tnl: remove t_rasterpos.c
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
parent
234d5320bb
commit
af0399a1ce
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@ -345,7 +345,6 @@ TNL_FILES = \
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tnl/tnl.h \
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tnl/t_pipeline.c \
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tnl/t_pipeline.h \
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tnl/t_rasterpos.c \
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tnl/t_vb_cliptmp.h \
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tnl/t_vb_fog.c \
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tnl/t_vb_light.c \
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@ -1,478 +0,0 @@
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/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/feedback.h"
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#include "main/light.h"
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#include "main/macros.h"
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#include "util/simple_list.h"
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#include "main/mtypes.h"
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#include "main/viewport.h"
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#include "math/m_matrix.h"
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#include "tnl/tnl.h"
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/**
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* Clip a point against the view volume.
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*
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* \param v vertex vector describing the point to clip.
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*
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* \return zero if outside view volume, or one if inside.
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*/
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static GLuint
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viewclip_point_xy( const GLfloat v[] )
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{
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if ( v[0] > v[3] || v[0] < -v[3]
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|| v[1] > v[3] || v[1] < -v[3] ) {
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return 0;
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}
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else {
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return 1;
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}
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}
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/**
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* Clip a point against the far/near Z clipping planes.
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*
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* \param v vertex vector describing the point to clip.
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*
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* \return zero if outside view volume, or one if inside.
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*/
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static GLuint
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viewclip_point_z( const GLfloat v[] )
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{
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if (v[2] > v[3] || v[2] < -v[3] ) {
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return 0;
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}
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else {
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return 1;
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}
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}
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/**
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* Clip a point against the user clipping planes.
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*
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* \param ctx GL context.
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* \param v vertex vector describing the point to clip.
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*
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* \return zero if the point was clipped, or one otherwise.
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*/
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static GLuint
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userclip_point( struct gl_context *ctx, const GLfloat v[] )
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{
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GLuint p;
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for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
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if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
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GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0]
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+ v[1] * ctx->Transform._ClipUserPlane[p][1]
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+ v[2] * ctx->Transform._ClipUserPlane[p][2]
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+ v[3] * ctx->Transform._ClipUserPlane[p][3];
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if (dot < 0.0F) {
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return 0;
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}
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}
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}
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return 1;
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}
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/**
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* Compute lighting for the raster position. RGB modes computed.
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* \param ctx the context
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* \param vertex vertex location
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* \param normal normal vector
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* \param Rcolor returned color
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* \param Rspec returned specular color (if separate specular enabled)
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*/
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static void
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shade_rastpos(struct gl_context *ctx,
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const GLfloat vertex[4],
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const GLfloat normal[3],
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GLfloat Rcolor[4],
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GLfloat Rspec[4])
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{
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/*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
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const struct gl_light *light;
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GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
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COPY_3V(diffuseColor, base[0]);
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diffuseColor[3] = CLAMP(
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
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ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0);
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat attenuation = 1.0;
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GLfloat VP[3]; /* vector from vertex to light pos */
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GLfloat n_dot_VP;
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GLfloat diffuseContrib[3], specularContrib[3];
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if (!(light->_Flags & LIGHT_POSITIONAL)) {
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/* light at infinity */
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COPY_3V(VP, light->_VP_inf_norm);
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attenuation = light->_VP_inf_spot_attenuation;
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}
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else {
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/* local/positional light */
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GLfloat d;
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/* VP = vector from vertex pos to light[i].pos */
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SUB_3V(VP, light->_Position, vertex);
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/* d = length(VP) */
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d = (GLfloat) LEN_3FV( VP );
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if (d > 1.0e-6F) {
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/* normalize VP */
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GLfloat invd = 1.0F / d;
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SELF_SCALE_SCALAR_3V(VP, invd);
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}
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/* atti */
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attenuation = 1.0F / (light->ConstantAttenuation + d *
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(light->LinearAttenuation + d *
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light->QuadraticAttenuation));
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if (light->_Flags & LIGHT_SPOT) {
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GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
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if (PV_dot_dir<light->_CosCutoff) {
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continue;
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}
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else {
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GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
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attenuation *= spot;
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}
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}
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}
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if (attenuation < 1e-3F)
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continue;
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n_dot_VP = DOT3( normal, VP );
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if (n_dot_VP < 0.0F) {
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ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
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continue;
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}
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/* Ambient + diffuse */
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COPY_3V(diffuseContrib, light->_MatAmbient[0]);
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ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
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/* Specular */
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{
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const GLfloat *h;
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GLfloat n_dot_h;
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ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
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if (ctx->Light.Model.LocalViewer) {
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GLfloat v[3];
