source: trunk/src/opengl/mesa/winpos.c

Last change on this file was 3598, checked in by jeroen, 25 years ago

* empty log message *

File size: 6.6 KB
Line 
1/* $Id: winpos.c,v 1.3 2000-05-23 20:41:04 jeroen Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26/* $XFree86: xc/lib/GL/mesa/src/winpos.c,v 1.2 1999/04/04 00:20:36 dawes Exp $ */
27
28
29
30
31
32/*
33 * GL_MESA_window_pos extension
34 *
35 * This extension offers a set of functions named glWindowPos*MESA() which
36 * directly set the current raster position to the given window coordinate.
37 * glWindowPos*MESA() are similar to glRasterPos*() but bypass the
38 * modelview, projection and viewport transformations.
39 *
40 * These functions should be very handy in conjunction with glDrawPixels()
41 * and glCopyPixels().
42 *
43 * If your application uses glWindowPos*MESA() and may be compiled with
44 * a real OpenGL instead of Mesa you can simply copy the winpos.[ch] files
45 * into your source tree and compile them with the rest of your code
46 * since glWindowPos*MESA() can, and is, implemented in terms of standard
47 * OpenGL commands when not using Mesa. In your source files which use
48 * glWindowPos*MESA() just #include "winpos.h".
49 */
50
51
52
53#ifdef PC_HEADER
54#include "all.h"
55#else
56#include "glheader.h"
57#include "context.h"
58#include "rastpos.h"
59#include "winpos.h"
60#include "mmath.h"
61#include "feedback.h"
62#endif
63
64
65
66/*
67 * This is a MESA extension function. Pretty much just like glRasterPos
68 * except we don't apply the modelview or projection matrices; specify a
69 * window coordinate directly.
70 * Caller: context->API.WindowPos4fMESA pointer.
71 */
72void
73_mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
74{
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
77
78 /* set raster position */
79 ctx->Current.RasterPos[0] = x;
80 ctx->Current.RasterPos[1] = y;
81 ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
82 ctx->Current.RasterPos[3] = w;
83
84 ctx->Current.RasterPosValid = GL_TRUE;
85 ctx->Current.RasterDistance = 0.0F;
86
87 /* raster color = current color or index */
88 if (ctx->Visual->RGBAflag) {
89 UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
90 ctx->Current.ByteColor);
91 }
92 else {
93 ctx->Current.RasterIndex = ctx->Current.Index;
94 }
95
96 /* raster texcoord = current texcoord */
97 {
98 GLuint texSet;
99 for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
100 COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
101 ctx->Current.Texcoord[texSet] );
102 }
103 }
104
105 if (ctx->RenderMode==GL_SELECT) {
106 gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
107 }
108}
109
110
111
112
113void
114_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
115{
116 _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
117}
118
119void
120_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
121{
122 _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
123}
124
125void
126_mesa_WindowPos2iMESA(GLint x, GLint y)
127{
128 _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
129}
130
131void
132_mesa_WindowPos2sMESA(GLshort x, GLshort y)
133{
134 _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
135}
136
137void
138_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
139{
140 _mesa_WindowPos4fMESA(x, y, z, 1.0F);
141}
142
143void
144_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
145{
146 _mesa_WindowPos4fMESA(x, y, z, 1.0F);
147}
148
149void
150_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
151{
152 _mesa_WindowPos4fMESA(x, y, z, 1.0F);
153}
154
155void
156_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
157{
158 _mesa_WindowPos4fMESA(x, y, z, 1.0F);
159}
160
161void
162_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
163{
164 _mesa_WindowPos4fMESA(x, y, z, w);
165}
166
167void
168_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
169{
170 _mesa_WindowPos4fMESA(x, y, z, w);
171}
172
173void
174_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
175{
176 _mesa_WindowPos4fMESA(x, y, z, w);
177}
178
179void
180_mesa_WindowPos2dvMESA(const GLdouble *v)
181{
182 _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
183}
184
185void
186_mesa_WindowPos2fvMESA(const GLfloat *v)
187{
188 _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
189}
190
191void
192_mesa_WindowPos2ivMESA(const GLint *v)
193{
194 _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
195}
196
197void
198_mesa_WindowPos2svMESA(const GLshort *v)
199{
200 _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
201}
202
203void
204_mesa_WindowPos3dvMESA(const GLdouble *v)
205{
206 _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
207}
208
209void
210_mesa_WindowPos3fvMESA(const GLfloat *v)
211{
212 _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
213}
214
215void
216_mesa_WindowPos3ivMESA(const GLint *v)
217{
218 _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
219}
220
221void
222_mesa_WindowPos3svMESA(const GLshort *v)
223{
224 _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
225}
226
227void
228_mesa_WindowPos4dvMESA(const GLdouble *v)
229{
230 _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
231}
232
233void
234_mesa_WindowPos4fvMESA(const GLfloat *v)
235{
236 _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
237}
238
239void
240_mesa_WindowPos4ivMESA(const GLint *v)
241{
242 _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
243}
244
245void
246_mesa_WindowPos4svMESA(const GLshort *v)
247{
248 _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
249}
250
251
252
253#if 0
254
255/*
256 * OpenGL implementation of glWindowPos*MESA()
257 */
258void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
259{
260 GLfloat fx, fy;
261
262 /* Push current matrix mode and viewport attributes */
263 glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT );
264
265 /* Setup projection parameters */
266 glMatrixMode( GL_PROJECTION );
267 glPushMatrix();
268 glLoadIdentity();
269 glMatrixMode( GL_MODELVIEW );
270 glPushMatrix();
271 glLoadIdentity();
272
273 glDepthRange( z, z );
274 glViewport( (int) x - 1, (int) y - 1, 2, 2 );
275
276 /* set the raster (window) position */
277 fx = x - (int) x;
278 fy = y - (int) y;
279 glRasterPos4f( fx, fy, 0.0, w );
280
281 /* restore matrices, viewport and matrix mode */
282 glPopMatrix();
283 glMatrixMode( GL_PROJECTION );
284 glPopMatrix();
285
286 glPopAttrib();
287}
288
289#endif
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