614820cc4c74f23eb417c0f82ae3b1bd361b21f0
1 /* $Id: s_feedback.c,v 1.10 2003/03/01 01:50:25 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2003 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.
34 #include "s_context.h"
35 #include "s_feedback.h"
36 #include "s_triangle.h"
43 #define FB_TEXTURE 0X10
48 static void feedback_vertex( GLcontext
*ctx
,
49 const SWvertex
*v
, const SWvertex
*pv
)
51 const GLuint texUnit
= 0; /* See section 5.3 of 1.2.1 spec */
59 win
[2] = v
->win
[2] / ctx
->DepthMaxF
;
60 win
[3] = 1.0F
/ v
->win
[3];
62 color
[0] = CHAN_TO_FLOAT(pv
->color
[0]);
63 color
[1] = CHAN_TO_FLOAT(pv
->color
[1]);
64 color
[2] = CHAN_TO_FLOAT(pv
->color
[2]);
65 color
[3] = CHAN_TO_FLOAT(pv
->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 _mesa_feedback_vertex( ctx
, win
, color
, index
, tc
);
86 * Put triangle in feedback buffer.
88 void _mesa_feedback_triangle( GLcontext
*ctx
,
93 if (_mesa_cull_triangle( ctx
, v0
, v1
, v2
)) {
94 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
95 FEEDBACK_TOKEN( ctx
, (GLfloat
) 3 ); /* three vertices */
97 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
98 feedback_vertex( ctx
, v0
, v0
);
99 feedback_vertex( ctx
, v1
, v1
);
100 feedback_vertex( ctx
, v2
, v2
);
102 feedback_vertex( ctx
, v0
, v2
);
103 feedback_vertex( ctx
, v1
, v2
);
104 feedback_vertex( ctx
, v2
, v2
);
110 void _mesa_feedback_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
112 GLenum token
= GL_LINE_TOKEN
;
113 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
115 if (swrast
->StippleCounter
==0)
116 token
= GL_LINE_RESET_TOKEN
;
118 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) token
);
120 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
121 feedback_vertex( ctx
, v0
, v0
);
122 feedback_vertex( ctx
, v1
, v1
);
124 feedback_vertex( ctx
, v0
, v1
);
125 feedback_vertex( ctx
, v1
, v1
);
128 swrast
->StippleCounter
++;
132 void _mesa_feedback_point( GLcontext
*ctx
, const SWvertex
*v
)
134 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
135 feedback_vertex( ctx
, v
, v
);
139 void _mesa_select_triangle( GLcontext
*ctx
,
144 if (_mesa_cull_triangle( ctx
, v0
, v1
, v2
)) {
145 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
147 _mesa_update_hitflag( ctx
, v0
->win
[2] * zs
);
148 _mesa_update_hitflag( ctx
, v1
->win
[2] * zs
);
149 _mesa_update_hitflag( ctx
, v2
->win
[2] * zs
);
154 void _mesa_select_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
156 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
157 _mesa_update_hitflag( ctx
, v0
->win
[2] * zs
);
158 _mesa_update_hitflag( ctx
, v1
->win
[2] * zs
);
162 void _mesa_select_point( GLcontext
*ctx
, const SWvertex
*v
)
164 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
165 _mesa_update_hitflag( ctx
, v
->win
[2] * zs
);