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📄 rastpos.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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         else {            ctx->Current.RasterIndex               = ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0];         }      }      /* 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 voidwindow_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.Attrib[VERT_ATTRIB_COLOR_INDEX][0];   }   /* 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 voidwindow_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 );   ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 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;}/*@}*/

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