Merge branch 'gallium-vertexelementcso'
[mesa.git] / src / mesa / swrast / s_feedback.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.0
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 #include "main/glheader.h"
26 #include "main/colormac.h"
27 #include "main/context.h"
28 #include "main/feedback.h"
29 #include "main/macros.h"
30
31 #include "s_context.h"
32 #include "s_feedback.h"
33 #include "s_triangle.h"
34
35
36
37 static void
38 feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
39 {
40 GLfloat win[4];
41 const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
42 const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
43
44 win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
45 win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
46 win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
47 win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
48
49 _mesa_feedback_vertex(ctx, win, color, vtc);
50 }
51
52
53 /*
54 * Put triangle in feedback buffer.
55 */
56 void
57 _swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
58 const SWvertex *v1, const SWvertex *v2)
59 {
60 if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
61 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
62 _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
63
64 if (ctx->Light.ShadeModel == GL_SMOOTH) {
65 feedback_vertex(ctx, v0, v0);
66 feedback_vertex(ctx, v1, v1);
67 feedback_vertex(ctx, v2, v2);
68 }
69 else {
70 feedback_vertex(ctx, v0, v2);
71 feedback_vertex(ctx, v1, v2);
72 feedback_vertex(ctx, v2, v2);
73 }
74 }
75 }
76
77
78 void
79 _swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
80 const SWvertex *v1)
81 {
82 GLenum token = GL_LINE_TOKEN;
83 SWcontext *swrast = SWRAST_CONTEXT(ctx);
84
85 if (swrast->StippleCounter == 0)
86 token = GL_LINE_RESET_TOKEN;
87
88 _mesa_feedback_token(ctx, (GLfloat) (GLint) token);
89
90 if (ctx->Light.ShadeModel == GL_SMOOTH) {
91 feedback_vertex(ctx, v0, v0);
92 feedback_vertex(ctx, v1, v1);
93 }
94 else {
95 feedback_vertex(ctx, v0, v1);
96 feedback_vertex(ctx, v1, v1);
97 }
98
99 swrast->StippleCounter++;
100 }
101
102
103 void
104 _swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
105 {
106 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
107 feedback_vertex(ctx, v, v);
108 }
109
110
111 void
112 _swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
113 const SWvertex *v1, const SWvertex *v2)
114 {
115 if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
116 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
117
118 _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
119 _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
120 _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs );
121 }
122 }
123
124
125 void
126 _swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
127 {
128 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
129 _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
130 _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
131 }
132
133
134 void
135 _swrast_select_point(GLcontext *ctx, const SWvertex *v)
136 {
137 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
138 _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );
139 }