501f3721c60f0eaade60d285d6859aca99ef55a6
1 /* $Id: s_feedback.c,v 1.1 2000/11/05 18:24:40 keithw Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
35 #include "s_context.h"
36 #include "s_feedback.h"
37 #include "s_triangle.h"
44 #define FB_TEXTURE 0X10
49 static void feedback_vertex( GLcontext
*ctx
, SWvertex
*v
)
54 GLuint texUnit
= ctx
->Texture
.CurrentTransformUnit
;
59 win
[2] = v
->win
[2] / ctx
->Visual
.DepthMaxF
;
60 win
[3] = 1.0 / v
->win
[3];
62 color
[0] = CHAN_TO_FLOAT(v
->color
[0]);
63 color
[1] = CHAN_TO_FLOAT(v
->color
[1]);
64 color
[2] = CHAN_TO_FLOAT(v
->color
[2]);
65 color
[3] = CHAN_TO_FLOAT(v
->color
[3]);
67 if (v
->texcoord
[texUnit
][3] != 1.0 &&
68 v
->texcoord
[texUnit
][3] != 0.0) {
69 GLfloat invq
= 1.0F
/ v
->texcoord
[texUnit
][3];
70 tc
[0] = v
->texcoord
[texUnit
][0] * invq
;
71 tc
[1] = v
->texcoord
[texUnit
][1] * invq
;
72 tc
[2] = v
->texcoord
[texUnit
][2] * invq
;
73 tc
[3] = v
->texcoord
[texUnit
][3];
76 COPY_4V(tc
, v
->texcoord
[texUnit
]);
81 gl_feedback_vertex( ctx
, win
, color
, index
, tc
);
86 * Put triangle in feedback buffer.
88 void gl_feedback_triangle( GLcontext
*ctx
, SWvertex
*v0
, SWvertex
*v1
,
91 if (gl_cull_triangle( ctx
, v0
, v1
, v2
)) {
92 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
93 FEEDBACK_TOKEN( ctx
, (GLfloat
) 3 ); /* three vertices */
95 feedback_vertex( ctx
, v0
);
96 feedback_vertex( ctx
, v1
);
97 feedback_vertex( ctx
, v2
);
102 void gl_feedback_line( GLcontext
*ctx
, SWvertex
*v0
, SWvertex
*v1
)
104 GLenum token
= GL_LINE_TOKEN
;
105 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
107 if (swrast
->StippleCounter
==0)
108 token
= GL_LINE_RESET_TOKEN
;
110 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) token
);
112 feedback_vertex( ctx
, v0
);
113 feedback_vertex( ctx
, v1
);
115 swrast
->StippleCounter
++;
119 void gl_feedback_point( GLcontext
*ctx
, SWvertex
*v
)
121 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
122 feedback_vertex( ctx
, v
);
126 void gl_select_triangle( GLcontext
*ctx
, SWvertex
*v0
, SWvertex
*v1
,
129 if (gl_cull_triangle( ctx
, v0
, v1
, v2
)) {
130 const GLfloat zs
= 1.0F
/ ctx
->Visual
.DepthMaxF
;
131 gl_update_hitflag( ctx
, v0
->win
[2] * zs
);
132 gl_update_hitflag( ctx
, v1
->win
[2] * zs
);
133 gl_update_hitflag( ctx
, v2
->win
[2] * zs
);
138 void gl_select_line( GLcontext
*ctx
, SWvertex
*v0
, SWvertex
*v1
)
140 const GLfloat zs
= 1.0F
/ ctx
->Visual
.DepthMaxF
;
141 gl_update_hitflag( ctx
, v0
->win
[2] * zs
);
142 gl_update_hitflag( ctx
, v1
->win
[2] * zs
);
146 void gl_select_point( GLcontext
*ctx
, SWvertex
*v
)
148 const GLfloat zs
= 1.0F
/ ctx
->Visual
.DepthMaxF
;
149 gl_update_hitflag( ctx
, v
->win
[2] * zs
);