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Regard whitespace Rev 5563 → Rev 5564

/contrib/sdk/sources/Mesa/mesa-10.6.0/src/mesa/main/rastpos.c
0,0 → 1,504
/*
* Mesa 3-D graphics library
*
* 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "mtypes.h"
#include "rastpos.h"
#include "state.h"
#include "main/dispatch.h"
 
 
/**
* 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;
 
FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
 
if (ctx->NewState)
_mesa_update_state( ctx );
 
ctx->Driver.RasterPos(ctx, p);
}
 
 
void GLAPIENTRY
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
rasterpos((GLfloat)x, (GLfloat)y, (GLfloat)0.0, (GLfloat)1.0);
}
 
void GLAPIENTRY
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
rasterpos(x, y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos2i(GLint x, GLint y)
{
rasterpos((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos2s(GLshort x, GLshort y)
{
rasterpos(x, y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
rasterpos(x, y, z, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
rasterpos(x, y, z, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
void GLAPIENTRY
_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
rasterpos(x, y, z, w);
}
 
void GLAPIENTRY
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
void GLAPIENTRY
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
rasterpos(x, y, z, w);
}
 
void GLAPIENTRY
_mesa_RasterPos2dv(const GLdouble *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos2fv(const GLfloat *v)
{
rasterpos(v[0], v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos2iv(const GLint *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos2sv(const GLshort *v)
{
rasterpos(v[0], v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3dv(const GLdouble *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3fv(const GLfloat *v)
{
rasterpos(v[0], v[1], v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3iv(const GLint *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos3sv(const GLshort *v)
{
rasterpos(v[0], v[1], v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_RasterPos4dv(const GLdouble *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
void GLAPIENTRY
_mesa_RasterPos4fv(const GLfloat *v)
{
rasterpos(v[0], v[1], v[2], v[3]);
}
 
void GLAPIENTRY
_mesa_RasterPos4iv(const GLint *v)
{
rasterpos((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
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;
 
FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
 
z2 = CLAMP(z, 0.0F, 1.0F)
* (ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near)
+ ctx->ViewportArray[0].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 < ARRAY_SIZE(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;
}
 
 
void GLAPIENTRY
_mesa_WindowPos2d(GLdouble x, GLdouble y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos2f(GLfloat x, GLfloat y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos2i(GLint x, GLint y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos2s(GLshort x, GLshort y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3d(GLdouble x, GLdouble y, GLdouble z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3f(GLfloat x, GLfloat y, GLfloat z)
{
window_pos4f(x, y, z, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3i(GLint x, GLint y, GLint z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3s(GLshort x, GLshort y, GLshort z)
{
window_pos4f(x, y, z, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
void GLAPIENTRY
_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
window_pos4f(x, y, z, w);
}
 
void GLAPIENTRY
_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
 
void GLAPIENTRY
_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
{
window_pos4f(x, y, z, w);
}
 
void GLAPIENTRY
_mesa_WindowPos2dv(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos2fv(const GLfloat *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos2iv(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos2sv(const GLshort *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3dv(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3fv(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], 1.0);
}
 
void GLAPIENTRY
_mesa_WindowPos3iv(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos3sv(const GLshort *v)
{
window_pos4f(v[0], v[1], v[2], 1.0F);
}
 
void GLAPIENTRY
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
void GLAPIENTRY
_mesa_WindowPos4fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], v[3]);
}
 
void GLAPIENTRY
_mesa_WindowPos4ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
 
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
 
 
/**********************************************************************/
/** \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 )
{
unsigned 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 < ARRAY_SIZE(ctx->Current.RasterTexCoords); i++)
ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterPosValid = GL_TRUE;
}
 
/*@}*/