-/* $Id: s_feedback.c,v 1.5 2001/01/23 23:39:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2003 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
#include "enums.h"
#include "feedback.h"
#include "macros.h"
-#include "mmath.h"
#include "s_context.h"
#include "s_feedback.h"
static void feedback_vertex( GLcontext *ctx,
const SWvertex *v, const SWvertex *pv )
{
+ const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */
GLfloat win[4];
GLfloat color[4];
GLfloat tc[4];
- GLuint texUnit = ctx->Texture.CurrentTransformUnit;
GLuint index;
win[0] = v->win[0];
win[1] = v->win[1];
win[2] = v->win[2] / ctx->DepthMaxF;
- win[3] = 1.0 / v->win[3];
+ win[3] = 1.0F / v->win[3];
color[0] = CHAN_TO_FLOAT(pv->color[0]);
color[1] = CHAN_TO_FLOAT(pv->color[1]);
index = v->index;
- gl_feedback_vertex( ctx, win, color, index, tc );
+ _mesa_feedback_vertex( ctx, win, color, (GLfloat)index, tc );
}
/*
* Put triangle in feedback buffer.
*/
-void gl_feedback_triangle( GLcontext *ctx,
+void _swrast_feedback_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
- if (gl_cull_triangle( ctx, v0, v1, v2 )) {
+ if (_swrast_culltriangle( ctx, v0, v1, v2 )) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
-
+
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex( ctx, v0, v0 );
feedback_vertex( ctx, v1, v1 );
}
-void gl_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
+void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
GLenum token = GL_LINE_TOKEN;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->StippleCounter==0)
+ if (swrast->StippleCounter==0)
token = GL_LINE_RESET_TOKEN;
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
}
-void gl_feedback_point( GLcontext *ctx, const SWvertex *v )
+void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v )
{
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
feedback_vertex( ctx, v, v );
}
-void gl_select_triangle( GLcontext *ctx,
+void _swrast_select_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
- if (gl_cull_triangle( ctx, v0, v1, v2 )) {
+ if (_swrast_culltriangle( ctx, v0, v1, v2 )) {
const GLfloat zs = 1.0F / ctx->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 );
+ _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, const SWvertex *v0, const SWvertex *v1 )
+void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
const GLfloat zs = 1.0F / ctx->DepthMaxF;
- gl_update_hitflag( ctx, v0->win[2] * zs );
- gl_update_hitflag( ctx, v1->win[2] * zs );
+ _mesa_update_hitflag( ctx, v0->win[2] * zs );
+ _mesa_update_hitflag( ctx, v1->win[2] * zs );
}
-void gl_select_point( GLcontext *ctx, const SWvertex *v )
+void _swrast_select_point( GLcontext *ctx, const SWvertex *v )
{
const GLfloat zs = 1.0F / ctx->DepthMaxF;
- gl_update_hitflag( ctx, v->win[2] * zs );
+ _mesa_update_hitflag( ctx, v->win[2] * zs );
}
-
-
-