1 /* $Id: s_feedback.c,v 1.9 2001/09/19 20:30:44 kschultz Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2001 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
,
50 const SWvertex
*v
, const SWvertex
*pv
)
52 const GLuint texUnit
= 0; /* See section 5.3 of 1.2.1 spec */
60 win
[2] = v
->win
[2] / ctx
->DepthMaxF
;
61 win
[3] = 1.0F
/ v
->win
[3];
63 color
[0] = CHAN_TO_FLOAT(pv
->color
[0]);
64 color
[1] = CHAN_TO_FLOAT(pv
->color
[1]);
65 color
[2] = CHAN_TO_FLOAT(pv
->color
[2]);
66 color
[3] = CHAN_TO_FLOAT(pv
->color
[3]);
68 if (v
->texcoord
[texUnit
][3] != 1.0 &&
69 v
->texcoord
[texUnit
][3] != 0.0) {
70 GLfloat invq
= 1.0F
/ v
->texcoord
[texUnit
][3];
71 tc
[0] = v
->texcoord
[texUnit
][0] * invq
;
72 tc
[1] = v
->texcoord
[texUnit
][1] * invq
;
73 tc
[2] = v
->texcoord
[texUnit
][2] * invq
;
74 tc
[3] = v
->texcoord
[texUnit
][3];
77 COPY_4V(tc
, v
->texcoord
[texUnit
]);
82 _mesa_feedback_vertex( ctx
, win
, color
, index
, tc
);
87 * Put triangle in feedback buffer.
89 void _mesa_feedback_triangle( GLcontext
*ctx
,
94 if (_mesa_cull_triangle( ctx
, v0
, v1
, v2
)) {
95 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
96 FEEDBACK_TOKEN( ctx
, (GLfloat
) 3 ); /* three vertices */
98 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
99 feedback_vertex( ctx
, v0
, v0
);
100 feedback_vertex( ctx
, v1
, v1
);
101 feedback_vertex( ctx
, v2
, v2
);
103 feedback_vertex( ctx
, v0
, v2
);
104 feedback_vertex( ctx
, v1
, v2
);
105 feedback_vertex( ctx
, v2
, v2
);
111 void _mesa_feedback_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
113 GLenum token
= GL_LINE_TOKEN
;
114 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
116 if (swrast
->StippleCounter
==0)
117 token
= GL_LINE_RESET_TOKEN
;
119 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) token
);
121 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
122 feedback_vertex( ctx
, v0
, v0
);
123 feedback_vertex( ctx
, v1
, v1
);
125 feedback_vertex( ctx
, v0
, v1
);
126 feedback_vertex( ctx
, v1
, v1
);
129 swrast
->StippleCounter
++;
133 void _mesa_feedback_point( GLcontext
*ctx
, const SWvertex
*v
)
135 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
136 feedback_vertex( ctx
, v
, v
);
140 void _mesa_select_triangle( GLcontext
*ctx
,
145 if (_mesa_cull_triangle( ctx
, v0
, v1
, v2
)) {
146 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
148 _mesa_update_hitflag( ctx
, v0
->win
[2] * zs
);
149 _mesa_update_hitflag( ctx
, v1
->win
[2] * zs
);
150 _mesa_update_hitflag( ctx
, v2
->win
[2] * zs
);
155 void _mesa_select_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
157 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
158 _mesa_update_hitflag( ctx
, v0
->win
[2] * zs
);
159 _mesa_update_hitflag( ctx
, v1
->win
[2] * zs
);
163 void _mesa_select_point( GLcontext
*ctx
, const SWvertex
*v
)
165 const GLfloat zs
= 1.0F
/ ctx
->DepthMaxF
;
166 _mesa_update_hitflag( ctx
, v
->win
[2] * zs
);