/* * Mesa 3-D graphics library * Version: 7.0 * * Copyright (C) 1999-2007 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 * THE AUTHORS 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. */ #include "main/glheader.h" #include "main/colormac.h" #include "main/feedback.h" #include "main/macros.h" #include "s_context.h" #include "s_feedback.h" #include "s_triangle.h" static void feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv) { GLfloat win[4]; const GLfloat *vtc = v->attrib[VARYING_SLOT_TEX0]; const GLfloat *color = v->attrib[VARYING_SLOT_COL0]; win[0] = v->attrib[VARYING_SLOT_POS][0]; win[1] = v->attrib[VARYING_SLOT_POS][1]; win[2] = v->attrib[VARYING_SLOT_POS][2] / ctx->DrawBuffer->_DepthMaxF; win[3] = 1.0F / v->attrib[VARYING_SLOT_POS][3]; _mesa_feedback_vertex(ctx, win, color, vtc); } /* * Put triangle in feedback buffer. */ void _swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2) { if (!_swrast_culltriangle(ctx, v0, v1, v2)) { _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN); _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */ if (ctx->Light.ShadeModel == GL_SMOOTH) { feedback_vertex(ctx, v0, v0); feedback_vertex(ctx, v1, v1); feedback_vertex(ctx, v2, v2); } else { feedback_vertex(ctx, v0, v2); feedback_vertex(ctx, v1, v2); feedback_vertex(ctx, v2, v2); } } } void _swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1) { GLenum token = GL_LINE_TOKEN; SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->StippleCounter == 0) token = GL_LINE_RESET_TOKEN; _mesa_feedback_token(ctx, (GLfloat) (GLint) token); if (ctx->Light.ShadeModel == GL_SMOOTH) { feedback_vertex(ctx, v0, v0); feedback_vertex(ctx, v1, v1); } else { feedback_vertex(ctx, v0, v1); feedback_vertex(ctx, v1, v1); } swrast->StippleCounter++; } void _swrast_feedback_point(struct gl_context *ctx, const SWvertex *v) { _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN); feedback_vertex(ctx, v, v); } void _swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2) { if (!_swrast_culltriangle(ctx, v0, v1, v2)) { const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs ); _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs ); _mesa_update_hitflag( ctx, v2->attrib[VARYING_SLOT_POS][2] * zs ); } } void _swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1) { const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs ); _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs ); } void _swrast_select_point(struct gl_context *ctx, const SWvertex *v) { const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; _mesa_update_hitflag( ctx, v->attrib[VARYING_SLOT_POS][2] * zs ); }