[3598] | 1 | /* $Id: winpos.c,v 1.3 2000-05-23 20:41:04 jeroen Exp $ */
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[2938] | 2 |
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| 3 | /*
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| 4 | * Mesa 3-D graphics library
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[3598] | 5 | * Version: 3.3
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[2938] | 6 | *
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| 7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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| 8 | *
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a
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| 10 | * copy of this software and associated documentation files (the "Software"),
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| 11 | * to deal in the Software without restriction, including without limitation
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the
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| 14 | * Software is furnished to do so, subject to the following conditions:
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| 15 | *
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| 16 | * The above copyright notice and this permission notice shall be included
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| 17 | * in all copies or substantial portions of the Software.
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| 18 | *
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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| 25 | */
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| 26 | /* $XFree86: xc/lib/GL/mesa/src/winpos.c,v 1.2 1999/04/04 00:20:36 dawes Exp $ */
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| 27 |
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| 28 |
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| 29 |
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| 30 |
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| 31 |
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| 32 | /*
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| 33 | * GL_MESA_window_pos extension
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| 34 | *
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| 35 | * This extension offers a set of functions named glWindowPos*MESA() which
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| 36 | * directly set the current raster position to the given window coordinate.
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| 37 | * glWindowPos*MESA() are similar to glRasterPos*() but bypass the
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| 38 | * modelview, projection and viewport transformations.
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| 39 | *
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| 40 | * These functions should be very handy in conjunction with glDrawPixels()
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| 41 | * and glCopyPixels().
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| 42 | *
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| 43 | * If your application uses glWindowPos*MESA() and may be compiled with
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| 44 | * a real OpenGL instead of Mesa you can simply copy the winpos.[ch] files
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| 45 | * into your source tree and compile them with the rest of your code
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| 46 | * since glWindowPos*MESA() can, and is, implemented in terms of standard
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| 47 | * OpenGL commands when not using Mesa. In your source files which use
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| 48 | * glWindowPos*MESA() just #include "winpos.h".
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| 49 | */
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| 50 |
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| 51 |
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| 52 |
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| 53 | #ifdef PC_HEADER
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| 54 | #include "all.h"
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| 55 | #else
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[3598] | 56 | #include "glheader.h"
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| 57 | #include "context.h"
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[2938] | 58 | #include "rastpos.h"
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| 59 | #include "winpos.h"
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[3598] | 60 | #include "mmath.h"
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| 61 | #include "feedback.h"
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[2938] | 62 | #endif
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| 63 |
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| 64 |
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| 65 |
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| 66 | /*
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[3598] | 67 | * This is a MESA extension function. Pretty much just like glRasterPos
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| 68 | * except we don't apply the modelview or projection matrices; specify a
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| 69 | * window coordinate directly.
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| 70 | * Caller: context->API.WindowPos4fMESA pointer.
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[2938] | 71 | */
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[3598] | 72 | void
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| 73 | _mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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[2938] | 74 | {
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[3598] | 75 | GET_CURRENT_CONTEXT(ctx);
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| 76 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
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| 77 |
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| 78 | /* set raster position */
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| 79 | ctx->Current.RasterPos[0] = x;
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| 80 | ctx->Current.RasterPos[1] = y;
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| 81 | ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
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| 82 | ctx->Current.RasterPos[3] = w;
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| 83 |
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| 84 | ctx->Current.RasterPosValid = GL_TRUE;
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| 85 | ctx->Current.RasterDistance = 0.0F;
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| 86 |
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| 87 | /* raster color = current color or index */
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| 88 | if (ctx->Visual->RGBAflag) {
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| 89 | UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
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| 90 | ctx->Current.ByteColor);
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| 91 | }
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| 92 | else {
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| 93 | ctx->Current.RasterIndex = ctx->Current.Index;
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| 94 | }
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| 95 |
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| 96 | /* raster texcoord = current texcoord */
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| 97 | {
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| 98 | GLuint texSet;
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| 99 | for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
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| 100 | COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
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| 101 | ctx->Current.Texcoord[texSet] );
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| 102 | }
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| 103 | }
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| 104 |
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| 105 | if (ctx->RenderMode==GL_SELECT) {
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| 106 | gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
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| 107 | }
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[2938] | 108 | }
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| 109 |
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| 110 |
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| 111 |
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| 112 |
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[3598] | 113 | void
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| 114 | _mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
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| 115 | {
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| 116 | _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
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| 117 | }
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| 118 |
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| 119 | void
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| 120 | _mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
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| 121 | {
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| 122 | _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
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| 123 | }
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| 124 |
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| 125 | void
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| 126 | _mesa_WindowPos2iMESA(GLint x, GLint y)
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| 127 | {
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| 128 | _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
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| 129 | }
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| 130 |
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| 131 | void
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| 132 | _mesa_WindowPos2sMESA(GLshort x, GLshort y)
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| 133 | {
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| 134 | _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
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| 135 | }
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| 136 |
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| 137 | void
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| 138 | _mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
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| 139 | {
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| 140 | _mesa_WindowPos4fMESA(x, y, z, 1.0F);
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| 141 | }
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| 142 |
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| 143 | void
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| 144 | _mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
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| 145 | {
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| 146 | _mesa_WindowPos4fMESA(x, y, z, 1.0F);
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| 147 | }
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| 148 |
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| 149 | void
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| 150 | _mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
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| 151 | {
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| 152 | _mesa_WindowPos4fMESA(x, y, z, 1.0F);
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| 153 | }
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| 154 |
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| 155 | void
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| 156 | _mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
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| 157 | {
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| 158 | _mesa_WindowPos4fMESA(x, y, z, 1.0F);
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| 159 | }
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| 160 |
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| 161 | void
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| 162 | _mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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| 163 | {
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| 164 | _mesa_WindowPos4fMESA(x, y, z, w);
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| 165 | }
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| 166 |
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| 167 | void
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| 168 | _mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
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| 169 | {
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| 170 | _mesa_WindowPos4fMESA(x, y, z, w);
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| 171 | }
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| 172 |
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| 173 | void
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| 174 | _mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
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| 175 | {
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| 176 | _mesa_WindowPos4fMESA(x, y, z, w);
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| 177 | }
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| 178 |
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| 179 | void
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| 180 | _mesa_WindowPos2dvMESA(const GLdouble *v)
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| 181 | {
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| 182 | _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
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| 183 | }
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| 184 |
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| 185 | void
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| 186 | _mesa_WindowPos2fvMESA(const GLfloat *v)
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| 187 | {
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| 188 | _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
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| 189 | }
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| 190 |
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| 191 | void
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| 192 | _mesa_WindowPos2ivMESA(const GLint *v)
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| 193 | {
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| 194 | _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
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| 195 | }
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| 196 |
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| 197 | void
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| 198 | _mesa_WindowPos2svMESA(const GLshort *v)
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| 199 | {
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| 200 | _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
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| 201 | }
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| 202 |
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| 203 | void
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| 204 | _mesa_WindowPos3dvMESA(const GLdouble *v)
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| 205 | {
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| 206 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
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| 207 | }
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| 208 |
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| 209 | void
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| 210 | _mesa_WindowPos3fvMESA(const GLfloat *v)
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| 211 | {
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| 212 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
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| 213 | }
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| 214 |
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| 215 | void
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| 216 | _mesa_WindowPos3ivMESA(const GLint *v)
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| 217 | {
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| 218 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
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| 219 | }
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| 220 |
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| 221 | void
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| 222 | _mesa_WindowPos3svMESA(const GLshort *v)
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| 223 | {
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| 224 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
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| 225 | }
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| 226 |
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| 227 | void
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| 228 | _mesa_WindowPos4dvMESA(const GLdouble *v)
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| 229 | {
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| 230 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
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| 231 | }
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| 232 |
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| 233 | void
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| 234 | _mesa_WindowPos4fvMESA(const GLfloat *v)
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| 235 | {
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| 236 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
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| 237 | }
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| 238 |
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| 239 | void
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| 240 | _mesa_WindowPos4ivMESA(const GLint *v)
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| 241 | {
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| 242 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
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| 243 | }
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| 244 |
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| 245 | void
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| 246 | _mesa_WindowPos4svMESA(const GLshort *v)
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| 247 | {
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| 248 | _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
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| 249 | }
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| 250 |
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| 251 |
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| 252 |
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| 253 | #if 0
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| 254 |
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[2938] | 255 | /*
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| 256 | * OpenGL implementation of glWindowPos*MESA()
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| 257 | */
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| 258 | void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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| 259 | {
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| 260 | GLfloat fx, fy;
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| 261 |
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| 262 | /* Push current matrix mode and viewport attributes */
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| 263 | glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT );
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| 264 |
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| 265 | /* Setup projection parameters */
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| 266 | glMatrixMode( GL_PROJECTION );
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| 267 | glPushMatrix();
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| 268 | glLoadIdentity();
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| 269 | glMatrixMode( GL_MODELVIEW );
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| 270 | glPushMatrix();
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| 271 | glLoadIdentity();
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| 272 |
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| 273 | glDepthRange( z, z );
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| 274 | glViewport( (int) x - 1, (int) y - 1, 2, 2 );
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| 275 |
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| 276 | /* set the raster (window) position */
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| 277 | fx = x - (int) x;
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| 278 | fy = y - (int) y;
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| 279 | glRasterPos4f( fx, fy, 0.0, w );
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| 280 |
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| 281 | /* restore matrices, viewport and matrix mode */
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| 282 | glPopMatrix();
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| 283 | glMatrixMode( GL_PROJECTION );
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| 284 | glPopMatrix();
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| 285 |
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| 286 | glPopAttrib();
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| 287 | }
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| 288 |
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| 289 | #endif
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