos2sv(disp, _mesa_RasterPos2sv);
SET_RasterPos3d(disp, _mesa_RasterPos3d);
SET_RasterPos3dv(disp, _mesa_RasterPos3dv);
SET_RasterPos3f(disp, _mesa_RasterPos3f);
SET_RasterPos3fv(disp, _mesa_RasterPos3fv);
SET_RasterPos3i(disp, _mesa_RasterPos3i);
SET_RasterPos3iv(disp, _mesa_RasterPos3iv);
SET_RasterPos3s(disp, _mesa_RasterPos3s);
SET_RasterPos3sv(disp, _mesa_RasterPos3sv);
SET_RasterPos4d(disp, _mesa_RasterPos4d);
SET_RasterPos4dv(disp, _mesa_RasterPos4dv);
SET_RasterPos4f(disp, _mesa_RasterPos4f);
SET_RasterPos4fv(disp, _mesa_RasterPos4fv);
SET_RasterPos4i(disp, _mesa_RasterPos4i);
SET_RasterPos4iv(disp, _mesa_RasterPos4iv);
SET_RasterPos4s(disp, _mesa_RasterPos4s);
SET_RasterPos4sv(disp, _mesa_RasterPos4sv);
 
/* 197. GL_MESA_window_pos */
SET_WindowPos2dMESA(disp, _mesa_WindowPos2dMESA);
SET_WindowPos2dvMESA(disp, _mesa_WindowPos2dvMESA);
SET_WindowPos2fMESA(disp, _mesa_WindowPos2fMESA);
SET_WindowPos2fvMESA(disp, _mesa_WindowPos2fvMESA);
SET_WindowPos2iMESA(disp, _mesa_WindowPos2iMESA);
SET_WindowPos2ivMESA(disp, _mesa_WindowPos2ivMESA);
SET_WindowPos2sMESA(disp, _mesa_WindowPos2sMESA);
SET_WindowPos2svMESA(disp, _mesa_WindowPos2svMESA);
SET_WindowPos3dMESA(disp, _mesa_WindowPos3dMESA);
SET_WindowPos3dvMESA(disp, _mesa_WindowPos3dvMESA);
SET_WindowPos3fMESA(disp, _mesa_WindowPos3fMESA);
SET_WindowPos3fvMESA(disp, _mesa_WindowPos3fvMESA);
SET_WindowPos3iMESA(disp, _mesa_WindowPos3iMESA);
SET_WindowPos3ivMESA(disp, _mesa_WindowPos3ivMESA);
SET_WindowPos3sMESA(disp, _mesa_WindowPos3sMESA);
SET_WindowPos3svMESA(disp, _mesa_WindowPos3svMESA);
SET_WindowPos4dMESA(disp, _mesa_WindowPos4dMESA);
SET_WindowPos4dvMESA(disp, _mesa_WindowPos4dvMESA);
SET_WindowPos4fMESA(disp, _mesa_WindowPos4fMESA);
SET_WindowPos4fvMESA(disp, _mesa_WindowPos4fvMESA);
SET_WindowPos4iMESA(disp, _mesa_WindowPos4iMESA);
SET_WindowPos4ivMESA(disp, _mesa_WindowPos4ivMESA);
SET_WindowPos4sMESA(disp, _mesa_WindowPos4sMESA);
SET_WindowPos4svMESA(disp, _mesa_WindowPos4svMESA);
}
 
 
#endif /* FEATURE_rastpos */
 
 
/**********************************************************************/
/** \name Initialization */
/**********************************************************************/
/*@{*/
 
/**
* Initialize the context current raster position information.
*
* \param ctx GL context.
*
* Initialize the current raster position information in
* __struct gl_contextRec::Current, and adds the extension entry points to the
* dispatcher.
*/
void _mesa_init_rastpos( struct gl_context * ctx )
{
int i;
 
ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterDistance = 0.0;
ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 1.0 );
for (i = 0; i < Elements(ctx->Current.RasterTexCoords); i++)
ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterPosValid = GL_TRUE;
}
 
/*@}*/