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COPY_3V(v, vertex);
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NORMALIZE_3FV(v);
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SUB_3V(VP, VP, v);
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NORMALIZE_3FV(VP);
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h = VP;
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}
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else if (light->_Flags & LIGHT_POSITIONAL) {
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ACC_3V(VP, ctx->_EyeZDir);
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NORMALIZE_3FV(VP);
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h = VP;
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}
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else {
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h = light->_h_inf_norm;
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}
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n_dot_h = DOT3(normal, h);
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if (n_dot_h > 0.0F) {
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GLfloat shine;
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GLfloat spec_coef;
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shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
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spec_coef = powf(n_dot_h, shine);
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if (spec_coef > 1.0e-10F) {
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if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
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ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
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light->_MatSpecular[0]);
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}
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else {
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ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
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light->_MatSpecular[0]);
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}
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}
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}
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}
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ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
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ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
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}
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Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F);
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Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F);
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Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F);
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Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F);
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Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F);
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Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F);
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Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F);
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Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
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}
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/**
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* Do texgen needed for glRasterPos.
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* \param ctx rendering context
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* \param vObj object-space vertex coordinate
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* \param vEye eye-space vertex coordinate
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* \param normal vertex normal
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* \param unit texture unit number
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* \param texcoord incoming texcoord and resulting texcoord
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*/
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static void
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compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye[4],
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const GLfloat normal[3], GLuint unit, GLfloat texcoord[4])
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{
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const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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/* always compute sphere map terms, just in case */
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GLfloat u[3], two_nu, rx, ry, rz, m, mInv;
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COPY_3V(u, vEye);
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NORMALIZE_3FV(u);
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two_nu = 2.0F * DOT3(normal, u);
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rx = u[0] - normal[0] * two_nu;
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ry = u[1] - normal[1] * two_nu;
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rz = u[2] - normal[2] * two_nu;
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m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F);
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if (m > 0.0F)
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mInv = 0.5F * (1.0f / sqrtf(m));
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else
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mInv = 0.0F;
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if (texUnit->TexGenEnabled & S_BIT) {
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switch (texUnit->GenS.Mode) {
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case GL_OBJECT_LINEAR:
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texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane);
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break;
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case GL_EYE_LINEAR:
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texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane);
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break;
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case GL_SPHERE_MAP:
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texcoord[0] = rx * mInv + 0.5F;
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break;
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case GL_REFLECTION_MAP:
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texcoord[0] = rx;
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break;
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case GL_NORMAL_MAP:
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texcoord[0] = normal[0];
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break;
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default:
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_mesa_problem(ctx, "Bad S texgen in compute_texgen()");
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return;
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}
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}
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if (texUnit->TexGenEnabled & T_BIT) {
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switch (texUnit->GenT.Mode) {
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case GL_OBJECT_LINEAR:
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texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane);
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break;
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case GL_EYE_LINEAR:
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texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane);
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break;
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case GL_SPHERE_MAP:
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texcoord[1] = ry * mInv + 0.5F;
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break;
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case GL_REFLECTION_MAP:
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texcoord[1] = ry;
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break;
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case GL_NORMAL_MAP:
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texcoord[1] = normal[1];
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break;
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default:
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_mesa_problem(ctx, "Bad T texgen in compute_texgen()");
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return;
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}
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}
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if (texUnit->TexGenEnabled & R_BIT) {
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switch (texUnit->GenR.Mode) {
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case GL_OBJECT_LINEAR:
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texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane);
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break;
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case GL_EYE_LINEAR:
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texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane);
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break;
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case GL_REFLECTION_MAP:
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texcoord[2] = rz;
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break;
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case GL_NORMAL_MAP:
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texcoord[2] = normal[2];
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break;
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default:
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_mesa_problem(ctx, "Bad R texgen in compute_texgen()");
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return;
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}
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}
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if (texUnit->TexGenEnabled & Q_BIT) {
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switch (texUnit->GenQ.Mode) {
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case GL_OBJECT_LINEAR:
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texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane);
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break;
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case GL_EYE_LINEAR:
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texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane);
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break;
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default:
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_mesa_problem(ctx, "Bad Q texgen in compute_texgen()");
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return;
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}
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}
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}
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/**
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* glRasterPos transformation. Typically called via ctx->Driver.RasterPos().
