/* * 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 ); }