2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
32 #include "s_context.h"
33 #include "s_feedback.h"
34 #include "s_triangle.h"
39 feedback_vertex(GLcontext
* ctx
, const SWvertex
* v
, const SWvertex
* pv
)
43 const GLfloat
*vtc
= v
->attrib
[FRAG_ATTRIB_TEX0
];
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];
50 color
[0] = CHAN_TO_FLOAT(pv
->color
[0]);
51 color
[1] = CHAN_TO_FLOAT(pv
->color
[1]);
52 color
[2] = CHAN_TO_FLOAT(pv
->color
[2]);
53 color
[3] = CHAN_TO_FLOAT(pv
->color
[3]);
55 _mesa_feedback_vertex(ctx
, win
, color
, v
->attrib
[FRAG_ATTRIB_CI
][0], vtc
);
60 * Put triangle in feedback buffer.
63 _swrast_feedback_triangle(GLcontext
*ctx
, const SWvertex
*v0
,
64 const SWvertex
*v1
, const SWvertex
*v2
)
66 if (_swrast_culltriangle(ctx
, v0
, v1
, v2
)) {
67 FEEDBACK_TOKEN(ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
68 FEEDBACK_TOKEN(ctx
, (GLfloat
) 3); /* three vertices */
70 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
71 feedback_vertex(ctx
, v0
, v0
);
72 feedback_vertex(ctx
, v1
, v1
);
73 feedback_vertex(ctx
, v2
, v2
);
76 feedback_vertex(ctx
, v0
, v2
);
77 feedback_vertex(ctx
, v1
, v2
);
78 feedback_vertex(ctx
, v2
, v2
);
85 _swrast_feedback_line(GLcontext
*ctx
, const SWvertex
*v0
,
88 GLenum token
= GL_LINE_TOKEN
;
89 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
91 if (swrast
->StippleCounter
== 0)
92 token
= GL_LINE_RESET_TOKEN
;
94 FEEDBACK_TOKEN(ctx
, (GLfloat
) (GLint
) token
);
96 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
97 feedback_vertex(ctx
, v0
, v0
);
98 feedback_vertex(ctx
, v1
, v1
);
101 feedback_vertex(ctx
, v0
, v1
);
102 feedback_vertex(ctx
, v1
, v1
);
105 swrast
->StippleCounter
++;
110 _swrast_feedback_point(GLcontext
*ctx
, const SWvertex
*v
)
112 FEEDBACK_TOKEN(ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
113 feedback_vertex(ctx
, v
, v
);
118 _swrast_select_triangle(GLcontext
*ctx
, const SWvertex
*v0
,
119 const SWvertex
*v1
, const SWvertex
*v2
)
121 if (_swrast_culltriangle(ctx
, v0
, v1
, v2
)) {
122 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
124 _mesa_update_hitflag( ctx
, v0
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
125 _mesa_update_hitflag( ctx
, v1
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
126 _mesa_update_hitflag( ctx
, v2
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
132 _swrast_select_line(GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
134 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
135 _mesa_update_hitflag( ctx
, v0
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
136 _mesa_update_hitflag( ctx
, v1
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);
141 _swrast_select_point(GLcontext
*ctx
, const SWvertex
*v
)
143 const GLfloat zs
= 1.0F
/ ctx
->DrawBuffer
->_DepthMaxF
;
144 _mesa_update_hitflag( ctx
, v
->attrib
[FRAG_ATTRIB_WPOS
][2] * zs
);