-/* $Id: s_feedback.c,v 1.9 2001/09/19 20:30:44 kschultz Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.3
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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"),
#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 index;
+ const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
win[0] = v->win[0];
win[1] = v->win[1];
- win[2] = v->win[2] / ctx->DepthMaxF;
+ win[2] = v->win[2] / ctx->DrawBuffer->_DepthMaxF;
win[3] = 1.0F / v->win[3];
color[0] = CHAN_TO_FLOAT(pv->color[0]);
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) {
- GLfloat invq = 1.0F / v->texcoord[texUnit][3];
- tc[0] = v->texcoord[texUnit][0] * invq;
- tc[1] = v->texcoord[texUnit][1] * invq;
- tc[2] = v->texcoord[texUnit][2] * invq;
- tc[3] = v->texcoord[texUnit][3];
+ if (vtc[3] != 1.0 && vtc[3] != 0.0) {
+ GLfloat invq = 1.0F / vtc[3];
+ tc[0] = vtc[0] * invq;
+ tc[1] = vtc[1] * invq;
+ tc[2] = vtc[2] * invq;
+ tc[3] = vtc[3];
}
else {
- COPY_4V(tc, v->texcoord[texUnit]);
+ COPY_4V(tc, vtc);
}
- index = v->index;
-
- _mesa_feedback_vertex( ctx, win, color, index, tc );
+ _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc );
}
/*
* Put triangle in feedback buffer.
*/
-void _mesa_feedback_triangle( GLcontext *ctx,
+void _swrast_feedback_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
- if (_mesa_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 */
}
-void _mesa_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);
}
-void _mesa_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 _mesa_select_triangle( GLcontext *ctx,
+void _swrast_select_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
- if (_mesa_cull_triangle( ctx, v0, v1, v2 )) {
- const GLfloat zs = 1.0F / ctx->DepthMaxF;
+ if (_swrast_culltriangle( ctx, v0, v1, v2 )) {
+ const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v0->win[2] * zs );
_mesa_update_hitflag( ctx, v1->win[2] * zs );
}
-void _mesa_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;
+ const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v0->win[2] * zs );
_mesa_update_hitflag( ctx, v1->win[2] * zs );
}
-void _mesa_select_point( GLcontext *ctx, const SWvertex *v )
+void _swrast_select_point( GLcontext *ctx, const SWvertex *v )
{
- const GLfloat zs = 1.0F / ctx->DepthMaxF;
+ const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v->win[2] * zs );
}