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/* $Id: rastpos.c,v 1.1 2003-02-28 11:42:04 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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
* BRIAN PAUL 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.
*/
#include "glheader.h"
#include "clip.h"
#include "colormac.h"
#include "context.h"
#include "feedback.h"
#include "light.h"
#include "macros.h"
#include "mmath.h"
#include "rastpos.h"
#include "state.h"
#include "simple_list.h"
#include "mtypes.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
/*
* Clip a point against the view volume.
* Input: v - vertex-vector describing the point to clip
* Return: 0 = outside view volume
* 1 = inside view volume
*/
static GLuint
viewclip_point( const GLfloat v[] )
{
if ( v[0] > v[3] || v[0] < -v[3]
|| v[1] > v[3] || v[1] < -v[3]
|| v[2] > v[3] || v[2] < -v[3] ) {
return 0;
}
else {
return 1;
}
}
/* As above, but only clip test against far/near Z planes */
static GLuint
viewclip_point_z( const GLfloat v[] )
{
if (v[2] > v[3] || v[2] < -v[3] ) {
return 0;
}
else {
return 1;
}
}
/*
* Clip a point against the user clipping planes.
* Input: v - vertex-vector describing the point to clip.
* Return: 0 = point was clipped
* 1 = point not clipped
*/
static GLuint
userclip_point( GLcontext* ctx, const GLfloat v[] )
{
GLuint p;
for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0]
+ v[1] * ctx->Transform._ClipUserPlane[p][1]
+ v[2] * ctx->Transform._ClipUserPlane[p][2]
+ v[3] * ctx->Transform._ClipUserPlane[p][3];
if (dot < 0.0F) {
return 0;
}
}
}
return 1;
}
/* This has been split off to allow the normal shade routines to
* get a little closer to the vertex buffer, and to use the
* GLvector objects directly.
* Input: ctx - the context
* vertex - vertex location
* normal - normal vector
* Output: Rcolor - returned color
* Rspec - returned specular color (if separate specular enabled)
* Rindex - returned color index
*/
static void
shade_rastpos(GLcontext *ctx,
const GLfloat vertex[4],
const GLfloat normal[3],
GLfloat Rcolor[4],
GLfloat Rspec[4],
GLuint *Rindex)
{
GLfloat (*base)[3] = ctx->Light._BaseColor;
struct gl_light *light;
GLfloat diffuseColor[4], specularColor[4];
GLfloat diffuse = 0, specular = 0;
if (!ctx->_ShineTable[0] || !ctx->_ShineTable[1])
_mesa_validate_all_lighting_tables( ctx );
COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP( ctx->Light.Material[0].Diffuse[3], 0.0F, 1.0F );
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
foreach (light, &ctx->Light.EnabledList) {
GLfloat n_dot_h;
GLfloat attenuation = 1.0;
GLfloat VP[3];
GLfloat n_dot_VP;
GLfloat *h;
GLfloat diffuseContrib[3], specularContrib[3];
GLboolean normalized;
if (!(light->_Flags & LIGHT_POSITIONAL)) {
COPY_3V(VP, light->_VP_inf_norm);
attenuation = light->_VP_inf_spot_attenuation;
}
else {
GLfloat d;
SUB_3V(VP, light->_Position, vertex);
d = (GLfloat) LEN_3FV( VP );
if ( d > 1e-6) {
GLfloat invd = 1.0F / d;
SELF_SCALE_SCALAR_3V(VP, invd);
}
attenuation = 1.0F / (light->ConstantAttenuation + d *
(light->LinearAttenuation + d *
light->QuadraticAttenuation));
if (light->_Flags & LIGHT_SPOT) {
GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue;
}
else {
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
int k = (int) x;
GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
+ (x-k)*light->_SpotExpTable[k][1]);
attenuation *= spot;
}
}
}
if (attenuation < 1e-3)
continue;
n_dot_VP = DOT3( normal, VP );
if (n_dot_VP < 0.0F) {
ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
continue;
}
COPY_3V(diffuseContrib, light->_MatAmbient[0]);
ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
diffuse += n_dot_VP * light->_dli * attenuation;
ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
{
if (ctx->Light.Model.LocalViewer) {
GLfloat v[3];
COPY_3V(v, vertex);
NORMALIZE_3FV(v);
SUB_3V(VP, VP, v);
h = VP;
normalized = 0;
}
else if (light->_Flags & LIGHT_POSITIONAL) {
h = VP;
ACC_3V(h, ctx->_EyeZDir);
normalized = 0;
}
else {
h = light->_h_inf_norm;
normalized = 1;
}
n_dot_h = DOT3(normal, h);
if (n_dot_h > 0.0F) {
const struct gl_material *mat = &ctx->Light.Material[0];
GLfloat spec_coef;
GLfloat shininess = mat->Shininess;
if (!normalized) {
n_dot_h *= n_dot_h;
n_dot_h /= LEN_SQUARED_3FV( h );
shininess *= .5;
}
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
if (spec_coef > 1.0e-10) {
if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
light->_MatSpecular[0]);
}
else {
ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
light->_MatSpecular[0]);
}
specular += spec_coef * light->_sli * attenuation;
}
}
}
ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
}
if (ctx->Visual.rgbMode) {
Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F);
Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F);
Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F);
Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F);
Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F);
Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F);
Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F);
Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
}
else {
struct gl_material *mat = &ctx->Light.Material[0];
GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
GLfloat ind = mat->AmbientIndex
+ diffuse * (1.0F-specular) * d_a
+ specular * s_a;
if (ind > mat->SpecularIndex) {
ind = mat->SpecularIndex;
}
*Rindex = (GLuint) (GLint) ind;
}
}
/*
* Caller: context->API.RasterPos4f
*/
static void
raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GLfloat v[4], eye[4], clip[4], ndc[3], d;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
FLUSH_CURRENT(ctx, 0);
if (ctx->NewState)
_mesa_update_state( ctx );
ASSIGN_4V( v, x, y, z, w );
TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, v );
/* raster color */
if (ctx->Light.Enabled) {
GLfloat *norm, eyenorm[3];
GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
if (ctx->_NeedEyeCoords) {
GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv;
TRANSFORM_NORMAL( eyenorm, objnorm, inv );
norm = eyenorm;
}
