-/* $Id: s_feedback.c,v 1.1 2000/11/05 18:24:40 keithw Exp $ */
+/* $Id: s_feedback.c,v 1.6 2001/03/03 20:33:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
+ * Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
-static void feedback_vertex( GLcontext *ctx, SWvertex *v )
+static void feedback_vertex( GLcontext *ctx,
+ const SWvertex *v, const SWvertex *pv )
{
GLfloat win[4];
GLfloat color[4];
win[0] = v->win[0];
win[1] = v->win[1];
- win[2] = v->win[2] / ctx->Visual.DepthMaxF;
+ win[2] = v->win[2] / ctx->DepthMaxF;
win[3] = 1.0 / v->win[3];
- color[0] = CHAN_TO_FLOAT(v->color[0]);
- color[1] = CHAN_TO_FLOAT(v->color[1]);
- color[2] = CHAN_TO_FLOAT(v->color[2]);
- color[3] = CHAN_TO_FLOAT(v->color[3]);
+ color[0] = CHAN_TO_FLOAT(pv->color[0]);
+ color[1] = CHAN_TO_FLOAT(pv->color[1]);
+ color[2] = CHAN_TO_FLOAT(pv->color[2]);
+ color[3] = CHAN_TO_FLOAT(pv->color[3]);
if (v->texcoord[texUnit][3] != 1.0 &&
v->texcoord[texUnit][3] != 0.0) {
index = v->index;
- gl_feedback_vertex( ctx, win, color, index, tc );
+ _mesa_feedback_vertex( ctx, win, color, index, tc );
}
/*
* Put triangle in feedback buffer.
*/
-void gl_feedback_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
- SWvertex *v2)
+void _mesa_feedback_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
{
- if (gl_cull_triangle( ctx, v0, v1, v2 )) {
+ if (_mesa_cull_triangle( ctx, v0, v1, v2 )) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
- feedback_vertex( ctx, v0 );
- feedback_vertex( ctx, v1 );
- feedback_vertex( ctx, v2 );
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ feedback_vertex( ctx, v0, v0 );
+ feedback_vertex( ctx, v1, v1 );
+ feedback_vertex( ctx, v2, v2 );
+ } else {
+ feedback_vertex( ctx, v0, v2 );
+ feedback_vertex( ctx, v1, v2 );
+ feedback_vertex( ctx, v2, v2 );
+ }
}
}
-void gl_feedback_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+void _mesa_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
GLenum token = GL_LINE_TOKEN;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
- feedback_vertex( ctx, v0 );
- feedback_vertex( ctx, v1 );
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ feedback_vertex( ctx, v0, v0 );
+ feedback_vertex( ctx, v1, v1 );
+ } else {
+ feedback_vertex( ctx, v0, v1 );
+ feedback_vertex( ctx, v1, v1 );
+ }
swrast->StippleCounter++;
}
-void gl_feedback_point( GLcontext *ctx, SWvertex *v )
+void _mesa_feedback_point( GLcontext *ctx, const SWvertex *v )
{
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
- feedback_vertex( ctx, v );
+ feedback_vertex( ctx, v, v );
}
-void gl_select_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
- SWvertex *v2)
+void _mesa_select_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
{
- if (gl_cull_triangle( ctx, v0, v1, v2 )) {
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, v0->win[2] * zs );
- gl_update_hitflag( ctx, v1->win[2] * zs );
- gl_update_hitflag( ctx, v2->win[2] * zs );
+ if (_mesa_cull_triangle( ctx, v0, v1, v2 )) {
+ const GLfloat zs = 1.0F / ctx->DepthMaxF;
+
+ _mesa_update_hitflag( ctx, v0->win[2] * zs );
+ _mesa_update_hitflag( ctx, v1->win[2] * zs );
+ _mesa_update_hitflag( ctx, v2->win[2] * zs );
}
}
-void gl_select_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+void _mesa_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, v0->win[2] * zs );
- gl_update_hitflag( ctx, v1->win[2] * zs );
+ const GLfloat zs = 1.0F / ctx->DepthMaxF;
+ _mesa_update_hitflag( ctx, v0->win[2] * zs );
+ _mesa_update_hitflag( ctx, v1->win[2] * zs );
}
-void gl_select_point( GLcontext *ctx, SWvertex *v )
+void _mesa_select_point( GLcontext *ctx, const SWvertex *v )
{
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, v->win[2] * zs );
+ const GLfloat zs = 1.0F / ctx->DepthMaxF;
+ _mesa_update_hitflag( ctx, v->win[2] * zs );
}