-void gl_feedback_vertex( GLcontext *ctx,
- const GLfloat win[4],
- const GLfloat color[4],
- GLuint index,
- const GLfloat texcoord[4] )
-{
- FEEDBACK_TOKEN( ctx, win[0] );
- FEEDBACK_TOKEN( ctx, win[1] );
- if (ctx->Feedback.Mask & FB_3D) {
- FEEDBACK_TOKEN( ctx, win[2] );
- }
- if (ctx->Feedback.Mask & FB_4D) {
- FEEDBACK_TOKEN( ctx, win[3] );
- }
- if (ctx->Feedback.Mask & FB_INDEX) {
- FEEDBACK_TOKEN( ctx, (GLfloat) index );
- }
- if (ctx->Feedback.Mask & FB_COLOR) {
- FEEDBACK_TOKEN( ctx, color[0] );
- FEEDBACK_TOKEN( ctx, color[1] );
- FEEDBACK_TOKEN( ctx, color[2] );
- FEEDBACK_TOKEN( ctx, color[3] );
- }
- if (ctx->Feedback.Mask & FB_TEXTURE) {
- FEEDBACK_TOKEN( ctx, texcoord[0] );
- FEEDBACK_TOKEN( ctx, texcoord[1] );
- FEEDBACK_TOKEN( ctx, texcoord[2] );
- FEEDBACK_TOKEN( ctx, texcoord[3] );
- }
-}
-
-
-
-static void gl_do_feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
-{
- GLfloat win[4];
- GLfloat color[4];
- GLfloat tc[4];
- GLuint texUnit = ctx->Texture.CurrentTransformUnit;
- struct vertex_buffer *VB = ctx->VB;
-
- win[0] = VB->Win.data[v][0];
- win[1] = VB->Win.data[v][1];
- win[2] = VB->Win.data[v][2] / DEPTH_SCALE;
- win[3] = 1.0 / VB->Win.data[v][3];
-
- if (ctx->Light.ShadeModel == GL_SMOOTH)
- pv = v;
-
- UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[pv] );
-
- if (VB->TexCoordPtr[texUnit]->size == 4 &&
- VB->TexCoordPtr[texUnit]->data[v][3] != 0.0) {
- GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
- tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
- tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
- tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
- tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
- }
- else {
- ASSIGN_4V(tc, 0,0,0,1);
- COPY_SZ_4V(tc,
- VB->TexCoordPtr[texUnit]->size,
- VB->TexCoordPtr[texUnit]->data[v]);
- }
-
- gl_feedback_vertex( ctx, win, color, VB->IndexPtr->data[v], tc );
-}
-
-
-
-/*
- * Put triangle in feedback buffer.
- */
-void gl_feedback_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
-{
- if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
- FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
-
- gl_do_feedback_vertex( ctx, v0, pv );
- gl_do_feedback_vertex( ctx, v1, pv );
- gl_do_feedback_vertex( ctx, v2, pv );
- }
-}
-
-
-void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
-{
- GLenum token = GL_LINE_TOKEN;
-
- if (ctx->StippleCounter==0)
- token = GL_LINE_RESET_TOKEN;
-
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
-
- gl_do_feedback_vertex( ctx, v1, pv );
- gl_do_feedback_vertex( ctx, v2, pv );
-
- ctx->StippleCounter++;
-}
-
-
-void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )