⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 rastpos.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
📖 第 1 页 / 共 2 页
字号:
            COPY_4FV(ctx->Current.RasterSecondaryColor,
                     ctx->Current.Attrib[VERT_ATTRIB_COLOR1]);
         }
         else {
            ctx->Current.RasterIndex = ctx->Current.Index;
         }
      }

      /* texture coords */
      {
         GLuint u;
         for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
            GLfloat tc[4];
            COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
            if (ctx->Texture.Unit[u].TexGenEnabled) {
               compute_texgen(ctx, obj, eye, norm, u, tc);
            }
            TRANSFORM_POINT(ctx->Current.RasterTexCoords[u],
                            ctx->TextureMatrixStack[u].Top->m, tc);
         }
      }

      ctx->Current.RasterPosValid = GL_TRUE;
   }

   if (ctx->RenderMode == GL_SELECT) {
      _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
   }
}


/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
   _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2f(GLfloat x, GLfloat y)
{
   _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2i(GLint x, GLint y)
{
   _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2s(GLshort x, GLshort y)
{
   _mesa_RasterPos4f(x, y, 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
   _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
   _mesa_RasterPos4f(x, y, z, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
   _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
{
   _mesa_RasterPos4f(x, y, z, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}

/** Calls raster_pos4f() */
void GLAPIENTRY
_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   GET_CURRENT_CONTEXT(ctx);
   raster_pos4f(ctx, x, y, z, w);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
   _mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
   _mesa_RasterPos4f(x, y, z, w);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2dv(const GLdouble *v)
{
   _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2fv(const GLfloat *v)
{
   _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2iv(const GLint *v)
{
   _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos2sv(const GLshort *v)
{
   _mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3dv(const GLdouble *v)
{
   _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3fv(const GLfloat *v)
{
   _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3iv(const GLint *v)
{
   _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos3sv(const GLshort *v)
{
   _mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4dv(const GLdouble *v)
{
   _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 
		     (GLfloat) v[2], (GLfloat) v[3]);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4fv(const GLfloat *v)
{
   _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4iv(const GLint *v)
{
   _mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 
		     (GLfloat) v[2], (GLfloat) v[3]);
}

/** Calls _mesa_RasterPos4f() */
void GLAPIENTRY
_mesa_RasterPos4sv(const GLshort *v)
{
   _mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
}


/**********************************************************************/
/***           GL_ARB_window_pos / GL_MESA_window_pos               ***/
/**********************************************************************/

#if FEATURE_windowpos
/**
 * All glWindowPosMESA and glWindowPosARB commands call this function to
 * update the current raster position.
 */
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.MaxTextureCoordUnits; 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 GLAPIENTRY
_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
{
   window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
{
   window_pos4f(x, y, 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos2iMESA(GLint x, GLint y)
{
   window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos2sMESA(GLshort x, GLshort y)
{
   window_pos4f(x, y, 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
   window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
{
   window_pos4f(x, y, z, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
{
   window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
   window_pos4f(x, y, z, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}

void GLAPIENTRY
_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   window_pos4f(x, y, z, w);
}

void GLAPIENTRY
_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
{
   window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}

void GLAPIENTRY
_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
{
   window_pos4f(x, y, z, w);
}

void GLAPIENTRY
_mesa_WindowPos2dvMESA(const GLdouble *v)
{
   window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos2fvMESA(const GLfloat *v)
{
   window_pos4f(v[0], v[1], 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos2ivMESA(const GLint *v)
{
   window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos2svMESA(const GLshort *v)
{
   window_pos4f(v[0], v[1], 0.0F, 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3dvMESA(const GLdouble *v)
{
   window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3fvMESA(const GLfloat *v)
{
   window_pos4f(v[0], v[1], v[2], 1.0);
}

void GLAPIENTRY
_mesa_WindowPos3ivMESA(const GLint *v)
{
   window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos3svMESA(const GLshort *v)
{
   window_pos4f(v[0], v[1], v[2], 1.0F);
}

void GLAPIENTRY
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
   window_pos4f((GLfloat) v[0], (GLfloat) v[1], 
			 (GLfloat) v[2], (GLfloat) v[3]);
}

void GLAPIENTRY
_mesa_WindowPos4fvMESA(const GLfloat *v)
{
   window_pos4f(v[0], v[1], v[2], v[3]);
}

void GLAPIENTRY
_mesa_WindowPos4ivMESA(const GLint *v)
{
   window_pos4f((GLfloat) v[0], (GLfloat) v[1], 
			 (GLfloat) v[2], (GLfloat) v[3]);
}

void GLAPIENTRY
_mesa_WindowPos4svMESA(const GLshort *v)
{
   window_pos4f(v[0], v[1], v[2], v[3]);
}

#endif

#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


/**********************************************************************/
/** \name Initialization                                              */
/**********************************************************************/
/*@{*/

/**
 * Initialize the context current raster position information.
 *
 * \param ctx GL context.
 *
 * Initialize the current raster position information in
 * __GLcontextRec::Current, and adds the extension entry points to the
 * dispatcher.
 */
void _mesa_init_rastpos( GLcontext * ctx )
{
   int i;

   ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
   ctx->Current.RasterDistance = 0.0;
   ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
   ctx->Current.RasterIndex = 1.0;
   for (i=0; i<MAX_TEXTURE_UNITS; i++)
      ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
   ctx->Current.RasterPosValid = GL_TRUE;
}

/*@}*/

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -