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/* Copyright (c) 2001, Stanford University
* All rights reserved
*
* See the file LICENSE.txt for information on redistributing this software.
*/
#include <stdio.h>
#include "state.h"
#include "state/cr_statetypes.h"
#include "state_internals.h"
/*
* Apply modelview, projection, viewport transformations to (x,y,z,w)
* and update the current raster position attributes.
* Do NOT set dirty state.
*/
void
crStateRasterPosUpdate(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
CRContext *g = GetCurrentContext();
CRCurrentState *c = &(g->current);
CRTransformState *t = &(g->transform);
CRViewportState *v = &(g->viewport);
GLvectorf p;
int i;
if (g->current.inBeginEnd)
{
crStateError(__LINE__, __FILE__, GL_INVALID_OPERATION, "RasterPos called in Begin/End");
return;
}
FLUSH();
/* update current color, texcoord, etc from the CurrentStatePointers */
crStateCurrentRecover();
p.x = x;
p.y = y;
p.z = z;
p.w = w;
/* Apply modelview and projection matrix */
crStateTransformXformPoint(t, &p);
/* clip test */
if (p.x > p.w || p.y > p.w || p.z > p.w ||
p.x < -p.w || p.y < -p.w || p.z < -p.w)
{
c->rasterValid = GL_FALSE;
return;
}
/* divide by W (perspective projection) */
p.x /= p.w;
p.y /= p.w;
p.z /= p.w;
p.w = 1.0f;
/* map from NDC to window coords */
crStateViewportApply(v, &p);
c->rasterValid = GL_TRUE;
ASSIGN_4V(c->rasterAttrib[VERT_ATTRIB_POS], p.x, p.y, p.z, p.w);
ASSIGN_4V(c->rasterAttribPre[VERT_ATTRIB_POS], p.x, p.y, p.z, p.w);
for (i = 1; i < CR_MAX_VERTEX_ATTRIBS; i++) {
COPY_4V(c->rasterAttrib[i] , c->vertexAttrib[i]);
}
/* XXX need to update raster distance... */
/* from Mesa... */
#ifdef CR_EXT_fog_coord
if (g->fog.fogCoordinateSource == GL_FOG_COORDINATE_EXT)
c->rasterAttrib[VERT_ATTRIB_FOG][0] = c->vertexAttrib[VERT_ATTRIB_FOG][0];
else
#endif
c->rasterAttrib[VERT_ATTRIB_FOG][0] = 0.0; /*(GLfloat)
sqrt( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );*/
}
/* As above, but set dirty flags */
static void RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
CRContext *g = GetCurrentContext();
CRStateBits *sb = GetCurrentBits();
CRCurrentBits *cb = &(sb->current);
crStateRasterPosUpdate(x, y, z, w);
DIRTY(cb->dirty, g->neg_bitid);
DIRTY(cb->rasterPos, g->neg_bitid);
}
void STATE_APIENTRY crStateRasterPos2d(GLdouble x, GLdouble y)
{
RasterPos4f((GLfloat) x, (GLfloat) y, 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos2f(GLfloat x, GLfloat y)
{
RasterPos4f(x, y, 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos2i(GLint x, GLint y)
{
RasterPos4f((GLfloat) x, (GLfloat) y, 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos2s(GLshort x, GLshort y)
{
RasterPos4f((GLfloat) x, (GLfloat) y, 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0f);
}
void STATE_APIENTRY crStateRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
RasterPos4f(x, y, z, 1.0f);
}
void STATE_APIENTRY crStateRasterPos3i(GLint x, GLint y, GLint z)
{
RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0f);
}
void STATE_APIENTRY crStateRasterPos3s(GLshort x, GLshort y, GLshort z)
{
RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0f);
}
void STATE_APIENTRY crStateRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void STATE_APIENTRY crStateRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
RasterPos4f(x, y, z, w);
}
void STATE_APIENTRY crStateRasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void STATE_APIENTRY crStateRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void STATE_APIENTRY crStateRasterPos2dv(const GLdouble *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos2fv(const GLfloat *v)
{
RasterPos4f(v[0], v[1], 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos2iv(const GLint *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos2sv(const GLshort *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0f, 1.0f);
