📄 rastpos.c
字号:
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;}/*@}*/
⌨️ 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 + -