else {
norm = objnorm;
}
shade_rastpos( ctx, v, norm,
ctx->Current.RasterColor,
ctx->Current.RasterSecondaryColor,
&ctx->Current.RasterIndex );
}
else {
/* use current color or index */
if (ctx->Visual.rgbMode) {
COPY_4FV(ctx->Current.RasterColor,
ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
COPY_4FV(ctx->Current.RasterSecondaryColor,
ctx->Current.Attrib[VERT_ATTRIB_COLOR1]);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;
}
}
/* compute raster distance */
if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
else
ctx->Current.RasterDistance = (GLfloat)
GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
/* apply projection matrix: clip = Proj * eye */
TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
/* clip to view volume */
if (ctx->Transform.RasterPositionUnclipped) {
/* GL_IBM_rasterpos_clip: only clip against Z */
if (viewclip_point_z(clip) == 0)
ctx->Current.RasterPosValid = GL_FALSE;
}
else if (viewclip_point(clip) == 0) {
/* Normal OpenGL behaviour */
ctx->Current.RasterPosValid = GL_FALSE;
return;
}
/* clip to user clipping planes */
if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
ctx->Current.RasterPosValid = GL_FALSE;
return;
}
/* ndc = clip / W */
ASSERT( clip[3]!=0.0 );
d = 1.0F / clip[3];
ndc[0] = clip[0] * d;
ndc[1] = clip[1] * d;
ndc[2] = clip[2] * d;
ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX] +
ctx->Viewport._WindowMap.m[MAT_TX]);
ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY] +
ctx->Viewport._WindowMap.m[MAT_TY]);
ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ] +
ctx->Viewport._WindowMap.m[MAT_TZ]) / ctx->DepthMaxF;
ctx->Current.RasterPos[3] = clip[3];
ctx->Current.RasterPosValid = GL_TRUE;
{
GLuint texSet;
for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
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] );
}
}
void
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
_mesa_RasterPos4f(x, y, 0.0F, 1.0F);
}
void
_mesa_RasterPos2i(GLint x, GLint y)
{
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
_mesa_RasterPos2s(GLshort x, GLshort y)
{
_mesa_RasterPos4f(x, y, 0.0F, 1.0F);
}
void
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
_mesa_RasterPos4f(x, y, z, 1.0F);
}
void
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
_mesa_RasterPos4f(x, y, z, 1.0F);
}
void
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GET_CURRENT_CONTEXT(ctx);
raster_pos4f(ctx, x, y, z, w);
}
void
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
_mesa_RasterPos4f(x, y, z, w);
}
void
_mesa_RasterPos2dv(const GLdouble *v)
{
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
_mesa_RasterPos2fv(const GLfloat *v)
{
_mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
}
void
_mesa_RasterPos2iv(const GLint *v)
{
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
_mesa_RasterPos2sv(const GLshort *v)
{
_mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
}
void
_mesa_RasterPos3dv(const GLdouble *v)
{
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
_mesa_RasterPos3fv(const GLfloat *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
}
void
_mesa_RasterPos3iv(const GLint *v)
{
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
_mesa_RasterPos3sv(const GLshort *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
}
void
_mesa_RasterPos4dv(const GLdouble *v)
{
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
_mesa_RasterPos4fv(const GLfloat *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}
void
_mesa_RasterPos4iv(const GLint *v)
{
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
_mesa_RasterPos4sv(const GLshort *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}
/**********************************************************************/
/*** GL_ARB_window_pos / GL_MESA_window_pos ***/
/**********************************************************************/
static void
window_pos3f(GLfloat x, GLfloat y, GLfloat z)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat z2;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
FLUSH_CURRENT(ctx, 0);
z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
+ ctx->Viewport.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 */
if (ctx->Visual.rgbMode) {
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);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;
}
/* raster texcoord = current texcoord */
{
GLuint texSet;
for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
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
_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
void
_mesa_WindowPos2iMESA(GLint x, GLint y)
{
window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
_mesa_WindowPos2sMESA(GLshort x, GLshort y)
{
window_pos4f(x, y, 0.0F, 1.0F);
}
void
_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
{
window_pos4f(x, y, z, 1.0F);
}
void
_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
window_pos4f(x, y, z, 1.0F);
}
void
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
window_pos4f(x, y, z, w);
}
void
_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
{
window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
{
window_pos4f(x, y, z, w);
}
void
_mesa_WindowPos2dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
_mesa_WindowPos2fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
void
_mesa_WindowPos2ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
_mesa_WindowPos2svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], 0.0F, 1.0F);
}
void
_mesa_WindowPos3dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
_mesa_WindowPos3fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], 1.0);
}
void
_mesa_WindowPos3ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
_mesa_WindowPos3svMESA(const GLshort *v)
{
window_pos4f(v[0], v[1], v[2], 1.0F);
}
void
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
_mesa_WindowPos4fvMESA(const GLfloat *v)
{
window_pos4f(v[0], v[1], v[2], v[3]);
}
void
_mesa_WindowPos4ivMESA(const GLint *v)
{
window_pos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
_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