| /* |
| * Mesa 3-D graphics library |
| * Version: 6.3 |
| * |
| * 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"), |
| * 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 |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| #include "glheader.h" |
| #include "colormac.h" |
| #include "context.h" |
| #include "enums.h" |
| #include "feedback.h" |
| #include "macros.h" |
| |
| #include "s_context.h" |
| #include "s_feedback.h" |
| #include "s_triangle.h" |
| |
| |
| #define FB_3D 0x01 |
| #define FB_4D 0x02 |
| #define FB_INDEX 0x04 |
| #define FB_COLOR 0x08 |
| #define FB_TEXTURE 0X10 |
| |
| |
| |
| |
| 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]; |
| |
| win[0] = v->win[0]; |
| win[1] = v->win[1]; |
| win[2] = v->win[2] / ctx->DrawBuffer->_DepthMaxF; |
| win[3] = 1.0F / v->win[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) { |
| 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]; |
| } |
| else { |
| COPY_4V(tc, v->texcoord[texUnit]); |
| } |
| |
| _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc ); |
| } |
| |
| |
| /* |
| * Put triangle in feedback buffer. |
| */ |
| void _swrast_feedback_triangle( GLcontext *ctx, |
| const SWvertex *v0, |
| const SWvertex *v1, |
| const SWvertex *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 ); |
| feedback_vertex( ctx, v2, v2 ); |
| } else { |
| feedback_vertex( ctx, v0, v2 ); |
| feedback_vertex( ctx, v1, v2 ); |
| feedback_vertex( ctx, v2, v2 ); |
| } |
| } |
| } |
| |
| |
| 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) |
| token = GL_LINE_RESET_TOKEN; |
| |
| FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); |
| |
| 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 _swrast_feedback_point( GLcontext *ctx, const SWvertex *v ) |
| { |
| FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); |
| feedback_vertex( ctx, v, v ); |
| } |
| |
| |
| void _swrast_select_triangle( GLcontext *ctx, |
| const SWvertex *v0, |
| const SWvertex *v1, |
| const SWvertex *v2) |
| { |
| 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 ); |
| _mesa_update_hitflag( ctx, v2->win[2] * zs ); |
| } |
| } |
| |
| |
| void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) |
| { |
| 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 _swrast_select_point( GLcontext *ctx, const SWvertex *v ) |
| { |
| const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; |
| _mesa_update_hitflag( ctx, v->win[2] * zs ); |
| } |