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[mesa.git] / src / mesa / swrast / s_feedback.c
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 5.1
5 *
6 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26 #include "glheader.h"
27 #include "colormac.h"
28 #include "context.h"
29 #include "enums.h"
30 #include "feedback.h"
31 #include "macros.h"
32
33 #include "s_context.h"
34 #include "s_feedback.h"
35 #include "s_triangle.h"
36
37
38 #define FB_3D 0x01
39 #define FB_4D 0x02
40 #define FB_INDEX 0x04
41 #define FB_COLOR 0x08
42 #define FB_TEXTURE 0X10
43
44
45
46
47 static void feedback_vertex( GLcontext *ctx,
48 const SWvertex *v, const SWvertex *pv )
49 {
50 const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */
51 GLfloat win[4];
52 GLfloat color[4];
53 GLfloat tc[4];
54
55 win[0] = v->win[0];
56 win[1] = v->win[1];
57 win[2] = v->win[2] / ctx->DepthMaxF;
58 win[3] = 1.0F / v->win[3];
59
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]);
64
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];
72 }
73 else {
74 COPY_4V(tc, v->texcoord[texUnit]);
75 }
76
77 _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc );
78 }
79
80
81 /*
82 * Put triangle in feedback buffer.
83 */
84 void _swrast_feedback_triangle( GLcontext *ctx,
85 const SWvertex *v0,
86 const SWvertex *v1,
87 const SWvertex *v2)
88 {
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 */
92
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 );
97 } else {
98 feedback_vertex( ctx, v0, v2 );
99 feedback_vertex( ctx, v1, v2 );
100 feedback_vertex( ctx, v2, v2 );
101 }
102 }
103 }
104
105
106 void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
107 {
108 GLenum token = GL_LINE_TOKEN;
109 SWcontext *swrast = SWRAST_CONTEXT(ctx);
110
111 if (swrast->StippleCounter==0)
112 token = GL_LINE_RESET_TOKEN;
113
114 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
115
116 if (ctx->Light.ShadeModel == GL_SMOOTH) {
117 feedback_vertex( ctx, v0, v0 );
118 feedback_vertex( ctx, v1, v1 );
119 } else {
120 feedback_vertex( ctx, v0, v1 );
121 feedback_vertex( ctx, v1, v1 );
122 }
123
124 swrast->StippleCounter++;
125 }
126
127
128 void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v )
129 {
130 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
131 feedback_vertex( ctx, v, v );
132 }
133
134
135 void _swrast_select_triangle( GLcontext *ctx,
136 const SWvertex *v0,
137 const SWvertex *v1,
138 const SWvertex *v2)
139 {
140 if (_swrast_culltriangle( ctx, v0, v1, v2 )) {
141 const GLfloat zs = 1.0F / ctx->DepthMaxF;
142
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 );
146 }
147 }
148
149
150 void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
151 {
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 );
155 }
156
157
158 void _swrast_select_point( GLcontext *ctx, const SWvertex *v )
159 {
160 const GLfloat zs = 1.0F / ctx->DepthMaxF;
161 _mesa_update_hitflag( ctx, v->win[2] * zs );
162 }