mesa: replace FEEDBACK_TOKEN macro with _mesa_feedback_token() inline function
[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/enums.h"
29 #include "main/feedback.h"
30 #include "main/macros.h"
31
32 #include "s_context.h"
33 #include "s_feedback.h"
34 #include "s_triangle.h"
35
36
37
38 static void
39 feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
40 {
41 GLfloat win[4];
42 const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
43 const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
44
45 win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
46 win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
47 win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
48 win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
49
50 _mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
51 }
52
53
54 /*
55 * Put triangle in feedback buffer.
56 */
57 void
58 _swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
59 const SWvertex *v1, const SWvertex *v2)
60 {
61 if (_swrast_culltriangle(ctx, v0, v1, v2)) {
62 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
63 _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
64
65 if (ctx->Light.ShadeModel == GL_SMOOTH) {
66 feedback_vertex(ctx, v0, v0);
67 feedback_vertex(ctx, v1, v1);
68 feedback_vertex(ctx, v2, v2);
69 }
70 else {
71 feedback_vertex(ctx, v0, v2);
72 feedback_vertex(ctx, v1, v2);
73 feedback_vertex(ctx, v2, v2);
74 }
75 }
76 }
77
78
79 void
80 _swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
81 const SWvertex *v1)
82 {
83 GLenum token = GL_LINE_TOKEN;
84 SWcontext *swrast = SWRAST_CONTEXT(ctx);
85
86 if (swrast->StippleCounter == 0)
87 token = GL_LINE_RESET_TOKEN;
88
89 _mesa_feedback_token(ctx, (GLfloat) (GLint) token);
90
91 if (ctx->Light.ShadeModel == GL_SMOOTH) {
92 feedback_vertex(ctx, v0, v0);
93 feedback_vertex(ctx, v1, v1);
94 }
95 else {
96 feedback_vertex(ctx, v0, v1);
97 feedback_vertex(ctx, v1, v1);
98 }
99
100 swrast->StippleCounter++;
101 }
102
103
104 void
105 _swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
106 {
107 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
108 feedback_vertex(ctx, v, v);
109 }
110
111
112 void
113 _swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
114 const SWvertex *v1, const SWvertex *v2)
115 {
116 if (_swrast_culltriangle(ctx, v0, v1, v2)) {
117 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
118
119 _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
120 _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
121 _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs );
122 }
123 }
124
125
126 void
127 _swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
128 {
129 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
130 _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
131 _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
132 }
133
134
135 void
136 _swrast_select_point(GLcontext *ctx, const SWvertex *v)
137 {
138 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
139 _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );
140 }