892c40db6a21958f061857354a82b79e1918d7fc
3 * Mesa 3-D graphics library
6 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
33 #include "s_context.h"
34 #include "s_feedback.h"
35 #include "s_triangle.h"
42 #define FB_TEXTURE 0X10
47 static void feedback_vertex( GLcontext
*ctx
,
48 const SWvertex
*v
, const SWvertex
*pv
)
50 const GLuint texUnit
= 0; /* See section 5.3 of 1.2.1 spec */
57 win
[2] = v
->win
[2] / ctx
->DepthMaxF
;
58 win
[3] = 1.0F
/ v
->win
[3];
60 color
[0] = CHAN_TO_FLOAT(pv
->color
[0]);
61 color
[1] = CHAN_TO_FLOAT(pv
->color
[1]);
62 color
[2] = CHAN_TO_FLOAT(pv
->color
[2]);
63 color
[3] = CHAN_TO_FLOAT(pv
->color
[3]);
65 if (v
->texcoord
[texUnit
][3] != 1.0 &&
66 v
->texcoord
[texUnit
][3] != 0.0) {
67 GLfloat invq
= 1.0F
/ v
->texcoord
[texUnit
][3];
68 tc
[0] = v
->texcoord
[texUnit
][0] * invq
;
69 tc
[1] = v
->texcoord
[texUnit
][1] * invq
;
70 tc
[2] = v
->texcoord
[texUnit
][2] * invq
;
71 tc
[3] = v
->texcoord
[texUnit
][3];
74 COPY_4V(tc
, v
->texcoord
[texUnit
]);
77 _mesa_feedback_vertex( ctx
, win
, color
, (GLfloat
) v
->index
, tc
);
82 * Put triangle in feedback buffer.
84 void _swrast_feedback_triangle( GLcontext
*ctx
,
89 if (_swrast_culltriangle( ctx
, v0
, v1
, v2
)) {
90 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
91 FEEDBACK_TOKEN( ctx
, (GLfloat
) 3 ); /* three vertices */
93 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
94 feedback_vertex( ctx
, v0
, v0
);
95 feedback_vertex( ctx
, v1
, v1
);
96 feedback_vertex( ctx
, v2
, v2
);
98 feedback_vertex( ctx
, v0
, v2
);
99 feedback_vertex( ctx
, v1
, v2
);
100 feedback_vertex( ctx
, v2
, v2
);
106 void _swrast_feedback_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
108 GLenum token
= GL_LINE_TOKEN
;
109 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
111 if (swrast
->StippleCounter
==0)
112 token
= GL_LINE_RESET_TOKEN
;
114 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) token
);
116 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
117 feedback_vertex( ctx
, v0
, v0
);
118 feedback_vertex( ctx
, v1
, v1
);
120 feedback_vertex( ctx
, v0
, v1
);
121 feedback_vertex( ctx
, v1
, v1
);
124 swrast
->StippleCounter
++;
128 void _swrast_feedback_point( GLcontext
*ctx
, const SWvertex
*v
)
130 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
131 feedback_vertex( ctx
, v
, v
);
135 void _swrast_select_triangle( GLcontext
*ctx
,
140 if (_swrast_culltriangle( ctx
, v0
, v1
, v2
)) {
141 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
143 _mesa_update_hitflag( ctx
, v0
->win
[2] * zs
);
144 _mesa_update_hitflag( ctx
, v1
->win
[2] * zs
);
145 _mesa_update_hitflag( ctx
, v2
->win
[2] * zs
);
150 void _swrast_select_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
152 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
153 _mesa_update_hitflag( ctx
, v0
->win
[2] * zs
);
154 _mesa_update_hitflag( ctx
, v1
->win
[2] * zs
);
158 void _swrast_select_point( GLcontext
*ctx
, const SWvertex
*v
)
160 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
161 _mesa_update_hitflag( ctx
, v
->win
[2] * zs
);