2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
25 #include "main/glheader.h"
26 #include "main/feedback.h"
27 #include "main/macros.h"
29 #include "s_context.h"
30 #include "s_feedback.h"
31 #include "s_triangle.h"
36 feedback_vertex(struct gl_context
* ctx
, const SWvertex
* v
, const SWvertex
* pv
)
39 const GLfloat
*vtc
= v
->attrib
[VARYING_SLOT_TEX0
];
40 const GLfloat
*color
= v
->attrib
[VARYING_SLOT_COL0
];
42 win
[0] = v
->attrib
[VARYING_SLOT_POS
][0];
43 win
[1] = v
->attrib
[VARYING_SLOT_POS
][1];
44 win
[2] = v
->attrib
[VARYING_SLOT_POS
][2] / ctx
->DrawBuffer
->_DepthMaxF
;
45 win
[3] = 1.0F
/ v
->attrib
[VARYING_SLOT_POS
][3];
47 _mesa_feedback_vertex(ctx
, win
, color
, vtc
);
52 * Put triangle in feedback buffer.
55 _swrast_feedback_triangle(struct gl_context
*ctx
, const SWvertex
*v0
,
56 const SWvertex
*v1
, const SWvertex
*v2
)
58 if (!_swrast_culltriangle(ctx
, v0
, v1
, v2
)) {
59 _mesa_feedback_token(ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
60 _mesa_feedback_token(ctx
, (GLfloat
) 3); /* three vertices */
62 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
63 feedback_vertex(ctx
, v0
, v0
);
64 feedback_vertex(ctx
, v1
, v1
);
65 feedback_vertex(ctx
, v2
, v2
);
68 feedback_vertex(ctx
, v0
, v2
);
69 feedback_vertex(ctx
, v1
, v2
);
70 feedback_vertex(ctx
, v2
, v2
);
77 _swrast_feedback_line(struct gl_context
*ctx
, const SWvertex
*v0
,
80 GLenum token
= GL_LINE_TOKEN
;
81 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
83 if (swrast
->StippleCounter
== 0)
84 token
= GL_LINE_RESET_TOKEN
;
86 _mesa_feedback_token(ctx
, (GLfloat
) (GLint
) token
);
88 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
89 feedback_vertex(ctx
, v0
, v0
);
90 feedback_vertex(ctx
, v1
, v1
);
93 feedback_vertex(ctx
, v0
, v1
);
94 feedback_vertex(ctx
, v1
, v1
);
97 swrast
->StippleCounter
++;
102 _swrast_feedback_point(struct gl_context
*ctx
, const SWvertex
*v
)
104 _mesa_feedback_token(ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
105 feedback_vertex(ctx
, v
, v
);
110 _swrast_select_triangle(struct gl_context
*ctx
, const SWvertex
*v0
,
111 const SWvertex
*v1
, const SWvertex
*v2
)
113 if (!_swrast_culltriangle(ctx
, v0
, v1
, v2
)) {
114 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
116 _mesa_update_hitflag( ctx
, v0
->attrib
[VARYING_SLOT_POS
][2] * zs
);
117 _mesa_update_hitflag( ctx
, v1
->attrib
[VARYING_SLOT_POS
][2] * zs
);
118 _mesa_update_hitflag( ctx
, v2
->attrib
[VARYING_SLOT_POS
][2] * zs
);
124 _swrast_select_line(struct gl_context
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
126 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
127 _mesa_update_hitflag( ctx
, v0
->attrib
[VARYING_SLOT_POS
][2] * zs
);
128 _mesa_update_hitflag( ctx
, v1
->attrib
[VARYING_SLOT_POS
][2] * zs
);
133 _swrast_select_point(struct gl_context
*ctx
, const SWvertex
*v
)
135 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
136 _mesa_update_hitflag( ctx
, v
->attrib
[VARYING_SLOT_POS
][2] * zs
);