2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 #include "main/glheader.h"
26 #include "main/colormac.h"
27 #include "main/feedback.h"
28 #include "main/macros.h"
30 #include "s_context.h"
31 #include "s_feedback.h"
32 #include "s_triangle.h"
37 feedback_vertex(struct gl_context
* ctx
, const SWvertex
* v
, const SWvertex
* pv
)
40 const GLfloat
*vtc
= v
->attrib
[FRAG_ATTRIB_TEX0
];
41 const GLfloat
*color
= v
->attrib
[FRAG_ATTRIB_COL0
];
43 win
[0] = v
->attrib
[FRAG_ATTRIB_WPOS
][0];
44 win
[1] = v
->attrib
[FRAG_ATTRIB_WPOS
][1];
45 win
[2] = v
->attrib
[FRAG_ATTRIB_WPOS
][2] / ctx
->DrawBuffer
->_DepthMaxF
;
46 win
[3] = 1.0F
/ v
->attrib
[FRAG_ATTRIB_WPOS
][3];
48 _mesa_feedback_vertex(ctx
, win
, color
, vtc
);
53 * Put triangle in feedback buffer.
56 _swrast_feedback_triangle(struct gl_context
*ctx
, const SWvertex
*v0
,
57 const SWvertex
*v1
, const SWvertex
*v2
)
59 if (!_swrast_culltriangle(ctx
, v0
, v1
, v2
)) {
60 _mesa_feedback_token(ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
61 _mesa_feedback_token(ctx
, (GLfloat
) 3); /* three vertices */
63 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
64 feedback_vertex(ctx
, v0
, v0
);
65 feedback_vertex(ctx
, v1
, v1
);
66 feedback_vertex(ctx
, v2
, v2
);
69 feedback_vertex(ctx
, v0
, v2
);
70 feedback_vertex(ctx
, v1
, v2
);
71 feedback_vertex(ctx
, v2
, v2
);
78 _swrast_feedback_line(struct gl_context
*ctx
, const SWvertex
*v0
,
81 GLenum token
= GL_LINE_TOKEN
;
82 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
84 if (swrast
->StippleCounter
== 0)
85 token
= GL_LINE_RESET_TOKEN
;
87 _mesa_feedback_token(ctx
, (GLfloat
) (GLint
) token
);
89 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
90 feedback_vertex(ctx
, v0
, v0
);
91 feedback_vertex(ctx
, v1
, v1
);
94 feedback_vertex(ctx
, v0
, v1
);
95 feedback_vertex(ctx
, v1
, v1
);
98 swrast
->StippleCounter
++;
103 _swrast_feedback_point(struct gl_context
*ctx
, const SWvertex
*v
)
105 _mesa_feedback_token(ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
106 feedback_vertex(ctx
, v
, v
);
111 _swrast_select_triangle(struct gl_context
*ctx
, const SWvertex
*v0
,
112 const SWvertex
*v1
, const SWvertex
*v2
)
114 if (!_swrast_culltriangle(ctx
, v0
, v1
, v2
)) {
115 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
117 _mesa_update_hitflag( ctx
, v0
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
118 _mesa_update_hitflag( ctx
, v1
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
119 _mesa_update_hitflag( ctx
, v2
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
125 _swrast_select_line(struct gl_context
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
127 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
128 _mesa_update_hitflag( ctx
, v0
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
129 _mesa_update_hitflag( ctx
, v1
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
134 _swrast_select_point(struct gl_context
*ctx
, const SWvertex
*v
)
136 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
137 _mesa_update_hitflag( ctx
, v
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);