Replaced struct gl_visual with struct __GLcontextModesRec from glcore.h.
[mesa.git] / src / mesa / swrast / s_feedback.c
1 /* $Id: s_feedback.c,v 1.5 2001/01/23 23:39:37 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 *
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:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
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.
25 */
26
27 #include "glheader.h"
28 #include "colormac.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "feedback.h"
32 #include "macros.h"
33 #include "mmath.h"
34
35 #include "s_context.h"
36 #include "s_feedback.h"
37 #include "s_triangle.h"
38
39
40 #define FB_3D 0x01
41 #define FB_4D 0x02
42 #define FB_INDEX 0x04
43 #define FB_COLOR 0x08
44 #define FB_TEXTURE 0X10
45
46
47
48
49 static void feedback_vertex( GLcontext *ctx,
50 const SWvertex *v, const SWvertex *pv )
51 {
52 GLfloat win[4];
53 GLfloat color[4];
54 GLfloat tc[4];
55 GLuint texUnit = ctx->Texture.CurrentTransformUnit;
56 GLuint index;
57
58 win[0] = v->win[0];
59 win[1] = v->win[1];
60 win[2] = v->win[2] / ctx->DepthMaxF;
61 win[3] = 1.0 / v->win[3];
62
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]);
67
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];
75 }
76 else {
77 COPY_4V(tc, v->texcoord[texUnit]);
78 }
79
80 index = v->index;
81
82 gl_feedback_vertex( ctx, win, color, index, tc );
83 }
84
85
86 /*
87 * Put triangle in feedback buffer.
88 */
89 void gl_feedback_triangle( GLcontext *ctx,
90 const SWvertex *v0,
91 const SWvertex *v1,
92 const SWvertex *v2)
93 {
94 if (gl_cull_triangle( ctx, v0, v1, v2 )) {
95 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
96 FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
97
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 );
102 } else {
103 feedback_vertex( ctx, v0, v2 );
104 feedback_vertex( ctx, v1, v2 );
105 feedback_vertex( ctx, v2, v2 );
106 }
107 }
108 }
109
110
111 void gl_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
112 {
113 GLenum token = GL_LINE_TOKEN;
114 SWcontext *swrast = SWRAST_CONTEXT(ctx);
115
116 if (swrast->StippleCounter==0)
117 token = GL_LINE_RESET_TOKEN;
118
119 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
120
121 if (ctx->Light.ShadeModel == GL_SMOOTH) {
122 feedback_vertex( ctx, v0, v0 );
123 feedback_vertex( ctx, v1, v1 );
124 } else {
125 feedback_vertex( ctx, v0, v1 );
126 feedback_vertex( ctx, v1, v1 );
127 }
128
129 swrast->StippleCounter++;
130 }
131
132
133 void gl_feedback_point( GLcontext *ctx, const SWvertex *v )
134 {
135 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
136 feedback_vertex( ctx, v, v );
137 }
138
139
140 void gl_select_triangle( GLcontext *ctx,
141 const SWvertex *v0,
142 const SWvertex *v1,
143 const SWvertex *v2)
144 {
145 if (gl_cull_triangle( ctx, v0, v1, v2 )) {
146 const GLfloat zs = 1.0F / ctx->DepthMaxF;
147
148 gl_update_hitflag( ctx, v0->win[2] * zs );
149 gl_update_hitflag( ctx, v1->win[2] * zs );
150 gl_update_hitflag( ctx, v2->win[2] * zs );
151 }
152 }
153
154
155 void gl_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
156 {
157 const GLfloat zs = 1.0F / ctx->DepthMaxF;
158 gl_update_hitflag( ctx, v0->win[2] * zs );
159 gl_update_hitflag( ctx, v1->win[2] * zs );
160 }
161
162
163 void gl_select_point( GLcontext *ctx, const SWvertex *v )
164 {
165 const GLfloat zs = 1.0F / ctx->DepthMaxF;
166 gl_update_hitflag( ctx, v->win[2] * zs );
167 }
168
169
170