/* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999-2000 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 ) { 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; ctx->Current.RasterDistance = 0.0F; /* raster color = 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; } /* raster texcoord = current texcoord */ { GLuint texSet; for (texSet=0; texSetCurrent.RasterMultiTexCoord[texSet], ctx->Current.Texcoord[texSet] ); } } if (ctx->RenderMode==GL_SELECT) { gl_update_hitflag( ctx, ctx->Current.RasterPos[2] ); } } void _mesa_WindowPos2dMESA(GLdouble x, GLdouble y) { _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); } void _mesa_WindowPos2fMESA(GLfloat x, GLfloat y) { _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); } void _mesa_WindowPos2iMESA(GLint x, GLint y) { _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); } void _mesa_WindowPos2sMESA(GLshort x, GLshort y) { _mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F); } void _mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) { _mesa_WindowPos4fMESA(x, y, z, 1.0F); } void _mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z) { _mesa_WindowPos4fMESA(x, y, z, 1.0F); } void _mesa_WindowPos3iMESA(GLint x, GLint y, GLint z) { _mesa_WindowPos4fMESA(x, y, z, 1.0F); } void _mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z) { _mesa_WindowPos4fMESA(x, y, z, 1.0F); } void _mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { _mesa_WindowPos4fMESA(x, y, z, w); } void _mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w) { _mesa_WindowPos4fMESA(x, y, z, w); } void _mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w) { _mesa_WindowPos4fMESA(x, y, z, w); } void _mesa_WindowPos2dvMESA(const GLdouble *v) { _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); } void _mesa_WindowPos2fvMESA(const GLfloat *v) { _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); } void _mesa_WindowPos2ivMESA(const GLint *v) { _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); } void _mesa_WindowPos2svMESA(const GLshort *v) { _mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F); } void _mesa_WindowPos3dvMESA(const GLdouble *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); } void _mesa_WindowPos3fvMESA(const GLfloat *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); } void _mesa_WindowPos3ivMESA(const GLint *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); } void _mesa_WindowPos3svMESA(const GLshort *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F); } void _mesa_WindowPos4dvMESA(const GLdouble *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); } void _mesa_WindowPos4fvMESA(const GLfloat *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); } void _mesa_WindowPos4ivMESA(const GLint *v) { _mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]); } void _mesa_WindowPos4svMESA(const GLshort *v) { _mesa_WindowPos4fMESA(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