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/* $Id: winpos.c,v 1.4 2000/01/30 00:27:02 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
* Copyright (C) 1999 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.
*/
/*
* GL_MESA_window_pos extension
*
* This extension offers a set of functions named glWindowPos*MESA() which
* directly set the current raster position to the given window coordinate.
* glWindowPos*MESA() are similar to glRasterPos*() but bypass the
* modelview, projection and viewport transformations.
*
* These functions should be very handy in conjunction with glDrawPixels()
* and glCopyPixels().
*
* If your application uses glWindowPos*MESA() and may be compiled with
* a real OpenGL instead of Mesa you can simply copy the winpos.[ch] files
* into your source tree and compile them with the rest of your code
* since glWindowPos*MESA() can, and is, implemented in terms of standard
* OpenGL commands when not using Mesa. In your source files which use
* glWindowPos*MESA() just #include "winpos.h".
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#include "context.h"
#include "feedback.h"
#include "mmath.h"
#include "rastpos.h"
#include "winpos.h"
#endif
/*
* This is a MESA extension function. Pretty much just like glRasterPos
* except we don't apply the modelview or projection matrices; specify a
* window coordinate directly.
* Caller: context->API.WindowPos4fMESA pointer.
*/
void
_mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
{
/* KW: Assume that like rasterpos, this must be outside begin/end.
*/
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glWindowPosMESA" );
/* set raster position */
ctx->Current.RasterPos[0] = x;
ctx->Current.RasterPos[1] = y;
ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
ctx->Current.RasterPos[3] = w;
ctx->Current.RasterPosValid = GL_TRUE;
/* raster color */
if (0 && ctx->Light.Enabled) {
/* KW: I don't see how this can work - would have to take the
* inverse of the projection matrix or the combined
* modelProjection matrix, transform point and normal, and
* do the lighting. Those inverses are not used for
* anything else. This is not an object-space lighting
* issue - what this is trying to do is something like
* clip-space or window-space lighting...
*
* Anyway, since the implementation was never correct, I'm
* not fixing it now - just use the unlit color.
*/
/* KW: As a reprise, we now *do* keep the inverse of the projection
* matrix, so it is not infeasible to try to swim up stream
* in this manner. I still don't want to implement it,
* however.
*/
}
else {
/* use current color or index */
if (ctx->Visual->RGBAflag) {
UBYTE_RGBA_TO_FLOAT_RGBA(ctx->Current.RasterColor,
ctx->Current.ByteColor);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;
}
}
ctx->Current.RasterDistance = 0.0;
{
GLuint texSet;
for (texSet=0; texSet<MAX_TEXTURE_UNITS; texSet++) {
COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
ctx->Current.Texcoord[texSet] );
}
}
if (ctx->RenderMode==GL_SELECT) {
gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
}
}
#ifndef GL_MESA_window_pos
/*
* 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
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