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* XXX some of this code (such as viewport xform, clip testing and setting
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* of ctx->Current.Raster* fields) could get lifted up into the
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* main/rasterpos.c code.
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*
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* \param vObj vertex position in object space
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*/
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void
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_tnl_RasterPos(struct gl_context *ctx, const GLfloat vObj[4])
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{
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if (ctx->VertexProgram._Enabled) {
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/* XXX implement this */
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_mesa_problem(ctx, "Vertex programs not implemented for glRasterPos");
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return;
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}
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else {
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GLfloat eye[4], clip[4], ndc[3], d;
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GLfloat *norm, eyenorm[3];
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GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
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float scale[3], translate[3];
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/* apply modelview matrix: eye = MV * obj */
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TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj );
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/* apply projection matrix: clip = Proj * eye */
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TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
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/* clip to view volume. */
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if (!ctx->Transform.DepthClamp) {
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if (viewclip_point_z(clip) == 0) {
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ctx->Current.RasterPosValid = GL_FALSE;
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return;
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}
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}
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if (!ctx->Transform.RasterPositionUnclipped) {
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if (viewclip_point_xy(clip) == 0) {
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ctx->Current.RasterPosValid = GL_FALSE;
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return;
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}
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}
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/* clip to user clipping planes */
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if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
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ctx->Current.RasterPosValid = GL_FALSE;
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return;
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}
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/* ndc = clip / W */
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d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3];
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ndc[0] = clip[0] * d;
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ndc[1] = clip[1] * d;
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ndc[2] = clip[2] * d;
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/* wincoord = viewport_mapping(ndc) */
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_mesa_get_viewport_xform(ctx, 0, scale, translate);
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ctx->Current.RasterPos[0] = ndc[0] * scale[0] + translate[0];
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ctx->Current.RasterPos[1] = ndc[1] * scale[1] + translate[1];
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ctx->Current.RasterPos[2] = ndc[2] * scale[2] + translate[2];
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ctx->Current.RasterPos[3] = clip[3];
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if (ctx->Transform.DepthClamp) {
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ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
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ctx->ViewportArray[0].Near,
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ctx->ViewportArray[0].Far);
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}
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/* compute raster distance */
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if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
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ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
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else
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ctx->Current.RasterDistance =
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sqrtf( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
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/* compute transformed normal vector (for lighting or texgen) */
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if (ctx->_NeedEyeCoords) {
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const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv;
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TRANSFORM_NORMAL( eyenorm, objnorm, inv );
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norm = eyenorm;
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}
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else {
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norm = objnorm;
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}
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/* update raster color */
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if (ctx->Light.Enabled) {
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/* lighting */
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shade_rastpos( ctx, vObj, norm,
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ctx->Current.RasterColor,
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ctx->Current.RasterSecondaryColor );
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}
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else {
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/* use current color */
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COPY_4FV(ctx->Current.RasterColor,
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ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
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COPY_4FV(ctx->Current.RasterSecondaryColor,
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ctx->Current.Attrib[VERT_ATTRIB_COLOR1]);
|
||||
}
|
||||
|
||||
/* 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, vObj, 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] );
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue