1 /* $Id: rastpos.c,v 1.5 1997/07/24 01:23:44 brianp Exp $ */ 2 3 /* 4 * Mesa 3-D graphics library 5 * Version: 2.4 6 * Copyright (C) 1995-1997 Brian Paul 7 * 8 * This library is free software; you can redistribute it and/or 9 * modify it under the terms of the GNU Library General Public 10 * License as published by the Free Software Foundation; either 11 * version 2 of the License, or (at your option) any later version. 12 * 13 * This library is distributed in the hope that it will be useful, 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 16 * Library General Public License for more details. 17 * 18 * You should have received a copy of the GNU Library General Public 19 * License along with this library; if not, write to the Free 20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 */ 22 23 24 /* 25 * $Log: rastpos.c,v $ 26 * Revision 1.5 1997/07/24 01:23:44 brianp 27 * changed precompiled header symbol from PCH to PC_HEADER 28 * 29 * Revision 1.4 1997/06/20 02:25:54 brianp 30 * replaced Current.IntColor with Current.ByteColor 31 * 32 * Revision 1.3 1997/05/28 03:26:18 brianp 33 * added precompiled header (PCH) support 34 * 35 * Revision 1.2 1997/05/01 01:39:59 brianp 36 * replaced sqrt() with GL_SQRT() 37 * 38 * Revision 1.1 1997/04/01 04:17:13 brianp 39 * Initial revision 40 * 41 */ 42 43 44 #ifdef PC_HEADER 45 #include "all.h" 46 #else 47 #include "clip.h" 48 #include "feedback.h" 49 #include "light.h" 50 #include "macros.h" 51 #include "matrix.h" 52 #include "mmath.h" 53 #include "shade.h" 54 #include "types.h" 55 #include "xform.h" 56 #endif 57 58 59 /* 60 * Caller: context->API.RasterPos4f 61 */ 62 void gl_RasterPos4f( GLcontext *ctx, 63 GLfloat x, GLfloat y, GLfloat z, GLfloat w ) 64 { 65 GLfloat v[4], eye[4], clip[4], ndc[3], d; 66 67 ASSIGN_4V( v, x, y, z, w ); 68 69 if (ctx->NewModelViewMatrix) { 70 gl_analyze_modelview_matrix(ctx); 71 } 72 if (ctx->NewProjectionMatrix) { 73 gl_analyze_projection_matrix(ctx); 74 } 75 if (ctx->NewTextureMatrix) { 76 gl_analyze_texture_matrix(ctx); 77 } 78 79 /* transform v to eye coords: eye = ModelView * v */ 80 TRANSFORM_POINT( eye, ctx->ModelViewMatrix, v ); 81 82 /* raster color */ 83 if (ctx->Light.Enabled) { 84 GLfloat eyenorm[3]; 85 TRANSFORM_NORMAL( eyenorm[0], eyenorm[1], eyenorm[2], ctx->Current.Normal, 86 ctx->ModelViewInv ); 87 if (ctx->Visual->RGBAflag) { 88 GLubyte color[4]; 89 gl_color_shade_vertices( ctx, 0, 1, &eye, &eyenorm, &color ); 90 ctx->Current.RasterColor[0] = color[0] * ctx->Visual->InvRedScale; 91 ctx->Current.RasterColor[1] = color[1] * ctx->Visual->InvGreenScale; 92 ctx->Current.RasterColor[2] = color[2] * ctx->Visual->InvBlueScale; 93 ctx->Current.RasterColor[3] = color[3] * ctx->Visual->InvAlphaScale; 94 } 95 else { 96 gl_index_shade_vertices( ctx, 0, 1, &eye, &eyenorm, 97 &ctx->Current.RasterIndex ); 98 } 99 } 100 else { 101 /* use current color or index */ 102 if (ctx->Visual->RGBAflag) { 103 GLfloat *rc = ctx->Current.RasterColor; 104 rc[0] = ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale; 105 rc[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale; 106 rc[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale; 107 rc[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale; 108 } 109 else { 110 ctx->Current.RasterIndex = ctx->Current.Index; 111 } 112 } 113 114 /* clip to user clipping planes */ 115 if (gl_userclip_point(ctx, eye)==0) { 116 ctx->Current.RasterPosValid = GL_FALSE; 117 return; 118 } 119 120 /* compute raster distance */ 121 ctx->Current.RasterDistance = 122 GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); 123 124 /* apply projection matrix: clip = Proj * eye */ 125 TRANSFORM_POINT( clip, ctx->ProjectionMatrix, eye ); 126 127 /* clip to view volume */ 128 if (gl_viewclip_point( clip )==0) { 129 ctx->Current.RasterPosValid = GL_FALSE; 130 return; 131 } 132 133 /* ndc = clip / W */ 134 ASSERT( clip[3]!=0.0 ); 135 d = 1.0F / clip[3]; 136 ndc[0] = clip[0] * d; 137 ndc[1] = clip[1] * d; 138 ndc[2] = clip[2] * d; 139 140 ctx->Current.RasterPos[0] = ndc[0] * ctx->Viewport.Sx + ctx->Viewport.Tx; 141 ctx->Current.RasterPos[1] = ndc[1] * ctx->Viewport.Sy + ctx->Viewport.Ty; 142 ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.Sz + ctx->Viewport.Tz) 143 / DEPTH_SCALE; 144 ctx->Current.RasterPos[3] = clip[3]; 145 ctx->Current.RasterPosValid = GL_TRUE; 146 147 /* FOG??? */ 148 149 if (ctx->Texture.Enabled) { 150 COPY_4V( ctx->Current.RasterTexCoord, ctx->Current.TexCoord ); 151 } 152 153 if (ctx->RenderMode==GL_SELECT) { 154 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 155 } 156 157 } 158 159 160 161 /* 162 * This is a MESA extension function. Pretty much just like glRasterPos 163 * except we don't apply the modelview or projection matrices; specify a 164 * window coordinate directly. 165 * Caller: context->API.WindowPos4fMESA pointer. 166 */ 167 void gl_windowpos( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) 168 { 169 /* set raster position */ 170 ctx->Current.RasterPos[0] = x; 171 ctx->Current.RasterPos[1] = y; 172 ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F ); 173 ctx->Current.RasterPos[3] = w; 174 175 ctx->Current.RasterPosValid = GL_TRUE; 176 177 /* raster color */ 178 if (ctx->Light.Enabled) { 179 GLfloat eye[4]; 180 GLfloat eyenorm[3]; 181 COPY_4V( eye, ctx->Current.RasterPos ); 182 if (ctx->NewModelViewMatrix) { 183 gl_analyze_modelview_matrix(ctx); 184 } 185 TRANSFORM_NORMAL( eyenorm[0], eyenorm[1], eyenorm[2], 186 ctx->Current.Normal, 187 ctx->ModelViewInv ); 188 if (ctx->Visual->RGBAflag) { 189 GLubyte color[4]; 190 gl_color_shade_vertices( ctx, 0, 1, &eye, &eyenorm, &color ); 191 ASSIGN_4V( ctx->Current.RasterColor, 192 (GLfloat) color[0] * ctx->Visual->InvRedScale, 193 (GLfloat) color[1] * ctx->Visual->InvGreenScale, 194 (GLfloat) color[2] * ctx->Visual->InvBlueScale, 195 (GLfloat) color[3] * ctx->Visual->InvAlphaScale ); 196 } 197 else { 198 gl_index_shade_vertices( ctx, 0, 1, &eye, &eyenorm, 199 &ctx->Current.RasterIndex ); 200 } 201 } 202 else { 203 /* use current color or index */ 204 if (ctx->Visual->RGBAflag) { 205 ASSIGN_4V( ctx->Current.RasterColor, 206 ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale, 207 ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale, 208 ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale, 209 ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale ); 210 } 211 else { 212 ctx->Current.RasterIndex = ctx->Current.Index; 213 } 214 } 215 216 ctx->Current.RasterDistance = 0.0; 217 218 if (ctx->Texture.Enabled) { 219 COPY_4V( ctx->Current.RasterTexCoord, ctx->Current.TexCoord ); 220 } 221 222 if (ctx->RenderMode==GL_SELECT) { 223 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 224 } 225 } 226