}
void STATE_APIENTRY crStateRasterPos3dv(const GLdouble *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0f);
}
void STATE_APIENTRY crStateRasterPos3fv(const GLfloat *v)
{
RasterPos4f(v[0], v[1], v[2], 1.0f);
}
void STATE_APIENTRY crStateRasterPos3iv(const GLint *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0f);
}
void STATE_APIENTRY crStateRasterPos3sv(const GLshort *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0f);
}
void STATE_APIENTRY crStateRasterPos4dv(const GLdouble *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
void STATE_APIENTRY crStateRasterPos4fv(const GLfloat *v)
{
RasterPos4f(v[0], v[1], v[2], v[3]);
}
void STATE_APIENTRY crStateRasterPos4iv(const GLint *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
void STATE_APIENTRY crStateRasterPos4sv(const GLshort *v)
{
RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
/**********************************************************************/
static void
crStateWindowPosUpdate(GLfloat x, GLfloat y, GLfloat z)
{
CRContext *g = GetCurrentContext();
CRCurrentState *c = &(g->current);
CRStateBits *sb = GetCurrentBits();
CRCurrentBits *cb = &(sb->current);
int i;
if (g->current.inBeginEnd)
{
crStateError(__LINE__, __FILE__, GL_INVALID_OPERATION, "WindowPos called in Begin/End");
return;
}
FLUSH();
DIRTY(cb->dirty, g->neg_bitid);
DIRTY(cb->rasterPos, g->neg_bitid);
c->rasterValid = GL_TRUE;
ASSIGN_4V(c->rasterAttrib[VERT_ATTRIB_POS], x, y , z, 1.0);
ASSIGN_4V(c->rasterAttribPre[VERT_ATTRIB_POS], x, y, z, 1.0);
for (i = 1; i < CR_MAX_VERTEX_ATTRIBS; i++) {
COPY_4V(c->rasterAttrib[i] , c->vertexAttrib[i]);
}
}
void STATE_APIENTRY crStateWindowPos2dARB (GLdouble x, GLdouble y)
{
crStateWindowPosUpdate((GLfloat) x, (GLfloat) y, 0.0);
}
void STATE_APIENTRY crStateWindowPos2dvARB (const GLdouble *v)
{
crStateWindowPosUpdate((GLfloat) v[0], (GLfloat) v[1], 0.0);
}
void STATE_APIENTRY crStateWindowPos2fARB (GLfloat x, GLfloat y)
{
crStateWindowPosUpdate(x, y, 0.0);
}
void STATE_APIENTRY crStateWindowPos2fvARB (const GLfloat *v)
{
crStateWindowPosUpdate(v[0], v[1], 0.0);
}
void STATE_APIENTRY crStateWindowPos2iARB (GLint x, GLint y)
{
crStateWindowPosUpdate((GLfloat) x, (GLfloat) y, 0.0);
}
void STATE_APIENTRY crStateWindowPos2ivARB (const GLint *v)
{
crStateWindowPosUpdate((GLfloat) v[0], (GLfloat) v[1], 0.0);
}
void STATE_APIENTRY crStateWindowPos2sARB (GLshort x, GLshort y)
{
crStateWindowPosUpdate((GLfloat) x, (GLfloat) y, 0.0);
}
void STATE_APIENTRY crStateWindowPos2svARB (const GLshort *v)
{
crStateWindowPosUpdate((GLfloat) v[0], (GLfloat) v[1], 0.0);
}
void STATE_APIENTRY crStateWindowPos3dARB (GLdouble x, GLdouble y, GLdouble z)
{
crStateWindowPosUpdate((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void STATE_APIENTRY crStateWindowPos3dvARB (const GLdouble *v)
{
crStateWindowPosUpdate((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
}
void STATE_APIENTRY crStateWindowPos3fARB (GLfloat x, GLfloat y, GLfloat z)
{
crStateWindowPosUpdate(x, y, z);
}
void STATE_APIENTRY crStateWindowPos3fvARB (const GLfloat *v)
{
crStateWindowPosUpdate(v[0], v[1], v[2]);
}
void STATE_APIENTRY crStateWindowPos3iARB (GLint x, GLint y, GLint z)
{
crStateWindowPosUpdate((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void STATE_APIENTRY crStateWindowPos3ivARB (const GLint *v)
{
crStateWindowPosUpdate((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
}
void STATE_APIENTRY crStateWindowPos3sARB (GLshort x, GLshort y, GLshort z)
{
crStateWindowPosUpdate((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
void STATE_APIENTRY crStateWindowPos3svARB (const GLshort *v)
{
crStateWindowPosUpdate((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
}
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